Passed
Push — dev ( 91d807...b97e85 )
by Janko
28:41
created

EnergyWeaponPhase::fire()   B

Complexity

Conditions 10
Paths 7

Size

Total Lines 92
Code Lines 58

Duplication

Lines 0
Ratio 0 %

Code Coverage

Tests 53
CRAP Score 10.3061

Importance

Changes 2
Bugs 0 Features 0
Metric Value
cc 10
eloc 58
c 2
b 0
f 0
nc 7
nop 3
dl 0
loc 92
ccs 53
cts 62
cp 0.8548
crap 10.3061
rs 7.0496

How to fix   Long Method    Complexity   

Long Method

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:

1
<?php
2
3
declare(strict_types=1);
4
5
namespace Stu\Module\Ship\Lib\Battle\Weapon;
6
7
use Stu\Component\Ship\ShipModuleTypeEnum;
8
use Stu\Lib\DamageWrapper;
9
use Stu\Lib\Information\InformationWrapper;
10
use Stu\Module\Ship\Lib\Message\Message;
11
use Stu\Module\Ship\Lib\Battle\Provider\EnergyAttackerInterface;
12
use Stu\Orm\Entity\PlanetFieldInterface;
13
use Stu\Orm\Entity\ShipInterface;
14
use Stu\Orm\Entity\WeaponInterface;
15
16
//TODO unit tests
17
final class EnergyWeaponPhase extends AbstractWeaponPhase implements EnergyWeaponPhaseInterface
18
{
19
    public const FIRINGMODE_RANDOM = 1;
20
    public const FIRINGMODE_FOCUS = 2;
21
22 1
    public function fire(
23
        EnergyAttackerInterface $attacker,
24
        array $targetPool,
25
        bool $isAlertRed = false
26
    ): array {
27 1
        $messages = [];
28
29 1
        $targetWrapper = $targetPool[array_rand($targetPool)];
30
31 1
        $phaserVolleys = $attacker->getPhaserVolleys();
32 1
        for ($i = 1; $i <= $phaserVolleys; $i++) {
33 1
            if (empty($targetPool)) {
34 1
                break;
35
            }
36 1
            if (!$attacker->getPhaserState() || !$attacker->hasSufficientEnergy($this->getEnergyWeaponEnergyCosts())) {
37
                break;
38
            }
39
40 1
            $weapon = $attacker->getWeapon();
41
42 1
            $attacker->reduceEps($this->getEnergyWeaponEnergyCosts());
43 1
            if ($attacker->getFiringMode() === self::FIRINGMODE_RANDOM) {
44 1
                $targetWrapper = $targetPool[array_rand($targetPool)];
45
            }
46
47 1
            $target = $targetWrapper->get();
48
49 1
            $message = new Message($attacker->getUser()->getId(), $target->getUser()->getId());
50 1
            $messages[] = $message;
51
52 1
            $message->add(sprintf(
53 1
                "Die %s feuert mit einem %s auf die %s",
54 1
                $attacker->getName(),
55 1
                $weapon->getName(),
56 1
                $target->getName()
57 1
            ));
58
59
            if (
60 1
                $attacker->getHitChance() * (100 - $target->getEvadeChance()) < $this->stuRandom->rand(1, 10000)
61
            ) {
62
                $message->add("Die " . $target->getName() . " wurde verfehlt");
63
                continue;
64
            }
65 1
            $isCritical = $this->isCritical($weapon, $target->getCloakState());
66 1
            $damage_wrapper = new DamageWrapper(
67 1
                $attacker->getWeaponDamage($isCritical)
68 1
            );
69 1
            $damage_wrapper->setCrit($isCritical);
70 1
            $damage_wrapper->setShieldDamageFactor($attacker->getPhaserShieldDamageFactor());
71 1
            $damage_wrapper->setHullDamageFactor($attacker->getPhaserHullDamageFactor());
72 1
            $damage_wrapper->setIsPhaserDamage(true);
73 1
            $damage_wrapper->setPirateWrath($attacker->getUser(), $target);
74 1
            $this->setWeaponShieldModificator($target, $weapon, $damage_wrapper);
75
76 1
            $message->addMessageMerge($this->applyDamage->damage($damage_wrapper, $targetWrapper)->getInformations());
77
78 1
            if ($target->isDestroyed()) {
79 1
                if ($isAlertRed) {
80
                    $this->entryCreator->addEntry(
81
                        '[b][color=red]Alarm-Rot:[/color][/b] Die ' . $target->getName() . ' (' . $target->getRump()->getName() . ') wurde in Sektor ' . $target->getSectorString() . ' von der ' . $attacker->getName() . ' zerstört',
82
                        $attacker->getUser()->getId(),
83
                        $target
84
                    );
85
                } else {
86 1
                    $entryMsg = sprintf(
87 1
                        'Die %s (%s) wurde in Sektor %s von der %s zerstört',
88 1
                        $target->getName(),
89 1
                        $target->getRump()->getName(),
90 1
                        $target->getSectorString(),
91 1
                        $attacker->getName()
92 1
                    );
93 1
                    $this->entryCreator->addEntry(
94 1
                        $entryMsg,
95 1
                        $attacker->getUser()->getId(),
96 1
                        $target
97 1
                    );
98
                }
99
100 1
                $this->checkForPrestige($attacker->getUser(), $target);
101
102 1
                $targetId = $target->getId();
103 1
                $message->add($this->shipRemover->destroy($targetWrapper));
104
105 1
                unset($targetPool[$targetId]);
106
107 1
                if ($weapon->getFiringMode() === self::FIRINGMODE_FOCUS) {
108
                    break;
109
                }
110
            }
111
        }
112
113 1
        return $messages;
114
    }
115
116
    public function fireAtBuilding(
117
        EnergyAttackerInterface $attacker,
118
        PlanetFieldInterface $target,
119
        bool $isOrbitField
120
    ): InformationWrapper {
121
        $informations = new InformationWrapper();
122
123
        $building = $target->getBuilding();
124
        if ($building === null) {
125
            $informations->addInformation(_("Kein Gebäude vorhanden"));
126
127
            return $informations;
128
        }
129
130
        for ($i = 1; $i <= $attacker->getPhaserVolleys(); $i++) {
131
            if (!$attacker->getPhaserState() || !$attacker->hasSufficientEnergy($this->getEnergyWeaponEnergyCosts())) {
132
                break;
133
            }
134
            $attacker->reduceEps($this->getEnergyWeaponEnergyCosts());
135
136
            $weapon = $attacker->getWeapon();
137
            $informations->addInformation(sprintf(
138
                _("Die %s feuert mit einem %s auf das Gebäude %s auf Feld %d"),
139
                $attacker->getName(),
140
                $weapon->getName(),
141
                $building->getName(),
142
                $target->getFieldId()
143
            ));
144
145
            if (
146
                $attacker->getHitChance() < random_int(1, 100)
147
            ) {
148
                $informations->addInformation(_("Das Gebäude wurde verfehlt"));
149
                continue;
150
            }
151
152
            $isCritical = random_int(1, 100) <= $weapon->getCriticalChance();
153
154
            $damage_wrapper = new DamageWrapper(
155
                $attacker->getWeaponDamage($isCritical)
156
            );
157
            $damage_wrapper->setCrit($isCritical);
158
            $damage_wrapper->setShieldDamageFactor($attacker->getPhaserShieldDamageFactor());
159
            $damage_wrapper->setHullDamageFactor($attacker->getPhaserHullDamageFactor());
160
            $damage_wrapper->setIsPhaserDamage(true);
161
162
163
            $informations->addInformationWrapper($this->applyDamage->damageBuilding($damage_wrapper, $target, $isOrbitField));
164
165
            if ($target->getIntegrity() === 0) {
166
                $this->entryCreator->addEntry(
167
                    sprintf(
168
                        _('Das Gebäude %s auf Kolonie %s wurde von der %s zerstört'),
169
                        $building->getName(),
170
                        $target->getHost()->getName(),
171
                        $attacker->getName()
172
                    ),
173
                    $attacker->getUser()->getId(),
174
                    $target->getHost()
0 ignored issues
show
Bug introduced by
It seems like $target->getHost() can also be of type Stu\Orm\Entity\ColonySandboxInterface; however, parameter $target of Stu\Module\History\Lib\E...orInterface::addEntry() does only seem to accept Stu\Orm\Entity\AllianceI...rm\Entity\ShipInterface, maybe add an additional type check? ( Ignorable by Annotation )

If this is a false-positive, you can also ignore this issue in your code via the ignore-type  annotation

174
                    /** @scrutinizer ignore-type */ $target->getHost()
Loading history...
175
                );
176
177
                $this->buildingManager->remove($target);
178
                break;
179
            }
180
            //deactivate if high damage
181
            elseif ($target->hasHighDamage()) {
182
                $this->buildingManager->deactivate($target);
183
            }
184
        }
185
186
        return $informations;
187
    }
188
189 1
    private function isCritical(WeaponInterface $weapon, bool $isTargetCloaked): bool
190
    {
191 1
        $critChance = $isTargetCloaked ? $weapon->getCriticalChance() * 2 : $weapon->getCriticalChance();
192 1
        return $this->stuRandom->rand(1, 100) <= $critChance;
193
    }
194
195 1
    private function setWeaponShieldModificator(
196
        ShipInterface $target,
197
        WeaponInterface $weapon,
198
        DamageWrapper $damageWrapper
199
    ): void {
200
201 1
        $targetShieldModule = $this->getModule($target, ShipModuleTypeEnum::SHIELDS);
202 1
        if ($targetShieldModule === null) {
203 1
            return;
204
        }
205
206
        $weaponShield = $targetShieldModule->getWeaponShield()->get($weapon->getId());
207
208
        if ($weaponShield !== null) {
209
            $damageWrapper->setModificator($weaponShield->getModificator());
210
        }
211
    }
212
213 1
    private function getEnergyWeaponEnergyCosts(): int
214
    {
215
        // @todo
216 1
        return 1;
217
    }
218
}
219