);
-}
+});
function fetch_method_json(method, api = '', data = {}) {
const response = fetch(api, {
@@ -122,22 +267,72 @@ async function fetch_put_json(api = '', data = {}) {
return fetch_method_json('PUT', api, data);
}
-class CategoryRequest extends React.Component {
+class CategoryRequest extends React.PureComponent {
constructor(props) {
super(props);
this.category = React.createRef();
+ this.handle_change = this.handle_change.bind(this);
this.handle_submit = this.handle_submit.bind(this);
}
- handle_submit(event) {
+ handle_change(event) {
+ const category_input = this.category.current;
+ const category = category_input.value;
+
+ const match = category.match(/[0-9]+/);
+ if (match) {
+ const num_items = parseInt(match[0], 10);
+ if (num_items > 0 && num_items <= MAX_PROMPT_ITEMS)
+ category_input.setCustomValidity("");
+ }
+ }
+
+ async handle_submit(event) {
+ const form = event.currentTarget;
const category_input = this.category.current;
const category = category_input.value;
/* Prevent the default page-changing form-submission behavior. */
event.preventDefault();
- console.log("Do something here with category: " + category);
+ const match = category.match(/[0-9]+/);
+ if (match === null) {
+ category_input.setCustomValidity("Category must include a number");
+ form.reportValidity();
+ return;
+ }
+
+ const num_items = parseInt(match[0], 10);
+
+ if (num_items > MAX_PROMPT_ITEMS) {
+ category_input.setCustomValidity(`Maximum number of items is ${MAX_PROMPT_ITEMS}`);
+ form.reportValidity();
+ return;
+ }
+
+ if (num_items < 1) {
+ category_input.setCustomValidity("Category must require at least one item.");
+ form.reportValidity();
+ return;
+ }
+
+ const response = await fetch_post_json("prompts", {
+ items: num_items,
+ prompt: category
+ });
+
+ if (response.status === 200) {
+ const result = await response.json();
+ if (! result.valid) {
+ add_message("danger", result.message);
+ return;
+ }
+ } else {
+ add_message("danger", "An error occurred submitting your category");
+ }
+
+ form.reset();
}
render() {
@@ -145,8 +340,8 @@ class CategoryRequest extends React.Component {
Submit a Category
- Suggest a category to play with your friends. Don't forget to
- include the number of items for each person to submit.
+ Suggest a category to play. Don't forget to include the
+ number of items for each person to submit.
+ Select any categories below that you'd like to play.
+ You can choose as many as you'd like.
+
+ {props.prompts.map(
+ prompt =>
+ )}
+
+ );
+});
+
+const LetsPlay = React.memo(props => {
+
+ const quorum = Math.max(0, props.num_players - props.prompts.length);
+ const max_votes = props.prompts.reduce(
+ (max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
+
+ if (max_votes < quorum) {
+ let text = `Before we play, we should collect a bit
+ more information about what category would
+ be interesting for this group. So, either
+ type a new category option above, or else`;
+ if (props.prompts.length) {
+ if (props.prompts.length > 1)
+ text += " vote on some of the categories below.";
+ else
+ text += " vote on the category below.";
+ } else {
+ text += " wait for others to submit, and then vote on them below.";
+ }
+
+ return (
+
+ Click on each pair of answers that should be scored as equivalent,
+ (and click any word twice to split it out from a group). Remember,
+ what goes around comes around, so it's best to be generous when
+ judging.
+
+ The following players have submitted their answers:{' '}
+ {[...this.props.players_answered].join(', ')}
+
+ {still_waiting}
+ {move_on_button}
+
+
+ );
+ }
+
+ return (
+
+
The Game of Empathy
+
+ Remember, you're trying to match your answers with
+ what the other players submit.
+ Give {this.props.prompt.items} answer
+ {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
+
+
{this.props.prompt.prompt}
+
+
+ );
+ }
+}
+
+class Game extends React.PureComponent {
constructor(props) {
super(props);
this.state = {
game_info: {},
player_info: {},
other_players: [],
+ prompts: [],
+ active_prompt: null,
+ players_answered: new Set(),
+ players_answering: {},
+ answering_idle: false,
+ end_answers_votes: new Set(),
+ ambiguities: null,
+ players_judged: new Set(),
+ players_judging: {},
+ judging_idle: false,
+ end_judging_votes: new Set(),
+ scores: null,
+ new_game_votes: new Set(),
+ ready: false
};
}
@@ -208,8 +977,342 @@ class Game extends React.Component {
});
}
+ remove_player(info) {
+ this.setState({
+ other_players: this.state.other_players.filter(o => o.id !== info.id)
+ });
+ }
+
+ reset_game_state() {
+ this.setState({
+ prompts: [],
+ active_prompt: null,
+ players_answered: new Set(),
+ players_answering: {},
+ answering_idle: false,
+ end_answers_votes: new Set(),
+ ambiguities: null,
+ players_judged: new Set(),
+ players_judging: {},
+ judging_idle: false,
+ end_judging_votes: new Set(),
+ scores: null,
+ new_game_votes: new Set(),
+ ready: false
+ });
+ }
+
+ set_prompts(prompts) {
+ this.setState({
+ prompts: prompts
+ });
+ }
+
+ add_or_update_prompt(prompt) {
+ const prompts_copy = [...this.state.prompts];
+ const idx = prompts_copy.findIndex(p => p.id === prompt.id);
+ if (idx >= 0) {
+ prompts_copy[idx] = prompt;
+ } else {
+ prompts_copy.push(prompt);
+ }
+ this.setState({
+ prompts: prompts_copy
+ });
+ }
+
+ set_active_prompt(prompt) {
+ this.setState({
+ active_prompt: prompt
+ });
+ }
+
+ set_players_answered(players) {
+ this.setState({
+ players_answered: new Set(players)
+ });
+ }
+
+ set_player_answered(player) {
+ const new_players_answering = {...this.state.players_answering};
+ delete new_players_answering[player];
+
+ this.setState({
+ players_answered: new Set([...this.state.players_answered, player]),
+ players_answering: new_players_answering
+ });
+ }
+
+ set_players_answering(players) {
+ const players_answering = {};
+ for (let player of players) {
+ players_answering[player] = {active: false};
+ }
+ this.setState({
+ players_answering: players_answering
+ });
+ }
+
+ set_player_answering(player) {
+ /* Set the player as actively answering now. */
+ this.setState({
+ players_answering: {
+ ...this.state.players_answering,
+ [player]: {active: true}
+ }
+ });
+ /* And arrange to have them marked idle very shortly.
+ *
+ * Note: This timeout is intentionally very, very short. We only
+ * need it long enough that the browser has latched onto the state
+ * change to "active" above. We actually use a CSS transition
+ * delay to control the user-perceptible length of time after
+ * which an active player appears inactive.
+ */
+ setTimeout(() => {
+ this.setState({
+ players_answering: {
+ ...this.state.players_answering,
+ [player]: {active: false}
+ }
+ });
+ }, 100);
+ }
+
+ set_answering_idle(value) {
+ this.setState({
+ answering_idle: value
+ });
+ }
+
+ set_end_answers(players) {
+ this.setState({
+ end_answers_votes: new Set(players)
+ });
+ }
+
+ set_player_vote_end_answers(player) {
+ this.setState({
+ end_answers_votes: new Set([...this.state.end_answers_votes, player])
+ });
+ }
+
+ set_player_unvote_end_answers(player) {
+ this.setState({
+ end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
+ });
+ }
+
+ set_ambiguities(ambiguities) {
+ this.setState({
+ ambiguities: ambiguities
+ });
+ }
+
+ set_players_judged(players) {
+ this.setState({
+ players_judged: new Set(players)
+ });
+ }
+
+ set_player_judged(player) {
+ const new_players_judging = {...this.state.players_judging};
+ delete new_players_judging[player];
+
+ this.setState({
+ players_judged: new Set([...this.state.players_judged, player]),
+ players_judging: new_players_judging
+ });
+ }
+
+ set_players_judging(players) {
+ const players_judging = {};
+ for (let player of players) {
+ players_judging[player] = {active: false};
+ }
+ this.setState({
+ players_judging: players_judging
+ });
+ }
+
+ set_player_judging(player) {
+ /* Set the player as actively judging now. */
+ this.setState({
+ players_judging: {
+ ...this.state.players_judging,
+ [player]: {active: true}
+ }
+ });
+ /* And arrange to have them marked idle very shortly.
+ *
+ * Note: This timeout is intentionally very, very short. We only
+ * need it long enough that the browser has latched onto the state
+ * change to "active" above. We actually use a CSS transition
+ * delay to control the user-perceptible length of time after
+ * which an active player appears inactive.
+ */
+ setTimeout(() => {
+ this.setState({
+ players_judging: {
+ ...this.state.players_judging,
+ [player]: {active: false}
+ }
+ });
+ }, 100);
+
+ }
+
+ set_judging_idle(value) {
+ this.setState({
+ judging_idle: value
+ });
+ }
+
+ set_end_judging(players) {
+ this.setState({
+ end_judging_votes: new Set(players)
+ });
+ }
+
+ set_player_vote_end_judging(player) {
+ this.setState({
+ end_judging_votes: new Set([...this.state.end_judging_votes, player])
+ });
+ }
+
+ set_player_unvote_end_judging(player) {
+ this.setState({
+ end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
+ });
+ }
+
+ set_scores(scores) {
+ this.setState({
+ scores: scores
+ });
+ }
+
+ set_new_game_votes(players) {
+ this.setState({
+ new_game_votes: new Set(players)
+ });
+ }
+
+ set_player_vote_new_game(player) {
+ this.setState({
+ new_game_votes: new Set([...this.state.new_game_votes, player])
+ });
+ }
+
+ set_player_unvote_new_game(player) {
+ this.setState({
+ new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
+ });
+ }
+
+ state_ready() {
+ this.setState({
+ ready: true
+ });
+ }
+
render() {
const state = this.state;
+ const players_total = 1 + state.other_players.length;
+
+ if (state.scores) {
+
+ let perfect_score = 0;
+ for (let i = 0;
+ i < state.active_prompt.items &&
+ i < state.scores.words.length;
+ i++)
+ {
+ perfect_score += state.scores.words[i].players.length;
+ }
+
+ return (
+