Mirroar/hivemind

View on GitHub
src/process/rooms/owned/defense.ts

Summary

Maintainability
D
2 days
Test Coverage

Function manageTowers has a Cognitive Complexity of 44 (exceeds 5 allowed). Consider refactoring.
Open

    manageTowers() {
        const towers = _.filter(this.room.myStructuresByType[STRUCTURE_TOWER], s => s.energy > 0);

        if (towers.length === 0) return;

Severity: Minor
Found in src/process/rooms/owned/defense.ts - About 6 hrs to fix

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

Function isEnemyCloseToImportantStructures has a Cognitive Complexity of 22 (exceeds 5 allowed). Consider refactoring.
Open

    isEnemyCloseToImportantStructures(): boolean {
        for (const structure of this.getImportantStructures()) {
            for (const userName in this.room.enemyCreeps) {
                if (hivemind.relations.isAlly(userName)) continue;

Severity: Minor
Found in src/process/rooms/owned/defense.ts - About 3 hrs to fix

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

Function manageTowers has 53 lines of code (exceeds 25 allowed). Consider refactoring.
Open

    manageTowers() {
        const towers = _.filter(this.room.myStructuresByType[STRUCTURE_TOWER], s => s.energy > 0);

        if (towers.length === 0) return;

Severity: Major
Found in src/process/rooms/owned/defense.ts - About 2 hrs to fix

    Function manageSafeMode has a Cognitive Complexity of 11 (exceeds 5 allowed). Consider refactoring.
    Open

        manageSafeMode() {
            if (this.room.controller.safeMode) return;
            if (this.room.controller.safeModeCooldown) return;
            if (this.room.controller.safeModeAvailable === 0) return;
            if (this.room.defense.getEnemyStrength() === ENEMY_STRENGTH_NONE) return;
    Severity: Minor
    Found in src/process/rooms/owned/defense.ts - About 1 hr to fix

    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

    Avoid deeply nested control flow statements.
    Open

                            if ((this.room.controller.safeMode ?? 0) < 200 || target.pos.getRangeTo(25, 25) <= 20) {
                                tower.attack(target);
                            }
    Severity: Major
    Found in src/process/rooms/owned/defense.ts - About 45 mins to fix

      Function abandonSafemodedRoomIfNecessary has a Cognitive Complexity of 7 (exceeds 5 allowed). Consider refactoring.
      Open

          abandonSafemodedRoomIfNecessary() {
              if (this.room.controller.level < 6) return;
      
              const maxLevelToAbandon = this.room.controller.level <= 6 ? 5 : 6;
              for (const room of Game.myRooms) {
      Severity: Minor
      Found in src/process/rooms/owned/defense.ts - About 35 mins to fix

      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

      Avoid too many return statements within this function.
      Open

              if ((this.room.myStructuresByType[STRUCTURE_SPAWN] || []).length === 0) return;
      Severity: Major
      Found in src/process/rooms/owned/defense.ts - About 30 mins to fix

        Avoid too many return statements within this function.
        Open

                if (this.room.defense.getEnemyStrength() < ENEMY_STRENGTH_NORMAL && Game.myRooms.length > 1) return;
        Severity: Major
        Found in src/process/rooms/owned/defense.ts - About 30 mins to fix

          Avoid too many return statements within this function.
          Open

                  if (this.room.defense.isWallIntact()) return;
          Severity: Major
          Found in src/process/rooms/owned/defense.ts - About 30 mins to fix

            Avoid too many return statements within this function.
            Open

                    if (!this.isEnemyCloseToImportantStructures()) return;
            Severity: Major
            Found in src/process/rooms/owned/defense.ts - About 30 mins to fix

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

                                  if (creep.getActiveBodyparts(RANGED_ATTACK) > 0) {
                                      availableRamparts = availableRamparts.concat(creep.pos.findInRange(FIND_MY_STRUCTURES, 3, {
                                          filter: s => s.structureType === STRUCTURE_RAMPART && this.room.roomPlanner.isPlannedLocation(s.pos, 'rampart'),
                                      }));
                                  }
              Severity: Major
              Found in src/process/rooms/owned/defense.ts and 1 other location - About 2 hrs to fix
              src/process/rooms/owned/defense.ts on lines 102..106

              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 75.

              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

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

                                  else {
                                      availableRamparts = availableRamparts.concat(creep.pos.findInRange(FIND_MY_STRUCTURES, 1, {
                                          filter: s => s.structureType === STRUCTURE_RAMPART && this.room.roomPlanner.isPlannedLocation(s.pos, 'rampart'),
                                      }));
                                  }
              Severity: Major
              Found in src/process/rooms/owned/defense.ts and 1 other location - About 2 hrs to fix
              src/process/rooms/owned/defense.ts on lines 97..101

              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 75.

              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

              There are no issues that match your filters.

              Category
              Status