tulul/lycantulul_bot

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Similar blocks of code found in 2 locations. Consider refactoring.
Open

  class MessageSendingJob
    include SuckerPunch::Job

    def perform(bot, options)
      retry_count = 0
Severity: Major
Found in lib/lycantulul_bot/lycantulul/message_sending_job.rb and 1 other location - About 2 hrs to fix
lib/lycantulul_bot/lycantulul/message_queue_job.rb on lines 2..26

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 99.

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

Perceived complexity for message_action is too high. [18/7]
Open

    def message_action(game, action, aux = nil)
      case action
      when BROADCAST_ROLE
        log('game starts')
        opening = 'MULAI! MWA HA HA HA'

This cop tries to produce a complexity score that's a measure of the complexity the reader experiences when looking at a method. For that reason it considers when nodes as something that doesn't add as much complexity as an if or a &&. Except if it's one of those special case/when constructs where there's no expression after case. Then the cop treats it as an if/elsif/elsif... and lets all the when nodes count. In contrast to the CyclomaticComplexity cop, this cop considers else nodes as adding complexity.

Example:

def my_method                   # 1
  if cond                       # 1
    case var                    # 2 (0.8 + 4 * 0.2, rounded)
    when 1 then func_one
    when 2 then func_two
    when 3 then func_three
    when 4..10 then func_other
    end
  else                          # 1
    do_something until a && b   # 2
  end                           # ===
end                             # 7 complexity points

Method has too many lines. [21/10]
Open

    def check_round_finished(game, round, force = false)
      log("checking round finished #{round}")
      game.reload
      return unless round == game.round && game.night? && !game.waiting? && !game.discussion? && !game.finished?
      log('continuing')

This cop checks if the length of a method exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable.

Method has too many lines. [21/10]
Open

    def restart
      self.with_lock(wait: true) do
        self.players.map(&:reset_state)
        self.round = 0
        self.night = true

This cop checks if the length of a method exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable.

Cyclomatic complexity for kill_victim is too high. [17/6]
Open

    def kill_victim
      self.with_lock(wait: true) do
        vc = self.sort(victim)
        hhost = self.homeless_host
        LycantululBot.log(vc.to_s)

This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.

An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.

Method has too many lines. [21/10]
Open

    def kill_votee
      self.with_lock(wait: true) do
        vc = self.sort(votee)
        LycantululBot.log(vc.to_s)
        self.update_attribute(:night, true)

This cop checks if the length of a method exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable.

Method has too many lines. [21/10]
Open

    def enlighten_seer
      self.with_lock(wait: true) do
        ss = self.seen
        LycantululBot.log(ss.to_s)
        self.update_attribute(:seen, [])

This cop checks if the length of a method exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable.

Method send has a Cognitive Complexity of 21 (exceeds 5 allowed). Consider refactoring.
Open

    def send(message, text, reply: nil, html: nil, keyboard: nil, async: true)
      options = {
        chat_id: message.chat.id,
        text: text[0...4000],
      }
Severity: Minor
Found in lib/lycantulul_bot/lycantulul/input_processor_job.rb - About 2 hrs 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

Assignment Branch Condition size for summon is too high. [25.48/15]
Open

    def summon(game, who)
      if (Time.now - game.last_summon_query rescue 11).ceil > 10
        to_call =
          case who
          when :all

This cop checks that the ABC size of methods is not higher than the configured maximum. The ABC size is based on assignments, branches (method calls), and conditions. See http://c2.com/cgi/wiki?AbcMetric

Cyclomatic complexity for get_task is too high. [16/6]
Open

    def get_task(role)
      case role
      when VILLAGER
        "Diam menunggu kematian. Seriously. Tapi bisa bantu-bantu yang lain lah sumbang suara buat bunuh para serigala, sekalian berdoa biar dilindungi sama #{self.get_role(PROTECTOR)} kalo ada"
      when GREEDY_VILLAGER

This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.

An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.

Cyclomatic complexity for get_role is too high. [16/6]
Open

    def get_role(role)
      case role
      when VILLAGER
        'Warga Kampung'
      when GREEDY_VILLAGER

This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.

An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.

Assignment Branch Condition size for assign is too high. [25.34/15]
Open

    def assign(role)
      # https://gist.github.com/O-I/3e0654509dd8057b539a
      role_const = self.class.const_get(role.upcase)
      role_count(role_const).times do
        arr = self.living_villagers.to_a

This cop checks that the ABC size of methods is not higher than the configured maximum. The ABC size is based on assignments, branches (method calls), and conditions. See http://c2.com/cgi/wiki?AbcMetric

Perceived complexity for role_count is too high. [17/7]
Open

    def role_count(role, count = nil)
      count ||= self.players.count
      count -= Lycantulul::InputProcessorJob::MINIMUM_PLAYER.call

      custom = self.custom_roles[role] rescue nil

This cop tries to produce a complexity score that's a measure of the complexity the reader experiences when looking at a method. For that reason it considers when nodes as something that doesn't add as much complexity as an if or a &&. Except if it's one of those special case/when constructs where there's no expression after case. Then the cop treats it as an if/elsif/elsif... and lets all the when nodes count. In contrast to the CyclomaticComplexity cop, this cop considers else nodes as adding complexity.

Example:

def my_method                   # 1
  if cond                       # 1
    case var                    # 2 (0.8 + 4 * 0.2, rounded)
    when 1 then func_one
    when 2 then func_two
    when 3 then func_three
    when 4..10 then func_other
    end
  else                          # 1
    do_something until a && b   # 2
  end                           # ===
end                             # 7 complexity points

Method has too many lines. [20/10]
Open

    def perform(bot, options)
      retry_count = 0
      begin
        bot.api.send_message(options)
      rescue Faraday::TimeoutError => e

This cop checks if the length of a method exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable.

Method has too many lines. [20/10]
Open

    def perform(bot, options)
      retry_count = 0
      begin
        bot.api.send_message(options)
      rescue Faraday::TimeoutError => e

This cop checks if the length of a method exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable.

Method get_stats has 69 lines of code (exceeds 25 allowed). Consider refactoring.
Open

    def self.get_stats(stat)
      stats = ["Statistik #{stat}"]
      case stat
      when '/stats'
        stats << "Current stats:"
Severity: Major
Found in lib/lycantulul_bot/lycantulul/statistics.rb - About 2 hrs to fix

    Cyclomatic complexity for check_round_finished is too high. [15/6]
    Open

        def check_round_finished(game, round, force = false)
          log("checking round finished #{round}")
          game.reload
          return unless round == game.round && game.night? && !game.waiting? && !game.discussion? && !game.finished?
          log('continuing')

    This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.

    An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.

    Perceived complexity for check_round_finished is too high. [16/7]
    Open

        def check_round_finished(game, round, force = false)
          log("checking round finished #{round}")
          game.reload
          return unless round == game.round && game.night? && !game.waiting? && !game.discussion? && !game.finished?
          log('continuing')

    This cop tries to produce a complexity score that's a measure of the complexity the reader experiences when looking at a method. For that reason it considers when nodes as something that doesn't add as much complexity as an if or a &&. Except if it's one of those special case/when constructs where there's no expression after case. Then the cop treats it as an if/elsif/elsif... and lets all the when nodes count. In contrast to the CyclomaticComplexity cop, this cop considers else nodes as adding complexity.

    Example:

    def my_method                   # 1
      if cond                       # 1
        case var                    # 2 (0.8 + 4 * 0.2, rounded)
        when 1 then func_one
        when 2 then func_two
        when 3 then func_three
        when 4..10 then func_other
        end
      else                          # 1
        do_something until a && b   # 2
      end                           # ===
    end                             # 7 complexity points

    Assignment Branch Condition size for send_welcome_message is too high. [23.28/15]
    Open

        def send_welcome_message(game)
          game.reload
          welcomed = game.clear_unwelcomed
          if !welcomed.empty? && game.waiting?
            additional_text =

    This cop checks that the ABC size of methods is not higher than the configured maximum. The ABC size is based on assignments, branches (method calls), and conditions. See http://c2.com/cgi/wiki?AbcMetric

    Assignment Branch Condition size for check_voting_finished is too high. [23.04/15]
    Open

        def check_voting_finished(game, round, force = false)
          log("checking voting finished: #{round}")
          game.reload
          return unless round == game.round && !game.night? && !game.waiting? && !game.discussion? && !game.finished?
          log('continuing')

    This cop checks that the ABC size of methods is not higher than the configured maximum. The ABC size is based on assignments, branches (method calls), and conditions. See http://c2.com/cgi/wiki?AbcMetric

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