bcdice/BCDice

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lib/bcdice/game_system/BarnaKronika.rb

Summary

Maintainability
B
6 hrs
Test Coverage
A
100%

Method roll_barna_kronika has a Cognitive Complexity of 16 (exceeds 5 allowed). Consider refactoring.
Open

      def roll_barna_kronika(dice_n, criticalCallDice)
        dice_n = dice_n.to_i

        output = ''
        suc = 0
Severity: Minor
Found in lib/bcdice/game_system/BarnaKronika.rb - About 2 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

Method roll_barna_kronika has 43 lines of code (exceeds 25 allowed). Consider refactoring.
Open

      def roll_barna_kronika(dice_n, criticalCallDice)
        dice_n = dice_n.to_i

        output = ''
        suc = 0
Severity: Minor
Found in lib/bcdice/game_system/BarnaKronika.rb - About 1 hr to fix

    Method eval_game_system_specific_command has a Cognitive Complexity of 11 (exceeds 5 allowed). Consider refactoring.
    Open

          def eval_game_system_specific_command(string)
            string = replace_text(string)
    
            return nil unless /(^|\s)S?((\d+)[rR]6(\[([,\d]+)\])?)(\s|$)/i =~ string
    
    
    Severity: Minor
    Found in lib/bcdice/game_system/BarnaKronika.rb - 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

    Method eval_game_system_specific_command has 28 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

          def eval_game_system_specific_command(string)
            string = replace_text(string)
    
            return nil unless /(^|\s)S?((\d+)[rR]6(\[([,\d]+)\])?)(\s|$)/i =~ string
    
    
    Severity: Minor
    Found in lib/bcdice/game_system/BarnaKronika.rb - About 1 hr to fix

      Similar blocks of code found in 13 locations. Consider refactoring.
      Open

            def getAttackHitLocation(num)
              table = [
                [1, '頭部'],
                [2, '右腕'],
                [3, '左腕'],
      Severity: Major
      Found in lib/bcdice/game_system/BarnaKronika.rb and 12 other locations - About 15 mins to fix
      lib/bcdice/game_system/meikyu_kingdom/tables.rb on lines 467..477
      lib/bcdice/game_system/meikyu_kingdom/tables.rb on lines 481..491
      lib/bcdice/game_system/meikyu_kingdom/tables.rb on lines 495..505
      lib/bcdice/game_system/meikyu_kingdom/tables.rb on lines 509..519
      lib/bcdice/game_system/meikyu_kingdom/tables.rb on lines 523..533
      lib/bcdice/game_system/meikyu_kingdom/tables.rb on lines 537..547
      lib/bcdice/game_system/meikyu_kingdom_basic/kingdom_table.rb on lines 108..117
      lib/bcdice/game_system/meikyu_kingdom_basic/kingdom_table.rb on lines 121..130
      lib/bcdice/game_system/meikyu_kingdom_basic/kingdom_table.rb on lines 134..143
      lib/bcdice/game_system/meikyu_kingdom_basic/kingdom_table.rb on lines 147..156
      lib/bcdice/game_system/meikyu_kingdom_basic/kingdom_table.rb on lines 160..169
      lib/bcdice/game_system/meikyu_kingdom_basic/kingdom_table.rb on lines 173..182

      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 26.

      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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