EmergentOrganization/cell-rpg

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core/src/io/github/emergentorganization/cellrpg/systems/CASystems/CAGenerationSystem.java

Summary

Maintainability
B
5 hrs
Test Coverage

Method get3dKernelizedValue has a Cognitive Complexity of 12 (exceeds 5 allowed). Consider refactoring.
Open

    private float get3dKernelizedValue(final int[][][] kernel, final int row, final int col, final int size, CAGridComponents gridComps) {
        // returns value from applying the kernel matrix to the given neighborhood
        // 3rd dimension of the kernel is state-space (ie, kernel[x][y][state])
        final boolean SKIP_SELF = true;

Cognitive Complexity

Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

A method's cognitive complexity is based on a few simple rules:

  • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
  • Code is considered more complex for each "break in the linear flow of the code"
  • Code is considered more complex when "flow breaking structures are nested"

Further reading

Method getKernelizedValue has a Cognitive Complexity of 8 (exceeds 5 allowed). Consider refactoring.
Open

    private float getKernelizedValue(final int[][] kernel, final int row, final int col, final int size, CAGridComponents gridComps) {
        // returns value from applying the kernel matrix to the given neighborhood
        final boolean SKIP_SELF = true;

        // checkSize(size);

Cognitive Complexity

Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

A method's cognitive complexity is based on a few simple rules:

  • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
  • Code is considered more complex for each "break in the linear flow of the code"
  • Code is considered more complex when "flow breaking structures are nested"

Further reading

Method getKernelizedValue has 5 arguments (exceeds 4 allowed). Consider refactoring.
Open

    private float getKernelizedValue(final int[][] kernel, final int row, final int col, final int size, CAGridComponents gridComps) {

    Method get3dKernelizedValue has 5 arguments (exceeds 4 allowed). Consider refactoring.
    Open

        private float get3dKernelizedValue(final int[][][] kernel, final int row, final int col, final int size, CAGridComponents gridComps) {

      Method randomizeState has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring.
      Open

          private void randomizeState(CAGridComponents gridComponents) {
              gridComponents.cellCount = 0;
              for (int i = 0; i < gridComponents.states.length; i++) {
                  for (int j = 0; j < gridComponents.states[0].length; j++) {
                      int val = Math.round(Math.round(Math.random()));

      Cognitive Complexity

      Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

      A method's cognitive complexity is based on a few simple rules:

      • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
      • Code is considered more complex for each "break in the linear flow of the code"
      • Code is considered more complex when "flow breaking structures are nested"

      Further reading

      Identical blocks of code found in 3 locations. Consider refactoring.
      Open

          @Override
          protected void processSystem() {
              IntBag idBag = getEntityIds();
              for (int index = 0; index < idBag.size(); index++) {
                  int id = idBag.get(index);
      core/src/io/github/emergentorganization/cellrpg/systems/CASystems/CAInteractionSystem.java on lines 121..128
      core/src/io/github/emergentorganization/cellrpg/systems/CASystems/CAPositionSystem.java on lines 31..38

      Duplicated Code

      Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

      Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

      When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

      Tuning

      This issue has a mass of 51.

      We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

      The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

      If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

      See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

      Refactorings

      Further Reading

      Identical blocks of code found in 2 locations. Consider refactoring.
      Open

          @Override
          protected void dispose() {
              super.dispose();
              try {
                  executorService.awaitTermination(100, TimeUnit.MILLISECONDS);
      core/src/io/github/emergentorganization/cellrpg/systems/SpawningSystem.java on lines 167..176

      Duplicated Code

      Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

      Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

      When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

      Tuning

      This issue has a mass of 45.

      We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

      The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

      If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

      See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

      Refactorings

      Further Reading

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