X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=7966d72db185bf4846a83c3b811cb3d457c88d27;hb=fa3bdc8a5207fc93f4d720771cb6155913f06262;hp=29d31bf7d46fbd0595e2ad8e6b3506057da387db;hpb=c415c76ac632b8e55cf0260c52ebc7c77836614e;p=lmno-server diff --git a/empathy.js b/empathy.js index 29d31bf..7966d72 100644 --- a/empathy.js +++ b/empathy.js @@ -6,9 +6,52 @@ class Empathy extends Game { super(id); this.state = { prompts: [], - active_prompt: null + active_prompt: null, + players_answered: 0, + ambiguities: null, + players_judged: 0, + scores: null }; + this.answers = []; this.next_prompt_id = 1; + this.equivalencies = {}; + } + + 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. + */ + const active_id = this.state.active_prompt.id; + this.state.prompts = + this.state.prompts.filter( + p => p.id !== active_id && p.votes.length > 0 + ); + + 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 = []; + this.equivalencies = {}; + + this.broadcast_event_object('game-state', this.state); } add_prompt(items, prompt_string) { @@ -54,6 +97,198 @@ class Empathy extends Game { return true; } + + receive_answer(prompt_id, session_id, answers) { + const player = this.players_by_session[session_id]; + if (! player) + return { valid: false, message: "Player not found" }; + + const prompt = this.state.prompts.find(p => p.id === prompt_id); + if (! prompt) + return { valid: false, message: "Prompt not found" }; + + if (prompt !== this.state.active_prompt) + return { valid: false, message: "Prompt no longer active" }; + + /* Save the complete answers for our own use later. */ + this.answers.push({ + player: player, + answers: answers + }); + + /* And notify players how many players have answered. */ + this.state.players_answered++; + this.broadcast_event_object('answered', this.state.players_answered); + + 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(prompt_id, session_id, word_groups) { + const player = this.players_by_session[session_id]; + if (! player) + return { valid: false, message: "Player not found" }; + + const prompt = this.state.prompts.find(p => p.id === prompt_id); + if (! prompt) + return { valid: false, message: "Prompt not found" }; + + if (prompt !== this.state.active_prompt) + return { valid: false, message: "Prompt no longer active" }; + + /* 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 + * reason for that is so that the server can determine which + * pair-wise equivalencies have majority support. + */ + for (let group of word_groups) { + + for (let i = 0; i < group.length - 1; i++) { + for (let j = i + 1; j < group.length; j++) { + let eq = [group[i], group[j]]; + + /* Put the two words into a reliable order so that we don't + * miss a pair of equivalent equivalencies just because they + * happen to be in the opposite order. */ + if (eq[0].localeCompare(eq[1]) > 0) { + eq = [group[j], group[i]]; + } + + const exist = this.equivalencies[`${eq[0]}:${eq[1]}`]; + if (exist) { + exist.count++; + } else { + this.equivalencies[`${eq[0]}:${eq[1]}`] = { + count: 1, + words: eq + }; + } + + } + } + } + + /* 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.toLowerCase(); + } + + compute_scores() { + const word_submitters = {}; + const scores = []; + + /* 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 agreed_equivalencies = Object.values(this.equivalencies).filter( + eq => eq.count >= quorum); + + /* And with that agreed set of equivalencies, construct the full + * groups. */ + const word_groups = {}; + + for (let e of agreed_equivalencies) { + let group = word_groups[e.words[0]]; + if (! group) + group = word_groups[e.words[1]]; + if (! group) + group = { words: [], players: new Set()}; + + if (! word_groups[e.words[0]]) { + word_groups[e.words[0]] = group; + group.words.push(e.words[0]); + } + + if (! word_groups[e.words[1]]) { + word_groups[e.words[1]] = group; + group.words.push(e.words[1]); + } + } + + /* Now go through answers from each player and add the player name + * to the set corresponding to each word group. */ + for (let a of this.answers) { + for (let word of a.answers) { + /* If there's no group yet, this is a singleton word. */ + if (word_groups[word]) { + word_groups[word].players.add(a.player.name); + } else { + const group = { words: [word], players: new Set() }; + group.players.add(a.player.name); + word_groups[word] = group; + } + } + } + + /* Finally, go through the answers one more time, this time taking + * the length of the player set as a score for the player's + * submission of that word. */ + for (let a of this.answers) { + let score = 0; + for (let word of a.answers) { + score += word_groups[word].players.size; + } + scores.push({ + player: a.player.name, + score: score + }); + } + + scores.sort((a,b) => { + return b.score - a.score; + }); + + /* Put the word groups into a form the client can consume. + * + * Most significantly, we only want one entry for each group (even + * though our current "word_groups" object has a property for each + * word considered equivalent). + */ + const words_submitted = Object.entries(word_groups).filter( + group => group[0] === group[1].words[0]).map( + group => { + return { + word: group[1].words.join('/'), + players: Array.from(group[1].players) + }; + } + ); + + words_submitted.sort((a,b) => { + return b.players.length - a.players.length; + }); + + /* Put this round's scores into the game state object so it will + * be sent to any new clients that join. */ + this.state.scores = { + scores: scores, + words: words_submitted + }; + + /* And broadcast the scores to all connected clients. */ + this.broadcast_event_object('scores', this.state.scores); + } } Empathy.router = express.Router(); @@ -78,7 +313,9 @@ 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) => { @@ -86,21 +323,52 @@ 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); }); -router.post('/start/:prompt_id([[0-9]+)', (request, response) => { +router.post('/start/:prompt_id([0-9]+)', (request, response) => { const game = request.game; const prompt_id = parseInt(request.params.prompt_id, 10); if (game.start(prompt_id)) - response.sendStatus(200); + response.send(''); else response.sendStatus(404); }); +router.post('/answer/:prompt_id([0-9]+)', (request, response) => { + const game = request.game; + const prompt_id = parseInt(request.params.prompt_id, 10); + + const result = game.receive_answer(prompt_id, + request.session.id, + request.body.answers); + response.json(result); + + 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.word_groups); + response.json(result); + + if (game.state.players_judged >= game.players.length) + game.compute_scores(); +}); + +router.post('/reset', (request, response) => { + const game = request.game; + game.reset(); +}); + Empathy.meta = { name: "Empathy", identifier: "empathy",