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 the 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;
}
+ /* 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();
}
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
};
/* 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();
});
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();