+
+ receive_judging(prompt_id, session_id) {
+
+ const player = this.players_by_session[session_id];
+ if (! player)
+ return { valid: false, message: "Player not found" };
+
+ const prompt = this.state.prompts.find(p => p.id === prompt_id);
+ if (! prompt)
+ return { valid: false, message: "Prompt not found" };
+
+ if (prompt !== this.state.active_prompt)
+ return { valid: false, message: "Prompt no longer active" };
+
+ this.reset_judging_timeout();
+
+ /* Notify all players that this player is actively judging. */
+ this.state.players_judging.add(player.name);
+ this.broadcast_event_object('player-judging', player.name);
+
+ return { valid: true };
+ }
+
+ /* Returns true if vote toggled, false for player or prompt not found */
+ toggle_end_judging(prompt_id, session_id) {
+ const player = this.players_by_session[session_id];
+
+ const prompt = this.state.prompts.find(p => p.id === prompt_id);
+ if (! prompt || ! player)
+ return false;
+
+ if (this.state.end_judging.has(player.name)) {
+ this.state.end_judging.delete(player.name);
+ this.broadcast_event_object('unvote-end-judging', player.name);
+ } else {
+ this.state.end_judging.add(player.name);
+ this.broadcast_event_object('vote-end-judging', player.name);
+ }
+
+ return true;
+ }
+
+ /* Returns true if vote toggled, false for player or prompt not found */
+ toggle_new_game(prompt_id, session_id) {
+ const player = this.players_by_session[session_id];
+
+ const prompt = this.state.prompts.find(p => p.id === prompt_id);
+ if (! prompt || ! player)
+ return false;
+
+ if (this.state.new_game_votes.has(player.name)) {
+ this.state.new_game_votes.delete(player.name);
+ this.broadcast_event_object('unvote-new-game', player.name);
+ } else {
+ this.state.new_game_votes.add(player.name);
+ this.broadcast_event_object('vote-new-game', player.name);
+ }
+
+ return true;
+ }
+
+ canonize(word) {
+ return word.trim().toLowerCase();
+ }
+
+ compute_scores() {
+ const word_submitters = {};
+
+ /* Perform a (non-strict) majority ruling on equivalencies,
+ * dropping all that didn't get enough votes. */
+ const quorum = Math.floor((this.state.players_judged.length + 1)/2);
+ const agreed_equivalencies = Object.values(this.equivalencies).filter(
+ eq => eq.count >= quorum);
+
+ /* And with that agreed set of equivalencies, construct the full
+ * groups. */
+ const word_maps = {};
+
+ for (let e of agreed_equivalencies) {
+ const word0_canon = this.canonize(e.words[0]);
+ const word1_canon = this.canonize(e.words[1]);
+ let group = word_maps[word0_canon];
+ if (! group)
+ group = word_maps[word1_canon];
+ if (! group)
+ group = {
+ words: [],
+ players: new Set(),
+ kudos: new Set()
+ };
+
+ if (! word_maps[word0_canon]) {
+ word_maps[word0_canon] = group;
+ group.words.push(e.words[0]);
+ }
+
+ if (! word_maps[word1_canon]) {
+ word_maps[word1_canon] = group;
+ group.words.push(e.words[1]);
+ }
+ }
+
+ /* Now go through answers from each player and add the player
+ * to the set corresponding to each word group. */
+ for (let a of this.answers) {
+ for (let word of a.answers) {
+ const word_canon = this.canonize(word);
+ /* If there's no group yet, this is a singleton word. */
+ if (word_maps[word_canon]) {
+ word_maps[word_canon].players.add(a.player);
+ } else {
+ const group = {
+ words: [word],
+ players: new Set(),
+ kudos: new Set()
+ };
+ group.players.add(a.player);
+ word_maps[word_canon] = group;
+ }
+ }
+ }
+
+ /* Apply kudos from each player to the word maps, (using a set so
+ * that no word_map can get multiple kudos from a single
+ * player). */
+ for (let kudos of Object.values(this.kudos)) {
+ for (let word of kudos.words) {
+ const word_canon = this.canonize(word);
+ if (! word_maps[word_canon])
+ continue;
+ /* Don't let any player give kudos to a group where they
+ * submitted a word themself. That just wouldn't be right. */
+ if (! word_maps[word_canon].players.has(kudos.player)) {
+ word_maps[word_canon].kudos.add(kudos.player);
+ }
+ }
+ }
+
+ /* Now that we've assigned the players to these word maps, we now
+ * want to collapse the groups down to a single array of
+ * word_groups.
+ *
+ * The difference between "word_maps" and "word_groups" is that
+ * the former has a property for every word that maps to a group,
+ * (so if you iterate over the keys you will see the same group
+ * multiple times). In contrast, iterating over"word_groups" will
+ * have you visit each group only once. */
+ const word_groups = Object.entries(word_maps).filter(
+ entry => entry[0] === this.canonize(entry[1].words[0]))
+ .map(entry => entry[1]);
+
+ /* Now, go through each word group and assign the scores out to
+ * the corresponding players.
+ *
+ * Note: We do this by going through the word groups, (as opposed
+ * to the list of words from the players again), specifically to
+ * avoid giving a player points for a word group twice (in the
+ * case where a player submits two different words that the group
+ * ends up judging as equivalent).
+ */
+ this.players.forEach(p => {
+ p.round_score = 0;
+ p.round_kudos = 0;
+ });
+ for (let group of word_groups) {
+ group.players.forEach(p => {
+ p.round_score += group.players.size;
+ p.round_kudos += group.kudos.size;
+ });
+ }
+
+ const scores = this.players.filter(p => p.active).map(p => {
+ return {
+ player: p.name,
+ score: p.round_score,
+ kudos: p.round_kudos
+ };
+ });
+
+ scores.sort((a,b) => {
+ const delta = b.score - a.score;
+ if (delta)
+ return delta;
+ return b.kudos - a.kudos;
+ });
+
+ /* After sorting individual players by score, group players
+ * together who have the same score. */
+ const reducer = (list, next) => {
+ if (list.length
+ && list[list.length-1].score == next.score
+ && list[list.length-1].kudos == next.kudos
+ )
+ {
+ list[list.length-1].players.push(next.player);
+ } else {
+ list.push({
+ players: [next.player],
+ score: next.score,
+ kudos: next.kudos,
+ });
+ }
+ return list;
+ };
+
+ const grouped_scores = scores.reduce(reducer, []);
+
+ /* Put the word groups into a form the client can consume.
+ */
+ const words_submitted = word_groups.map(
+ group => {
+ return {
+ word: group.words.join('/'),
+ players: Array.from(group.players).map(p => p.name),
+ kudos: Array.from(group.kudos).map(p => p.name)
+ };
+ }
+ );
+
+ words_submitted.sort((a,b) => {
+ const delta = b.players.length - a.players.length;
+ if (delta !== 0)
+ return delta;
+ return b.kudos.length - a.kudos.length;
+ });
+
+ /* Put this round's scores into the game state object so it will
+ * be sent to any new clients that join. */
+ this.state.scores = {
+ scores: grouped_scores,
+ words: words_submitted
+ };
+
+ /* And broadcast the scores to all connected clients. */
+ this.broadcast_event_object('scores', this.state.scores);
+ }