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 end_answers: new Set(),
17 players_judging: new Set(),
18 end_judging: new Set(),
22 this.next_prompt_id = 1;
23 this.equivalencies = {};
28 /* Before closing out the current round, we accumulate that score
29 * for each player into their runnning total. */
30 for (let score of this.state.scores.scores) {
31 const player = this.players.find(p => p.name === score.player);
33 player.score += score.score;
35 player.score = score.score;
37 /* And broadcast that new score out. */
38 this.broadcast_event('player-update', player.info_json());
41 /* Now that we're done with the active prompt, we remove it from
42 * the list of prompts and also remove any prompts that received
43 * no votes. This keeps the list of prompts clean.
45 const active_id = this.state.active_prompt.id;
47 this.state.prompts.filter(
48 p => p.id !== active_id && p.votes.length > 0
51 this.state.active_prompt = null;
52 this.state.players_answered = [];
53 this.state.players_answering = new Set();
54 this.state.end_answers = new Set();
55 this.state.ambiguities = 0;
56 this.state.players_judged = [];
57 this.state.players_judging = new Set();
58 this.state.end_judging = new Set();
59 this.state.scores = null;
62 this.equivalencies = {};
64 this.broadcast_event_object('game-state', this.state);
67 add_prompt(items, prompt_string) {
68 if (items > MAX_PROMPT_ITEMS)
71 message: `Maximum number of items is ${MAX_PROMPT_ITEMS}`
74 const prompt = new Prompt(this.next_prompt_id, items, prompt_string);
75 this.next_prompt_id++;
77 this.state.prompts.push(prompt);
79 this.broadcast_event_object('prompt', prompt);
87 /* Returns true if vote toggled, false for player or prompt not found */
88 toggle_vote(prompt_id, session_id) {
89 const player = this.players_by_session[session_id];
91 const prompt = this.state.prompts.find(p => p.id === prompt_id);
92 if (! prompt || ! player)
95 prompt.toggle_vote(player.name);
97 this.broadcast_event_object('prompt', prompt);
102 /* Returns true on success, false for prompt not found. */
104 const prompt = this.state.prompts.find(p => p.id === prompt_id);
108 /* Ignore any start request that comes in while a prompt is
109 * already being played. */
110 if (this.state.active_prompt)
113 this.state.active_prompt = prompt;
115 this.broadcast_event_object('start', prompt);
120 receive_answer(prompt_id, session_id, answers) {
121 const player = this.players_by_session[session_id];
123 return { valid: false, message: "Player not found" };
125 const prompt = this.state.prompts.find(p => p.id === prompt_id);
127 return { valid: false, message: "Prompt not found" };
129 if (prompt !== this.state.active_prompt)
130 return { valid: false, message: "Prompt no longer active" };
132 /* Save the complete answers for our own use later. */
138 /* And notify all players that this player has answered. */
139 this.state.players_answered.push(player.name);
140 this.broadcast_event_object('player-answered', player.name);
142 return { valid: true };
145 /* Returns true if vote toggled, false for player or prompt not found */
146 toggle_end_answers(prompt_id, session_id) {
147 const player = this.players_by_session[session_id];
149 const prompt = this.state.prompts.find(p => p.id === prompt_id);
150 if (! prompt || ! player)
153 if (this.state.end_answers.has(player.name)) {
154 this.state.end_answers.delete(player.name);
155 this.broadcast_event_object('unvote-end-answers', player.name);
157 this.state.end_answers.add(player.name);
158 this.broadcast_event_object('vote-end-answers', player.name);
167 for (let a of this.answers) {
168 for (let word of a.answers) {
169 const key = this.canonize(word);
170 word_map[key] = word;
174 this.state.ambiguities = Object.values(word_map).sort((a,b) => {
175 return a.toLowerCase().localeCompare(b.toLowerCase());
178 this.broadcast_event_object('ambiguities', this.state.ambiguities);
181 receive_judged(prompt_id, session_id, word_groups) {
182 const player = this.players_by_session[session_id];
184 return { valid: false, message: "Player not found" };
186 const prompt = this.state.prompts.find(p => p.id === prompt_id);
188 return { valid: false, message: "Prompt not found" };
190 if (prompt !== this.state.active_prompt)
191 return { valid: false, message: "Prompt no longer active" };
193 /* Each player submits some number of groups of answers that
194 * should be considered equivalent. The server expands that into
195 * the set of pair-wise equivalencies that are expressed. The
196 * reason for that is so that the server can determine which
197 * pair-wise equivalencies have majority support.
199 for (let group of word_groups) {
201 for (let i = 0; i < group.length - 1; i++) {
202 for (let j = i + 1; j < group.length; j++) {
203 let eq = [group[i], group[j]];
205 /* Put the two words into a reliable order so that we don't
206 * miss a pair of equivalent equivalencies just because they
207 * happen to be in the opposite order. */
208 if (eq[0].localeCompare(eq[1]) > 0) {
209 eq = [group[j], group[i]];
212 const key=`${this.canonize(eq[0])}:${this.canonize(eq[1])}`;
214 const exist = this.equivalencies[key];
218 this.equivalencies[key] = {
228 /* And notify all players this this player has judged. */
229 this.state.players_judged.push(player.name);
230 this.broadcast_event_object('player-judged', player.name);
232 return { valid: true };
235 /* Returns true if vote toggled, false for player or prompt not found */
236 toggle_end_judging(prompt_id, session_id) {
237 const player = this.players_by_session[session_id];
239 const prompt = this.state.prompts.find(p => p.id === prompt_id);
240 if (! prompt || ! player)
243 if (this.state.end_judging.has(player.name)) {
244 this.state.end_judging.delete(player.name);
245 this.broadcast_event_object('unvote-end-judging', player.name);
247 this.state.end_judging.add(player.name);
248 this.broadcast_event_object('vote-end-judging', player.name);
255 return word.toLowerCase();
259 const word_submitters = {};
261 /* Perform a (non-strict) majority ruling on equivalencies,
262 * dropping all that didn't get enough votes. */
263 const quorum = Math.floor((this.players.length + 1)/2);
264 const agreed_equivalencies = Object.values(this.equivalencies).filter(
265 eq => eq.count >= quorum);
267 /* And with that agreed set of equivalencies, construct the full
269 const word_maps = {};
271 for (let e of agreed_equivalencies) {
272 const word0_canon = this.canonize(e.words[0]);
273 const word1_canon = this.canonize(e.words[1]);
274 let group = word_maps[word0_canon];
276 group = word_maps[word1_canon];
278 group = { words: [], players: new Set()};
280 if (! word_maps[word0_canon]) {
281 word_maps[word0_canon] = group;
282 group.words.push(e.words[0]);
285 if (! word_maps[word1_canon]) {
286 word_maps[word1_canon] = group;
287 group.words.push(e.words[1]);
291 /* Now go through answers from each player and add the player
292 * to the set corresponding to each word group. */
293 for (let a of this.answers) {
294 for (let word of a.answers) {
295 const word_canon = this.canonize(word);
296 /* If there's no group yet, this is a singleton word. */
297 if (word_maps[word_canon]) {
298 word_maps[word_canon].players.add(a.player);
300 const group = { words: [word], players: new Set() };
301 group.players.add(a.player);
302 word_maps[word_canon] = group;
307 /* Now that we've assigned the players to these word maps, we now
308 * want to collapse the groups down to a single array of
311 * The difference between "word_maps" and "word_groups" is that
312 * the former has a property for every word that maps to a group,
313 * (so if you iterate over the keys you will see the same group
314 * multiple times). In contrast, iterating over"word_groups" will
315 * have you visit each group only once. */
316 const word_groups = Object.entries(word_maps).filter(
317 entry => entry[0] === this.canonize(entry[1].words[0]))
318 .map(entry => entry[1]);
320 /* Now, go through each word group and assign the scores out to
321 * the corresponding players.
323 * Note: We do this by going through the word groups, (as opposed
324 * to the list of words from the players again), specifically to
325 * avoid giving a player points for a wrod group twice (in the
326 * case where a player submits two different words that the group
327 * ends up judging as equivalent).
329 this.players.forEach(p => p.round_score = 0);
330 for (let group of word_groups) {
331 group.players.forEach(p => p.round_score += group.players.size);
334 const scores = this.players.map(p => {
341 scores.sort((a,b) => {
342 return b.score - a.score;
345 /* Put the word groups into a form the client can consume.
347 const words_submitted = word_groups.map(
350 word: group.words.join('/'),
351 players: Array.from(group.players).map(p => p.name)
356 words_submitted.sort((a,b) => {
357 return b.players.length - a.players.length;
360 /* Put this round's scores into the game state object so it will
361 * be sent to any new clients that join. */
362 this.state.scores = {
364 words: words_submitted
367 /* And broadcast the scores to all connected clients. */
368 this.broadcast_event_object('scores', this.state.scores);
372 Empathy.router = express.Router();
373 const router = Empathy.router;
376 constructor(id, items, prompt) {
379 this.prompt = prompt;
383 toggle_vote(player_name) {
384 if (this.votes.find(v => v === player_name))
385 this.votes = this.votes.filter(v => v !== player_name);
387 this.votes.push(player_name);
391 router.post('/prompts', (request, response) => {
392 const game = request.game;
394 const result = game.add_prompt(request.body.items, request.body.prompt);
396 response.json(result);
399 router.post('/vote/:prompt_id([0-9]+)', (request, response) => {
400 const game = request.game;
401 const prompt_id = parseInt(request.params.prompt_id, 10);
403 if (game.toggle_vote(prompt_id, request.session.id))
406 response.sendStatus(404);
409 router.post('/start/:prompt_id([0-9]+)', (request, response) => {
410 const game = request.game;
411 const prompt_id = parseInt(request.params.prompt_id, 10);
413 if (game.start(prompt_id))
416 response.sendStatus(404);
419 router.post('/answer/:prompt_id([0-9]+)', (request, response) => {
420 const game = request.game;
421 const prompt_id = parseInt(request.params.prompt_id, 10);
423 const result = game.receive_answer(prompt_id,
425 request.body.answers);
426 response.json(result);
429 router.post('/end-answers/:prompt_id([0-9]+)', (request, response) => {
430 const game = request.game;
431 const prompt_id = parseInt(request.params.prompt_id, 10);
433 if (game.toggle_end_answers(prompt_id, request.session.id))
436 response.sendStatus(404);
438 if (game.state.end_answers.size > (game.state.players_answered.length / 2))
439 game.perform_judging();
442 router.post('/judged/:prompt_id([0-9]+)', (request, response) => {
443 const game = request.game;
444 const prompt_id = parseInt(request.params.prompt_id, 10);
446 const result = game.receive_judged(prompt_id,
448 request.body.word_groups);
449 response.json(result);
452 router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => {
453 const game = request.game;
454 const prompt_id = parseInt(request.params.prompt_id, 10);
456 if (game.toggle_end_judging(prompt_id, request.session.id))
459 response.sendStatus(404);
461 if (game.state.end_judging.size > (game.state.players_judged.length / 2))
462 game.compute_scores();
465 router.post('/reset', (request, response) => {
466 const game = request.game;
472 identifier: "empathy",
475 exports.Game = Empathy;