Showing 1,158 of 1,158 total issues
Function attack
has 33 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(2)
GameModel.update(game._id, game)
Function process_response
has 33 lines of code (exceeds 25 allowed). Consider refactoring. Open
static process_response(game, player_cards, response, card_player) {
let ordered_player_cards = TurnOrderedPlayerCardsQuery.turn_ordered_player_cards(game, player_cards)
_.each(ordered_player_cards, function(current_player_cards) {
let is_active_player = current_player_cards.player_id === player_cards.player_id
Similar blocks of code found in 2 locations. Consider refactoring. Open
static add_treasure(card) {
let card_types = _.words(card.types)
card_types.push('treasure')
card.types = card_types.join(' ')
return card
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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 61.
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
- Extract Method
- Extract Class
- Form Template Method
- Introduce Null Object
- Pull Up Method
- Pull Up Field
- Substitute Algorithm
Further Reading
- Don't Repeat Yourself on the C2 Wiki
- Duplicated Code on SourceMaking
- Refactoring: Improving the Design of Existing Code by Martin Fowler. Duplicated Code, p76
Similar blocks of code found in 2 locations. Consider refactoring. Open
} else if (effect === 'hex') {
this.effect_deck = this.game.hexes_deck
this.effect_discard = this.game.hexes_discard
this.player_effects = this.player_cards.hexes
}
- Read upRead up
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 61.
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
- Extract Method
- Extract Class
- Form Template Method
- Introduce Null Object
- Pull Up Method
- Pull Up Field
- Substitute Algorithm
Further Reading
- Don't Repeat Yourself on the C2 Wiki
- Duplicated Code on SourceMaking
- Refactoring: Improving the Design of Existing Code by Martin Fowler. Duplicated Code, p76
Similar blocks of code found in 2 locations. Consider refactoring. Open
static add_action(card) {
let card_types = _.words(card.types)
card_types.push('action')
card.types = card_types.join(' ')
return card
- Read upRead up
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 61.
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
- Extract Method
- Extract Class
- Form Template Method
- Introduce Null Object
- Pull Up Method
- Pull Up Field
- Substitute Algorithm
Further Reading
- Don't Repeat Yourself on the C2 Wiki
- Duplicated Code on SourceMaking
- Refactoring: Improving the Design of Existing Code by Martin Fowler. Duplicated Code, p76
Similar blocks of code found in 2 locations. Consider refactoring. Open
if (effect === 'boon') {
this.effect_deck = this.game.boons_deck
this.effect_discard = this.game.boons_discard
this.player_effects = this.player_cards.boons
} else if (effect === 'hex') {
- Read upRead up
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 61.
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
- Extract Method
- Extract Class
- Form Template Method
- Introduce Null Object
- Pull Up Method
- Pull Up Field
- Substitute Algorithm
Further Reading
- Don't Repeat Yourself on the C2 Wiki
- Duplicated Code on SourceMaking
- Refactoring: Improving the Design of Existing Code by Martin Fowler. Duplicated Code, p76
Function put_card_in_discard
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
put_card_in_discard(card) {
if (!card.destination) {
card.destination = 'discard'
}
Function play
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
play(game, player_cards) {
if (_.size(player_cards.deck) === 0 && _.size(player_cards.discard) === 0) {
game.log.push(` <strong>${player_cards.username}</strong> has no cards in deck`)
} else {
if (_.size(player_cards.deck) === 0) {
Function find_trash_events
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
find_trash_events() {
this.trash_events = []
if (_.includes(TrashEventProcessor.event_cards(), this.card.name)) {
this.trash_events.push(this.card)
}
Function play
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
play(game, player_cards, card_player) {
let eligible_cards = _.filter(player_cards.in_play, function(card) {
return _.includes(_.words(card.types), 'treasure')
})
Function reveal_card
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
static reveal_card(game, player_cards, selected_cards, card_player) {
let card_revealer = new CardRevealer(game, player_cards)
card_revealer.reveal('hand', selected_cards[0])
let next_player_query = new NextPlayerQuery(game, player_cards.player_id)
Function play
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
play(game, player_cards, card_player) {
let card_drawer = new CardDrawer(game, player_cards, card_player)
card_drawer.draw(1)
let action_gainer = new ActionGainer(game, player_cards)
Function attack
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
attack(game, player_cards) {
if (_.size(player_cards.deck) === 0 && _.size(player_cards.discard) === 0) {
game.log.push(` <strong>${player_cards.username}</strong> has no cards in deck`)
} else {
if (_.size(player_cards.deck) === 0) {
Function play
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
play(game, player_cards, card_player) {
let eligible_cards = _.chain(player_cards.hand).filter((card) => {
return _.includes(_.words(card.types), 'action')
}).map((card) => {
let trashable_card = _.clone(card)
Function trash_card
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
static trash_card(game, player_cards, selected_cards) {
let trashed_card = selected_cards[0]
let source = trashed_card.source === 'H' ? 'hand' : 'in_play'
let card_trasher = new CardTrasher(game, player_cards, source, trashed_card)
card_trasher.trash()
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(` <strong>${player_cards.username}</strong> has no cards in deck`)
} else {
Function reveal_card
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
static reveal_card(game, player_cards, selected_cards) {
game.turn.ambassador_selected_card = selected_cards[0]
game.turn.ambassador_game_stack = _.find(game.cards, function(card) {
return card.name === game.turn.ambassador_selected_card.stack_name && card.supply
})
Function menagerie
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
static menagerie() {
return [
'BlackCat',
'Sleigh',
'Supplies',
Function adventures
has 32 lines of code (exceeds 25 allowed). Consider refactoring. Open
static adventures() {
return [
'CoinOfTheRealm',
'Page',
'Peasant',
Function gain
has a Cognitive Complexity of 11 (exceeds 5 allowed). Consider refactoring. Open
gain(amount, announce = true) {
if (this.player_cards.player_id === this.game.turn.player._id) {
if (this.game.turn.no_more_actions) {
amount = 0
}
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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"