this.state.players_answering = new Set();
this.state.answering_idle = false;
this.state.end_answers = new Set();
- this.state.ambiguities = 0;
+ this.state.ambiguities = null;
this.state.players_judged = [];
this.state.players_judging = new Set();
this.state.end_judging = new Set();
this.answering_idle_timer = setTimeout(() => {
this.state_answering_idle = true;
this.broadcast_event_object('answering-idle', true);
- }, 30 * 1000);
+ }, 10 * 1000);
}
/* Notify all players that this player is actively answering. */
request.session.id,
request.body.answers);
response.json(result);
+
+ /* If every registered player has answered, then there's no need to
+ * wait for anything else. */
+ if (game.state.players_answered.length >= game.players.length)
+ game.perform_judging();
});
router.post('/answering/:prompt_id([0-9]+)', (request, response) => {
else
response.sendStatus(404);
- if (game.state.end_answers.size > (game.state.players_answered.length / 2))
+ /* The majority rule here includes all players that have answered as
+ * well as all that have started typing. */
+ const players_involved = (game.state.players_answered.length +
+ game.state.players_answering.size);
+
+ if (game.state.end_answers.size > players_involved / 2)
game.perform_judging();
});
request.session.id,
request.body.word_groups);
response.json(result);
+
+ /* If every registered player has judged, then there's no need to
+ * wait for anything else. */
+ if (game.state.players_judged.length >= game.players.length)
+ game.compute_scores();
});
router.post('/judging/:prompt_id([0-9]+)', (request, response) => {
router.post('/reset', (request, response) => {
const game = request.game;
game.reset();
+
+ response.send('');
});
Empathy.meta = {