| Conditions | 101 | 
| Total Lines | 386 | 
| Code Lines | 269 | 
| 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 ige.ospace.ISystem.ISystem.processBATTLEPhase() 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 | # | ||
| 260 | @public(Const.AL_ADMIN) | ||
| 261 | def processBATTLEPhase(self, tran, obj, data): | ||
| 262 | system = obj | ||
| 263 |         #@log.debug('ISystem', 'BATTLE - system', obj.oid) | ||
| 264 | # we are processing fleets, planets, ... | ||
| 265 | objects = obj.planets[:] + obj.fleets[:] | ||
| 266 | # shuffle them to prevent predetermined one-sided battles (temporary hack) | ||
| 267 | random.shuffle(objects) | ||
| 268 | # store owners of objects | ||
| 269 | # find enemies and allies | ||
| 270 |         attack = {} | ||
| 271 |         allies = {} | ||
| 272 |         owners = {} | ||
| 273 |         ownerIDs = {} | ||
| 274 |         systemAtt = {} | ||
| 275 |         systemDef = {} | ||
| 276 |         hasMine = {} | ||
| 277 | isOwnedObject = 0 | ||
| 278 | for objID in objects: | ||
| 279 | attack[objID] = [] | ||
| 280 | allies[objID] = [] | ||
| 281 | owner = tran.db[objID].owner | ||
| 282 | owners[objID] = owner | ||
| 283 | ownerIDs[owner] = owner | ||
| 284 | if owner != Const.OID_NONE: | ||
| 285 | isOwnedObject = 1 | ||
| 286 | for owner in ownerIDs: | ||
| 287 | tempAtt, tempDef = self.getSystemCombatBonuses(tran, system, owner) | ||
| 288 | systemAtt[owner] = tempAtt | ||
| 289 | systemDef[owner] = tempDef | ||
| 290 | hasMine[owner] = self.getSystemMineSource(tran, system, owner) | ||
| 291 | if not isOwnedObject: | ||
| 292 |             #@log.debug('ISystem', 'No combat') | ||
| 293 | # reset combat counters | ||
| 294 | system.combatCounter = 0 | ||
| 295 | return | ||
| 296 | # first - direct ones | ||
| 297 | index = 1 | ||
| 298 | for obj1ID in objects: | ||
| 299 | obj1 = tran.db[obj1ID] | ||
| 300 | if obj1.owner == Const.OID_NONE: | ||
| 301 | index += 1 | ||
| 302 | continue | ||
| 303 | commander = tran.db[obj1.owner] | ||
| 304 | # relationships | ||
| 305 | #for obj2ID in objects[index:]: | ||
| 306 | for obj2ID in objects: | ||
| 307 | obj2 = tran.db[obj2ID] | ||
| 308 | if obj2.owner == Const.OID_NONE or obj1 is obj2: | ||
| 309 | continue | ||
| 310 | if obj1.owner == obj2.owner: | ||
| 311 | allies[obj1ID].append(obj2ID) | ||
| 312 | allies[obj2ID].append(obj1ID) | ||
| 313 | continue | ||
| 314 | # planet and military object | ||
| 315 | elif obj1.type == Const.T_PLANET and obj2.isMilitary and \ | ||
| 316 | not self.cmd(commander).isPactActive(tran, commander, obj2.owner, Const.PACT_ALLOW_MILITARY_SHIPS): | ||
| 317 |                     #@log.debug("ISystem pl - mil", obj1ID, obj2ID) | ||
| 318 | if obj2ID not in attack[obj1ID]: | ||
| 319 | attack[obj1ID].append(obj2ID) | ||
| 320 | if obj1ID not in attack[obj2ID]: | ||
| 321 | attack[obj2ID].append(obj1ID) | ||
| 322 | # planet and civilian object | ||
| 323 | elif obj1.type == Const.T_PLANET and not obj2.isMilitary and \ | ||
| 324 | not self.cmd(commander).isPactActive(tran, commander, obj2.owner, Const.PACT_ALLOW_CIVILIAN_SHIPS): | ||
| 325 |                     #@log.debug("ISystem pl - civ", obj1ID, obj2ID) | ||
| 326 | if obj2ID not in attack[obj1ID]: | ||
| 327 | attack[obj1ID].append(obj2ID) | ||
| 328 | if obj1ID not in attack[obj2ID]: | ||
| 329 | attack[obj2ID].append(obj1ID) | ||
| 330 | # military and military object | ||
| 331 | elif obj1.isMilitary and obj2.isMilitary and \ | ||
| 332 | not self.cmd(commander).isPactActive(tran, commander, obj2.owner, Const.PACT_ALLOW_MILITARY_SHIPS): | ||
| 333 |                     #@log.debug("ISystem mil - mil", obj1ID, obj2ID) | ||
| 334 | if obj2ID not in attack[obj1ID]: | ||
| 335 | attack[obj1ID].append(obj2ID) | ||
| 336 | if obj1ID not in attack[obj2ID]: | ||
| 337 | attack[obj2ID].append(obj1ID) | ||
| 338 | # military and civilian object | ||
| 339 | elif obj1.isMilitary and not obj2.isMilitary and \ | ||
| 340 | not self.cmd(commander).isPactActive(tran, commander, obj2.owner, Const.PACT_ALLOW_CIVILIAN_SHIPS): | ||
| 341 |                     #@log.debug("ISystem mil - civ", obj1ID, obj2ID) | ||
| 342 | if obj2ID not in attack[obj1ID]: | ||
| 343 | attack[obj1ID].append(obj2ID) | ||
| 344 | if obj1ID not in attack[obj2ID]: | ||
| 345 | attack[obj2ID].append(obj1ID) | ||
| 346 | # planet and fleet | ||
| 347 | #elif obj1.type == Const.T_PLANET and obj2.type == Const.T_FLEET and \ | ||
| 348 | # self.cmd(commander).isPactActive(tran, commander, obj2.owner, PACT_MUTUAL_DEFENCE): | ||
| 349 | # allies[obj1ID].append(obj2ID) | ||
| 350 | # allies[obj2ID].append(obj1ID) | ||
| 351 | # fleet and fleet | ||
| 352 | #elif obj1.type == Const.T_FLEET and obj2.type == Const.T_FLEET and \ | ||
| 353 | # self.cmd(commander).isPactActive(tran, commander, obj2.owner, PACT_MUTUAL_OFFENCE): | ||
| 354 | # allies[obj1ID].append(obj2ID) | ||
| 355 | # allies[obj2ID].append(obj1ID) | ||
| 356 | # asteroid | ||
| 357 | if obj2.type == Const.T_ASTEROID: | ||
| 358 | attack[obj1ID].append(obj2ID) | ||
| 359 | attack[obj2ID].append(obj1ID) | ||
| 360 | index += 1 | ||
| 361 |         #@log.debug('ISystem', 'Targets:', targets) | ||
| 362 |         #@log.debug('ISystem', 'Allies:', allies) | ||
| 363 | # find indirect a/e | ||
| 364 | #for objID in objects: | ||
| 365 | # iTargets = [] | ||
| 366 | # iAllies = [] | ||
| 367 | # # find indirect a/e | ||
| 368 | # todo = allies[objID][:] | ||
| 369 | # while todo: | ||
| 370 | # id = todo.pop(0) | ||
| 371 | # iTargets.extend(targets[id]) | ||
| 372 | # for tmpID in allies[id]: | ||
| 373 | # if tmpID not in iAllies: | ||
| 374 | # todo.append(tmpID) | ||
| 375 | # iAllies.append(tmpID) | ||
| 376 | # # remove allies from targets | ||
| 377 | # for id in iAllies: | ||
| 378 | # if id in iTargets: | ||
| 379 | # iTargets.remove(id) | ||
| 380 | # # IMPORTATNT preffer NOT to fire at possible allies | ||
| 381 | # # add my targets | ||
| 382 | # #for id in targets[objID]: | ||
| 383 | # # if id not in iTargets: | ||
| 384 | # # iTargets.append(id) | ||
| 385 | # # that's all folks | ||
| 386 | # for id in iTargets: | ||
| 387 | # if objID not in attack[id]: | ||
| 388 | # attack[id].append(objID) | ||
| 389 | # if id not in attack[objID]: | ||
| 390 | # attack[objID].append(id) | ||
| 391 | # NOT VALID: objects with action ACTION_ATTACK will attack only their targets | ||
| 392 | # check, if there are any targets | ||
| 393 | isCombat = 0 | ||
| 394 | for objID in objects: | ||
| 395 | if attack[objID]: | ||
| 396 | isCombat = 1 | ||
| 397 | break #end loop | ||
| 398 | if not isCombat: | ||
| 399 |             #@log.debug('ISystem', 'No combat') | ||
| 400 | # reset combat counters | ||
| 401 | system.combatCounter = 0 | ||
| 402 | for fleetID in system.fleets: | ||
| 403 | tran.db[fleetID].combatCounter = 0 | ||
| 404 | return | ||
| 405 | # increase combat counters | ||
| 406 | system.combatCounter += 1 | ||
| 407 | for fleetID in system.fleets: | ||
| 408 | tran.db[fleetID].combatCounter += 1 | ||
| 409 | # debug | ||
| 410 |         log.debug('ISystem', 'Final attacks in system %d:' % system.oid, attack) | ||
| 411 | # mines detonate before battle | ||
| 412 |         shots = {} | ||
| 413 |         targets = {} | ||
| 414 |         firing = {} | ||
| 415 |         damageCaused = {} | ||
| 416 |         killsCaused = {} | ||
| 417 |         damageTaken = {} | ||
| 418 |         shipsLost = {} | ||
| 419 |         minesTriggered = {} | ||
| 420 |         fleetOwners = {} | ||
| 421 | isCombat = False | ||
| 422 | isMineCombat = False | ||
| 423 | for owner in ownerIDs: | ||
| 424 | if owner not in hasMine: # no planets | ||
| 425 | continue | ||
| 426 | if not hasMine[owner]: # no planet with control structure | ||
| 427 | continue | ||
| 428 | controlPlanetID = hasMine[owner][0] # there is list returned, all planets have same effect | ||
| 429 | if len(self.getMines(system, owner)) == 0: | ||
| 430 | continue # no mines, something broke | ||
| 431 | if len(attack[controlPlanetID]) == 0: | ||
| 432 | continue # no targets | ||
| 433 | isMineFired = True | ||
| 434 | mineTargets = copy.copy(attack[controlPlanetID]) | ||
| 435 | while isMineFired: | ||
| 436 | while len(mineTargets) > 0: | ||
| 437 | targetID = random.choice(mineTargets) # select random target | ||
| 438 | targetobj = tran.db.get(targetID, None) | ||
| 439 | try: | ||
| 440 | if targetobj.type == Const.T_FLEET: | ||
| 441 | fleetOwners[targetID] = targetobj.owner | ||
| 442 | break # target found | ||
| 443 | mineTargets.remove(targetID) # remove an object type that a mine can't hit from the temporary targets list | ||
| 444 | except: | ||
| 445 | mineTargets.remove(targetID) # remove a dead fleet from the temporary targets list | ||
| 446 | |||
| 447 | if len(mineTargets) == 0: | ||
| 448 | break # no fleet targets for mines | ||
| 449 | temp, temp, firing[targetID] = self.cmd(targetobj).getPreCombatData(tran, targetobj) # fix firing for "surrender to" section | ||
|  | |||
| 450 | damage, att, ignoreshield, mineID = self.cmd(obj).fireMine(system, owner) | ||
| 451 | if not damage: # no more mines | ||
| 452 | isMineFired = False | ||
| 453 | break | ||
| 454 |                 log.debug('ISystem', 'Mine Shooting (damage, att, ignore shield):', damage, att, ignoreshield) | ||
| 455 | isMineCombat = True | ||
| 456 | minesTriggered[mineID] = minesTriggered.get(mineID, 0) + 1 | ||
| 457 | # Process Combat | ||
| 458 | # for now we assume only one ship can be destroyed by one mine | ||
| 459 | dmg, destroyed = self.cmd(targetobj).applyMine(tran, targetobj, att, damage, ignoreshield) | ||
| 460 |                 #log.debug('ISystem-Mines', 'Actual Damage Done:',dmg) | ||
| 461 | if dmg > 0: | ||
| 462 | damageTaken[targetID] = damageTaken.get(targetID, 0) + dmg | ||
| 463 | shipsLost[targetID] = shipsLost.get(targetID, 0) + destroyed | ||
| 464 | killsCaused[mineID] = killsCaused.get(mineID, 0) + destroyed | ||
| 465 | if dmg > 0: | ||
| 466 | damageCaused[mineID] = damageCaused.get(mineID, 0) + dmg | ||
| 467 | # send messages about mine effects to the owner of the minefield | ||
| 468 | # collect hit players | ||
| 469 |             players = {} | ||
| 470 | for triggerID in firing.keys(): | ||
| 471 | players[owners[triggerID]] = None | ||
| 472 | controllerPlanet = tran.db.get(controlPlanetID, None) | ||
| 473 | damageCausedSum = 0 | ||
| 474 | killsCausedSum = 0 | ||
| 475 | for mineID in damageCaused.keys(): | ||
| 476 | damageCausedSum = damageCausedSum + damageCaused.get(mineID, 0) | ||
| 477 | killsCausedSum = killsCausedSum + killsCaused.get(mineID, 0) | ||
| 478 | Utils.sendMessage(tran, controllerPlanet, Const.MSG_MINES_OWNER_RESULTS, system.oid, (players.keys(),(damageCaused, killsCaused, minesTriggered),damageCausedSum,killsCausedSum)) | ||
| 479 | # send messages to the players whose fleets got hit by minefields | ||
| 480 | for targetID in damageTaken.keys(): | ||
| 481 | targetFleet = tran.db.get(targetID, None) | ||
| 482 | if targetFleet: | ||
| 483 | Utils.sendMessage(tran, targetFleet, Const.MSG_MINES_FLEET_RESULTS, system.oid, (damageTaken[targetID], shipsLost[targetID])) | ||
| 484 | else: | ||
| 485 | targetFleet = IDataHolder() | ||
| 486 | targetFleet.oid = fleetOwners[targetID] | ||
| 487 | Utils.sendMessage(tran, targetFleet, Const.MSG_MINES_FLEET_RESULTS, system.oid, (damageTaken[targetID], shipsLost[targetID])) | ||
| 488 | Utils.sendMessage(tran, targetFleet, Const.MSG_DESTROYED_FLEET, system.oid, ()) | ||
| 489 |         damageCaused = {} | ||
| 490 |         killsCaused = {} | ||
| 491 |         damageTaken = {} | ||
| 492 |         shipsLost = {} | ||
| 493 | # now to battle | ||
| 494 | for objID in objects: | ||
| 495 | obj = tran.db.get(objID, None) | ||
| 496 | # get shots from object, should be sorted by weaponClass | ||
| 497 | # shots = [ shot, ...], shot = (combatAtt, weaponID) | ||
| 498 | # get target classes and numbers | ||
| 499 | # (class1, class2, class3, class4) | ||
| 500 | # cls0 == fighters, cls1 == midships, cls2 == capital ships, cls3 == planet installations | ||
| 501 | #@log.debug(objID, obj.name, "getting pre combat data") | ||
| 502 | if obj: # source already destroyed; ignore | ||
| 503 | shots[objID], targets[objID], firing[objID] = self.cmd(obj).getPreCombatData(tran, obj) | ||
| 504 | if firing[objID]: | ||
| 505 | isCombat = True | ||
| 506 | if not isCombat and not isMineCombat: | ||
| 507 | # no shots has been fired | ||
| 508 |             #@log.debug('ISystem', 'No combat') | ||
| 509 | # reset combat counters | ||
| 510 | system.combatCounter = 0 | ||
| 511 | for fleetID in system.fleets: | ||
| 512 | tran.db[fleetID].combatCounter = 0 | ||
| 513 | return | ||
| 514 |         #@log.debug("Shots:", shots) | ||
| 515 |         #@log.debug("Targets", targets) | ||
| 516 | if isCombat: | ||
| 517 | for shotIdx in (3, 2, 1, 0): | ||
| 518 | for objID in objects: | ||
| 519 | # obj CAN be deleted at this point | ||
| 520 | obj = tran.db.get(objID, None) | ||
| 521 | if obj == None: | ||
| 522 | continue # source already destroyed; move to next source | ||
| 523 | # if object is fleet, then it's signature is max | ||
| 524 | if obj and obj.type == Const.T_FLEET: | ||
| 525 | obj.signature = Rules.maxSignature | ||
| 526 | # target preselection | ||
| 527 | totalClass = [0, 0, 0, 0] | ||
| 528 | total = 0 | ||
| 529 | for targetID in attack[objID]: | ||
| 530 | totalClass[0] += targets[targetID][0] | ||
| 531 | totalClass[1] += targets[targetID][1] | ||
| 532 | totalClass[2] += targets[targetID][2] | ||
| 533 | totalClass[3] += targets[targetID][3] | ||
| 534 | total = totalClass[0] + totalClass[1] + totalClass[2] + totalClass[3] | ||
| 535 | # process shots | ||
| 536 | for combatAtt, weaponID in shots[objID][shotIdx]: | ||
| 537 | weapon = Rules.techs[weaponID] | ||
| 538 | weaponClass = weapon.weaponClass | ||
| 539 | if total == 0: | ||
| 540 | # there are no targets | ||
| 541 | break | ||
| 542 |                         #@log.debug('ISystem', 'Processing shot', objID, weapon.name, weaponClass) | ||
| 543 | # process from weaponClass up | ||
| 544 | # never shoot on smaller ships than weaponClass | ||
| 545 | applied = 0 | ||
| 546 | for tmpWpnClass in xrange(weaponClass, 4): | ||
| 547 |                             #@log.debug('ISystem', 'Trying target class', tmpWpnClass, totalClass[tmpWpnClass]) | ||
| 548 | # select target | ||
| 549 | if totalClass[tmpWpnClass]: | ||
| 550 | target = Utils.rand(0, totalClass[tmpWpnClass]) | ||
| 551 |                                 #@log.debug('ISystem', 'Target rnd num', target, totalClass[tmpWpnClass]) | ||
| 552 | for targetID in attack[objID]: | ||
| 553 | if target < targets[targetID][tmpWpnClass]: | ||
| 554 | #@log.debug(objID, 'attacks', targetID, tmpWpnClass) | ||
| 555 | # targetID can be deleted at this point | ||
| 556 | anObj = tran.db.get(targetID, None) | ||
| 557 | if anObj: | ||
| 558 | dmg, destroyed, destroyedClass = self.cmd(anObj).applyShot(tran, anObj, systemDef[owners[targetID]], combatAtt + systemAtt[owners[objID]], weaponID, tmpWpnClass, target) | ||
| 559 |                                             #@log.debug("ISystem result", dmg, destroyed, destroyedClass, tmpWpnClass) | ||
| 560 | #@print objID, 'dmg, destroyed', dmg, destroyed | ||
| 561 | damageTaken[targetID] = damageTaken.get(targetID, 0) + dmg | ||
| 562 | if destroyed > 0: | ||
| 563 | shipsLost[targetID] = shipsLost.get(targetID, 0) + destroyed | ||
| 564 | total -= destroyed | ||
| 565 | totalClass[destroyedClass] -= destroyed | ||
| 566 | if dmg > 0 and obj: | ||
| 567 | obj.combatExp += dmg | ||
| 568 | damageCaused[objID] = damageCaused.get(objID, 0) + dmg | ||
| 569 | applied = 1 | ||
| 570 | else: | ||
| 571 | continue # target already destroyed, move to next target | ||
| 572 | break | ||
| 573 | else: | ||
| 574 |                                         #@log.debug('ISystem', 'Lovering target by', targets[targetID][tmpWpnClass]) | ||
| 575 | target -= targets[targetID][tmpWpnClass] | ||
| 576 | if applied: | ||
| 577 | break | ||
| 578 | # send messages and modify diplomacy relations | ||
| 579 | # distribute experience pts | ||
| 580 | for objID in objects: | ||
| 581 | obj = tran.db.get(objID, None) | ||
| 582 | if obj: | ||
| 583 | self.cmd(obj).distributeExp(tran, obj) | ||
| 584 | if attack[objID]: | ||
| 585 | source = obj or tran.db[owners[objID]] | ||
| 586 | # collect players | ||
| 587 |                 players = {} | ||
| 588 | for attackerID in attack[objID]: | ||
| 589 | players[owners[attackerID]] = None | ||
| 590 | d1 = damageTaken.get(objID,0) | ||
| 591 | d2 = damageCaused.get(objID,0) | ||
| 592 | l = shipsLost.get(objID, 0) | ||
| 593 | if d1 or d2 or l: | ||
| 594 | # send only if damage is taken/caused | ||
| 595 | Utils.sendMessage(tran, source, Const.MSG_COMBAT_RESULTS, system.oid, (d1, d2, l, players.keys())) | ||
| 596 | if not obj: | ||
| 597 | # report DESTROYED status | ||
| 598 | Utils.sendMessage(tran, source, Const.MSG_DESTROYED_FLEET, system.oid, ()) | ||
| 599 | # modify diplomacy relations | ||
| 600 | objOwner = tran.db[owners[objID]] | ||
| 601 | for attackerID in attack[objID]: | ||
| 602 | attOwner = tran.db.get(owners[attackerID], None) | ||
| 603 | # owner of the fleet | ||
| 604 | rel = self.cmd(objOwner).getDiplomacyWith(tran, objOwner, attOwner.oid) | ||
| 605 | rel.relChng = Rules.relLostWhenAttacked | ||
| 606 | # attacker | ||
| 607 | rel = self.cmd(attOwner).getDiplomacyWith(tran, attOwner, objOwner.oid) | ||
| 608 | rel.rechChng = Rules.relLostWhenAttacked | ||
| 609 | # check if object surrenders | ||
| 610 | for objID in objects: | ||
| 611 | # object surrender IFF it and its allies had target and was not able | ||
| 612 | # to fire at it, planet is not counted as ally in this case | ||
| 613 | obj = tran.db.get(objID, None) | ||
| 614 | if firing[objID] and obj: | ||
| 615 | continue | ||
| 616 | surrenderTo = [] | ||
| 617 | for attID in attack[objID]: | ||
| 618 | if firing[attID] and tran.db.has_key(attID): | ||
| 619 | surrenderTo.append(tran.db[attID].owner) | ||
| 620 | for allyID in allies[objID]: | ||
| 621 | if not tran.db.has_key(allyID): | ||
| 622 | continue | ||
| 623 | ally = tran.db[allyID] | ||
| 624 | if firing[allyID] and ally.type != Const.T_PLANET: | ||
| 625 | surrenderTo = [] | ||
| 626 | break | ||
| 627 | if surrenderTo: | ||
| 628 | index = Utils.rand(0, len(surrenderTo)) | ||
| 629 | if obj: | ||
| 630 | if self.cmd(obj).surrenderTo(tran, obj, surrenderTo[index]): | ||
| 631 | winner = tran.db[surrenderTo[index]] | ||
| 632 | source = tran.db.get(owners[objID], None) | ||
| 633 |                         log.debug('ISystem', 'BATTLE - surrender', objID, surrenderTo[index], surrenderTo) | ||
| 634 | if source: | ||
| 635 | Utils.sendMessage(tran, source, Const.MSG_COMBAT_LOST, system.oid, winner.oid) | ||
| 636 | Utils.sendMessage(tran, winner, Const.MSG_COMBAT_WON, system.oid, source.oid) | ||
| 637 | else: | ||
| 638 | Utils.sendMessage(tran, winner, Const.MSG_COMBAT_WON, system.oid, obj.oid) | ||
| 639 | else: | ||
| 640 | winner = tran.db[surrenderTo[index]] | ||
| 641 | source = tran.db[owners[objID]] | ||
| 642 |                     log.debug('ISystem', 'BATTLE - surrender', objID, surrenderTo[index], surrenderTo) | ||
| 643 | Utils.sendMessage(tran, source, Const.MSG_COMBAT_LOST, system.oid, winner.oid) | ||
| 644 | Utils.sendMessage(tran, winner, Const.MSG_COMBAT_WON, system.oid, source.oid) | ||
| 645 | return | ||
| 646 | |||
| 907 |