isikyus/aeldardin-rooms

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Function addListeners has 90 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  var addListeners = function(container, store) {
    var $container = $(container);

    $container.on('click', '.js-select-checkbox', function(event) {
      var $checkbox = $(this),
Severity: Major
Found in text_renderer.js - About 3 hrs to fix

    Function hitRegions has 77 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

      var hitRegions = function(canvas) {
    
        /*
         * The mouse events hit regions are sensitive to.
         *
    Severity: Major
    Found in hit_regions.js - About 3 hrs to fix

      Function addListeners has 68 lines of code (exceeds 25 allowed). Consider refactoring.
      Open

        var addListeners = function(canvas, store) {
          var regions = hitRegions(canvas);
      
          regions.reset();
          var map = store.getState().map.state;
      Severity: Major
      Found in canvas_renderer.js - About 2 hrs to fix

        Function has a complexity of 10.
        Open

            $container.on('change', '#js-add_door_form select', function(_event) {
        Severity: Minor
        Found in text_renderer.js by eslint

        Limit Cyclomatic Complexity (complexity)

        Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.

        function a(x) {
            if (true) {
                return x; // 1st path
            } else if (false) {
                return x+1; // 2nd path
            } else {
                return 4; // 3rd path
            }
        }

        Rule Details

        This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20).

        Examples of incorrect code for a maximum of 2:

        /*eslint complexity: ["error", 2]*/
        
        function a(x) {
            if (true) {
                return x;
            } else if (false) {
                return x+1;
            } else {
                return 4; // 3rd path
            }
        }

        Examples of correct code for a maximum of 2:

        /*eslint complexity: ["error", 2]*/
        
        function a(x) {
            if (true) {
                return x;
            } else {
                return 4;
            }
        }

        Options

        Optionally, you may specify a max object property:

        "complexity": ["error", 2]

        is equivalent to

        "complexity": ["error", { "max": 2 }]

        Deprecated: the object property maximum is deprecated. Please use the property max instead.

        When Not To Use It

        If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.

        Further Reading

        Related Rules

        • [max-depth](max-depth.md)
        • [max-len](max-len.md)
        • [max-nested-callbacks](max-nested-callbacks.md)
        • [max-params](max-params.md)
        • [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/

        Function has a complexity of 9.
        Confirmed

          var connectsTo = function(door, room) {
        Severity: Minor
        Found in reducer/map.js by eslint

        Limit Cyclomatic Complexity (complexity)

        Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.

        function a(x) {
            if (true) {
                return x; // 1st path
            } else if (false) {
                return x+1; // 2nd path
            } else {
                return 4; // 3rd path
            }
        }

        Rule Details

        This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20).

        Examples of incorrect code for a maximum of 2:

        /*eslint complexity: ["error", 2]*/
        
        function a(x) {
            if (true) {
                return x;
            } else if (false) {
                return x+1;
            } else {
                return 4; // 3rd path
            }
        }

        Examples of correct code for a maximum of 2:

        /*eslint complexity: ["error", 2]*/
        
        function a(x) {
            if (true) {
                return x;
            } else {
                return 4;
            }
        }

        Options

        Optionally, you may specify a max object property:

        "complexity": ["error", 2]

        is equivalent to

        "complexity": ["error", { "max": 2 }]

        Deprecated: the object property maximum is deprecated. Please use the property max instead.

        When Not To Use It

        If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.

        Further Reading

        Related Rules

        • [max-depth](max-depth.md)
        • [max-len](max-len.md)
        • [max-nested-callbacks](max-nested-callbacks.md)
        • [max-params](max-params.md)
        • [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/

        Function buildSymbols has 36 lines of code (exceeds 25 allowed). Consider refactoring.
        Open

          var buildSymbols = function(options) {
            var o = options;
            var base = baseSymbols(options);
        
            return {
        Severity: Minor
        Found in symbols/dnd.js - About 1 hr to fix

          Function renderAddDoor has 29 lines of code (exceeds 25 allowed). Consider refactoring.
          Open

            var renderAddDoor = function(pendingState, container) {
              var $container = $(container),
                  doorDetails = pendingState.action.payload,
                  map = pendingState.state;
          
          
          Severity: Minor
          Found in text_renderer.js - About 1 hr to fix

            Function buildSymbols has 29 lines of code (exceeds 25 allowed). Consider refactoring.
            Open

              var buildSymbols = function(options) {
                var o = options;
            
                return {
                  blankDoorArea : function(context, offset) {
            Severity: Minor
            Found in symbols/base.js - About 1 hr to fix

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

                    south : {
                      parallelAxis: 'x',
                      perpendicularAxis: 'y',
                      position: room.y + room.height,
                      start: room.x,
              Severity: Major
              Found in room.js and 1 other location - About 1 hr to fix
              room.js on lines 35..42

              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 56.

              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

                    east : {
                      parallelAxis: 'y',
                      perpendicularAxis: 'x',
                      position: room.x + room.width,
                      start: room.y,
              Severity: Major
              Found in room.js and 1 other location - About 1 hr to fix
              room.js on lines 27..34

              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 56.

              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

              Function dashedLine has 6 arguments (exceeds 4 allowed). Consider refactoring.
              Open

                    dashedLine : function(context, x1, length, y, dashLength, spacing) {
              Severity: Minor
              Found in symbols/base.js - About 45 mins to fix

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

                      north : {
                        parallelAxis: 'x',
                        perpendicularAxis: 'y',
                        position: room.y,
                        start: room.x,
                Severity: Minor
                Found in room.js and 1 other location - About 40 mins to fix
                room.js on lines 43..50

                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 48.

                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

                      west : {
                        parallelAxis: 'y',
                        perpendicularAxis: 'x',
                        position: room.x,
                        start: room.y,
                Severity: Minor
                Found in room.js and 1 other location - About 40 mins to fix
                room.js on lines 19..26

                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 48.

                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

                Expected '===' and instead saw '=='.
                Open

                      if (currentAction && currentAction.type == 'map.rooms.add') {
                Severity: Minor
                Found in canvas_renderer.js by eslint

                Require === and !== (eqeqeq)

                It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

                The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

                • [] == false
                • [] == ![]
                • 3 == "03"

                If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

                Rule Details

                This rule is aimed at eliminating the type-unsafe equality operators.

                Examples of incorrect code for this rule:

                /*eslint eqeqeq: "error"*/
                
                if (x == 42) { }
                
                if ("" == text) { }
                
                if (obj.getStuff() != undefined) { }

                The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

                Options

                always

                The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

                Examples of incorrect code for the "always" option:

                /*eslint eqeqeq: ["error", "always"]*/
                
                a == b
                foo == true
                bananas != 1
                value == undefined
                typeof foo == 'undefined'
                'hello' != 'world'
                0 == 0
                true == true
                foo == null

                Examples of correct code for the "always" option:

                /*eslint eqeqeq: ["error", "always"]*/
                
                a === b
                foo === true
                bananas !== 1
                value === undefined
                typeof foo === 'undefined'
                'hello' !== 'world'
                0 === 0
                true === true
                foo === null

                This rule optionally takes a second argument, which should be an object with the following supported properties:

                • "null": Customize how this rule treats null literals. Possible values:
                  • always (default) - Always use === or !==.
                  • never - Never use === or !== with null.
                  • ignore - Do not apply this rule to null.

                smart

                The "smart" option enforces the use of === and !== except for these cases:

                • Comparing two literal values
                • Evaluating the value of typeof
                • Comparing against null

                Examples of incorrect code for the "smart" option:

                /*eslint eqeqeq: ["error", "smart"]*/
                
                // comparing two variables requires ===
                a == b
                
                // only one side is a literal
                foo == true
                bananas != 1
                
                // comparing to undefined requires ===
                value == undefined

                Examples of correct code for the "smart" option:

                /*eslint eqeqeq: ["error", "smart"]*/
                
                typeof foo == 'undefined'
                'hello' != 'world'
                0 == 0
                true == true
                foo == null

                allow-null

                Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

                ["error", "always", {"null": "ignore"}]

                When Not To Use It

                If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

                Move the invocation into the parens that contain the function.
                Open

                    var Region = (function() {
                Severity: Minor
                Found in hit_regions.js by eslint

                Require IIFEs to be Wrapped (wrap-iife)

                You can immediately invoke function expressions, but not function declarations. A common technique to create an immediately-invoked function expression (IIFE) is to wrap a function declaration in parentheses. The opening parentheses causes the contained function to be parsed as an expression, rather than a declaration.

                // function expression could be unwrapped
                var x = function () { return { y: 1 };}();
                
                // function declaration must be wrapped
                function () { /* side effects */ }(); // SyntaxError

                Rule Details

                This rule requires all immediately-invoked function expressions to be wrapped in parentheses.

                Options

                This rule has two options, a string option and an object option.

                String option:

                • "outside" enforces always wrapping the call expression. The default is "outside".
                • "inside" enforces always wrapping the function expression.
                • "any" enforces always wrapping, but allows either style.

                Object option:

                • "functionPrototypeMethods": true additionally enforces wrapping function expressions invoked using .call and .apply. The default is false.

                outside

                Examples of incorrect code for the default "outside" option:

                /*eslint wrap-iife: ["error", "outside"]*/
                
                var x = function () { return { y: 1 };}(); // unwrapped
                var x = (function () { return { y: 1 };})(); // wrapped function expression

                Examples of correct code for the default "outside" option:

                /*eslint wrap-iife: ["error", "outside"]*/
                
                var x = (function () { return { y: 1 };}()); // wrapped call expression

                inside

                Examples of incorrect code for the "inside" option:

                /*eslint wrap-iife: ["error", "inside"]*/
                
                var x = function () { return { y: 1 };}(); // unwrapped
                var x = (function () { return { y: 1 };}()); // wrapped call expression

                Examples of correct code for the "inside" option:

                /*eslint wrap-iife: ["error", "inside"]*/
                
                var x = (function () { return { y: 1 };})(); // wrapped function expression

                any

                Examples of incorrect code for the "any" option:

                /*eslint wrap-iife: ["error", "any"]*/
                
                var x = function () { return { y: 1 };}(); // unwrapped

                Examples of correct code for the "any" option:

                /*eslint wrap-iife: ["error", "any"]*/
                
                var x = (function () { return { y: 1 };}()); // wrapped call expression
                var x = (function () { return { y: 1 };})(); // wrapped function expression

                functionPrototypeMethods

                Examples of incorrect code for this rule with the "inside", { "functionPrototypeMethods": true } options:

                /* eslint wrap-iife: [2, "inside", { functionPrototypeMethods: true }] */
                
                var x = function(){ foo(); }()
                var x = (function(){ foo(); }())
                var x = function(){ foo(); }.call(bar)
                var x = (function(){ foo(); }.call(bar))

                Examples of correct code for this rule with the "inside", { "functionPrototypeMethods": true } options:

                /* eslint wrap-iife: [2, "inside", { functionPrototypeMethods: true }] */
                
                var x = (function(){ foo(); })()
                var x = (function(){ foo(); }).call(bar)

                Source: http://eslint.org/docs/rules/

                Unnecessary semicolon.
                Open

                      };
                Severity: Minor
                Found in hit_regions.js by eslint

                disallow unnecessary semicolons (no-extra-semi)

                Typing mistakes and misunderstandings about where semicolons are required can lead to semicolons that are unnecessary. While not technically an error, extra semicolons can cause confusion when reading code.

                Rule Details

                This rule disallows unnecessary semicolons.

                Examples of incorrect code for this rule:

                /*eslint no-extra-semi: "error"*/
                
                var x = 5;;
                
                function foo() {
                    // code
                };

                Examples of correct code for this rule:

                /*eslint no-extra-semi: "error"*/
                
                var x = 5;
                
                var foo = function() {
                    // code
                };

                When Not To Use It

                If you intentionally use extra semicolons then you can disable this rule.

                Related Rules

                Unnecessary semicolon.
                Open

                    };
                Severity: Minor
                Found in canvas_renderer.js by eslint

                disallow unnecessary semicolons (no-extra-semi)

                Typing mistakes and misunderstandings about where semicolons are required can lead to semicolons that are unnecessary. While not technically an error, extra semicolons can cause confusion when reading code.

                Rule Details

                This rule disallows unnecessary semicolons.

                Examples of incorrect code for this rule:

                /*eslint no-extra-semi: "error"*/
                
                var x = 5;;
                
                function foo() {
                    // code
                };

                Examples of correct code for this rule:

                /*eslint no-extra-semi: "error"*/
                
                var x = 5;
                
                var foo = function() {
                    // code
                };

                When Not To Use It

                If you intentionally use extra semicolons then you can disable this rule.

                Related Rules

                TODO found
                Open

                    // TODO: think about key placement.
                Severity: Minor
                Found in canvas_renderer.js by fixme

                TODO found
                Open

                          <!-- TODO: this is wrong -- the door direction may need reversing if it belongs to a square in the other room. -->
                Severity: Minor
                Found in text_renderer/room.html.hbs by fixme

                TODO found
                Open

                     * TODO: MDN recommends only listening for mousemove when we actually care about it.
                Severity: Minor
                Found in hit_regions.js by fixme
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