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| Conditions | 17 |
| Paths | 12288 |
| Total Lines | 108 |
| Code Lines | 62 |
| 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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| 13 | public function build(AbstractSmrPlayer $player): never { |
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| 14 | $account = $player->getAccount(); |
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| 15 | $ship = $player->getShip(); |
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| 16 | $sector = $player->getSector(); |
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| 17 | |||
| 18 | if ($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 ports whilst on a planet!'); |
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| 26 | } |
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| 27 | if ($player->getTurns() < TURNS_TO_SHOOT_PORT) { |
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| 28 | create_error('You do not have enough turns to attack this port!'); |
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| 29 | } |
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| 30 | if (!$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 | $port = $sector->getPort(); |
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| 38 | |||
| 39 | if (!$port->exists()) { |
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| 40 | create_error('This port does not exist.'); |
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| 41 | } |
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| 42 | |||
| 43 | if ($port->isDestroyed()) { |
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| 44 | (new AttackPort())->go(); |
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| 45 | } |
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| 46 | |||
| 47 | // ******************************** |
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| 48 | // * |
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| 49 | // * P o r t a t t a c k |
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| 50 | // * |
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| 51 | // ******************************** |
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| 52 | |||
| 53 | $results = ['Attackers' => ['TotalDamage' => 0]]; |
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| 54 | |||
| 55 | $attackers = $sector->getFightingTradersAgainstPort($player, $port); |
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| 56 | |||
| 57 | $port->attackedBy($player, $attackers); |
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| 58 | |||
| 59 | // take the turns and decloak all attackers |
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| 60 | foreach ($attackers as $attacker) { |
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| 61 | $attacker->takeTurns(TURNS_TO_SHOOT_PORT); |
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| 62 | $attacker->getShip()->decloak(); |
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| 63 | } |
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| 64 | |||
| 65 | $totalShieldDamage = 0; |
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| 66 | foreach ($attackers as $attacker) { |
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| 67 | $playerResults = $attacker->shootPort($port); |
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| 68 | $results['Attackers']['Traders'][$attacker->getAccountID()] = $playerResults; |
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| 69 | $results['Attackers']['TotalDamage'] += $playerResults['TotalDamage']; |
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| 70 | foreach ($playerResults['Weapons'] as $weapon) { |
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| 71 | if (isset($weapon['ActualDamage'])) { // Only set if the weapon hits |
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| 72 | $totalShieldDamage += $weapon['ActualDamage']['Shield']; |
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| 73 | } |
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| 74 | } |
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| 75 | } |
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| 76 | |||
| 77 | // Planet downgrades only occur on non-shield damage |
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| 78 | $downgradeDamage = $results['Attackers']['TotalDamage'] - $totalShieldDamage; |
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| 79 | $results['Attackers']['Downgrades'] = $port->checkForDowngrade($downgradeDamage); |
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| 80 | |||
| 81 | $results['Port'] = $port->shootPlayers($attackers); |
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| 82 | |||
| 83 | $account->log(LOG_TYPE_PORT_RAIDING, 'Player attacks port, the port does ' . $results['Port']['TotalDamage'] . ', their team does ' . $results['Attackers']['TotalDamage'] . ' and downgrades ' . $results['Attackers']['Downgrades'] . ' levels.', $port->getSectorID()); |
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| 84 | |||
| 85 | $port->update(); |
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| 86 | |||
| 87 | $db = Database::getInstance(); |
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| 88 | $logId = $db->insert('combat_logs', [ |
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| 89 | 'game_id' => $db->escapeNumber($player->getGameID()), |
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| 90 | 'type' => $db->escapeString('PORT'), |
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| 91 | 'sector_id' => $db->escapeNumber($port->getSectorID()), |
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| 92 | 'timestamp' => $db->escapeNumber(Epoch::time()), |
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| 93 | 'attacker_id' => $db->escapeNumber($player->getAccountID()), |
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| 94 | 'attacker_alliance_id' => $db->escapeNumber($player->getAllianceID()), |
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| 95 | 'defender_id' => $db->escapeNumber(ACCOUNT_ID_PORT), |
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| 96 | 'defender_alliance_id' => $db->escapeNumber(PORT_ALLIANCE_ID), |
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| 97 | 'result' => $db->escapeObject($results, true), |
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| 98 | ]); |
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| 99 | |||
| 100 | $sectorMessage = '[ATTACK_RESULTS]' . $logId; |
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| 101 | foreach ($attackers as $attacker) { |
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| 102 | if (!$player->equals($attacker)) { |
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| 103 | $db->replace('sector_message', [ |
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| 104 | 'account_id' => $db->escapeNumber($attacker->getAccountID()), |
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| 105 | 'game_id' => $db->escapeNumber($attacker->getGameID()), |
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| 106 | 'message' => $db->escapeString($sectorMessage), |
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| 107 | ]); |
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| 108 | } |
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| 109 | } |
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| 110 | |||
| 111 | // If player died they are now in another sector, and thus locks need reset |
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| 112 | if ($player->isDead()) { |
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| 113 | saveAllAndReleaseLock(updateSession: false); |
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| 114 | // Grab the lock in the new sector to avoid reloading session |
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| 115 | SectorLock::getInstance()->acquireForPlayer($player); |
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| 116 | } |
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| 117 | |||
| 118 | // If they died on the shot they get to see the results |
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| 119 | $container = new AttackPort($results, $player->isDead()); |
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| 120 | $container->go(); |
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| 121 | } |
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| 124 |