jcbantuelle/dominion-meteor

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app/cards/cornucopia/jester.js

Summary

Maintainability
B
4 hrs
Test Coverage

Function attack has a Cognitive Complexity of 13 (exceeds 5 allowed). Consider refactoring.
Open

  attack(game, player_cards, attacker) {
    if (_.size(player_cards.deck) === 0 && _.size(player_cards.discard) === 0) {
      game.log.push(`&nbsp;&nbsp;<strong>${player_cards.username}</strong> has no cards in deck`)
    } else {
      if (_.size(player_cards.deck) === 0) {
Severity: Minor
Found in app/cards/cornucopia/jester.js - 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 attack has 39 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  attack(game, player_cards, attacker) {
    if (_.size(player_cards.deck) === 0 && _.size(player_cards.discard) === 0) {
      game.log.push(`&nbsp;&nbsp;<strong>${player_cards.username}</strong> has no cards in deck`)
    } else {
      if (_.size(player_cards.deck) === 0) {
Severity: Minor
Found in app/cards/cornucopia/jester.js - About 1 hr to fix

    Similar blocks of code found in 12 locations. Consider refactoring.
    Open

      play(game, player_cards, card_player) {
        let coin_gainer = new CoinGainer(game, player_cards, card_player)
        coin_gainer.gain(2)
    
        let player_attacker = new PlayerAttacker(game, this)
    Severity: Major
    Found in app/cards/cornucopia/jester.js and 11 other locations - About 1 hr to fix
    app/cards/base/militia.js on lines 15..21
    app/cards/base/witch.js on lines 11..17
    app/cards/cornucopia/fortune_teller.js on lines 15..21
    app/cards/intrigue/swindler.js on lines 15..21
    app/cards/intrigue/torturer.js on lines 11..17
    app/cards/menagerie/cardinal.js on lines 15..21
    app/cards/prosperity/mountebank.js on lines 15..21
    app/cards/prosperity/rabble.js on lines 11..17
    app/cards/renaissance/old_witch.js on lines 11..17
    app/cards/seaside/cutpurse.js on lines 15..21
    app/cards/seaside/ghost_ship.js on lines 11..17

    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 58.

    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

    Identical blocks of code found in 12 locations. Consider refactoring.
    Open

          if (_.size(player_cards.deck) === 0) {
            let deck_shuffler = new DeckShuffler(game, player_cards)
            deck_shuffler.shuffle()
          }
    Severity: Major
    Found in app/cards/cornucopia/jester.js and 11 other locations - About 30 mins to fix
    app/cards/adventures/warrior.js on lines 26..29
    app/cards/base/library.js on lines 38..41
    app/cards/base/vassal.js on lines 22..25
    app/cards/hinterlands/duchess.js on lines 31..34
    app/cards/hinterlands/jack_of_all_trades.js on lines 20..23
    app/cards/intrigue/swindler.js on lines 27..30
    app/cards/nocturne/hexes/locusts.js on lines 7..10
    app/cards/nocturne/zombie_mason.js on lines 15..18
    app/cards/seaside/native_village.js on lines 45..48
    app/cards/seaside/pearl_diver.js on lines 23..26
    app/cards/seaside/sea_hag.js on lines 20..23

    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 45.

    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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