Showing 72 of 1,243 total issues
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if group = Lycantulul::Group.get(message)
if !group.pending_time_id
keyboard = Telegram::Bot::Types::ReplyKeyboardMarkup.new(keyboard: group.time_setting_keyboard, resize_keyboard: true, one_time_keyboard: true, selective: true)
pending = send(message, 'Ubah waktu apa?', reply: true, keyboard: keyboard, async: false)
Avoid deeply nested control flow statements. Open
Open
if victim.role == SILVER_BULLET
ded = self.living_werewolves.sample
if ded
ded.kill
LycantululBot.log("#{ded.full_name} is killed because werewolves killed a silver bullet (from GAME)")
Avoid deeply nested control flow statements. Open
Open
return unless message.from.username == 'araishikeiwai'
Method list_players
has a Cognitive Complexity of 8 (exceeds 5 allowed). Consider refactoring. Open
Open
def list_players
liv_count = self.living_players.count
ded_count = self.dead_players.count
res = "Masi idup: <b>#{liv_count} makhluk</b>\n"
- Read upRead up
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
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if game = check_game(message)
if check_player(message)
if game.waiting?
user = message.from
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if game = check_game(message)
if game.waiting?
if can_cancel_game?(message, game)
game.finish(stats: false)
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if game = check_game(message)
summon(game, :all)
else
send(message, 'Ga ada yang lagi main, /bikin_baru dulu', reply: true)
Avoid deeply nested control flow statements. Open
Open
if new_member.username =~ /bot$/i && message.chat&.username =~ /lycantulul/i
unless new_member.username == 'tulul_stats_bot'
@bot.api.kick_chat_member(chat_id: '@lycantulul', user_id: new_member.id) rescue nil
end
elsif !Lycantulul::RegisteredPlayer.get(new_member.id) && !new_member.username == 'lycantulul_bot'
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if group = Lycantulul::Group.get(message)
if group.pending_time_id
group.cancel_pending_time
send(message, 'Yosh. Udah boleh /ganti_settingan_waktu lagi', reply: true)
Avoid deeply nested control flow statements. Open
Open
self.temp_stats[victim.user_id] << 'mauled_first_day' if self.round == 1
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
start_new_game(message)
else
wrong_room(message)
end
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if game = check_game(message)
if game.waiting?
if !MAINTENANCE_PREVENT.call
if game.players.count >= MINIMUM_PLAYER.call
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if game = check_game(message)
summon(game, :alive)
else
send(message, 'Ga ada yang lagi main, /bikin_baru dulu', reply: true)
Avoid deeply nested control flow statements. Open
Open
if in_private?(message)
if game = check_werewolf_in_game(message)
log('werewolf confirmed')
case game.add_victim(message.from.id, message.text)
when Lycantulul::Game::RESPONSE_OK
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if game = check_game(message)
if game.waiting?
game.toggle_voting_scheme
send(message, "Sistem voting berubah jadi #{game.voting_scheme}", reply: true)
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if game = check_game(message)
if check_player(message)
if game.waiting?
user = message.from
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if game = check_game(message)
unless game.waiting?
unless game.night?
if (Time.now - game.last_voting_list_query rescue 11).ceil > 10
Avoid deeply nested control flow statements. Open
Open
if in_private?(message)
if check_player(message)
send_to_player(message.chat.id, Lycantulul::RegisteredPlayer.get(message.from.id).statistics, parse_mode: 'HTML')
else
send(message, 'Maaf belum kedaftar, /start dulu yak')
Avoid deeply nested control flow statements. Open
Open
elsif left_member = message.left_chat_member
if game = check_game(message)
game.players.with_id(left_member.id).destroy rescue nil
end
Avoid deeply nested control flow statements. Open
Open
if in_group?(message)
if game = check_game(message)
if game.waiting?
if !game.pending_custom_id
keyboard = Telegram::Bot::Types::ReplyKeyboardMarkup.new(keyboard: game.role_setting_keyboard, resize_keyboard: true, one_time_keyboard: true, selective: true)