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Push — master ( b86122...fc41d3 )
by Dan
05:09
created

Plotter   A

Complexity

Total Complexity 42

Size/Duplication

Total Lines 189
Duplicated Lines 0 %

Importance

Changes 0
Metric Value
eloc 109
dl 0
loc 189
rs 9.0399
c 0
b 0
f 0
wmc 42

5 Methods

Rating   Name   Duplication   Size   Complexity  
A getX() 0 29 5
A calculatePortToPortDistances() 0 12 6
F findDistanceToX() 0 86 23
A findDistanceToOtherPorts() 0 2 1
B findReversiblePathToX() 0 37 7

How to fix   Complexity   

Complex Class

Complex classes like Plotter 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 Plotter, and based on these observations, apply Extract Interface, too.

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<?php declare(strict_types=1);
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class Plotter {
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	public static function getX($xType, $X, $gameID, $player = null) {
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		// Special case for Location categories (i.e. Bar, HQ, SafeFed)
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		if (!is_numeric($X)) {
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			if ($xType != 'Locations') {
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				throw new Exception('Non-numeric X only exists for Locations');
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			}
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			return $X;
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		}
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		// In all other cases, X is a numeric ID
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		$X = (int)$X;
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		// Helper function for plots to trade goods
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		$getGoodWithTransaction = function(int $goodID) use ($xType, $player) {
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			$good = Globals::getGood($goodID);
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			if (isset($player) && !$player->meetsAlignmentRestriction($good['AlignRestriction'])) {
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				create_error('You do not have the correct alignment to see this good!');
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			}
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			$good['TransactionType'] = explode(' ', $xType)[0]; // use 'Buy' or 'Sell'
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			return $good;
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		};
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		return match($xType) {
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			'Technology' => Globals::getHardwareTypes($X),
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			'Ships' => AbstractSmrShip::getBaseShip($X),
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			'Weapons' => SmrWeaponType::getWeaponType($X),
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			'Locations' => SmrLocation::getLocation($X),
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			'Sell Goods', 'Buy Goods' => $getGoodWithTransaction($X),
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			'Galaxies' => SmrGalaxy::getGalaxy($gameID, $X), // $X is the galaxyID
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		};
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	}
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	/**
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	 * Returns the shortest path from $sector to $x as a Distance object.
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	 * The path is guaranteed reversible ($x -> $sector == $sector -> $x), which
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	 * is not true for findDistanceToX. If $x is not a SmrSector, then this
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	 * function does 2x the work.
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	 */
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	public static function findReversiblePathToX($x, SmrSector $sector, $useFirst, AbstractSmrPlayer $needsToHaveBeenExploredBy = null, AbstractSmrPlayer $player = null) {
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		if ($x instanceof SmrSector) {
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			// To ensure reversibility, always plot lowest to highest.
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			$reverse = $sector->getSectorID() > $x->getSectorID();
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			if ($reverse) {
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				$start = $x;
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				$end = $sector;
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			} else {
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				$start = $sector;
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				$end = $x;
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			}
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			$path = Plotter::findDistanceToX($end, $start, $useFirst, $needsToHaveBeenExploredBy, $player);
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			if ($path === false) {
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				create_error('Unable to plot from ' . $sector->getSectorID() . ' to ' . $x->getSectorID() . '.');
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			}
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			// Reverse if we plotted $x -> $sector (since we want $sector -> $x)
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			if ($reverse) {
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				$path->reversePath();
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			}
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		} else {
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			// At this point we don't know what sector $x will be at
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			$path = Plotter::findDistanceToX($x, $sector, $useFirst, $needsToHaveBeenExploredBy, $player);
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			if ($path === false) {
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				create_error('Unable to find what you\'re looking for, it either hasn\'t been added to this game or you haven\'t explored it yet.');
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			}
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			// Now that we know where $x is, make sure path is reversible
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			// (i.e. start sector < end sector)
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			if ($path->getEndSectorID() < $sector->getSectorID()) {
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				$path = Plotter::findDistanceToX($sector, $path->getEndSector(), true);
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				$path->reversePath();
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			}
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		}
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		return $path;
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	}
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	/**
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	 * Returns the shortest path from $sector to $x as a Distance object.
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	 * $x can be any type implemented by SmrSector::hasX or the string 'Distance'.
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	 * The resulting path prefers neighbors in their order in SmrSector->links,
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	 * (i.e. up, down, left, right).
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	 */
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	public static function findDistanceToX($x, SmrSector $sector, $useFirst, AbstractSmrPlayer $needsToHaveBeenExploredBy = null, AbstractSmrPlayer $player = null, $distanceLimit = 10000, $lowLimit = 0, $highLimit = 100000) {
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		$warpAddIndex = TURNS_WARP_SECTOR_EQUIVALENCE - 1;
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		$checkSector = $sector;
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		$gameID = $sector->getGameID();
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		$distances = array();
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		$sectorsTravelled = 0;
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		$visitedSectors = array();
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		$visitedSectors[$checkSector->getSectorID()] = true;
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		if ($x == 'Distance') {
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			$distances[0][$checkSector->getSectorID()] = new Distance($gameID, $checkSector->getSectorID());
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		}
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		$distanceQ = array();
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		for ($i = 0; $i <= TURNS_WARP_SECTOR_EQUIVALENCE; $i++) {
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			$distanceQ[] = array();
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		}
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		//Warps first as a slight optimisation due to how visitedSectors is set.
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		if ($checkSector->hasWarp() === true) {
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			$d = new Distance($gameID, $checkSector->getSectorID());
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			$d->addWarpToPath($checkSector->getWarp(), $checkSector->getSectorID());
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			$distanceQ[$warpAddIndex][] = $d;
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		}
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		foreach ($checkSector->getLinks() as $nextSector) {
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			if ($nextSector !== 0) {
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				$visitedSectors[$nextSector] = true;
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				$d = new Distance($gameID, $checkSector->getSectorID());
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				$d->addToPath($nextSector);
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				$distanceQ[0][] = $d;
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			}
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		}
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		$maybeWarps = 0;
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		while ($maybeWarps <= TURNS_WARP_SECTOR_EQUIVALENCE) {
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			$sectorsTravelled++;
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			if ($sectorsTravelled > $distanceLimit) {
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				return $distances;
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			}
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			if ($x == 'Distance') {
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				$distances[$sectorsTravelled] = array();
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			}
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			$distanceQ[] = array();
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			if (count($q = array_shift($distanceQ)) === 0) {
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				$maybeWarps++;
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				continue;
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			}
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			$maybeWarps = 0;
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			while (($distance = array_shift($q)) !== null) {
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				$checkSectorID = $distance->getEndSectorID();
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				$visitedSectors[$checkSectorID] = true; // This is here for warps, because they are delayed visits if we set this before the actual visit we'll get sectors marked as visited long before they are actually visited - causes problems when it's quicker to walk to the warp exit than to warp there.
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																// We still need to mark walked sectors as visited before we go to each one otherwise we get a huge number of paths being checked twice (up then left, left then up are essentially the same but if we set up-left as visited only when we actually check it then it gets queued up twice - nasty)
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				if ($checkSectorID >= $lowLimit && $checkSectorID <= $highLimit) {
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					$checkSector = SmrSector::getSector($gameID, $checkSectorID);
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					if ($x == 'Distance') {
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						$distances[$sectorsTravelled][$checkSector->getSectorID()] = $distance;
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					} elseif (($needsToHaveBeenExploredBy === null || $needsToHaveBeenExploredBy->hasVisitedSector($checkSector->getSectorID())) === true
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							&& $checkSector->hasX($x, $player) === true) {
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						if ($useFirst === true) {
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							return $distance;
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						}
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						$distances[$checkSector->getSectorID()] = $distance;
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					}
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					//Warps first as a slight optimisation due to how visitedSectors is set.
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					if ($checkSector->hasWarp() === true) {
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						if (!isset($visitedSectors[$checkSector->getWarp()])) {
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							$cloneDistance = clone($distance);
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							$cloneDistance->addWarpToPath($checkSector->getWarp(), $checkSector->getSectorID());
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							$distanceQ[$warpAddIndex][] = $cloneDistance;
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						}
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					}
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					foreach ($checkSector->getLinks() as $nextSector) {
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						if (!isset($visitedSectors[$nextSector])) {
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							$visitedSectors[$nextSector] = true;
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							$cloneDistance = clone($distance);
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							$cloneDistance->addToPath($nextSector);
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							$distanceQ[0][] = $cloneDistance;
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						}
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					}
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				}
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			}
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		}
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		if ($useFirst === true) {
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			$return = false;
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			return $return;
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		}
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		return $distances;
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	}
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	public static function calculatePortToPortDistances(array $sectors, $distanceLimit = 10000, $lowLimit = 0, $highLimit = 100000) {
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		$distances = array();
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		foreach ($sectors as $sec) {
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			if ($sec !== null) {
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				if ($sec->getSectorID() >= $lowLimit && $sec->getSectorID() <= $highLimit) {
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					if ($sec->hasPort() === true) {
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						$distances[$sec->getSectorID()] = self::findDistanceToOtherPorts($sec, $distanceLimit, $lowLimit, $highLimit);
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					}
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				}
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			}
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		}
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		return $distances;
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	}
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	public static function findDistanceToOtherPorts(SmrSector $sector, $distanceLimit = 10000, $lowLimit = 0, $highLimit = 100000) {
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		return self::findDistanceToX('Port', $sector, false, null, null, $distanceLimit, $lowLimit, $highLimit);
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	}
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}
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