bcdice/BCDice

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lib/bcdice/game_system/WerewolfTheApocalypse5th.rb

Summary

Maintainability
D
1 day
Test Coverage

Method get_roll_result has a Cognitive Complexity of 27 (exceeds 5 allowed). Consider refactoring.
Open

      def get_roll_result(result_text, success_dice, ten_dice, _rage_ten_dice, brutal_outcome, difficulty)
        is_critical = ten_dice >= 2

        if brutal_outcome > 0 && difficulty != 0
          success_dice += 4
Severity: Minor
Found in lib/bcdice/game_system/WerewolfTheApocalypse5th.rb - 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

Method get_dice_pools has a Cognitive Complexity of 15 (exceeds 5 allowed). Consider refactoring.
Open

      def get_dice_pools(m)
        rage_dice_included_command = m[COMMAND_RAGE_DICE_INCLUDED_INDEX]
        if rage_dice_included_command && rage_dice_included_command == "WAI"
          # Rage Diceを内数処理するの場合
          rage_dice_pool = m[RAGE_DICE_INCLUDED_INDEX].nil? ? -1 : m[RAGE_DICE_INCLUDED_INDEX].to_i
Severity: Minor
Found in lib/bcdice/game_system/WerewolfTheApocalypse5th.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 get_roll_result has 35 lines of code (exceeds 25 allowed). Consider refactoring.
Open

      def get_roll_result(result_text, success_dice, ten_dice, _rage_ten_dice, brutal_outcome, difficulty)
        is_critical = ten_dice >= 2

        if brutal_outcome > 0 && difficulty != 0
          success_dice += 4
Severity: Minor
Found in lib/bcdice/game_system/WerewolfTheApocalypse5th.rb - About 1 hr to fix

    Method eval_game_system_specific_command has 27 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

          def eval_game_system_specific_command(command)
            m = /\A(\d+)?(((WAF)(\d+)(\+(\d+))?)|((WAI)(\d+)(R(\d+))?))$/.match(command)
            unless m
              return ''
            end
    Severity: Minor
    Found in lib/bcdice/game_system/WerewolfTheApocalypse5th.rb - About 1 hr to fix

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

            def eval_game_system_specific_command(command)
              m = /\A(\d+)?(((WAF)(\d+)(\+(\d+))?)|((WAI)(\d+)(R(\d+))?))$/.match(command)
              unless m
                return ''
              end
      Severity: Minor
      Found in lib/bcdice/game_system/WerewolfTheApocalypse5th.rb - 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

      Method get_roll_result has 6 arguments (exceeds 4 allowed). Consider refactoring.
      Open

            def get_roll_result(result_text, success_dice, ten_dice, _rage_ten_dice, brutal_outcome, difficulty)
      Severity: Minor
      Found in lib/bcdice/game_system/WerewolfTheApocalypse5th.rb - About 45 mins to fix

        Avoid too many return statements within this method.
        Open

                return result_text.to_s
        Severity: Major
        Found in lib/bcdice/game_system/WerewolfTheApocalypse5th.rb - About 30 mins to fix

          Avoid too many return statements within this method.
          Open

                      return Result.fumble("#{result_text}:判定失敗! [Total Failure]")
          Severity: Major
          Found in lib/bcdice/game_system/WerewolfTheApocalypse5th.rb - About 30 mins to fix

            Avoid too many return statements within this method.
            Open

                        return result_text.to_s
            Severity: Major
            Found in lib/bcdice/game_system/WerewolfTheApocalypse5th.rb - About 30 mins to fix

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

                    def get_dice_pools(m)
                      rage_dice_included_command = m[COMMAND_RAGE_DICE_INCLUDED_INDEX]
                      if rage_dice_included_command && rage_dice_included_command == "WAI"
                        # Rage Diceを内数処理するの場合
                        rage_dice_pool = m[RAGE_DICE_INCLUDED_INDEX].nil? ? -1 : m[RAGE_DICE_INCLUDED_INDEX].to_i
              Severity: Major
              Found in lib/bcdice/game_system/WerewolfTheApocalypse5th.rb and 1 other location - About 1 hr to fix
              lib/bcdice/game_system/VampireTheMasquerade5th.rb on lines 99..116

              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 72.

              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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