prompts: [],
active_prompt: null,
players_answered: 0,
+ ambiguities: null,
+ players_judged: 0,
scores: null
};
this.answers = [];
this.next_prompt_id = 1;
+ this.equivalencies = {};
}
reset() {
+
+ /* Before closing out the current round, we accumulate that score
+ * for each player into their runnning total. */
+ for (let score of this.state.scores.scores) {
+ const player = this.players.find(p => p.name === score.player);
+ if (player.score)
+ player.score += score.score;
+ else
+ player.score = score.score;
+
+ /* And broadcast that new score out. */
+ this.broadcast_event('player-update', player.info_json());
+ }
+
/* Now that we're done with the active prompt, we remove it from
* the list of prompts and also remove any prompts that received
* no votes. This keeps the list of prompts clean.
this.state.active_prompt = null;
this.state.players_answered = 0;
+ this.state.ambiguities = 0;
+ this.state.players_judged = 0;
this.state.scores = null;
this.answers = [];
+ this.equivalencies = {};
this.broadcast_event_object('game-state', this.state);
}
return { valid: true };
}
- compute_scores() {
- const word_submitters = {};
- const scores = [];
+ perform_judging() {
+ const word_map = {};
for (let a of this.answers) {
for (let word of a.answers) {
- if (word_submitters[word])
- word_submitters[word].push(a.player.name);
- else
- word_submitters[word] = [a.player.name];
+ const key = this.canonize(word);
+ word_map[key] = word;
+ }
+ }
+
+ this.state.ambiguities = Object.values(word_map);
+
+ this.broadcast_event_object('ambiguities', this.state.ambiguities);
+ }
+
+ receive_judging(prompt_id, session_id, word_groups) {
+ 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+ return { valid: false, message: "Prompt no longer active" };
+
+ /* Each player submits some number of groups of answers that
+ * should be considered equivalent. The server expands that into
+ * the set of pair-wise equivalencies that are expressed. The
+ * reason for that is so that the server can determine which
+ * pair-wise equivalencies have majority support.
+ */
+ for (let group of word_groups) {
+
+ for (let i = 0; i < group.length - 1; i++) {
+ for (let j = i + 1; j < group.length; j++) {
+ let eq = [group[i], group[j]];
+
+ /* Put the two words into a reliable order so that we don't
+ * miss a pair of equivalent equivalencies just because they
+ * happen to be in the opposite order. */
+ if (eq[0].localeCompare(eq[1]) > 0) {
+ eq = [group[j], group[i]];
+ }
+
+ const exist = this.equivalencies[`${eq[0]}:${eq[1]}`];
+ if (exist) {
+ exist.count++;
+ } else {
+ this.equivalencies[`${eq[0]}:${eq[1]}`] = {
+ count: 1,
+ words: eq
+ };
+ }
+
+ }
+ }
+ }
+
+ /* And notify players how many players have completed judging. */
+ this.state.players_judged++;
+ this.broadcast_event_object('judged', this.state.players_judged);
+
+ return { valid: true };
+ }
+
+ canonize(word) {
+ return word.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.players.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) {
+ let group = word_maps[e.words[0]];
+ if (! group)
+ group = word_maps[e.words[1]];
+ if (! group)
+ group = { words: [], players: new Set()};
+
+ if (! word_maps[e.words[0]]) {
+ word_maps[e.words[0]] = group;
+ group.words.push(e.words[0]);
+ }
+
+ if (! word_maps[e.words[1]]) {
+ word_maps[e.words[1]] = 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) {
- let score = 0;
for (let word of a.answers) {
- score += word_submitters[word].length;
+ /* If there's no group yet, this is a singleton word. */
+ if (word_maps[word]) {
+ word_maps[word].players.add(a.player);
+ } else {
+ const group = { words: [word], players: new Set() };
+ group.players.add(a.player);
+ word_maps[word] = group;
+ }
}
- scores.push({
- player: a.player.name,
- score: score
- });
}
+ /* 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] === 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 wrod 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);
+ for (let group of word_groups) {
+ group.players.forEach(p => p.round_score += group.players.size);
+ }
+
+ const scores = this.players.map(p => {
+ return {
+ player: p.name,
+ score: p.round_score
+ };
+ });
+
scores.sort((a,b) => {
return b.score - a.score;
});
- const word_submitters_arr = [];
- for (let word in word_submitters)
- word_submitters_arr.push({word: word, players: word_submitters[word]});
+ /* 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)
+ };
+ }
+ );
- word_submitters_arr.sort((a,b) => {
+ words_submitted.sort((a,b) => {
return b.players.length - a.players.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: scores,
- words: word_submitters_arr
+ words: words_submitted
};
+ /* And broadcast the scores to all connected clients. */
this.broadcast_event_object('scores', this.state.scores);
}
}
router.post('/prompts', (request, response) => {
const game = request.game;
- game.add_prompt(request.body.items, request.body.prompt);
+ prompt = game.add_prompt(request.body.items, request.body.prompt);
+
+ response.json({ id: prompt.id});
});
router.post('/vote/:prompt_id([0-9]+)', (request, response) => {
const prompt_id = parseInt(request.params.prompt_id, 10);
if (game.toggle_vote(prompt_id, request.session.id))
- response.sendStatus(200);
+ response.send('');
else
response.sendStatus(404);
});
const prompt_id = parseInt(request.params.prompt_id, 10);
if (game.start(prompt_id))
- response.sendStatus(200);
+ response.send('');
else
response.sendStatus(404);
});
request.body.answers);
response.json(result);
- if (game.answers.length >= game.players.length)
+ if (game.state.players_answered >= game.players.length)
+ game.perform_judging();
+});
+
+router.post('/judging/:prompt_id([0-9]+)', (request, response) => {
+ const game = request.game;
+ const prompt_id = parseInt(request.params.prompt_id, 10);
+
+ const result = game.receive_judging(prompt_id,
+ request.session.id,
+ request.body.word_groups);
+ response.json(result);
+
+ if (game.state.players_judged >= game.players.length)
game.compute_scores();
});