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Conditions | 22 |
Paths | > 20000 |
Total Lines | 128 |
Code Lines | 71 |
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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20 | public function build(AbstractSmrPlayer $player): never { |
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21 | $ship = $player->getShip(); |
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22 | |||
23 | $forces = SmrForce::getForce($player->getGameID(), $player->getSectorID(), $this->ownerAccountID); |
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24 | $forceOwner = $forces->getOwner(); |
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25 | |||
26 | if ($player->hasNewbieTurns()) { |
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27 | create_error('You are under newbie protection!'); |
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28 | } |
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29 | if ($player->hasFederalProtection()) { |
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30 | create_error('You are under federal protection.'); |
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31 | } |
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32 | if ($player->isLandedOnPlanet()) { |
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33 | create_error('You cannot attack forces whilst on a planet!'); |
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34 | } |
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35 | if (!$player->canFight()) { |
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36 | create_error('You are not allowed to fight!'); |
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37 | } |
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38 | if ($player->forceNAPAlliance($forceOwner)) { |
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39 | create_error('You cannot attack allied forces!'); |
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40 | } |
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41 | |||
42 | // The attack is processed slightly differently if the attacker bumped into mines |
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43 | // when moving into sector |
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44 | $bump = $this->bump; |
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45 | |||
46 | if ($bump) { |
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47 | if (!$forces->hasMines()) { |
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48 | create_error('No mines in sector!'); |
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49 | } |
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50 | } else { |
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51 | if (!$forces->exists()) { |
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52 | create_error('These forces no longer exist.'); |
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53 | } |
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54 | if ($player->getTurns() < $forces->getAttackTurnCost($ship)) { |
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55 | create_error('You do not have enough turns to attack these forces!'); |
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56 | } |
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57 | if (!$ship->hasWeapons() && !$ship->hasCDs()) { |
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58 | create_error('You cannot attack without weapons!'); |
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59 | } |
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60 | } |
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61 | |||
62 | // take the turns |
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63 | if ($bump) { |
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64 | $player->takeTurns($forces->getBumpTurnCost($ship)); |
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65 | } else { |
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66 | $player->takeTurns($forces->getAttackTurnCost($ship), 1); |
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67 | } |
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68 | |||
69 | // delete plotted course |
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70 | $player->deletePlottedCourse(); |
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71 | |||
72 | // A message will be sent if scouts are present before the attack. |
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73 | // Sending occurs after the attack so we can link the combat log. |
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74 | $sendMessage = $forces->hasSDs(); |
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75 | |||
76 | // ******************************** |
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77 | // * |
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78 | // * F o r c e s a t t a c k |
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79 | // * |
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80 | // ******************************** |
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81 | |||
82 | $results = ['Attackers' => ['TotalDamage' => 0], |
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83 | 'Forces' => [], |
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84 | 'Forced' => $bump]; |
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85 | |||
86 | $attackers = $player->getSector()->getFightingTradersAgainstForces($player, $bump); |
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87 | |||
88 | //decloak all attackers |
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89 | foreach ($attackers as $attacker) { |
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90 | $attacker->getShip()->decloak(); |
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91 | if (!$bump) { |
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92 | $attacker->setLastSectorID(0); |
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93 | } |
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94 | } |
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95 | |||
96 | // If mines are bumped, the forces shoot first. Otherwise player shoots first. |
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97 | if ($bump) { |
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98 | $results['Forces'] = $forces->shootPlayers($attackers, $bump); |
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99 | } |
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100 | |||
101 | $results['Attackers'] = ['TotalDamage' => 0]; |
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102 | foreach ($attackers as $attacker) { |
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103 | $playerResults = $attacker->shootForces($forces); |
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104 | $results['Attackers']['Traders'][$attacker->getAccountID()] = $playerResults; |
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105 | $results['Attackers']['TotalDamage'] += $playerResults['TotalDamage']; |
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106 | } |
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107 | |||
108 | if (!$bump) { |
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109 | $results['Forces'] = $forces->shootPlayers($attackers, $bump); |
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110 | $forces->updateExpire(); |
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111 | } |
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112 | |||
113 | // Add this log to the `combat_logs` database table |
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114 | $db = Database::getInstance(); |
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115 | $logId = $db->insert('combat_logs', [ |
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116 | 'game_id' => $db->escapeNumber($player->getGameID()), |
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117 | 'type' => $db->escapeString('FORCE'), |
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118 | 'sector_id' => $db->escapeNumber($forces->getSectorID()), |
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119 | 'timestamp' => $db->escapeNumber(Epoch::time()), |
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120 | 'attacker_id' => $db->escapeNumber($player->getAccountID()), |
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121 | 'attacker_alliance_id' => $db->escapeNumber($player->getAllianceID()), |
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122 | 'defender_id' => $db->escapeNumber($forceOwner->getAccountID()), |
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123 | 'defender_alliance_id' => $db->escapeNumber($forceOwner->getAllianceID()), |
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124 | 'result' => $db->escapeObject($results, true), |
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125 | ]); |
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126 | |||
127 | if ($sendMessage) { |
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128 | $message = 'Your forces in sector ' . Globals::getSectorBBLink($forces->getSectorID()) . ' are under <span class="red">attack</span> by ' . $player->getBBLink() . '! [combatlog=' . $logId . ']'; |
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129 | $forces->ping($message, $player, true); |
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130 | } |
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131 | |||
132 | // If player died they are now in another sector, and thus locks need reset |
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133 | if ($player->isDead()) { |
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134 | saveAllAndReleaseLock(updateSession: false); |
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135 | // Grab the lock in the new sector to avoid reloading session |
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136 | SectorLock::getInstance()->acquireForPlayer($player); |
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137 | } |
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138 | |||
139 | // If player or target is dead there is no continue attack button |
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140 | if ($player->isDead() || !$forces->exists()) { |
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141 | $displayOwnerID = 0; |
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142 | } else { |
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143 | $displayOwnerID = $forces->getOwnerID(); |
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144 | } |
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145 | |||
146 | $container = new AttackForces($displayOwnerID, $results, $player->isDead()); |
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147 | $container->go(); |
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148 | } |
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151 |