bcdice/BCDice

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lib/bcdice/game_system/BloodCrusade.rb

Summary

Maintainability
C
1 day
Test Coverage
A
100%

File BloodCrusade.rb has 378 lines of code (exceeds 250 allowed). Consider refactoring.
Open

module BCDice
  module GameSystem
    class BloodCrusade < Base
      # ゲームシステムの識別子
      ID = 'BloodCrusade'
Severity: Minor
Found in lib/bcdice/game_system/BloodCrusade.rb - About 5 hrs to fix

    Method result_2d6 has 5 arguments (exceeds 4 allowed). Consider refactoring.
    Open

          def result_2d6(total, dice_total, _dice_list, cmp_op, target)
    Severity: Minor
    Found in lib/bcdice/game_system/BloodCrusade.rb - About 35 mins to fix

      Method result_2d6 has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring.
      Open

            def result_2d6(total, dice_total, _dice_list, cmp_op, target)
              return nil if target == '?' || cmp_op != :>=
      
              if dice_total <= 2
                Result.fumble("ファンブル(【モラル】-3。追跡フェイズなら吸血シーンを追加。戦闘フェイズなら吸血鬼は追加行動を一回得る)")
      Severity: Minor
      Found in lib/bcdice/game_system/BloodCrusade.rb - About 25 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

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

            RTT = DiceTable::SaiFicSkillTable.new(
              [["社会", ["怯える", "脅す", "考えない", "自信", "黙る", "伝える", "だます", "地位", "笑う", "話す", "怒る"]],
               ["頭部", ["聴く", "感覚器", "見る", "反応", "考える", "脳", "閃く", "予感", "叫ぶ", "口", "噛む"]],
               ["腕部", ["締める", "殴る", "斬る", "利き腕", "撃つ", "操作", "刺す", "逆腕", "振る", "掴む", "投げる"]],
               ["胴部", ["塞ぐ", "呼吸器", "止める", "受ける", "測る", "心臓", "逸らす", "かわす", "耐える", "消化器", "落ちる"]],
      Severity: Major
      Found in lib/bcdice/game_system/BloodCrusade.rb and 2 other locations - About 2 hrs to fix
      lib/bcdice/game_system/PastFutureParadox.rb on lines 63..74
      lib/bcdice/game_system/ShinobiGami.rb on lines 106..117

      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 94.

      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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