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Total Complexity | 65 |
Total Lines | 342 |
Duplicated Lines | 0 % |
Changes | 3 | ||
Bugs | 0 | Features | 0 |
Complex classes like SmrWeapon 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.
While breaking up the class, it is a good idea to analyze how other classes use SmrWeapon, and based on these observations, apply Extract Interface, too.
1 | <?php declare(strict_types=1); |
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10 | class SmrWeapon extends AbstractSmrCombatWeapon { |
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11 | |||
12 | use Traits\RaceID; |
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13 | |||
14 | protected const BONUS_DAMAGE = 15; // additive bonus |
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15 | protected const BONUS_ACCURACY = 4; // additive bonus |
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16 | |||
17 | protected const HIGHEST_POWER_LEVEL = 5; // must track the highest power level in db |
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18 | |||
19 | protected readonly SmrWeaponType $weaponType; |
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20 | protected bool $bonusAccuracy = false; // default |
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21 | protected bool $bonusDamage = false; // default |
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22 | protected bool $damageRollover = false; // fixed for all SmrWeapons |
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23 | |||
24 | public static function getWeapon(int $weaponTypeID, DatabaseRecord $dbRecord = null): self { |
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25 | return new self($weaponTypeID, $dbRecord); |
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26 | } |
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27 | |||
28 | protected function __construct( |
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29 | protected readonly int $weaponTypeID, |
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30 | DatabaseRecord $dbRecord = null |
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31 | ) { |
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32 | $this->weaponType = SmrWeaponType::getWeaponType($weaponTypeID, $dbRecord); |
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33 | $this->raceID = $this->weaponType->getRaceID(); |
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34 | } |
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35 | |||
36 | public function hasBonusAccuracy(): bool { |
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37 | return $this->bonusAccuracy; |
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38 | } |
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39 | |||
40 | public function setBonusAccuracy(bool $bonusAccuracy): void { |
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41 | $this->bonusAccuracy = $bonusAccuracy; |
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42 | } |
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43 | |||
44 | public function hasBonusDamage(): bool { |
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45 | return $this->bonusDamage; |
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46 | } |
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47 | |||
48 | public function setBonusDamage(bool $bonusDamage): void { |
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49 | $this->bonusDamage = $bonusDamage; |
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50 | } |
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51 | |||
52 | private function hasEnhancements(): bool { |
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53 | return $this->getNumberOfEnhancements() > 0; |
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54 | } |
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55 | |||
56 | private function getNumberOfEnhancements(): int { |
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57 | return (int)$this->bonusAccuracy + (int)$this->bonusDamage; |
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58 | } |
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59 | |||
60 | /** |
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61 | * Return weapon name suitable for HTML display. |
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62 | * The name is displayed in green with pluses if enhancements are present. |
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63 | */ |
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64 | public function getName(): string { |
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65 | $name = $this->weaponType->getName(); |
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66 | if ($this->hasEnhancements()) { |
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67 | $name = '<span class="green">' . $name . str_repeat('+', $this->getNumberOfEnhancements()) . '</span>'; |
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68 | } |
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69 | return $name; |
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70 | } |
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71 | |||
72 | /** |
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73 | * Return the weapon base accuracy. |
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74 | */ |
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75 | public function getBaseAccuracy(): int { |
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76 | $baseAccuracy = $this->weaponType->getAccuracy(); |
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77 | if ($this->bonusAccuracy) { |
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78 | $baseAccuracy += self::BONUS_ACCURACY; |
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79 | } |
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80 | return $baseAccuracy; |
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81 | } |
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82 | |||
83 | /** |
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84 | * Return the weapon shield damage. |
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85 | */ |
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86 | public function getShieldDamage(): int { |
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87 | $shieldDamage = $this->weaponType->getShieldDamage(); |
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88 | if ($this->bonusDamage && $shieldDamage > 0) { |
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89 | $shieldDamage += self::BONUS_DAMAGE; |
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90 | } |
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91 | return $shieldDamage; |
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92 | } |
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93 | |||
94 | /** |
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95 | * Return the weapon armour damage. |
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96 | */ |
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97 | public function getArmourDamage(): int { |
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98 | $armourDamage = $this->weaponType->getArmourDamage(); |
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99 | if ($this->bonusDamage && $armourDamage > 0) { |
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100 | $armourDamage += self::BONUS_DAMAGE; |
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101 | } |
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102 | return $armourDamage; |
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103 | } |
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104 | |||
105 | public function getBuyHREF(SmrLocation $location): string { |
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106 | $container = new ShopWeaponProcessor($location->getTypeID(), $this); |
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107 | return $container->href(); |
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108 | } |
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109 | |||
110 | public function getSellHREF(SmrLocation $location, int $orderID): string { |
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111 | $container = new ShopWeaponProcessor($location->getTypeID(), $this, $orderID); |
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112 | return $container->href(); |
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113 | } |
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114 | |||
115 | public function getWeaponTypeID(): int { |
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116 | return $this->weaponTypeID; |
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117 | } |
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118 | |||
119 | /** |
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120 | * Weapon cost is increased by 100% for each enhancement present |
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121 | */ |
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122 | public function getCost(): int { |
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123 | return $this->weaponType->getCost() * (1 + $this->getNumberOfEnhancements()); |
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124 | } |
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125 | |||
126 | public function getPowerLevel(): int { |
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128 | } |
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129 | |||
130 | public function getBuyerRestriction(): BuyerRestriction { |
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132 | } |
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133 | |||
134 | /** |
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135 | * Ships are only allowed to equip one of each type of Unique weapon |
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136 | */ |
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137 | public function isUniqueType(): bool { |
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139 | } |
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140 | |||
141 | protected function getWeightedRandomForPlayer(AbstractSmrPlayer $player): WeightedRandom { |
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143 | } |
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144 | |||
145 | /** |
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146 | * Given $weaponAccuracy as a percent, decide if the weapon hits. |
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147 | */ |
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148 | protected function checkHit(AbstractSmrPlayer $player, float $weaponAccuracy): bool { |
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149 | // Skip weighting factor for guaranteed hits/misses. |
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150 | return match (true) { |
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151 | $weaponAccuracy >= 100 => true, |
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152 | $weaponAccuracy <= 0 => false, |
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153 | default => $this->getWeightedRandomForPlayer($player)->flipWeightedCoin($weaponAccuracy), |
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154 | }; |
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155 | } |
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156 | |||
157 | public static function getPlayerLevelAccuracyMod(AbstractSmrPlayer $player): float { |
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159 | } |
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160 | |||
161 | public function getModifiedAccuracy(AbstractSmrPlayer $weaponPlayer): float { |
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165 | } |
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166 | |||
167 | public function getModifiedAccuracyAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): float { |
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168 | return $this->getModifiedAccuracy($weaponPlayer); |
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169 | } |
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170 | |||
171 | public function getModifiedAccuracyAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): float { |
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172 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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173 | $modifiedAccuracy -= $this->getBaseAccuracy() * $port->getLevel() / 50; |
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174 | return $modifiedAccuracy; |
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175 | } |
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176 | |||
177 | public function getModifiedAccuracyAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): float { |
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178 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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179 | $modifiedAccuracy -= $this->getBaseAccuracy() * $planet->getLevel() / 350; |
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180 | return $modifiedAccuracy; |
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181 | } |
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182 | |||
183 | public function getModifiedAccuracyAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): float { |
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184 | $modifiedAccuracy = $this->getModifiedAccuracy($weaponPlayer); |
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185 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer) / 2; |
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186 | |||
187 | $weaponShip = $weaponPlayer->getShip(); |
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188 | $targetShip = $targetPlayer->getShip(); |
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189 | $mrDiff = $targetShip->getMR() - $weaponShip->getMR(); |
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190 | if ($mrDiff > 0) { |
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191 | $modifiedAccuracy -= $this->getBaseAccuracy() * ($mrDiff / MR_FACTOR) / 100; |
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192 | } |
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193 | |||
194 | return $modifiedAccuracy; |
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195 | } |
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196 | |||
197 | public function getModifiedPortAccuracy(AbstractSmrPort $port): float { |
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198 | return $this->getBaseAccuracy(); |
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199 | } |
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200 | |||
201 | public function getModifiedPortAccuracyAgainstPlayer(AbstractSmrPort $port, AbstractSmrPlayer $targetPlayer): float { |
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202 | $modifiedAccuracy = $this->getModifiedPortAccuracy($port); |
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203 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer); |
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204 | return $modifiedAccuracy; |
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205 | } |
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206 | |||
207 | public function getModifiedPlanetAccuracy(SmrPlanet $planet): float { |
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208 | $modifiedAccuracy = $this->getBaseAccuracy(); |
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209 | if ($this->getWeaponTypeID() == WEAPON_PLANET_TURRET) { |
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210 | $modifiedAccuracy += $planet->getLevel() / 2; |
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211 | } else { |
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212 | $modifiedAccuracy += $planet->getAccuracyBonus(); |
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213 | } |
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214 | return $modifiedAccuracy; |
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215 | } |
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216 | |||
217 | public function getModifiedPlanetAccuracyAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer): float { |
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218 | $modifiedAccuracy = $this->getModifiedPlanetAccuracy($planet); |
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219 | $modifiedAccuracy -= $this->getBaseAccuracy() * self::getPlayerLevelAccuracyMod($targetPlayer); |
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220 | return $modifiedAccuracy; |
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221 | } |
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222 | |||
223 | public function getModifiedDamageAgainstForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): array { |
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224 | if (!$this->canShootForces()) { |
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225 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
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226 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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227 | } |
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228 | return $this->getDamage(); |
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229 | } |
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230 | |||
231 | public function getModifiedDamageAgainstPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): array { |
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232 | if (!$this->canShootPorts()) { |
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233 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
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234 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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235 | } |
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236 | return $this->getDamage(); |
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237 | } |
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238 | |||
239 | public function getModifiedDamageAgainstPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): array { |
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251 | } |
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252 | |||
253 | public function getModifiedForceDamageAgainstPlayer(SmrForce $forces, AbstractSmrPlayer $targetPlayer): never { |
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254 | throw new Exception('This weapon should not be used in this context'); |
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255 | } |
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256 | |||
257 | public function getModifiedDamageAgainstPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): array { |
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258 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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259 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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260 | } |
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261 | return $this->getDamage(); |
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262 | } |
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263 | |||
264 | public function getModifiedPortDamageAgainstPlayer(AbstractSmrPort $port, AbstractSmrPlayer $targetPlayer): array { |
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265 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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266 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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267 | } |
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268 | return $this->getDamage(); |
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269 | } |
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270 | |||
271 | public function getModifiedPlanetDamageAgainstPlayer(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer): array { |
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272 | if (!$this->canShootTraders()) { // If we can't shoot traders then just return a damageless array and don't waste resources calculating any damage mods. |
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273 | return ['Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()]; |
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274 | } |
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275 | return $this->getDamage(); |
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276 | } |
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277 | |||
278 | public function shootForces(AbstractSmrPlayer $weaponPlayer, SmrForce $forces): array { |
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279 | $return = ['Weapon' => $this, 'TargetForces' => $forces, 'Hit' => false]; |
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280 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces); |
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281 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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282 | $return['Hit'] = true; |
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283 | return $this->doPlayerDamageToForce($return, $weaponPlayer, $forces); |
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284 | } |
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285 | return $return; |
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286 | } |
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287 | |||
288 | /** |
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289 | * @return array<string, mixed> |
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290 | */ |
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291 | public function shootPort(AbstractSmrPlayer $weaponPlayer, SmrPort $port): array { |
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292 | $return = ['Weapon' => $this, 'TargetPort' => $port, 'Hit' => false]; |
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293 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port); |
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294 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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295 | $return['Hit'] = true; |
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296 | return $this->doPlayerDamageToPort($return, $weaponPlayer, $port); |
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297 | } |
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298 | return $return; |
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299 | } |
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300 | |||
301 | /** |
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302 | * @return array<string, mixed> |
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303 | */ |
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304 | public function shootPlanet(AbstractSmrPlayer $weaponPlayer, SmrPlanet $planet): array { |
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305 | $return = ['Weapon' => $this, 'TargetPlanet' => $planet, 'Hit' => false]; |
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306 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet); |
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307 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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308 | $return['Hit'] = true; |
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309 | return $this->doPlayerDamageToPlanet($return, $weaponPlayer, $planet); |
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310 | } |
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311 | return $return; |
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312 | } |
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313 | |||
314 | public function shootPlayer(AbstractSmrPlayer $weaponPlayer, AbstractSmrPlayer $targetPlayer): array { |
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315 | $return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false]; |
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316 | $modifiedAccuracy = $this->getModifiedAccuracyAgainstPlayer($weaponPlayer, $targetPlayer); |
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317 | if ($this->checkHit($weaponPlayer, $modifiedAccuracy)) { |
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318 | $return['Hit'] = true; |
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319 | return $this->doPlayerDamageToPlayer($return, $weaponPlayer, $targetPlayer); |
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320 | } |
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321 | return $return; |
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322 | } |
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323 | |||
324 | public function shootPlayerAsForce(SmrForce $forces, AbstractSmrPlayer $targetPlayer): never { |
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325 | throw new Exception('This weapon should not be used in this context'); |
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326 | } |
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327 | |||
328 | /** |
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329 | * @return array<string, mixed> |
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330 | */ |
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331 | public function shootPlayerAsPort(AbstractSmrPort $port, AbstractSmrPlayer $targetPlayer): array { |
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332 | $return = ['Weapon' => $this, 'TargetPlayer' => $targetPlayer, 'Hit' => false]; |
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333 | $modifiedAccuracy = $this->getModifiedPortAccuracyAgainstPlayer($port, $targetPlayer); |
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334 | if ($this->checkHit($targetPlayer, $modifiedAccuracy)) { |
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335 | $return['Hit'] = true; |
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336 | return $this->doPortDamageToPlayer($return, $port, $targetPlayer); |
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337 | } |
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338 | return $return; |
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339 | } |
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340 | |||
341 | /** |
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342 | * @return array<string, mixed> |
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343 | */ |
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344 | public function shootPlayerAsPlanet(SmrPlanet $planet, AbstractSmrPlayer $targetPlayer): array { |
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352 | } |
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353 | |||
354 | } |
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355 |