| Conditions | 1 |
| Paths | 4 |
| Total Lines | 95 |
| 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 | 'use strict'; |
||
| 9 | function supernova(state, format, visibility, upgrade, data, util) { |
||
| 10 | let ct = this; |
||
| 11 | ct.state = state; |
||
| 12 | ct.visibility = visibility; |
||
| 13 | ct.data = data; |
||
| 14 | ct.util = util; |
||
| 15 | ct.format = format; |
||
| 16 | ct.infuse = {}; |
||
| 17 | |||
| 18 | ct.exoticProduction = function() { |
||
| 19 | let production = {}; |
||
| 20 | let exotic = data.elements[state.currentElement].exotic; |
||
| 21 | production[exotic] = 0; |
||
| 22 | for (let resource of data.elements[state.currentElement].includes) { |
||
| 23 | if (!state.player.resources[resource].unlocked) { |
||
| 24 | continue; |
||
| 25 | } |
||
| 26 | if (data.resources[resource].type.indexOf('molecule') !== -1) { |
||
| 27 | let multiplier = 0; |
||
| 28 | for (let key in data.resources[resource].elements) { |
||
| 29 | let number = data.resources[resource].elements[key]; |
||
| 30 | multiplier += number; |
||
| 31 | } |
||
| 32 | for (let element in data.resources[resource].elements) { |
||
| 33 | let newExotic = data.elements[element].exotic; |
||
| 34 | production[newExotic] = production[newExotic] || 0; |
||
| 35 | production[newExotic] += Math.floor(Math.max(0, Math.log(state.player.resources[resource].number))) * multiplier; |
||
| 36 | } |
||
| 37 | }else{ |
||
| 38 | production[exotic] += Math.floor(Math.max(0, Math.log(state.player.resources[resource].number))); |
||
| 39 | } |
||
| 40 | } |
||
| 41 | for (let key in production) { |
||
| 42 | // we adjust the production to start at 1e6 resources |
||
| 43 | if (production[key] >= 13) { |
||
| 44 | production[key] -= 13; |
||
| 45 | } else { |
||
| 46 | production[key] = 0; |
||
| 47 | } |
||
| 48 | // we adjust the infusion |
||
| 49 | production[key] += Math.floor(production[key]*ct.totalInfuseBoost()); |
||
| 50 | } |
||
| 51 | |||
| 52 | return production; |
||
| 53 | }; |
||
| 54 | |||
| 55 | ct.exoticPrestige = function() { |
||
| 56 | let resources = state.player.resources; |
||
| 57 | let production = ct.exoticProduction(); |
||
| 58 | |||
| 59 | for (let key in production) { |
||
| 60 | resources[key].number += production[key]; |
||
| 61 | resources[key].unlocked = true; |
||
| 62 | } |
||
| 63 | |||
| 64 | upgrade.resetElement(state.player, state.currentElement); |
||
| 65 | }; |
||
| 66 | |||
| 67 | ct.buyExoticUpgrade = function(name, element) { |
||
| 68 | let upgrades = state.player.elements[element].exotic_upgrades; |
||
| 69 | let price = data.exotic_upgrades[name].price; |
||
| 70 | let currency = data.elements[element].exotic; |
||
| 71 | upgrade.buyUpgrade(state.player, |
||
| 72 | upgrades, |
||
| 73 | name, |
||
| 74 | price, |
||
| 75 | currency); |
||
| 76 | }; |
||
| 77 | |||
| 78 | ct.setPercentage = function(resource, percentage) { |
||
| 79 | ct.infuse[resource] = Math.floor(state.player.resources[resource].number*(percentage/100)); |
||
| 80 | } |
||
| 81 | |||
| 82 | ct.fixNumber = function(resource) { |
||
| 83 | ct.infuse[resource] = Math.max(0, Math.min(state.player.resources[resource].number, ct.infuse[resource])); |
||
| 84 | } |
||
| 85 | |||
| 86 | ct.isValidInfusion = function() { |
||
| 87 | let valid = true; |
||
| 88 | for(let resource in ct.infuse){ |
||
| 89 | console.log(resource+" "+ct.infuse[resource]+" "+Number.isFinite(ct.infuse[resource])); |
||
|
|
|||
| 90 | valid = valid && Number.isFinite(ct.infuse[resource]); |
||
| 91 | } |
||
| 92 | return valid; |
||
| 93 | } |
||
| 94 | |||
| 95 | ct.totalInfuseBoost = function() { |
||
| 96 | let total = 1; |
||
| 97 | for(let resource in ct.infuse){ |
||
| 98 | let number = Math.min(ct.infuse[resource], state.player.resources[resource].number); |
||
| 99 | total *= 1+number*ct.data.constants.INFUSE_POWER; |
||
| 100 | } |
||
| 101 | return total-1; |
||
| 102 | } |
||
| 103 | } |
||
| 104 |