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Mirroar/hivemind

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src/role/harvester.remote.ts

Summary

Maintainability
D
1 day
Test Coverage

Function performRemoteHarvest has a Cognitive Complexity of 23 (exceeds 5 allowed). Consider refactoring.
Open

    performRemoteHarvest(creep: RemoteHarvesterCreep) {
        if (creep.pos.roomName !== creep.operation.getRoom()) return;

        // Check if a container nearby is in need of repairs, since we can handle
        // it with less intents than haulers do.
Severity: Minor
Found in src/role/harvester.remote.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 performRemoteHarvest has 60 lines of code (exceeds 25 allowed). Consider refactoring.
Open

    performRemoteHarvest(creep: RemoteHarvesterCreep) {
        if (creep.pos.roomName !== creep.operation.getRoom()) return;

        // Check if a container nearby is in need of repairs, since we can handle
        // it with less intents than haulers do.
Severity: Major
Found in src/role/harvester.remote.ts - About 2 hrs to fix

    Function travelToSource has a Cognitive Complexity of 12 (exceeds 5 allowed). Consider refactoring.
    Open

        travelToSource(creep: RemoteHarvesterCreep) {
            const sourcePosition = decodePosition(creep.memory.source);
    
            if (this.combatManager.needsToFlee(creep)) {
                this.combatManager.performFleeTowards(creep, sourcePosition, 1);
    Severity: Minor
    Found in src/role/harvester.remote.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

    Function travelToSource has 28 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

        travelToSource(creep: RemoteHarvesterCreep) {
            const sourcePosition = decodePosition(creep.memory.source);
    
            if (this.combatManager.needsToFlee(creep)) {
                this.combatManager.performFleeTowards(creep, sourcePosition, 1);
    Severity: Minor
    Found in src/role/harvester.remote.ts - About 1 hr to fix

      Function mayHarvest has a Cognitive Complexity of 8 (exceeds 5 allowed). Consider refactoring.
      Open

          mayHarvest(creep: RemoteHarvesterCreep, source: Source): boolean {
              // Hit fully regenerated sources to start regeneration timer ASAP.
              if (source.energy === source.energyCapacity) return true;
      
              const harvestPower = creep.getActiveBodyparts(WORK) * HARVEST_POWER;
      Severity: Minor
      Found in src/role/harvester.remote.ts - About 45 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

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

          repairNearbyContainer(creep: RemoteHarvesterCreep): boolean {
              const workParts = creep.getActiveBodyparts(CARRY) ? creep.getActiveBodyparts(WORK) : 0;
              if (workParts === 0) return false;
              if (creep.store.energy < workParts) return false;
              if (!creep.operation.hasContainer(creep.memory.source)) return false;
      Severity: Minor
      Found in src/role/harvester.remote.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 (source.ticksToRegeneration <= ticksToHarvestFully) return true;
      Severity: Major
      Found in src/role/harvester.remote.ts - About 30 mins to fix

        Avoid too many return statements within this function.
        Open

                return false;
        Severity: Major
        Found in src/role/harvester.remote.ts - About 30 mins to fix

          Avoid too many return statements within this function.
          Open

                      return;
          Severity: Major
          Found in src/role/harvester.remote.ts - About 30 mins to fix

            Avoid too many return statements within this function.
            Open

                    return false;
            Severity: Major
            Found in src/role/harvester.remote.ts - About 30 mins to fix

              Avoid too many return statements within this function.
              Open

                      if (!container) return true;
              Severity: Major
              Found in src/role/harvester.remote.ts - About 30 mins to fix

                Avoid too many return statements within this function.
                Open

                        if (container.store.getFreeCapacity() >= harvestPower) return true;
                Severity: Major
                Found in src/role/harvester.remote.ts - About 30 mins to fix

                  Avoid too many return statements within this function.
                  Open

                          if (creep.pos.getRangeTo(container.pos) > 0) return false;
                  Severity: Major
                  Found in src/role/harvester.remote.ts - About 30 mins to fix

                    Avoid too many return statements within this function.
                    Open

                            return false;
                    Severity: Major
                    Found in src/role/harvester.remote.ts - About 30 mins to fix

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

                          run(creep: RemoteHarvesterCreep) {
                              if (!creep.operation) {
                                  // @todo Operation has probably ended. Return home and suicide?
                                  return;
                              }
                      Severity: Major
                      Found in src/role/harvester.remote.ts and 1 other location - About 1 hr to fix
                      src/role/sk-killer.ts on lines 44..53

                      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 59.

                      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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