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| Conditions | 23 |
| Paths | 2688 |
| Total Lines | 115 |
| Code Lines | 70 |
| 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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| 18 | public function build(AbstractSmrPlayer $player): never { |
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| 19 | $account = $player->getAccount(); |
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| 20 | $sector = $player->getSector(); |
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| 21 | |||
| 22 | if ($player->hasNewbieTurns()) { |
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| 23 | create_error('You are under newbie protection.'); |
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| 24 | } |
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| 25 | if ($player->hasFederalProtection()) { |
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| 26 | create_error('You are under federal protection.'); |
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| 27 | } |
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| 28 | if ($player->isLandedOnPlanet()) { |
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| 29 | create_error('You cannot attack whilst on a planet!'); |
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| 30 | } |
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| 31 | if ($player->getTurns() < TURNS_TO_SHOOT_SHIP) { |
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| 32 | create_error('You have insufficient turns to perform that action.'); |
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| 33 | } |
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| 34 | if (!$player->canFight()) { |
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| 35 | create_error('You are not allowed to fight!'); |
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| 36 | } |
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| 37 | |||
| 38 | $targetPlayer = SmrPlayer::getPlayer($this->targetAccountID, $player->getGameID()); |
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| 39 | |||
| 40 | if ($player->traderNAPAlliance($targetPlayer)) { |
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| 41 | create_error('Your alliance does not allow you to attack this trader.'); |
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| 42 | } elseif ($targetPlayer->isDead()) { |
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| 43 | create_error('Target is already dead.'); |
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| 44 | } elseif ($targetPlayer->getSectorID() != $player->getSectorID()) { |
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| 45 | create_error('Target is no longer in this sector.'); |
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| 46 | } elseif ($targetPlayer->hasNewbieTurns()) { |
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| 47 | create_error('Target is under newbie protection.'); |
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| 48 | } elseif ($targetPlayer->isLandedOnPlanet()) { |
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| 49 | create_error('Target is protected by planetary shields.'); |
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| 50 | } elseif ($targetPlayer->hasFederalProtection()) { |
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| 51 | create_error('Target is under federal protection.'); |
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| 52 | } |
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| 53 | |||
| 54 | $fightingPlayers = $sector->getFightingTraders($player, $targetPlayer); |
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| 55 | |||
| 56 | // Randomize players so that the attack order is always different |
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| 57 | shuffle($fightingPlayers['Attackers']); |
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| 58 | shuffle($fightingPlayers['Defenders']); |
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| 59 | |||
| 60 | //decloak all fighters |
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| 61 | foreach ($fightingPlayers as $teamPlayers) { |
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| 62 | foreach ($teamPlayers as $teamPlayer) { |
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| 63 | $teamPlayer->getShip()->decloak(); |
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| 64 | } |
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| 65 | } |
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| 66 | |||
| 67 | // Take off the 3 turns for attacking |
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| 68 | $player->takeTurns(TURNS_TO_SHOOT_SHIP); |
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| 69 | $player->update(); |
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| 70 | |||
| 71 | /** |
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| 72 | * @param array<string, array<int, AbstractSmrPlayer>> $fightingPlayers |
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| 73 | * @return array<string, mixed> |
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| 74 | */ |
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| 75 | $teamAttack = function(array $fightingPlayers, string $attack, string $defend): array { |
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| 76 | $results = ['Traders' => [], 'TotalDamage' => 0]; |
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| 77 | foreach ($fightingPlayers[$attack] as $accountID => $teamPlayer) { |
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| 78 | $playerResults = $teamPlayer->shootPlayers($fightingPlayers[$defend]); |
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| 79 | $results['Traders'][$teamPlayer->getAccountID()] = $playerResults; |
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| 80 | $results['TotalDamage'] += $playerResults['TotalDamage']; |
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| 81 | |||
| 82 | // Award assists (if there are multiple attackers) |
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| 83 | if (count($fightingPlayers[$attack]) > 1) { |
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| 84 | foreach ($playerResults['Weapons'] as $weaponResults) { |
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| 85 | if (isset($weaponResults['KillResults'])) { |
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| 86 | foreach ($fightingPlayers[$attack] as $assistPlayer) { |
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| 87 | if (!$assistPlayer->equals($teamPlayer)) { |
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| 88 | $assistPlayer->increaseAssists(1); |
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| 89 | } |
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| 90 | } |
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| 91 | } |
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| 92 | } |
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| 93 | } |
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| 94 | } |
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| 95 | return $results; |
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| 96 | }; |
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| 97 | |||
| 98 | $results = [ |
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| 99 | 'Attackers' => $teamAttack($fightingPlayers, 'Attackers', 'Defenders'), |
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| 100 | 'Defenders' => $teamAttack($fightingPlayers, 'Defenders', 'Attackers'), |
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| 101 | ]; |
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| 102 | |||
| 103 | $account->log(LOG_TYPE_TRADER_COMBAT, 'Player attacks player, their team does ' . $results['Attackers']['TotalDamage'] . ' and the other team does ' . $results['Defenders']['TotalDamage'], $sector->getSectorID()); |
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| 104 | |||
| 105 | $db = Database::getInstance(); |
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| 106 | $db->insert('combat_logs', [ |
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| 107 | 'game_id' => $db->escapeNumber($player->getGameID()), |
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| 108 | 'type' => $db->escapeString('PLAYER'), |
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| 109 | 'sector_id' => $db->escapeNumber($sector->getSectorID()), |
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| 110 | 'timestamp' => $db->escapeNumber(Epoch::time()), |
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| 111 | 'attacker_id' => $db->escapeNumber($player->getAccountID()), |
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| 112 | 'attacker_alliance_id' => $db->escapeNumber($player->getAllianceID()), |
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| 113 | 'defender_id' => $db->escapeNumber($this->targetAccountID), |
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| 114 | 'defender_alliance_id' => $db->escapeNumber($targetPlayer->getAllianceID()), |
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| 115 | 'result' => $db->escapeObject($results, true), |
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| 116 | ]); |
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| 117 | |||
| 118 | // If player died they are now in another sector, and thus locks need reset |
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| 119 | if ($player->isDead()) { |
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| 120 | saveAllAndReleaseLock(updateSession: false); |
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| 121 | // Grab the lock in the new sector to avoid reloading session |
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| 122 | SectorLock::getInstance()->acquireForPlayer($player); |
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| 123 | } |
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| 124 | |||
| 125 | // If player or target is dead there is no continue attack button |
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| 126 | if ($player->isDead() || $targetPlayer->isDead()) { |
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| 127 | $targetAccountID = null; |
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| 128 | } else { |
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| 129 | $targetAccountID = $this->targetAccountID; |
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| 130 | } |
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| 131 | $container = new AttackPlayer($results, $targetAccountID, $player->isDead()); |
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| 132 | $container->go(); |
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| 133 | } |
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| 136 |