/* 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.
+ * more negative votes than positive. 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
+ p => p.id !== active_id && p.votes.length >= p.votes_against.length
);
this.state.active_prompt = null;
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.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);
+ /* When voting against, we also remove any vote _for_ the same
+ * prompt. */
+ this.votes = this.votes.filter(v => v !== 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 player who answered has also judged, then there's no
* need to wait for anything else. */
- if (game.state.players_judged.length >= game.state.players_answered.length)
+ 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();
});