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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); | ||
| 14 | 	public function build(AbstractSmrPlayer $player): never { | ||
| 15 | $account = $player->getAccount(); | ||
| 16 | $ship = $player->getShip(); | ||
| 17 | |||
| 18 | 		if ($player->hasNewbieTurns()) { | ||
| 19 | 			create_error('You are under newbie protection!'); | ||
| 20 | } | ||
| 21 | 		if ($player->hasFederalProtection()) { | ||
| 22 | 			create_error('You are under federal protection!'); | ||
| 23 | } | ||
| 24 | 		if ($player->isLandedOnPlanet()) { | ||
| 25 | 			create_error('You cannot attack planets whilst on a planet!'); | ||
| 26 | } | ||
| 27 | 		if ($player->getTurns() < TURNS_TO_SHOOT_PLANET) { | ||
| 28 | 			create_error('You do not have enough turns to attack this planet!'); | ||
| 29 | } | ||
| 30 | 		if (!$ship->hasWeapons() && !$ship->hasCDs()) { | ||
| 31 | 			create_error('What are you going to do? Insult it to death?'); | ||
| 32 | } | ||
| 33 | 		if (!$player->canFight()) { | ||
| 34 | 			create_error('You are not allowed to fight!'); | ||
| 35 | } | ||
| 36 | |||
| 37 | $planet = $player->getSectorPlanet(); | ||
| 38 | 		if (!$planet->exists()) { | ||
| 39 | 			create_error('This planet does not exist.'); | ||
| 40 | } | ||
| 41 | 		if (!$planet->hasOwner()) { | ||
| 42 | 			create_error('This planet is not claimed.'); | ||
| 43 | } | ||
| 44 | |||
| 45 | $planetOwner = $planet->getOwner(); | ||
| 46 | |||
| 47 | 		if ($player->forceNAPAlliance($planetOwner)) { | ||
| 48 | 			create_error('You have a planet NAP, you cannot attack this planet!'); | ||
| 49 | } | ||
| 50 | |||
| 51 | // take the turns | ||
| 52 | $player->takeTurns(TURNS_TO_SHOOT_PLANET); | ||
| 53 | |||
| 54 | // ******************************** | ||
| 55 | // * | ||
| 56 | // * P l a n e t a t t a c k | ||
| 57 | // * | ||
| 58 | // ******************************** | ||
| 59 | |||
| 60 | $results = ['Attackers' => ['TotalDamage' => 0]]; | ||
| 61 | |||
| 62 | $attackers = $player->getSector()->getFightingTradersAgainstPlanet($player, $planet); | ||
| 63 | |||
| 64 | $planet->attackedBy($player, $attackers); | ||
| 65 | |||
| 66 | //decloak all attackers | ||
| 67 | 		foreach ($attackers as $attacker) { | ||
| 68 | $attacker->getShip()->decloak(); | ||
| 69 | } | ||
| 70 | |||
| 71 | $totalShieldDamage = 0; | ||
| 72 | 		foreach ($attackers as $attacker) { | ||
| 73 | $playerResults = $attacker->shootPlanet($planet); | ||
| 74 | $results['Attackers']['Traders'][$attacker->getAccountID()] = $playerResults; | ||
| 75 | $results['Attackers']['TotalDamage'] += $playerResults['TotalDamage']; | ||
| 76 | 			foreach ($playerResults['Weapons'] as $weapon) { | ||
| 77 | 				if (isset($weapon['ActualDamage'])) { // Only set if the weapon hits | ||
| 78 | $totalShieldDamage += $weapon['ActualDamage']['Shield']; | ||
| 79 | } | ||
| 80 | } | ||
| 81 | } | ||
| 82 | |||
| 83 | // Planet downgrades only occur on non-shield damage | ||
| 84 | $downgradeDamage = $results['Attackers']['TotalDamage'] - $totalShieldDamage; | ||
| 85 | $results['Attackers']['Downgrades'] = $planet->checkForDowngrade($downgradeDamage); | ||
| 86 | |||
| 87 | $results['Planet'] = $planet->shootPlayers($attackers); | ||
| 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()); | ||
| 90 | |||
| 91 | // Add this log to the `combat_logs` database table | ||
| 92 | $db = Database::getInstance(); | ||
| 93 | 		$logId = $db->insert('combat_logs', [ | ||
| 94 | 'game_id' => $db->escapeNumber($player->getGameID()), | ||
| 95 | 			'type' => $db->escapeString('PLANET'), | ||
| 96 | 'sector_id' => $db->escapeNumber($planet->getSectorID()), | ||
| 97 | 'timestamp' => $db->escapeNumber(Epoch::time()), | ||
| 98 | 'attacker_id' => $db->escapeNumber($player->getAccountID()), | ||
| 99 | 'attacker_alliance_id' => $db->escapeNumber($player->getAllianceID()), | ||
| 100 | 'defender_id' => $db->escapeNumber($planetOwner->getAccountID()), | ||
| 101 | 'defender_alliance_id' => $db->escapeNumber($planetOwner->getAllianceID()), | ||
| 102 | 'result' => $db->escapeObject($results, true), | ||
| 103 | ]); | ||
| 104 | |||
| 105 | 		if ($planet->isDestroyed()) { | ||
| 106 | 			$db->write('UPDATE player SET land_on_planet = \'FALSE\' WHERE sector_id = ' . $db->escapeNumber($planet->getSectorID()) . ' AND game_id = ' . $db->escapeNumber($player->getGameID())); | ||
| 107 | $planet->removeOwner(); | ||
| 108 | $planet->removePassword(); | ||
| 109 | |||
| 110 | // Prepare message for planet owners | ||
| 111 | $planetAttackMessage = 'The defenses of ' . $planet->getCombatName() . ' have been breached. The planet is lost! [combatlog=' . $logId . ']'; | ||
| 112 | 		} else { | ||
| 113 | $planetAttackMessage = 'Reports from the surface of ' . $planet->getCombatName() . ' confirm that it is under <span class="red">attack</span>! [combatlog=' . $logId . ']'; | ||
| 114 | } | ||
| 115 | |||
| 116 | // Send notification to planet owners | ||
| 117 | 		if ($planetOwner->hasAlliance()) { | ||
| 118 | 			foreach ($planetOwner->getAlliance()->getMemberIDs() as $allyAccountID) { | ||
| 119 | SmrPlayer::sendMessageFromPlanet($planet->getGameID(), $allyAccountID, $planetAttackMessage); | ||
| 120 | } | ||
| 121 | 		} else { | ||
| 122 | SmrPlayer::sendMessageFromPlanet($planet->getGameID(), $planetOwner->getAccountID(), $planetAttackMessage); | ||
| 123 | } | ||
| 124 | |||
| 125 | // Update sector messages for attackers | ||
| 126 | 		foreach ($attackers as $attacker) { | ||
| 127 | 			if (!$player->equals($attacker)) { | ||
| 128 | 				$db->replace('sector_message', [ | ||
| 129 | 'account_id' => $db->escapeNumber($attacker->getAccountID()), | ||
| 130 | 'game_id' => $db->escapeNumber($attacker->getGameID()), | ||
| 131 | 					'message' => $db->escapeString('[ATTACK_RESULTS]' . $logId), | ||
| 132 | ]); | ||
| 133 | } | ||
| 134 | } | ||
| 135 | |||
| 136 | // If player died they are now in another sector, and thus locks need reset | ||
| 137 | 		if ($player->isDead()) { | ||
| 138 | saveAllAndReleaseLock(updateSession: false); | ||
| 139 | // Grab the lock in the new sector to avoid reloading session | ||
| 140 | SectorLock::getInstance()->acquireForPlayer($player); | ||
| 141 | } | ||
| 142 | |||
| 143 | // If they died on the shot they get to see the results | ||
| 144 | $container = new AttackPlanet($planet->getSectorID(), $results, $player->isDead()); | ||
| 145 | $container->go(); | ||
| 146 | } | ||
| 149 |