players_judging: new Set(),
judging_idle: false,
end_judging: new Set(),
- scores: null
+ scores: null,
+ new_game_votes: new Set()
};
this.answers = [];
this.answering_idle_timer = 0;
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());
+ /* Before closing out the current round, we accumulate into each
+ * player's overall score the results from the current round.
+ *
+ * Note: Rather than applying the actual points from each round
+ * into the player's score, we instead accumulate up the number of
+ * players that they bested in each round. This ensures that each
+ * round receives an equal weight in the overall scoring. */
+ let bested = this.state.scores.scores.reduce(
+ (total, score) => total + score.players.length, 0);
+ for (let i = 0; i < this.state.scores.scores.length; i++) {
+ const score = this.state.scores.scores[i];
+ bested -= score.players.length;
+ for (let player_name of score.players) {
+ const player = this.players.find(p => p.name === player_name);
+ if (player.score)
+ player.score += bested;
+ else
+ player.score = bested;
+
+ /* 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
this.state.judging_idle = false;
this.state.end_judging = new Set();
this.state.scores = null;
+ this.state.new_game_votes = new Set();
this.answers = [];
if (this.answering_idle_timer) {
this.judging_start_time_ms = 0;
this.equivalencies = {};
- this.broadcast_event_object('game-state', this.state);
+ this.broadcast_event('game-state', this.game_state_json());
}
add_prompt(items, prompt_string) {
return true;
}
+ toggle_vote_against(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;
+
+ prompt.toggle_vote_against(player.name);
+
+ this.broadcast_event_object('prompt', prompt);
+
+ return true;
+ }
+
/* Returns true on success, false for prompt not found. */
start(prompt_id) {
const prompt = this.state.prompts.find(p => p.id === prompt_id);
}
this.broadcast_event_object('ambiguities', this.state.ambiguities);
+
+ /* Notify all players of every player that is judging. */
+ for (let player_name of this.state.players_answered) {
+ this.state.players_judging.add(player_name);
+ this.broadcast_event_object('player-judging', player_name);
+ }
+ }
+
+ reset_judging_timeout() {
+ if (this.judging_idle_timer) {
+ clearTimeout(this.judging_idle_timer);
+ this.judging_idle_timer = 0;
+ }
+ if (! this.state.judging_idle) {
+ this.judging_idle_timer = setTimeout(() => {
+ this.state.judging_idle = true;
+ this.broadcast_event_object('judging-idle', true);
+ }, PHASE_IDLE_TIMEOUT * 1000);
+ }
}
receive_judged(prompt_id, session_id, word_groups) {
if (prompt !== this.state.active_prompt)
return { valid: false, message: "Prompt no longer active" };
+ this.reset_judging_timeout();
+
/* 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
this.state.players_judging.delete(player.name);
this.state.players_judged.push(player.name);
- /* And notify all players this this player has judged. */
+ /* And notify all players that this player has judged. */
this.broadcast_event_object('player-judged', player.name);
/* If no players are left in the judging list then we don't need
if (prompt !== this.state.active_prompt)
return { valid: false, message: "Prompt no longer active" };
- if (this.judging_idle_timer) {
- clearTimeout(this.judging_idle_timer);
- this.judging_idle_timer = 0;
- }
- if (! this.state.judging_idle) {
- this.judging_idle_timer = setTimeout(() => {
- this.state.judging_idle = true;
- this.broadcast_event_object('judging-idle', true);
- }, PHASE_IDLE_TIMEOUT * 1000);
- }
+ this.reset_judging_timeout();
- /* Notify all players this this player is actively judging. */
+ /* 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 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();
}
/* 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 quorum = Math.floor((this.state.players_judged.length + 1)/2);
const agreed_equivalencies = Object.values(this.equivalencies).filter(
eq => eq.count >= quorum);
group.players.forEach(p => p.round_score += group.players.size);
}
- const scores = this.players.map(p => {
+ const scores = this.players.filter(p => p.active).map(p => {
return {
player: p.name,
score: p.round_score
return b.score - a.score;
});
+ /* 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].players.push(next.player);
+ else
+ list.push({players: [next.player], score: next.score});
+ 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(
/* 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,
+ scores: grouped_scores,
words: words_submitted
};
this.items = items;
this.prompt = prompt;
this.votes = [];
+ this.votes_against = [];
}
toggle_vote(player_name) {
else
this.votes.push(player_name);
}
+
+ toggle_vote_against(player_name) {
+ if (this.votes_against.find(v => v === player_name))
+ this.votes_against = this.votes_against.filter(v => v !== player_name);
+ else
+ this.votes_against.push(player_name);
+ }
}
router.post('/prompts', (request, response) => {
response.sendStatus(404);
});
+router.post('/vote_against/:prompt_id([0-9]+)', (request, response) => {
+ const game = request.game;
+ const prompt_id = parseInt(request.params.prompt_id, 10);
+
+ if (game.toggle_vote_against(prompt_id, request.session.id))
+ response.send('');
+ else
+ response.sendStatus(404);
+});
+
router.post('/start/:prompt_id([0-9]+)', (request, response) => {
const game = request.game;
const prompt_id = parseInt(request.params.prompt_id, 10);
/* 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)
+ if (game.state.players_answered.length >= game.active_players)
game.perform_judging();
});
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)
+ /* If every player who answered has also judged, then there's no
+ * need to wait for anything else. */
+ const judged_set = new Set(game.state.players_judged);
+ if ([...game.state.players_answered].filter(x => !judged_set.has(x)).length === 0)
game.compute_scores();
});
game.compute_scores();
});
+router.post('/new-game/:prompt_id([0-9]+)', (request, response) => {
+ const game = request.game;
+ const prompt_id = parseInt(request.params.prompt_id, 10);
+
+ if (game.toggle_new_game(prompt_id, request.session.id))
+ response.send('');
+ else
+ response.sendStatus(404);
+
+ if (game.state.new_game_votes.size > (game.state.players_answered.length / 2))
+ game.reset();
+});
+
router.post('/reset', (request, response) => {
const game = request.game;
game.reset();