1 const express = require("express");
2 const Game = require("./game.js");
4 const MAX_PROMPT_ITEMS = 20;
6 class Empathy extends Game {
13 players_answering: new Set(),
14 answering_idle: false,
15 end_answers: new Set(),
18 players_judging: new Set(),
19 end_judging: new Set(),
23 this.answering_idle_timer = 0;
24 this.next_prompt_id = 1;
25 this.equivalencies = {};
30 /* Before closing out the current round, we accumulate that score
31 * for each player into their runnning total. */
32 for (let score of this.state.scores.scores) {
33 const player = this.players.find(p => p.name === score.player);
35 player.score += score.score;
37 player.score = score.score;
39 /* And broadcast that new score out. */
40 this.broadcast_event('player-update', player.info_json());
43 /* Now that we're done with the active prompt, we remove it from
44 * the list of prompts and also remove any prompts that received
45 * no votes. This keeps the list of prompts clean.
47 const active_id = this.state.active_prompt.id;
49 this.state.prompts.filter(
50 p => p.id !== active_id && p.votes.length > 0
53 this.state.active_prompt = null;
54 this.state.players_answered = [];
55 this.state.players_answering = new Set();
56 this.state.answering_idle = false;
57 this.state.end_answers = new Set();
58 this.state.ambiguities = 0;
59 this.state.players_judged = [];
60 this.state.players_judging = new Set();
61 this.state.end_judging = new Set();
62 this.state.scores = null;
65 this.equivalencies = {};
67 this.broadcast_event_object('game-state', this.state);
70 add_prompt(items, prompt_string) {
71 if (items > MAX_PROMPT_ITEMS)
74 message: `Maximum number of items is ${MAX_PROMPT_ITEMS}`
77 const prompt = new Prompt(this.next_prompt_id, items, prompt_string);
78 this.next_prompt_id++;
80 this.state.prompts.push(prompt);
82 this.broadcast_event_object('prompt', prompt);
90 /* Returns true if vote toggled, false for player or prompt not found */
91 toggle_vote(prompt_id, session_id) {
92 const player = this.players_by_session[session_id];
94 const prompt = this.state.prompts.find(p => p.id === prompt_id);
95 if (! prompt || ! player)
98 prompt.toggle_vote(player.name);
100 this.broadcast_event_object('prompt', prompt);
105 /* Returns true on success, false for prompt not found. */
107 const prompt = this.state.prompts.find(p => p.id === prompt_id);
111 /* Ignore any start request that comes in while a prompt is
112 * already being played. */
113 if (this.state.active_prompt)
116 this.state.active_prompt = prompt;
118 this.broadcast_event_object('start', prompt);
123 receive_answer(prompt_id, session_id, answers) {
124 const player = this.players_by_session[session_id];
126 return { valid: false, message: "Player not found" };
128 const prompt = this.state.prompts.find(p => p.id === prompt_id);
130 return { valid: false, message: "Prompt not found" };
132 if (prompt !== this.state.active_prompt)
133 return { valid: false, message: "Prompt no longer active" };
135 /* Save the complete answers for our own use later. */
141 /* Update state (to be sent out to any future clients) */
142 this.state.players_answering.delete(player.name);
143 this.state.players_answered.push(player.name);
145 /* And notify all players that this player has answered. */
146 this.broadcast_event_object('player-answered', player.name);
148 return { valid: true };
151 receive_answering(prompt_id, session_id) {
152 const player = this.players_by_session[session_id];
154 return { valid: false, message: "Player not found" };
156 const prompt = this.state.prompts.find(p => p.id === prompt_id);
158 return { valid: false, message: "Prompt not found" };
160 if (prompt !== this.state.active_prompt)
161 return { valid: false, message: "Prompt no longer active" };
163 if (this.answering_idle_timer) {
164 clearTimeout(this.answering_idle_timer);
166 if (! this.state.answering_idle) {
167 this.answering_idle_timer = setTimeout(() => {
168 this.state_answering_idle = true;
169 this.broadcast_event_object('answering-idle', true);
173 /* Notify all players that this player is actively answering. */
174 this.state.players_answering.add(player.name);
175 this.broadcast_event_object('player-answering', player.name);
177 return { valid: true };
180 /* Returns true if vote toggled, false for player or prompt not found */
181 toggle_end_answers(prompt_id, session_id) {
182 const player = this.players_by_session[session_id];
184 const prompt = this.state.prompts.find(p => p.id === prompt_id);
185 if (! prompt || ! player)
188 if (this.state.end_answers.has(player.name)) {
189 this.state.end_answers.delete(player.name);
190 this.broadcast_event_object('unvote-end-answers', player.name);
192 this.state.end_answers.add(player.name);
193 this.broadcast_event_object('vote-end-answers', player.name);
202 for (let a of this.answers) {
203 for (let word of a.answers) {
204 const key = this.canonize(word);
205 word_map[key] = word;
209 this.state.ambiguities = Object.values(word_map).sort((a,b) => {
210 return a.toLowerCase().localeCompare(b.toLowerCase());
213 this.broadcast_event_object('ambiguities', this.state.ambiguities);
216 receive_judged(prompt_id, session_id, word_groups) {
217 const player = this.players_by_session[session_id];
219 return { valid: false, message: "Player not found" };
221 const prompt = this.state.prompts.find(p => p.id === prompt_id);
223 return { valid: false, message: "Prompt not found" };
225 if (prompt !== this.state.active_prompt)
226 return { valid: false, message: "Prompt no longer active" };
228 /* Each player submits some number of groups of answers that
229 * should be considered equivalent. The server expands that into
230 * the set of pair-wise equivalencies that are expressed. The
231 * reason for that is so that the server can determine which
232 * pair-wise equivalencies have majority support.
234 for (let group of word_groups) {
236 for (let i = 0; i < group.length - 1; i++) {
237 for (let j = i + 1; j < group.length; j++) {
238 let eq = [group[i], group[j]];
240 /* Put the two words into a reliable order so that we don't
241 * miss a pair of equivalent equivalencies just because they
242 * happen to be in the opposite order. */
243 if (eq[0].localeCompare(eq[1]) > 0) {
244 eq = [group[j], group[i]];
247 const key=`${this.canonize(eq[0])}:${this.canonize(eq[1])}`;
249 const exist = this.equivalencies[key];
253 this.equivalencies[key] = {
263 /* Update state (to be sent out to any future clients) */
264 this.state.players_judging.delete(player.name);
265 this.state.players_judged.push(player.name);
267 /* And notify all players this this player has judged. */
268 this.broadcast_event_object('player-judged', player.name);
270 return { valid: true };
273 receive_judging(prompt_id, session_id) {
274 const player = this.players_by_session[session_id];
276 return { valid: false, message: "Player not found" };
278 const prompt = this.state.prompts.find(p => p.id === prompt_id);
280 return { valid: false, message: "Prompt not found" };
282 if (prompt !== this.state.active_prompt)
283 return { valid: false, message: "Prompt no longer active" };
285 /* Notify all players this this player is actively judging. */
286 this.state.players_judging.add(player.name);
287 this.broadcast_event_object('player-judging', player.name);
289 return { valid: true };
292 /* Returns true if vote toggled, false for player or prompt not found */
293 toggle_end_judging(prompt_id, session_id) {
294 const player = this.players_by_session[session_id];
296 const prompt = this.state.prompts.find(p => p.id === prompt_id);
297 if (! prompt || ! player)
300 if (this.state.end_judging.has(player.name)) {
301 this.state.end_judging.delete(player.name);
302 this.broadcast_event_object('unvote-end-judging', player.name);
304 this.state.end_judging.add(player.name);
305 this.broadcast_event_object('vote-end-judging', player.name);
312 return word.trim().toLowerCase();
316 const word_submitters = {};
318 /* Perform a (non-strict) majority ruling on equivalencies,
319 * dropping all that didn't get enough votes. */
320 const quorum = Math.floor((this.players.length + 1)/2);
321 const agreed_equivalencies = Object.values(this.equivalencies).filter(
322 eq => eq.count >= quorum);
324 /* And with that agreed set of equivalencies, construct the full
326 const word_maps = {};
328 for (let e of agreed_equivalencies) {
329 const word0_canon = this.canonize(e.words[0]);
330 const word1_canon = this.canonize(e.words[1]);
331 let group = word_maps[word0_canon];
333 group = word_maps[word1_canon];
335 group = { words: [], players: new Set()};
337 if (! word_maps[word0_canon]) {
338 word_maps[word0_canon] = group;
339 group.words.push(e.words[0]);
342 if (! word_maps[word1_canon]) {
343 word_maps[word1_canon] = group;
344 group.words.push(e.words[1]);
348 /* Now go through answers from each player and add the player
349 * to the set corresponding to each word group. */
350 for (let a of this.answers) {
351 for (let word of a.answers) {
352 const word_canon = this.canonize(word);
353 /* If there's no group yet, this is a singleton word. */
354 if (word_maps[word_canon]) {
355 word_maps[word_canon].players.add(a.player);
357 const group = { words: [word], players: new Set() };
358 group.players.add(a.player);
359 word_maps[word_canon] = group;
364 /* Now that we've assigned the players to these word maps, we now
365 * want to collapse the groups down to a single array of
368 * The difference between "word_maps" and "word_groups" is that
369 * the former has a property for every word that maps to a group,
370 * (so if you iterate over the keys you will see the same group
371 * multiple times). In contrast, iterating over"word_groups" will
372 * have you visit each group only once. */
373 const word_groups = Object.entries(word_maps).filter(
374 entry => entry[0] === this.canonize(entry[1].words[0]))
375 .map(entry => entry[1]);
377 /* Now, go through each word group and assign the scores out to
378 * the corresponding players.
380 * Note: We do this by going through the word groups, (as opposed
381 * to the list of words from the players again), specifically to
382 * avoid giving a player points for a wrod group twice (in the
383 * case where a player submits two different words that the group
384 * ends up judging as equivalent).
386 this.players.forEach(p => p.round_score = 0);
387 for (let group of word_groups) {
388 group.players.forEach(p => p.round_score += group.players.size);
391 const scores = this.players.map(p => {
398 scores.sort((a,b) => {
399 return b.score - a.score;
402 /* Put the word groups into a form the client can consume.
404 const words_submitted = word_groups.map(
407 word: group.words.join('/'),
408 players: Array.from(group.players).map(p => p.name)
413 words_submitted.sort((a,b) => {
414 return b.players.length - a.players.length;
417 /* Put this round's scores into the game state object so it will
418 * be sent to any new clients that join. */
419 this.state.scores = {
421 words: words_submitted
424 /* And broadcast the scores to all connected clients. */
425 this.broadcast_event_object('scores', this.state.scores);
429 Empathy.router = express.Router();
430 const router = Empathy.router;
433 constructor(id, items, prompt) {
436 this.prompt = prompt;
440 toggle_vote(player_name) {
441 if (this.votes.find(v => v === player_name))
442 this.votes = this.votes.filter(v => v !== player_name);
444 this.votes.push(player_name);
448 router.post('/prompts', (request, response) => {
449 const game = request.game;
451 const result = game.add_prompt(request.body.items, request.body.prompt);
453 response.json(result);
456 router.post('/vote/:prompt_id([0-9]+)', (request, response) => {
457 const game = request.game;
458 const prompt_id = parseInt(request.params.prompt_id, 10);
460 if (game.toggle_vote(prompt_id, request.session.id))
463 response.sendStatus(404);
466 router.post('/start/:prompt_id([0-9]+)', (request, response) => {
467 const game = request.game;
468 const prompt_id = parseInt(request.params.prompt_id, 10);
470 if (game.start(prompt_id))
473 response.sendStatus(404);
476 router.post('/answer/:prompt_id([0-9]+)', (request, response) => {
477 const game = request.game;
478 const prompt_id = parseInt(request.params.prompt_id, 10);
480 const result = game.receive_answer(prompt_id,
482 request.body.answers);
483 response.json(result);
486 router.post('/answering/:prompt_id([0-9]+)', (request, response) => {
487 const game = request.game;
488 const prompt_id = parseInt(request.params.prompt_id, 10);
490 const result = game.receive_answering(prompt_id,
492 response.json(result);
495 router.post('/end-answers/:prompt_id([0-9]+)', (request, response) => {
496 const game = request.game;
497 const prompt_id = parseInt(request.params.prompt_id, 10);
499 if (game.toggle_end_answers(prompt_id, request.session.id))
502 response.sendStatus(404);
504 if (game.state.end_answers.size > (game.state.players_answered.length / 2))
505 game.perform_judging();
508 router.post('/judged/:prompt_id([0-9]+)', (request, response) => {
509 const game = request.game;
510 const prompt_id = parseInt(request.params.prompt_id, 10);
512 const result = game.receive_judged(prompt_id,
514 request.body.word_groups);
515 response.json(result);
518 router.post('/judging/:prompt_id([0-9]+)', (request, response) => {
519 const game = request.game;
520 const prompt_id = parseInt(request.params.prompt_id, 10);
522 const result = game.receive_judging(prompt_id,
524 response.json(result);
527 router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => {
528 const game = request.game;
529 const prompt_id = parseInt(request.params.prompt_id, 10);
531 if (game.toggle_end_judging(prompt_id, request.session.id))
534 response.sendStatus(404);
536 if (game.state.end_judging.size > (game.state.players_answered.length / 2))
537 game.compute_scores();
540 router.post('/reset', (request, response) => {
541 const game = request.game;
547 identifier: "empathy",
550 exports.Game = Empathy;