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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 |