| Conditions | 1 |
| Paths | 1 |
| Total Lines | 121 |
| Lines | 0 |
| Ratio | 0 % |
| Changes | 1 | ||
| Bugs | 0 | Features | 0 |
Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.
For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.
Commonly applied refactorings include:
If many parameters/temporary variables are present:
| 1 | /** |
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| 16 | function (state, data, visibility, util, format, reactionService) { |
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| 17 | let ct = this; |
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| 18 | ct.state = state; |
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| 19 | ct.data = data; |
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| 20 | ct.util = util; |
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| 21 | ct.format = format; |
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| 22 | ct.adjustAmount = [1, 10, 25, 100]; |
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| 23 | |||
| 24 | function update(player) { |
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| 25 | for(let slot of player.element_slots){ |
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| 26 | if(!slot){ |
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| 27 | continue; |
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| 28 | } |
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| 29 | for (let reaction of slot.reactions) { |
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| 30 | if (!reaction.active) { |
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| 31 | continue; |
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| 32 | } |
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| 33 | reactionService.react(numberToReact(player, reaction.reaction), reaction.reaction, player); |
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| 34 | } |
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| 35 | } |
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| 36 | } |
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| 37 | |||
| 38 | function numberToReact(player, reaction) { |
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| 39 | let power = ct.reactionPower(player); |
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| 40 | let number = power; |
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| 41 | for(let resource in reaction.reactants){ |
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| 42 | number = Math.min(number, player.resources[resource].number); |
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| 43 | } |
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| 44 | return number; |
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| 45 | } |
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| 46 | |||
| 47 | /* Calculates the reaction power based on the reaction upgrades */ |
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| 48 | ct.reactionPower = function(player) { |
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| 49 | let level = player.global_upgrades_current.reaction_bandwidth; |
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| 50 | let upgrade = data.global_upgrades.reaction_bandwidth; |
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| 51 | let basePower = upgrade.power; |
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| 52 | let polynomial = upgrade.power_poly; |
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| 53 | return basePower * Math.floor(Math.pow(level, polynomial)); |
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| 54 | }; |
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| 55 | |||
| 56 | /* Calculates the number of reaction slots based on the reaction upgrades */ |
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| 57 | ct.reactionSlots = function (player) { |
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| 58 | let level = player.global_upgrades.reaction_slots; |
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| 59 | let upgrade = data.global_upgrades.reaction_slots; |
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| 60 | let basePower = upgrade.power; |
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| 61 | let multiplier = upgrade.power_mult; |
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| 62 | return basePower * Math.floor(multiplier * level); |
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| 63 | }; |
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| 64 | |||
| 65 | ct.reactionSize = function (player) { |
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| 66 | let size = 0; |
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| 67 | for(let slot of player.element_slots){ |
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| 68 | if(!slot){ |
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| 69 | continue; |
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| 70 | } |
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| 71 | size += slot.reactions.length; |
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| 72 | } |
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| 73 | return size; |
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| 74 | }; |
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| 75 | |||
| 76 | /* Adds a new reaction to the player list */ |
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| 77 | ct.addReaction = function (player, slot, key) { |
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| 78 | if(ct.reactionSize(player) >= ct.reactionSlots(player)){ |
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| 79 | return; |
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| 80 | } |
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| 81 | let reaction = data.reactions[key]; |
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| 82 | slot.reactions.push({ |
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| 83 | active: false, |
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| 84 | reaction: angular.copy(reaction) |
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| 85 | }); |
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| 86 | }; |
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| 87 | |||
| 88 | ct.removeReaction = function (slot, item) { |
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| 89 | for(let i = 0; i < slot.reactions.length; i++){ |
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| 90 | if(slot.reactions[i] === item){ |
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| 91 | slot.reactions.splice(i, 1); |
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| 92 | } |
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| 93 | } |
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| 94 | }; |
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| 95 | |||
| 96 | ct.visibleReactions = function(slot) { |
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| 97 | return slot.reactions; |
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| 98 | }; |
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| 99 | |||
| 100 | ct.availableReactions = function(slot) { |
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| 101 | return visibility.visible(data.reactions, isReactionAvailable, slot.element); |
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| 102 | }; |
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| 103 | |||
| 104 | function isReactionAvailable(entry, currentElement) { |
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| 105 | let available = true; |
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| 106 | let reaction = data.reactions[entry]; |
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| 107 | for(let resource in reaction.reactant){ |
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| 108 | available = available && state.player.resources[resource].unlocked; |
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| 109 | } |
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| 110 | // Workaround to reuse the visibility function. It expects an object with the |
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| 111 | // reaction inside |
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| 112 | let reactionObject = {reaction:reaction}; |
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| 113 | return available && isReactionVisible(reactionObject, currentElement); |
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| 114 | } |
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| 115 | |||
| 116 | function isReactionVisible(entry, currentElement) { |
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| 117 | let reaction = entry.reaction; |
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| 118 | if(reaction.elements.length === 0){ |
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| 119 | return true; |
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| 120 | } |
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| 121 | for(let element of reaction.elements){ |
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| 122 | if(element === currentElement){ |
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| 123 | return true; |
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| 124 | } |
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| 125 | } |
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| 126 | return false; |
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| 127 | } |
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| 128 | |||
| 129 | ct.adjustLevel = function(player, upgrade, amount){ |
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| 130 | player.global_upgrades_current[upgrade] += amount; |
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| 131 | // We cap it between 1 and the current max level |
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| 132 | player.global_upgrades_current[upgrade] = Math.max(1, Math.min(player.global_upgrades_current[upgrade], player.global_upgrades[upgrade])); |
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| 133 | }; |
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| 134 | |||
| 135 | state.registerUpdate('reactions', update); |
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| 136 | }]); |
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| 137 |