const MAX_PROMPT_ITEMS = 20;
function undisplay(element) {
element.style.display="none";
}
function add_message(severity, message) {
message = `
×
${message}
`;
const message_area = document.getElementById('message-area');
message_area.insertAdjacentHTML('beforeend', message);
}
/*********************************************************
* Handling server-sent event stream *
*********************************************************/
const events = new EventSource("events");
events.onerror = function(event) {
if (event.target.readyState === EventSource.CLOSED) {
setTimeout(() => {
add_message("danger", "Connection to server lost.");
}, 1000);
}
};
events.addEventListener("game-info", event => {
const info = JSON.parse(event.data);
window.game.set_game_info(info);
});
events.addEventListener("player-info", event => {
const info = JSON.parse(event.data);
window.game.set_player_info(info);
});
events.addEventListener("player-enter", event => {
const info = JSON.parse(event.data);
window.game.set_other_player_info(info);
});
events.addEventListener("player-exit", event => {
const info = JSON.parse(event.data);
window.game.remove_player(info);
});
events.addEventListener("player-update", event => {
const info = JSON.parse(event.data);
if (info.id === window.game.state.player_info.id)
window.game.set_player_info(info);
else
window.game.set_other_player_info(info);
});
events.addEventListener("game-state", event => {
const state = JSON.parse(event.data);
window.game.reset_game_state();
window.game.set_prompts(state.prompts);
window.game.set_active_prompt(state.active_prompt);
window.game.set_players_answered(state.players_answered);
window.game.set_players_answering(state.players_answering);
window.game.set_answering_idle(state.answering_idle);
window.game.set_end_answers(state.end_answers);
window.game.set_ambiguities(state.ambiguities);
window.game.set_players_judged(state.players_judged);
window.game.set_players_judging(state.players_judging);
window.game.set_judging_idle(state.judging_idle);
window.game.set_end_judging(state.end_judging);
window.game.set_scores(state.scores);
});
events.addEventListener("prompt", event => {
const prompt = JSON.parse(event.data);
window.game.add_or_update_prompt(prompt);
});
events.addEventListener("start", event => {
const prompt = JSON.parse(event.data);
window.game.set_active_prompt(prompt);
});
events.addEventListener("player-answered", event => {
const player = JSON.parse(event.data);
window.game.set_player_answered(player);
});
events.addEventListener("player-answering", event => {
const player = JSON.parse(event.data);
window.game.set_player_answering(player);
});
events.addEventListener("answering-idle", event => {
const value = JSON.parse(event.data);
window.game.set_answering_idle(value);
});
events.addEventListener("vote-end-answers", event => {
const player = JSON.parse(event.data);
window.game.set_player_vote_end_answers(player);
});
events.addEventListener("unvote-end-answers", event => {
const player = JSON.parse(event.data);
window.game.set_player_unvote_end_answers(player);
});
events.addEventListener("ambiguities", event => {
const ambiguities = JSON.parse(event.data);
window.game.set_ambiguities(ambiguities);
});
events.addEventListener("player-judged", event => {
const player = JSON.parse(event.data);
window.game.set_player_judged(player);
});
events.addEventListener("player-judging", event => {
const player = JSON.parse(event.data);
window.game.set_player_judging(player);
});
events.addEventListener("judging-idle", event => {
const value = JSON.parse(event.data);
window.game.set_judging_idle(value);
});
events.addEventListener("vote-end-judging", event => {
const player = JSON.parse(event.data);
window.game.set_player_vote_end_judging(player);
});
events.addEventListener("unvote-end-judging", event => {
const player = JSON.parse(event.data);
window.game.set_player_unvote_end_judging(player);
});
events.addEventListener("scores", event => {
const scores = JSON.parse(event.data);
window.game.set_scores(scores);
});
/*********************************************************
* Game and supporting classes *
*********************************************************/
function copy_to_clipboard(id)
{
const tmp = document.createElement("input");
tmp.setAttribute("value", document.getElementById(id).innerHTML);
document.body.appendChild(tmp);
tmp.select();
document.execCommand("copy");
document.body.removeChild(tmp);
}
const GameInfo = React.memo(props => {
if (! props.id)
return null;
return (
{props.id}
{" "}
Share this link to invite friends:{" "}
{props.url}
{" "}
copy_to_clipboard('game-share-url')}
>Copy Link
);
});
const PlayerInfo = React.memo(props => {
if (! props.player.id)
return null;
const all_players = [props.player, ...props.other_players];
const sorted_players = all_players.sort((a,b) => {
return b.score - a.score;
});
const names_and_scores = sorted_players.map(player => {
if (player.score)
return `${player.name} (${player.score})`;
else
return player.name;
}).join(', ');
return (
Players:
{names_and_scores}
);
});
function fetch_method_json(method, api = '', data = {}) {
const response = fetch(api, {
method: method,
headers: {
'Content-Type': 'application/json'
},
body: JSON.stringify(data)
});
return response;
}
function fetch_post_json(api = '', data = {}) {
return fetch_method_json('POST', api, data);
}
async function fetch_put_json(api = '', data = {}) {
return fetch_method_json('PUT', api, data);
}
class CategoryRequest extends React.PureComponent {
constructor(props) {
super(props);
this.category = React.createRef();
this.handle_change = this.handle_change.bind(this);
this.handle_submit = this.handle_submit.bind(this);
}
handle_change(event) {
const category_input = this.category.current;
const category = category_input.value;
const match = category.match(/[0-9]+/);
if (match) {
const num_items = parseInt(match[0], 10);
if (num_items <= MAX_PROMPT_ITEMS)
category_input.setCustomValidity("");
}
}
async handle_submit(event) {
const form = event.currentTarget;
const category_input = this.category.current;
const category = category_input.value;
/* Prevent the default page-changing form-submission behavior. */
event.preventDefault();
const match = category.match(/[0-9]+/);
if (match === null) {
category_input.setCustomValidity("Category must include a number");
form.reportValidity();
return;
}
const num_items = parseInt(match[0], 10);
if (num_items > MAX_PROMPT_ITEMS) {
category_input.setCustomValidity(`Maximum number of items is ${MAX_PROMPT_ITEMS}`);
form.reportValidity();
return;
}
const response = await fetch_post_json("prompts", {
items: num_items,
prompt: category
});
if (response.status === 200) {
const result = await response.json();
if (! result.valid) {
add_message("danger", result.message);
return;
}
} else {
add_message("danger", "An error occurred submitting your category");
}
form.reset();
}
render() {
return (
Submit a Category
Suggest a category to play. Don't forget to include the
number of items for each person to submit.
);
}
}
const PromptOptions = React.memo(props => {
if (props.prompts.length === 0)
return null;
return (
Vote on Categories
Select any categories below that you'd like to play.
You can choose as many as you'd like.
{props.prompts.map(p => {
return (
fetch_post_json(`vote/${p.id}`) }
>
{p.prompt}
{p.votes.map(v => {
return (
{v}
);
})}
);
})}
);
});
const LetsPlay = React.memo(props => {
const quorum = Math.round((props.num_players + 1) / 2);
const max_votes = props.prompts.reduce(
(max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
if (max_votes < quorum)
return null;
const candidates = props.prompts.filter(p => p.votes.length >= quorum);
const index = Math.floor(Math.random() * candidates.length);
const winner = candidates[index];
return (
Let's Play
That should be enough voting. If you're not waiting for any
other players to join, then let's start.
fetch_post_json(`start/${winner.id}`) }
>
Start Game
);
});
class Ambiguities extends React.PureComponent {
constructor(props) {
super(props);
const word_sets = props.words.map(word => {
const set = new Set();
set.add(word);
return set;
});
this.state = {
word_sets: word_sets,
selected: null
};
this.submitted = false;
this.judging_sent_recently = false;
}
async handle_submit() {
/* Don't submit a second time. */
if (this.submitted)
return;
const response = await fetch_post_json(
`judged/${this.props.prompt.id}`,{
word_groups: this.state.word_sets.map(set => Array.from(set))
}
);
if (response.status === 200) {
const result = await response.json();
if (! result.valid) {
add_message("danger", result.message);
return;
}
} else {
add_message("danger", "An error occurred submitting the results of your judging");
return;
}
this.submitted = true;
}
handle_click(word) {
/* Let the server know we are doing some judging, (but rate limit
* this so we don't send a "judging" notification more frquently
* than necessary.
*/
if (! this.judging_sent_recently) {
fetch_post_json(`judging/${this.props.prompt.id}`);
this.judging_sent_recently = true;
setTimeout(() => { this.judging_sent_recently = false; }, 1000);
}
if (this.state.selected == word) {
/* Second click on same word removes the word from the group. */
const idx = this.state.word_sets.findIndex(s => s.has(word));
const set = this.state.word_sets[idx];
if (set.size === 1) {
/* When the word is already alone, there's nothing to do but
* to un-select it. */
this.setState({
selected: null
});
return;
}
const new_set = new Set([...set].filter(w => w !== word));
this.setState({
selected: null,
word_sets: [...this.state.word_sets.slice(0, idx),
new_set,
new Set().add(word),
...this.state.word_sets.slice(idx+1)]
});
} else if (this.state.selected) {
/* Click of a second word groups the two together. */
const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
const idx2 = this.state.word_sets.findIndex(s => s.has(word));
const set1 = this.state.word_sets[idx1];
const set2 = this.state.word_sets[idx2];
const new_set = new Set([...set2, ...set1]);
if (idx1 < idx2) {
this.setState({
selected: null,
word_sets: [...this.state.word_sets.slice(0, idx1),
...this.state.word_sets.slice(idx1 + 1, idx2),
new_set,
...this.state.word_sets.slice(idx2 + 1)]
});
} else {
this.setState({
selected: null,
word_sets: [...this.state.word_sets.slice(0, idx2),
new_set,
...this.state.word_sets.slice(idx2 + 1, idx1),
...this.state.word_sets.slice(idx1 + 1)]
});
}
} else {
/* First click of a word selects it. */
this.setState({
selected: word
});
}
}
render() {
let move_on_button = null;
if (this.props.idle) {
move_on_button = (
fetch_post_json(`end-judging/${this.props.prompt.id}`) }
>
Move On
{[...this.props.votes].map(v => {
return (
{v}
);
})}
);
}
if (this.props.players_judged.has(this.props.player.name)) {
return (
Submission received
The following players have completed judging:
{[...this.props.players_judged].join(', ')}
Still waiting for the following players:
{Object.keys(this.props.players_judging).map(player => {
return (
{player}
{this.props.players_judging[player] ?
: null }
);
})}
{move_on_button}
);
}
const btn_class = "ambiguity-button";
const btn_selected_class = btn_class + " selected";
return (
Judging Answers
Click on each pair of answers that should be scored as equivalent,
(and click any word twice to split it out from a group). Remember,
what goes around comes around, so it's best to be generous when
judging.
{this.state.word_sets.map(set => {
return (
{Array.from(set).map(word => {
return (
this.handle_click(word)}
>
{word}
);
})}
);
})}
Click here when done judging:
this.handle_submit()}
>
Send
);
}
}
class ActivePrompt extends React.PureComponent {
constructor(props) {
super(props);
const items = props.prompt.items;
this.submitted = false;
this.answers = [...Array(items)].map(() => React.createRef());
this.answering_sent_recently = false;
this.handle_submit = this.handle_submit.bind(this);
this.handle_change = this.handle_change.bind(this);
}
handle_change(event) {
/* We don't care (or even look) at what the player is typing at
* this point. We simply want to be informed that the player _is_
* typing so that we can tell the server (which will tell other
* players) that there is activity here.
*/
/* Rate limit so that we don't send an "answering" notification
* more frequently than necessary.
*/
if (! this.answering_sent_recently) {
fetch_post_json(`answering/${this.props.prompt.id}`);
this.answering_sent_recently = true;
setTimeout(() => { this.answering_sent_recently = false; }, 1000);
}
}
async handle_submit(event) {
const form = event.currentTarget;
/* Prevent the default page-changing form-submission behavior. */
event.preventDefault();
/* And don't submit a second time. */
if (this.submitted)
return;
const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
answers: this.answers.map(r => r.current.value)
});
if (response.status === 200) {
const result = await response.json();
if (! result.valid) {
add_message("danger", result.message);
return;
}
} else {
add_message("danger", "An error occurred submitting your answers");
return;
}
/* Everything worked. Server is happy with our answers. */
form.reset();
this.submitted = true;
}
render() {
let move_on_button = null;
if (this.props.idle) {
move_on_button =(
fetch_post_json(`end-answers/${this.props.prompt.id}`) }
>
Move On
{[...this.props.votes].map(v => {
return (
{v}
);
})}
);
}
if (this.props.players_answered.has(this.props.player.name)) {
return (
Submission received
The following players have submitted their answers:
{[...this.props.players_answered].join(', ')}
Still waiting for the following players:
{Object.keys(this.props.players_answering).map(player => {
return (
{player}
{this.props.players_answering[player] ?
: null }
);
})}
{move_on_button}
);
}
return (
The Game of Empathy
Remember, you're trying to match your answers with
what the other players submit.
Give {this.props.prompt.items} answers for the following prompt:
{this.props.prompt.prompt}
);
}
}
class Game extends React.PureComponent {
constructor(props) {
super(props);
this.state = {
game_info: {},
player_info: {},
other_players: [],
prompts: [],
active_prompt: null,
players_answered: new Set(),
players_answering: {},
answering_idle: false,
end_answers_votes: new Set(),
ambiguities: null,
players_judged: new Set(),
players_judging: {},
judging_idle: false,
end_judging_votes: new Set(),
scores: null
};
}
set_game_info(info) {
this.setState({
game_info: info
});
}
set_player_info(info) {
this.setState({
player_info: info
});
}
set_other_player_info(info) {
const other_players_copy = [...this.state.other_players];
const idx = other_players_copy.findIndex(o => o.id === info.id);
if (idx >= 0) {
other_players_copy[idx] = info;
} else {
other_players_copy.push(info);
}
this.setState({
other_players: other_players_copy
});
}
remove_player(info) {
this.setState({
other_players: this.state.other_players.filter(o => o.id !== info.id)
});
}
reset_game_state() {
this.setState({
prompts: [],
active_prompt: null,
players_answered: new Set(),
players_answering: {},
answering_idle: false,
end_answers_votes: new Set(),
ambiguities: null,
players_judged: new Set(),
players_judging: {},
judging_idle: false,
end_judging_votes: new Set(),
scores: null
});
}
set_prompts(prompts) {
this.setState({
prompts: prompts
});
}
add_or_update_prompt(prompt) {
const prompts_copy = [...this.state.prompts];
const idx = prompts_copy.findIndex(p => p.id === prompt.id);
if (idx >= 0) {
prompts_copy[idx] = prompt;
} else {
prompts_copy.push(prompt);
}
this.setState({
prompts: prompts_copy
});
}
set_active_prompt(prompt) {
this.setState({
active_prompt: prompt
});
}
set_players_answered(players) {
this.setState({
players_answered: new Set(players)
});
}
set_player_answered(player) {
const new_players_answering = {...this.state.players_answering};
delete new_players_answering[player];
this.setState({
players_answered: new Set([...this.state.players_answered, player]),
players_answering: new_players_answering
});
}
set_players_answering(players) {
const players_answering = {};
for (let player of players) {
players_answering[player] = {active: false};
}
this.setState({
players_answering: players_answering
});
}
set_player_answering(player) {
this.setState({
players_answering: {
...this.state.players_answering,
[player]: {active: true}
}
});
}
set_answering_idle(value) {
this.setState({
answering_idle: value
});
}
set_end_answers(players) {
this.setState({
end_answers_votes: new Set(players)
});
}
set_player_vote_end_answers(player) {
this.setState({
end_answers_votes: new Set([...this.state.end_answers_votes, player])
});
}
set_player_unvote_end_answers(player) {
this.setState({
end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
});
}
set_ambiguities(ambiguities) {
this.setState({
ambiguities: ambiguities
});
}
set_players_judged(players) {
this.setState({
players_judged: new Set(players)
});
}
set_player_judged(player) {
const new_players_judging = {...this.state.players_judging};
delete new_players_judging[player];
this.setState({
players_judged: new Set([...this.state.players_judged, player]),
players_judging: new_players_judging
});
}
set_players_judging(players) {
const players_judging = {};
for (let player of players) {
players_judging[player] = {active: false};
}
this.setState({
players_judging: players_judging
});
}
set_player_judging(player) {
this.setState({
players_judging: {
...this.state.players_judging,
[player]: {active: true}
}
});
}
set_judging_idle(value) {
console.log("Setting judging idle to " + value);
this.setState({
judging_idle: value
});
}
set_end_judging(players) {
this.setState({
end_judging_votes: new Set(players)
});
}
set_player_vote_end_judging(player) {
this.setState({
end_judging_votes: new Set([...this.state.end_judging_votes, player])
});
}
set_player_unvote_end_judging(player) {
this.setState({
end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
});
}
set_scores(scores) {
this.setState({
scores: scores
});
}
render() {
const state = this.state;
const players_total = 1 + state.other_players.length;
if (state.scores) {
return (
Scores
{state.scores.scores.map(score => {
return (
{score.player}: {score.score}
);
})}
Words submitted
{state.scores.words.map(word => {
return (
{`${word.word}: ${word.players.join(', ')}`}
);
})}
fetch_post_json('reset') }
>
New Game
);
}
if (state.ambiguities){
return ;
}
if (state.active_prompt) {
return ;
}
return [
,
,
,
,
,
];
}
}
ReactDOM.render( window.game = me}
/>, document.getElementById("empathy"));