this.state = {
prompts: [],
active_prompt: null,
- players_answered: 0
+ 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.
+ */
+ 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.equivalencies = {};
+
+ this.broadcast_event_object('game-state', this.state);
}
add_prompt(items, prompt_string) {
/* 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(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+ return { valid: false, message: "Prompt no longer active" };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 = {};
+ const scores = [];
+
+ /* 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_groups = {};
+
+ for (let e of agreed_equivalencies) {
+ let group = word_groups[e.words[0]];
+ if (! group)
+ group = word_groups[e.words[1]];
+ if (! group)
+ group = { words: [], players: new Set()};
+
+ if (! word_groups[e.words[0]]) {
+ word_groups[e.words[0]] = group;
+ group.words.push(e.words[0]);
+ }
+
+ if (! word_groups[e.words[1]]) {
+ word_groups[e.words[1]] = group;
+ group.words.push(e.words[1]);
+ }
+ }
+
+ /* Now go through answers from each player and add the player name
+ * to the set corresponding to each word group. */
+ for (let a of this.answers) {
+ for (let word of a.answers) {
+ /* If there's no group yet, this is a singleton word. */
+ if (word_groups[word]) {
+ word_groups[word].players.add(a.player.name);
+ } else {
+ const group = { words: [word], players: new Set() };
+ group.players.add(a.player.name);
+ word_groups[word] = group;
+ }
+ }
+ }
+
+ /* Finally, go through the answers one more time, this time taking
+ * the length of the player set as a score for the player's
+ * submission of that word. */
+ for (let a of this.answers) {
+ let score = 0;
+ for (let word of a.answers) {
+ score += word_groups[word].players.size;
+ }
+ scores.push({
+ player: a.player.name,
+ score: score
+ });
+ }
+
+ scores.sort((a,b) => {
+ return b.score - a.score;
+ });
+
+ /* Put the word groups into a form the client can consume.
+ *
+ * Most significantly, we only want one entry for each group (even
+ * though our current "word_groups" object has a property for each
+ * word considered equivalent).
+ */
+ const words_submitted = Object.entries(word_groups).filter(
+ group => group[0] === group[1].words[0]).map(
+ group => {
+ return {
+ word: group[1].words.join('/'),
+ players: Array.from(group[1].players)
+ };
+ }
+ );
+
+ 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: words_submitted
+ };
+
+ /* And broadcast the scores to all connected clients. */
+ this.broadcast_event_object('scores', this.state.scores);
+ }
}
Empathy.router = express.Router();
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.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 = {