jcbantuelle/dominion-meteor

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

  find_buy_events() {
    this.buy_events = []
    if (_.includes(BuyEventProcessor.event_cards(), this.buyer.card.name)) {
      if (this.buyer.card.name === 'Messenger') {
        if (_.size(this.buyer.game.turn.bought_things) === 1) {
Severity: Minor
Found in app/game/server/services/buy_event_processor.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 create_player_cards has a Cognitive Complexity of 13 (exceeds 5 allowed). Consider refactoring.
Open

  create_player_cards(player, index) {
    let starting_treasures = []
    if (this.game_has_card(this.selected_kingdom_cards, 'Pixie')) {
      starting_treasures.push(new Goat())
    }
Severity: Minor
Found in app/lobby/server/game_creator.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 a Cognitive Complexity of 13 (exceeds 5 allowed). Consider refactoring.
Open

  attack(game, player_cards, attacker_player_cards, card_player, trashed_card) {
    if (trashed_card) {

      if (CardCostComparer.coin_greater_than(game, trashed_card, 2)) {
        let card_gainer = new CardGainer(game, player_cards, 'discard', 'Curse')
Severity: Minor
Found in app/cards/empires/catapult.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 play has a Cognitive Complexity of 13 (exceeds 5 allowed). Consider refactoring.
Open

  play(game, player_cards, card_player) {
    let action_gainer = new ActionGainer(game, player_cards)
    action_gainer.gain(1)

    let trashed_cards = []
Severity: Minor
Found in app/cards/renaissance/research.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

    Function attack has 39 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

      attack(game, player_cards) {
        let card_revealer = new CardRevealer(game, player_cards)
        card_revealer.reveal_from_deck_until((game, player_cards, revealed_cards) => {
          if (!_.isEmpty(revealed_cards)) {
            return CardCostComparer.coin_greater_than(game, _.last(revealed_cards), 2)
    Severity: Minor
    Found in app/cards/intrigue/saboteur.js - About 1 hr to fix

      Function play has 39 lines of code (exceeds 25 allowed). Consider refactoring.
      Open

        play(game, player_cards) {
          let eligible_cards = _.filter(game.cards, (card) => {
            return card.count > 0 && card.supply && CardCostComparer.coin_less_than(game, card.top_card, 6)
          })
      
      
      Severity: Minor
      Found in app/cards/base/artisan.js - About 1 hr to fix

        Function play has 38 lines of code (exceeds 25 allowed). Consider refactoring.
        Open

          play(game, player_cards, card_player) {
            if (_.size(player_cards.hand) > 0) {
              let turn_event_id = TurnEventModel.insert({
                game_id: game._id,
                player_id: player_cards.player_id,
        Severity: Minor
        Found in app/cards/nocturne/bat.js - About 1 hr to fix

          Function create_game has 38 lines of code (exceeds 25 allowed). Consider refactoring.
          Open

            create_game() {
              let cards = this.game_cards()
              let game_attributes = {
                players: _.shuffle(this.players),
                cards: cards,
          Severity: Minor
          Found in app/lobby/server/game_creator.js - About 1 hr to fix

            Function play has 38 lines of code (exceeds 25 allowed). Consider refactoring.
            Open

              play(game, player_cards, card_player) {
                let card_drawer = new CardDrawer(game, player_cards, card_player)
                card_drawer.draw(2)
            
                if (_.size(player_cards.hand) > 0) {
            Severity: Minor
            Found in app/cards/adventures/gear.js - About 1 hr to fix

              Function potion_overpay has 38 lines of code (exceeds 25 allowed). Consider refactoring.
              Open

                static potion_overpay(game, player_cards, amount, coin_overpay) {
                  let potion_overpay = Number(amount)
                  if (coin_overpay === 0 && potion_overpay === 0) {
                    game.log.push(`&nbsp;&nbsp;but does not overpay`)
                  } else {
              Severity: Minor
              Found in app/cards/guilds/stonemason.js - About 1 hr to fix

                Identical blocks of code found in 4 locations. Consider refactoring.
                Open

                  attack(game, player_cards, attacker_player_cards, card_player) {
                    let attack_card = _.clone(card_player.card)
                    attack_card.player_source = game.turn.player
                    player_cards.duration_attacks.push(attack_card)
                  }
                Severity: Major
                Found in app/cards/menagerie/gatekeeper.js and 3 other locations - About 1 hr to fix
                app/cards/adventures/haunted_woods.js on lines 19..23
                app/cards/adventures/swamp_hag.js on lines 23..27
                app/cards/empires/enchantress.js on lines 19..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 65.

                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 4 locations. Consider refactoring.
                Open

                  attack(game, player_cards, attacker_player_cards, card_player) {
                    let attack_card = _.clone(card_player.card)
                    attack_card.player_source = game.turn.player
                    player_cards.duration_attacks.push(attack_card)
                  }
                Severity: Major
                Found in app/cards/empires/enchantress.js and 3 other locations - About 1 hr to fix
                app/cards/adventures/haunted_woods.js on lines 19..23
                app/cards/adventures/swamp_hag.js on lines 23..27
                app/cards/menagerie/gatekeeper.js on lines 23..27

                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 65.

                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 4 locations. Consider refactoring.
                Open

                  attack(game, player_cards, attacker_player_cards, card_player) {
                    let attack_card = _.clone(card_player.card)
                    attack_card.player_source = game.turn.player
                    player_cards.duration_attacks.push(attack_card)
                  }
                Severity: Major
                Found in app/cards/adventures/haunted_woods.js and 3 other locations - About 1 hr to fix
                app/cards/adventures/swamp_hag.js on lines 23..27
                app/cards/empires/enchantress.js on lines 19..23
                app/cards/menagerie/gatekeeper.js on lines 23..27

                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 65.

                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 4 locations. Consider refactoring.
                Open

                  attack(game, player_cards, attacker_player_cards, card_player) {
                    let attack_card = _.clone(card_player.card)
                    attack_card.player_source = game.turn.player
                    player_cards.duration_attacks.push(attack_card)
                  }
                Severity: Major
                Found in app/cards/adventures/swamp_hag.js and 3 other locations - About 1 hr to fix
                app/cards/adventures/haunted_woods.js on lines 19..23
                app/cards/empires/enchantress.js on lines 19..23
                app/cards/menagerie/gatekeeper.js on lines 23..27

                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 65.

                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 4 locations. Consider refactoring.
                Open

                  play(game, player_cards, card_player) {
                    let player_attacker = new PlayerAttacker(game, this, card_player)
                    player_attacker.attack(player_cards)
                
                    player_cards.duration_effects.push(_.clone(card_player.card))
                Severity: Major
                Found in app/cards/empires/enchantress.js and 3 other locations - About 1 hr to fix
                app/cards/adventures/haunted_woods.js on lines 11..17
                app/cards/adventures/swamp_hag.js on lines 15..21
                app/cards/menagerie/gatekeeper.js on lines 15..21

                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 65.

                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 4 locations. Consider refactoring.
                Open

                  play(game, player_cards, card_player) {
                    let player_attacker = new PlayerAttacker(game, this, card_player)
                    player_attacker.attack(player_cards)
                
                    player_cards.duration_effects.push(_.clone(card_player.card))
                Severity: Major
                Found in app/cards/adventures/swamp_hag.js and 3 other locations - About 1 hr to fix
                app/cards/adventures/haunted_woods.js on lines 11..17
                app/cards/empires/enchantress.js on lines 11..17
                app/cards/menagerie/gatekeeper.js on lines 15..21

                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 65.

                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 4 locations. Consider refactoring.
                Open

                  play(game, player_cards, card_player) {
                    let player_attacker = new PlayerAttacker(game, this, card_player)
                    player_attacker.attack(player_cards)
                
                    player_cards.duration_effects.push(_.clone(card_player.card))
                Severity: Major
                Found in app/cards/menagerie/gatekeeper.js and 3 other locations - About 1 hr to fix
                app/cards/adventures/haunted_woods.js on lines 11..17
                app/cards/adventures/swamp_hag.js on lines 15..21
                app/cards/empires/enchantress.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 65.

                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 4 locations. Consider refactoring.
                Open

                  play(game, player_cards, card_player) {
                    let player_attacker = new PlayerAttacker(game, this, card_player)
                    player_attacker.attack(player_cards)
                
                    player_cards.duration_effects.push(_.clone(card_player.card))
                Severity: Major
                Found in app/cards/adventures/haunted_woods.js and 3 other locations - About 1 hr to fix
                app/cards/adventures/swamp_hag.js on lines 15..21
                app/cards/empires/enchantress.js on lines 11..17
                app/cards/menagerie/gatekeeper.js on lines 15..21

                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 65.

                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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