X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=56ac53f9c32f95d5b6cbefdebb21d69ed68918e0;hb=d7b96ee0316021fa7a5e428950e2d8a9d8754582;hp=46d7f79ff876c3f1de89f75cb76b2ec9a22f3eac;hpb=9334a439e495c088d088f986a2f73138530f1dbf;p=empires-server diff --git a/empathy.js b/empathy.js index 46d7f79..56ac53f 100644 --- a/empathy.js +++ b/empathy.js @@ -49,7 +49,7 @@ class Empathy extends Game { reset() { - /* Before closing out the current round, we accumulate that score + /* 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); @@ -266,6 +266,25 @@ class Empathy extends Game { } this.broadcast_event_object('ambiguities', this.state.ambiguities); + + /* Notify all players of every player that is judging. */ + for (let player_name of this.state.players_answered) { + this.state.players_judging.add(player_name); + this.broadcast_event_object('player-judging', player_name); + } + } + + reset_judging_timeout() { + 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); + } } receive_judged(prompt_id, session_id, word_groups) { @@ -280,6 +299,8 @@ class Empathy extends Game { if (prompt !== this.state.active_prompt) return { valid: false, message: "Prompt no longer active" }; + this.reset_judging_timeout(); + /* Each player submits some number of groups of answers that * should be considered equivalent. The server expands that into * the set of pair-wise equivalencies that are expressed. The @@ -319,7 +340,7 @@ class Empathy extends Game { this.state.players_judging.delete(player.name); this.state.players_judged.push(player.name); - /* And notify all players this this player has judged. */ + /* And notify all players that 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 @@ -352,18 +373,9 @@ class Empathy extends Game { if (prompt !== this.state.active_prompt) return { valid: false, message: "Prompt no longer active" }; - if (this.judging_idle_timer) { - clearTimeout(this.judging_idle_timer); - this.judging_idle_timer = 0; - } - if (!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); - } + this.reset_judging_timeout(); - /* Notify all players this this player is actively judging. */ + /* Notify all players that this player is actively judging. */ this.state.players_judging.add(player.name); this.broadcast_event_object('player-judging', player.name); @@ -398,7 +410,7 @@ class Empathy extends Game { /* Perform a (non-strict) majority ruling on equivalencies, * dropping all that didn't get enough votes. */ - const quorum = Math.floor((this.players.length + 1)/2); + const quorum = Math.floor((this.state.players_judged.length + 1)/2); const agreed_equivalencies = Object.values(this.equivalencies).filter( eq => eq.count >= quorum); @@ -469,7 +481,7 @@ class Empathy extends Game { group.players.forEach(p => p.round_score += group.players.size); } - const scores = this.players.map(p => { + const scores = this.players.filter(p => p.active).map(p => { return { player: p.name, score: p.round_score @@ -565,7 +577,7 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => { /* If every registered player has answered, then there's no need to * wait for anything else. */ - if (game.state.players_answered.length >= game.players.length) + if (game.state.players_answered.length >= game.active_players) game.perform_judging(); }); @@ -605,9 +617,9 @@ router.post('/judged/:prompt_id([0-9]+)', (request, response) => { request.body.word_groups); response.json(result); - /* If every registered player has judged, then there's no need to - * wait for anything else. */ - if (game.state.players_judged.length >= game.players.length) + /* 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) game.compute_scores(); });