X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=3a3f80de007e6eab8a0b855a8a4f908d6b834d45;hb=8fb1176fb345a5a76610bb79192fa1e84496c08c;hp=f9bf7410d4da8e77f3208b6608005dc770dabbbd;hpb=02c84b85c58b60f48bb0baf37cacdd037e84d28d;p=lmno-server diff --git a/empathy.js b/empathy.js index f9bf741..3a3f80d 100644 --- a/empathy.js +++ b/empathy.js @@ -8,6 +8,8 @@ class Empathy extends Game { prompts: [], active_prompt: null, players_answered: 0, + ambiguities: null, + players_judged: 0, scores: null }; this.answers = []; @@ -15,6 +17,20 @@ class Empathy extends Game { } 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()); + } + /* 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. @@ -27,6 +43,8 @@ class Empathy extends Game { this.state.active_prompt = null; this.state.players_answered = 0; + this.state.ambiguities = 0; + this.state.players_judged = 0; this.state.scores = null; this.answers = []; @@ -103,6 +121,33 @@ class Empathy extends Game { return { valid: true }; } + perform_judging() { + const word_map = {}; + + for (let a of this.answers) { + for (let word of a.answers) { + const key = this.canonize(word); + word_map[key] = word; + } + } + + this.state.ambiguities = Object.values(word_map); + + this.broadcast_event_object('ambiguities', this.state.ambiguities); + } + + receive_judging() { + /* And notify players how many players have completed judging. */ + this.state.players_judged++; + this.broadcast_event_object('judged', this.state.players_judged); + + return { valid: true }; + } + + canonize(word) { + return word.replace(/[^a-zA-Z0-9]/g, '').toLowerCase(); + } + compute_scores() { const word_submitters = {}; const scores = []; @@ -125,16 +170,6 @@ class Empathy extends Game { player: a.player.name, score: score }); - /* Now that we've computed the score for a player for this - * round, also accumulate that score into the players runnning - * total. */ - if (a.player.score) - a.player.score += score; - else - a.player.score = score; - - /* And broadcast that new score out. */ - this.broadcast_event('player-update', a.player.info_json()); } scores.sort((a,b) => { @@ -183,7 +218,9 @@ class Prompt { router.post('/prompts', (request, response) => { const game = request.game; - game.add_prompt(request.body.items, request.body.prompt); + prompt = game.add_prompt(request.body.items, request.body.prompt); + + response.json({ id: prompt.id}); }); router.post('/vote/:prompt_id([0-9]+)', (request, response) => { @@ -191,7 +228,7 @@ router.post('/vote/:prompt_id([0-9]+)', (request, response) => { const prompt_id = parseInt(request.params.prompt_id, 10); if (game.toggle_vote(prompt_id, request.session.id)) - response.sendStatus(200); + response.send(''); else response.sendStatus(404); }); @@ -201,7 +238,7 @@ router.post('/start/:prompt_id([0-9]+)', (request, response) => { const prompt_id = parseInt(request.params.prompt_id, 10); if (game.start(prompt_id)) - response.sendStatus(200); + response.send(''); else response.sendStatus(404); }); @@ -215,7 +252,20 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => { request.body.answers); response.json(result); - if (game.answers.length >= game.players.length) + if (game.state.players_answered >= game.players.length) + game.perform_judging(); +}); + +router.post('/judging/:prompt_id([0-9]+)', (request, response) => { + const game = request.game; + const prompt_id = parseInt(request.params.prompt_id, 10); + + const result = game.receive_judging(prompt_id, + request.session.id, + request.body); + response.json(result); + + if (game.state.players_judged >= game.players.length) game.compute_scores(); });