super(id);
this.state = {
prompts: [],
- active_prompt: null
+ active_prompt: null,
+ players_answered: 0,
+ ambiguities: null,
+ players_judged: 0,
+ scores: null
};
+ this.answers = [];
this.next_prompt_id = 1;
}
+ 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.
+ */
+ const active_id = this.state.active_prompt.id;
+ this.state.prompts =
+ this.state.prompts.filter(
+ p => p.id !== active_id && p.votes.length > 0
+ );
+
+ 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.broadcast_event_object('game-state', this.state);
+ }
+
add_prompt(items, prompt_string) {
const prompt = new Prompt(this.next_prompt_id, items, prompt_string);
this.next_prompt_id++;
return true;
}
+
+ receive_answer(prompt_id, session_id, answers) {
+ 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+ return { valid: false, message: "Prompt no longer active" };
+
+ /* Save the complete answers for our own use later. */
+ this.answers.push({
+ player: player,
+ answers: answers
+ });
+
+ /* And notify players how many players have answered. */
+ this.state.players_answered++;
+ this.broadcast_event_object('answered', this.state.players_answered);
+
+ return { valid: true };
+ }
+
+ perform_judging() {
+ const word_map = {};
+
+ for (let a of this.answers) {
+ for (let word of a.answers) {
+ 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() {
+ /* 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.replace(/[^a-zA-Z0-9]/g, '').toLowerCase();
+ }
+
+ compute_scores() {
+ const word_submitters = {};
+ const scores = [];
+
+ 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];
+ }
+ }
+
+ for (let a of this.answers) {
+ let score = 0;
+ for (let word of a.answers) {
+ score += word_submitters[word].length;
+ }
+ scores.push({
+ player: a.player.name,
+ score: 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]});
+
+ word_submitters_arr.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
+ };
+
+ /* And broadcast the scores to all connected clients. */
+ this.broadcast_event_object('scores', this.state.scores);
+ }
}
Empathy.router = express.Router();
response.sendStatus(404);
});
+router.post('/answer/:prompt_id([0-9]+)', (request, response) => {
+ const game = request.game;
+ const prompt_id = parseInt(request.params.prompt_id, 10);
+
+ const result = game.receive_answer(prompt_id,
+ request.session.id,
+ request.body.answers);
+ response.json(result);
+
+ 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);
+ response.json(result);
+
+ if (game.state.players_judged >= game.players.length)
+ game.compute_scores();
+});
+
+router.post('/reset', (request, response) => {
+ const game = request.game;
+ game.reset();
+});
+
Empathy.meta = {
name: "Empathy",
identifier: "empathy",