| Conditions | 39 | 
| Total Lines | 144 | 
| Code Lines | 117 | 
| Lines | 0 | 
| Ratio | 0 % | 
| Changes | 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:
Complex classes like AIs.ais_mutant.systemManager() often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
| 1 | # | ||
| 35 | def _system_worthiness(self, system, weights): | ||
| 36 | """ Scans system, and based on planetary composition and weights returns constant. | ||
| 37 | Weights are expected to be quadruplet of numbers, for [gaia, terrestial, marginal, rest] | ||
| 38 | """ | ||
| 39 | worth = 0 | ||
| 40 | for planet_id in self.data.myPlanets & set(system.planets): | ||
| 41 | planet = self.db[planet_id] | ||
| 42 | if planet.plType == u"I": # gaia | ||
| 43 | worth += weights[0] | ||
| 44 | elif planet.plType == u"E": # terrestial | ||
| 45 | worth += weights[1] | ||
| 46 | elif planet.plType == u"M": # marginal | ||
| 47 | worth += weights[2] | ||
| 48 | else: # junk | ||
| 49 | worth += weights[3] | ||
| 50 | return worth | ||
| 51 | |||
| 52 | def _create_gaia_blueprint(self, space): | ||
| 53 | # preserve minefield position, and in case there is no | ||
| 54 | # minefield in the system, try to place it on the first planet | ||
| 55 | # available | ||
| 56 | power_plants = math.ceil(max(space - 1, 0) / 6.0) | ||
| 57 | factories = space - power_plants | ||
| 58 |         return {Rules.Tech.MUTANTBASE4:1, | ||
| 59 | Rules.Tech.MUTANTPP2:power_plants, | ||
| 60 | Rules.Tech.MUTANTFACT2:factories} | ||
| 61 | |||
| 62 | def _create_terrestial_blueprint(self, space): | ||
| 63 | # preserve minefield position, and in case there is no | ||
| 64 | # minefield in the system, try to place it on the first planet | ||
| 65 | # available | ||
| 66 | power_plants = math.ceil(max(space - 1, 0) / 5.0) | ||
| 67 | factories = space - power_plants | ||
| 68 |         return {Rules.Tech.MUTANTBASE3:1, | ||
| 69 | Rules.Tech.MUTANTPP2:power_plants, | ||
| 70 | Rules.Tech.MUTANTFACT2:factories} | ||
| 71 | |||
| 72 | def _create_marginal_blueprint(self, space): | ||
| 73 | # preserve minefield position, and in case there is no | ||
| 74 | # minefield in the system, try to place it on the first planet | ||
| 75 | # available | ||
| 76 | power_plants = math.ceil(max(space - 1, 0) / 7.0) | ||
| 77 | factories = space - power_plants | ||
| 78 |         return {Rules.Tech.MUTANTBASE2:1, | ||
| 79 | Rules.Tech.MUTANTPP2:power_plants, | ||
| 80 | Rules.Tech.MUTANTFACT1:factories} | ||
| 81 | |||
| 82 | def _create_submarginal_blueprint(self, space): | ||
| 83 | # preserve minefield position, and in case there is no | ||
| 84 | # minefield in the system, try to place it on the first planet | ||
| 85 | # available | ||
| 86 | power_plants = math.ceil(max(space - 1, 0) / 5.0) | ||
| 87 | factories = space - power_plants | ||
| 88 |         return {Rules.Tech.MUTANTBASE:1, | ||
| 89 | Rules.Tech.MUTANTPP1:power_plants, | ||
| 90 | Rules.Tech.MUTANTFACT1:factories} | ||
| 91 | |||
| 92 | def _insert_minefield(self, system, system_blueprint): | ||
| 93 | # pick worst possible planet to put minefield on, don't waste | ||
| 94 | # precious gaia space if possible | ||
| 95 | # also ignore actual state - don't be afraid to rebuild if planet is | ||
| 96 | # promoted | ||
| 97 | for avoided_types in [(u"I", u"E", u"M"), (u"I", u"E"), (u"I",), ()]: | ||
| 98 | # sorting, to avoid rebuilds between equivalent planets | ||
| 99 | for planet_id in sorted(system_blueprint): | ||
| 100 | planet = self.db[planet_id] | ||
| 101 | if planet.plType in avoided_types or planet.plSlots == 1: | ||
| 102 | continue | ||
| 103 | if Rules.Tech.MUTANTFACT1 in system_blueprint[planet_id]: | ||
| 104 | assert system_blueprint[planet_id][Rules.Tech.MUTANTFACT1] > 0 | ||
| 105 | system_blueprint[planet_id][Rules.Tech.MUTANTFACT1] -= 1 | ||
| 106 | elif Rules.Tech.MUTANTFACT2 in system_blueprint[planet_id]: | ||
| 107 | assert system_blueprint[planet_id][Rules.Tech.MUTANTFACT2] > 0 | ||
| 108 | system_blueprint[planet_id][Rules.Tech.MUTANTFACT2] -= 1 | ||
| 109 | else: | ||
| 110 | continue | ||
| 111 | system_blueprint[planet_id][Rules.Tech.MUTANTMINES] = 1 | ||
| 112 | return | ||
| 113 | |||
| 114 | def _cleanup_dict(self, dict_): | ||
| 115 | for key in dict_.keys(): | ||
| 116 | if not dict_[key]: | ||
| 117 | del dict_[key] | ||
| 118 | |||
| 119 | def _create_system_blueprint(self, system): | ||
| 120 | # create appropriate build plans | ||
| 121 |         system_blueprint = {} | ||
| 122 | for planet_id in self.data.freePlanets & set(system.planets): | ||
| 123 |             system_blueprint[planet_id] = {Rules.Tech.MUTANTBASE:1} | ||
| 124 | for planet_id in self.data.myPlanets & set(system.planets): | ||
| 125 | planet = self.db[planet_id] | ||
| 126 | space = planet.plSlots - 1 # the main building is there every time | ||
| 127 | if planet.plType == u"I": # gaia | ||
| 128 | system_blueprint[planet_id] = self._create_gaia_blueprint(space) | ||
| 129 | continue | ||
| 130 | elif planet.plType == u"E": # terrestial | ||
| 131 | system_blueprint[planet_id] = self._create_terrestial_blueprint(space) | ||
| 132 | continue | ||
| 133 | elif planet.plType == u"M": # marginal | ||
| 134 | system_blueprint[planet_id] = self._create_marginal_blueprint(space) | ||
| 135 | continue | ||
| 136 | else: # all sub-marginal types | ||
| 137 | system_blueprint[planet_id] = self._create_submarginal_blueprint(space) | ||
| 138 | continue | ||
| 139 | self._cleanup_dict(system_blueprint) | ||
| 140 | self._insert_minefield(system, system_blueprint) | ||
| 141 | return system_blueprint | ||
| 142 | |||
| 143 | def _system_manager(self): | ||
| 144 | for planet_id in self.data.myPlanets: | ||
| 145 | tool.sortStructures(self.client, self.db, planet_id) | ||
| 146 | for system_id in self.data.mySystems: | ||
| 147 | system = self.db[system_id] | ||
| 148 | # creation of final system plans | ||
| 149 | system_blueprint = self._create_system_blueprint(system) | ||
| 150 | idle_planets = tool.buildSystem(self.data, self.client, self.db, system_id, self.data.myProdPlanets & set(system.planets), system_blueprint) | ||
| 151 | # rest of the planets build ships | ||
| 152 | # first get all our ships in the system | ||
| 153 |             system_fleet = {} | ||
| 154 | for fleet_id in getattr(system, 'fleets', []): | ||
| 155 | fleet = self.db[fleet_id] | ||
| 156 | if getattr(fleet, 'owner', Const.OID_NONE) == self.player.oid: | ||
| 157 | system_fleet = Utils.dictAddition(system_fleet, tool.getFleetSheet(fleet)) | ||
| 158 | hasSeeders = False | ||
| 159 | hasSeekers = False | ||
| 160 | try: | ||
| 161 | if system_fleet[2] >= 2: hasSeeders = True | ||
| 162 | except KeyError: | ||
| 163 | pass | ||
| 164 | try: | ||
| 165 | if system_fleet[3] >= 2: hasSeekers = True | ||
| 166 | except KeyError: | ||
| 167 | pass | ||
| 168 | # this variable will gather how valuable system is in regards of fighter defense | ||
| 169 | # in general, mutant has quite significant planetary defense, so our target is | ||
| 170 | # to have only about 10 % production spend on support | ||
| 171 | fighters_to_defend = self._system_worthiness(system, [15,8,5,3]) | ||
| 172 | |||
| 173 | for planet_id in idle_planets: | ||
| 174 | planet = self.db[planet_id] | ||
| 175 | shipDraw = random.randint(1, 10) | ||
| 176 | if (not hasSeeders or not hasSeekers) and shipDraw < 9: | ||
| 177 | # there is 20% chance it won't build civilian ships, but military one | ||
| 178 | if not hasSeeders: | ||
| 179 | planet.prodQueue, self.player.stratRes = self.client.cmdProxy.startConstruction(planet_id, 2, 1, planet_id, True, False, Const.OID_NONE) | ||
| 331 |