X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=46d7f79ff876c3f1de89f75cb76b2ec9a22f3eac;hb=9334a439e495c088d088f986a2f73138530f1dbf;hp=2d3028be4fec5ca04eb21aee53dcf16a7eb2806d;hpb=4b5792d269a7df065ac9b05e86f28c1c21ec40ab;p=empires-server diff --git a/empathy.js b/empathy.js index 2d3028b..46d7f79 100644 --- a/empathy.js +++ b/empathy.js @@ -34,12 +34,15 @@ class Empathy extends Game { ambiguities: null, players_judged: [], players_judging: new Set(), + judging_idle: false, end_judging: new Set(), scores: null }; this.answers = []; this.answering_idle_timer = 0; this.answering_start_time_ms = 0; + this.judging_idle_timer = 0; + this.judging_start_time_ms = 0; this.next_prompt_id = 1; this.equivalencies = {}; } @@ -77,6 +80,7 @@ class Empathy extends Game { this.state.ambiguities = null; this.state.players_judged = []; this.state.players_judging = new Set(); + this.state.judging_idle = false; this.state.end_judging = new Set(); this.state.scores = null; @@ -86,6 +90,11 @@ class Empathy extends Game { } this.answering_idle_timer = 0; this.answering_start_time_ms = 0; + if (this.judging_idle_timer) { + clearTimeout(this.judging_idle_timer); + } + this.judging_idle_timer = 0; + this.judging_start_time_ms = 0; this.equivalencies = {}; this.broadcast_event_object('game-state', this.state); @@ -252,6 +261,10 @@ class Empathy extends Game { return a.toLowerCase().localeCompare(b.toLowerCase()); }); + if (this.judging_start_time_ms === 0) { + this.judging_start_time_ms = Date.now(); + } + this.broadcast_event_object('ambiguities', this.state.ambiguities); } @@ -309,10 +322,25 @@ class Empathy extends Game { /* And notify all players this this player has judged. */ this.broadcast_event_object('player-judged', player.name); + /* If no players are left in the judging list then we don't need + * to wait for the judging_idle_timer to fire, because a person + * who isn't there obviously can't be judging. So we can broadcast + * the idle event right away. Note that we do this only if the + * judging phase has been going for a while to avoid the case of + * the first player being super fast and emptying the + * players_judging list before anyone else even got in. + */ + if (this.state.players_judging.size === 0 && + ((Date.now() - this.judging_start_time_ms) / 1000) > PHASE_MINIMUM_TIME) + { + this.broadcast_event_object('judging-idle', true); + } + return { valid: true }; } receive_judging(prompt_id, session_id) { + const player = this.players_by_session[session_id]; if (! player) return { valid: false, message: "Player not found" }; @@ -324,6 +352,17 @@ class Empathy extends Game { if (prompt !== this.state.active_prompt) return { valid: false, message: "Prompt no longer active" }; + if (this.judging_idle_timer) { + clearTimeout(this.judging_idle_timer); + this.judging_idle_timer = 0; + } + if (! this.state.judging_idle) { + this.judging_idle_timer = setTimeout(() => { + this.state.judging_idle = true; + this.broadcast_event_object('judging-idle', true); + }, PHASE_IDLE_TIMEOUT * 1000); + } + /* Notify all players this this player is actively judging. */ this.state.players_judging.add(player.name); this.broadcast_event_object('player-judging', player.name);