jcbantuelle/dominion-meteor

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app/cards/dark_ages/rogue.js

Summary

Maintainability
C
1 day
Test Coverage

Function attack has 32 lines of code (exceeds 25 allowed). Consider refactoring.
Open

  attack(game, player_cards) {
    if (game.turn.rogue_attack) {
      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 {
Severity: Minor
Found in app/cards/dark_ages/rogue.js - About 1 hr to fix

    Function play has 27 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

      play(game, player_cards, card_player) {
        let coin_gainer = new CoinGainer(game, player_cards, card_player)
        coin_gainer.gain(2)
    
        let eligible_cards = _.filter(game.trash, function(card) {
    Severity: Minor
    Found in app/cards/dark_ages/rogue.js - About 1 hr to fix

      Function attack has a Cognitive Complexity of 9 (exceeds 5 allowed). Consider refactoring.
      Open

        attack(game, player_cards) {
          if (game.turn.rogue_attack) {
            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 {
      Severity: Minor
      Found in app/cards/dark_ages/rogue.js - About 55 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 2 locations. Consider refactoring.
      Open

              if (_.size(eligible_cards) === 1) {
                Rogue.trash_revealed(game, player_cards, eligible_cards)
              } else if (_.size(eligible_cards) > 1) {
                let turn_event_id = TurnEventModel.insert({
                  game_id: game._id,
      Severity: Major
      Found in app/cards/dark_ages/rogue.js and 1 other location - About 6 hrs to fix
      app/cards/base/bandit.js on lines 32..48

      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 158.

      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 4 locations. Consider refactoring.
      Open

        static gain_from_trash(game, player_cards, selected_cards) {
          let card_gainer = new CardGainer(game, player_cards, 'discard', selected_cards[0].name)
          card_gainer.gain(game.trash)
        }
      Severity: Major
      Found in app/cards/dark_ages/rogue.js and 3 other locations - About 40 mins to fix
      app/cards/dark_ages/graverobber.js on lines 116..119
      app/cards/intrigue/lurker.js on lines 87..90
      app/cards/renaissance/treasurer.js on lines 103..106

      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

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