@@ -160,13 +336,464 @@ class CategoryRequest extends React.Component {
}
}
-class Game extends React.Component {
+const PromptOptions = React.memo(props => {
+
+ if (props.prompts.length === 0)
+ return null;
+
+ return (
+
+
Vote on Categories
+
+ Select any categories below that you'd like to play.
+ You can choose as many as you'd like.
+
+ {props.prompts.map(p => {
+ return (
+
fetch_post_json(`vote/${p.id}`) }
+ >
+ {p.prompt}
+
+ {p.votes.map(v => {
+ return (
+
+ {v}
+
+ );
+ })}
+
+
+ );
+ })}
+
+ );
+});
+
+const LetsPlay = React.memo(props => {
+
+ const quorum = Math.round((props.num_players + 1) / 2);
+ const max_votes = props.prompts.reduce(
+ (max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
+
+ if (max_votes < quorum)
+ return null;
+
+ const candidates = props.prompts.filter(p => p.votes.length >= quorum);
+ const index = Math.floor(Math.random() * candidates.length);
+ const winner = candidates[index];
+
+ return (
+
+
Let's Play
+
+ That should be enough voting. If you're not waiting for any
+ other players to join, then let's start.
+
+
fetch_post_json(`start/${winner.id}`) }
+ >
+ Start Game
+
+
+ );
+});
+
+class Ambiguities extends React.PureComponent {
+
+ constructor(props) {
+ super(props);
+
+ const word_sets = props.words.map(word => {
+ const set = new Set();
+ set.add(word);
+ return set;
+ });
+
+ this.state = {
+ word_sets: word_sets,
+ selected: null
+ };
+
+ this.submitted = false;
+ this.judging_sent_recently = false;
+ }
+
+ async handle_submit() {
+
+ /* Don't submit a second time. */
+ if (this.submitted)
+ return;
+
+ const response = await fetch_post_json(
+ `judged/${this.props.prompt.id}`,{
+ word_groups: this.state.word_sets.map(set => Array.from(set))
+ }
+ );
+
+ if (response.status === 200) {
+ const result = await response.json();
+ if (! result.valid) {
+ add_message("danger", result.message);
+ return;
+ }
+ } else {
+ add_message("danger", "An error occurred submitting the results of your judging");
+ return;
+ }
+
+ this.submitted = true;
+ }
+
+ handle_click(word) {
+
+ /* Let the server know we are doing some judging, (but rate limit
+ * this so we don't send a "judging" notification more frquently
+ * than necessary.
+ */
+ if (! this.judging_sent_recently) {
+ fetch_post_json(`judging/${this.props.prompt.id}`);
+ this.judging_sent_recently = true;
+ setTimeout(() => { this.judging_sent_recently = false; }, 1000);
+ }
+
+ if (this.state.selected == word) {
+ /* Second click on same word removes the word from the group. */
+ const idx = this.state.word_sets.findIndex(s => s.has(word));
+ const set = this.state.word_sets[idx];
+ if (set.size === 1) {
+ /* When the word is already alone, there's nothing to do but
+ * to un-select it. */
+ this.setState({
+ selected: null
+ });
+ return;
+ }
+
+ const new_set = new Set([...set].filter(w => w !== word));
+ this.setState({
+ selected: null,
+ word_sets: [...this.state.word_sets.slice(0, idx),
+ new_set,
+ new Set().add(word),
+ ...this.state.word_sets.slice(idx+1)]
+ });
+ } else if (this.state.selected) {
+ /* Click of a second word groups the two together. */
+ const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
+ const idx2 = this.state.word_sets.findIndex(s => s.has(word));
+ const set1 = this.state.word_sets[idx1];
+ const set2 = this.state.word_sets[idx2];
+ const new_set = new Set([...set2, ...set1]);
+ if (idx1 < idx2) {
+ this.setState({
+ selected: null,
+ word_sets: [...this.state.word_sets.slice(0, idx1),
+ ...this.state.word_sets.slice(idx1 + 1, idx2),
+ new_set,
+ ...this.state.word_sets.slice(idx2 + 1)]
+ });
+ } else {
+ this.setState({
+ selected: null,
+ word_sets: [...this.state.word_sets.slice(0, idx2),
+ new_set,
+ ...this.state.word_sets.slice(idx2 + 1, idx1),
+ ...this.state.word_sets.slice(idx1 + 1)]
+ });
+ }
+ } else {
+ /* First click of a word selects it. */
+ this.setState({
+ selected: word
+ });
+ }
+ }
+
+ render() {
+ let move_on_button = null;
+
+ if (this.props.idle) {
+ move_on_button = (
+
fetch_post_json(`end-judging/${this.props.prompt.id}`) }
+ >
+ Move On
+
+ {[...this.props.votes].map(v => {
+ return (
+
+ {v}
+
+ );
+ })}
+
+
+ );
+ }
+
+ if (this.props.players_judged.has(this.props.player.name)) {
+ return (
+
+
Submission received
+
+ The following players have completed judging:
+ {[...this.props.players_judged].join(', ')}
+
+
+ Still waiting for the following players:
+
+
+ {Object.keys(this.props.players_judging).map(player => {
+ return (
+
+ {player}
+ {this.props.players_judging[player] ?
+ : null }
+
+ );
+ })}
+
+ {move_on_button}
+
+
+ );
+ }
+
+ const btn_class = "ambiguity-button";
+ const btn_selected_class = btn_class + " selected";
+
+ return (
+
+
Judging Answers
+
+ Click on each pair of answers that should be scored as equivalent,
+ (and click any word twice to split it out from a group). Remember,
+ what goes around comes around, so it's best to be generous when
+ judging.
+
+ {this.state.word_sets.map(set => {
+ return (
+
+ {Array.from(set).map(word => {
+ return (
+ this.handle_click(word)}
+ >
+ {word}
+
+ );
+ })}
+
+ );
+ })}
+
+ Click here when done judging:
+ this.handle_submit()}
+ >
+ Send
+
+
+
+ );
+ }
+}
+
+class ActivePrompt extends React.PureComponent {
+
+ constructor(props) {
+ super(props);
+ const items = props.prompt.items;
+
+ this.submitted = false;
+
+ this.answers = [...Array(items)].map(() => React.createRef());
+ this.answering_sent_recently = false;
+
+ this.handle_submit = this.handle_submit.bind(this);
+ this.handle_change = this.handle_change.bind(this);
+ }
+
+ handle_change(event) {
+ /* We don't care (or even look) at what the player is typing at
+ * this point. We simply want to be informed that the player _is_
+ * typing so that we can tell the server (which will tell other
+ * players) that there is activity here.
+ */
+
+ /* Rate limit so that we don't send an "answering" notification
+ * more frequently than necessary.
+ */
+ if (! this.answering_sent_recently) {
+ fetch_post_json(`answering/${this.props.prompt.id}`);
+ this.answering_sent_recently = true;
+ setTimeout(() => { this.answering_sent_recently = false; }, 1000);
+ }
+ }
+
+ async handle_submit(event) {
+ const form = event.currentTarget;
+
+ /* Prevent the default page-changing form-submission behavior. */
+ event.preventDefault();
+
+ /* And don't submit a second time. */
+ if (this.submitted)
+ return;
+
+ const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
+ answers: this.answers.map(r => r.current.value)
+ });
+ if (response.status === 200) {
+ const result = await response.json();
+ if (! result.valid) {
+ add_message("danger", result.message);
+ return;
+ }
+ } else {
+ add_message("danger", "An error occurred submitting your answers");
+ return;
+ }
+
+ /* Everything worked. Server is happy with our answers. */
+ form.reset();
+ this.submitted = true;
+ }
+
+ render() {
+ let move_on_button = null;
+ if (this.props.idle) {
+ move_on_button =(
+
fetch_post_json(`end-answers/${this.props.prompt.id}`) }
+ >
+ Move On
+
+ {[...this.props.votes].map(v => {
+ return (
+
+ {v}
+
+ );
+ })}
+
+
+ );
+ }
+
+ if (this.props.players_answered.has(this.props.player.name)) {
+ return (
+
+
Submission received
+
+ The following players have submitted their answers:
+ {[...this.props.players_answered].join(', ')}
+
+
+ Still waiting for the following players:
+
+
+ {Object.keys(this.props.players_answering).map(player => {
+ return (
+
+ {player}
+ {this.props.players_answering[player] ?
+ : null }
+
+ );
+ })}
+
+ {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} answers 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
};
}
@@ -195,8 +822,238 @@ class Game extends React.Component {
});
}
+ 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
+ });
+ }
+
+ 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) {
+ this.setState({
+ players_answering: {
+ ...this.state.players_answering,
+ [player]: {active: true}
+ }
+ });
+ }
+
+ 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) {
+ this.setState({
+ players_judging: {
+ ...this.state.players_judging,
+ [player]: {active: true}
+ }
+ });
+ }
+
+ set_judging_idle(value) {
+ console.log("Setting judging idle to " + 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
+ });
+ }
+
render() {
const state = this.state;
+ const players_total = 1 + state.other_players.length;
+
+ if (state.scores) {
+ return (
+
+
Scores
+
+ {state.scores.scores.map(score => {
+ return (
+
+ {score.player}: {score.score}
+
+ );
+ })}
+
+
Words submitted
+
+ {state.scores.words.map(word => {
+ return (
+
+ {`${word.word}: ${word.players.join(', ')}`}
+
+ );
+ })}
+
+
fetch_post_json('reset') }
+ >
+ New Game
+
+
+ );
+ }
+
+ if (state.ambiguities){
+ return
;
+ }
+
+ if (state.active_prompt) {
+ return
;
+ }
return [
,
,
+ ,
+
];
}