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Conditions | 21 |
Paths | > 20000 |
Total Lines | 132 |
Code Lines | 74 |
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 | <?php declare(strict_types=1); |
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14 | public function build(AbstractSmrPlayer $player): never { |
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15 | $account = $player->getAccount(); |
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16 | $ship = $player->getShip(); |
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17 | |||
18 | if ($player->hasNewbieTurns()) { |
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19 | create_error('You are under newbie protection!'); |
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20 | } |
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21 | if ($player->hasFederalProtection()) { |
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22 | create_error('You are under federal protection!'); |
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23 | } |
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24 | if ($player->isLandedOnPlanet()) { |
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25 | create_error('You cannot attack planets whilst on a planet!'); |
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26 | } |
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27 | if ($player->getTurns() < TURNS_TO_SHOOT_PLANET) { |
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28 | create_error('You do not have enough turns to attack this planet!'); |
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29 | } |
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30 | if (!$ship->hasWeapons() && !$ship->hasCDs()) { |
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31 | create_error('What are you going to do? Insult it to death?'); |
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32 | } |
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33 | if (!$player->canFight()) { |
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34 | create_error('You are not allowed to fight!'); |
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35 | } |
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36 | |||
37 | $planet = $player->getSectorPlanet(); |
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38 | if (!$planet->exists()) { |
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39 | create_error('This planet does not exist.'); |
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40 | } |
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41 | if (!$planet->hasOwner()) { |
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42 | create_error('This planet is not claimed.'); |
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43 | } |
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44 | |||
45 | $planetOwner = $planet->getOwner(); |
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46 | |||
47 | if ($player->forceNAPAlliance($planetOwner)) { |
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48 | create_error('You have a planet NAP, you cannot attack this planet!'); |
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49 | } |
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50 | |||
51 | // take the turns |
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52 | $player->takeTurns(TURNS_TO_SHOOT_PLANET); |
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53 | |||
54 | // ******************************** |
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55 | // * |
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56 | // * P l a n e t a t t a c k |
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57 | // * |
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58 | // ******************************** |
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59 | |||
60 | $results = ['Attackers' => ['TotalDamage' => 0]]; |
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61 | |||
62 | $attackers = $player->getSector()->getFightingTradersAgainstPlanet($player, $planet); |
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63 | |||
64 | $planet->attackedBy($player, $attackers); |
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65 | |||
66 | //decloak all attackers |
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67 | foreach ($attackers as $attacker) { |
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68 | $attacker->getShip()->decloak(); |
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69 | } |
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70 | |||
71 | $totalShieldDamage = 0; |
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72 | foreach ($attackers as $attacker) { |
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73 | $playerResults = $attacker->shootPlanet($planet); |
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74 | $results['Attackers']['Traders'][$attacker->getAccountID()] = $playerResults; |
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75 | $results['Attackers']['TotalDamage'] += $playerResults['TotalDamage']; |
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76 | foreach ($playerResults['Weapons'] as $weapon) { |
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77 | if (isset($weapon['ActualDamage'])) { // Only set if the weapon hits |
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78 | $totalShieldDamage += $weapon['ActualDamage']['Shield']; |
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79 | } |
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80 | } |
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81 | } |
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82 | |||
83 | // Planet downgrades only occur on non-shield damage |
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84 | $downgradeDamage = $results['Attackers']['TotalDamage'] - $totalShieldDamage; |
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85 | $results['Attackers']['Downgrades'] = $planet->checkForDowngrade($downgradeDamage); |
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86 | |||
87 | $results['Planet'] = $planet->shootPlayers($attackers); |
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88 | |||
89 | $account->log(LOG_TYPE_PLANET_BUSTING, 'Player attacks planet, the planet does ' . $results['Planet']['TotalDamage'] . ', their team does ' . $results['Attackers']['TotalDamage'] . ' and downgrades: ' . var_export($results['Attackers']['Downgrades'], true), $planet->getSectorID()); |
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90 | |||
91 | // Add this log to the `combat_logs` database table |
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92 | $db = Database::getInstance(); |
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93 | $logId = $db->insert('combat_logs', [ |
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94 | 'game_id' => $db->escapeNumber($player->getGameID()), |
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95 | 'type' => $db->escapeString('PLANET'), |
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96 | 'sector_id' => $db->escapeNumber($planet->getSectorID()), |
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97 | 'timestamp' => $db->escapeNumber(Epoch::time()), |
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98 | 'attacker_id' => $db->escapeNumber($player->getAccountID()), |
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99 | 'attacker_alliance_id' => $db->escapeNumber($player->getAllianceID()), |
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100 | 'defender_id' => $db->escapeNumber($planetOwner->getAccountID()), |
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101 | 'defender_alliance_id' => $db->escapeNumber($planetOwner->getAllianceID()), |
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102 | 'result' => $db->escapeObject($results, true), |
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103 | ]); |
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104 | |||
105 | if ($planet->isDestroyed()) { |
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106 | $db->write('UPDATE player SET land_on_planet = \'FALSE\' WHERE sector_id = ' . $db->escapeNumber($planet->getSectorID()) . ' AND game_id = ' . $db->escapeNumber($player->getGameID())); |
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107 | $planet->removeOwner(); |
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108 | $planet->removePassword(); |
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109 | |||
110 | // Prepare message for planet owners |
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111 | $planetAttackMessage = 'The defenses of ' . $planet->getCombatName() . ' have been breached. The planet is lost! [combatlog=' . $logId . ']'; |
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112 | } else { |
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113 | $planetAttackMessage = 'Reports from the surface of ' . $planet->getCombatName() . ' confirm that it is under <span class="red">attack</span>! [combatlog=' . $logId . ']'; |
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114 | } |
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115 | |||
116 | // Send notification to planet owners |
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117 | if ($planetOwner->hasAlliance()) { |
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118 | foreach ($planetOwner->getAlliance()->getMemberIDs() as $allyAccountID) { |
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119 | SmrPlayer::sendMessageFromPlanet($planet->getGameID(), $allyAccountID, $planetAttackMessage); |
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120 | } |
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121 | } else { |
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122 | SmrPlayer::sendMessageFromPlanet($planet->getGameID(), $planetOwner->getAccountID(), $planetAttackMessage); |
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123 | } |
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124 | |||
125 | // Update sector messages for attackers |
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126 | foreach ($attackers as $attacker) { |
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127 | if (!$player->equals($attacker)) { |
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128 | $db->replace('sector_message', [ |
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129 | 'account_id' => $db->escapeNumber($attacker->getAccountID()), |
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130 | 'game_id' => $db->escapeNumber($attacker->getGameID()), |
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131 | 'message' => $db->escapeString('[ATTACK_RESULTS]' . $logId), |
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132 | ]); |
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133 | } |
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134 | } |
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135 | |||
136 | // If player died they are now in another sector, and thus locks need reset |
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137 | if ($player->isDead()) { |
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138 | saveAllAndReleaseLock(updateSession: false); |
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139 | // Grab the lock in the new sector to avoid reloading session |
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140 | SectorLock::getInstance()->acquireForPlayer($player); |
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141 | } |
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142 | |||
143 | // If they died on the shot they get to see the results |
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144 | $container = new AttackPlanet($planet->getSectorID(), $results, $player->isDead()); |
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145 | $container->go(); |
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146 | } |
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149 |