X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=7b1e9a1a7e79815a4d6c581f22562056bbb27f04;hb=fd6875ac5df6262460bcca803aae3b223c18eca4;hp=fdf62a18d41abb42e1a41741ee2625e313b9faf0;hpb=471ad8aebe1ce9a933b68cfadaffe0f68a01c255;p=empires-server diff --git a/empathy.js b/empathy.js index fdf62a1..7b1e9a1 100644 --- a/empathy.js +++ b/empathy.js @@ -50,27 +50,39 @@ class Empathy extends Game { reset() { - /* 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); - 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()); + /* Before closing out the current round, we accumulate into each + * player's overall score the results from the current round. + * + * Note: Rather than applying the actual points from each round + * into the player's score, we instead accumulate up the number of + * players that they bested in each round. This ensures that each + * round receives an equal weight in the overall scoring. */ + let bested = this.state.scores.scores.reduce( + (total, score) => total + score.players.length, 0); + for (let i = 0; i < this.state.scores.scores.length; i++) { + const score = this.state.scores.scores[i]; + bested -= score.players.length; + for (let player_name of score.players) { + const player = this.players.find(p => p.name === player_name); + if (player.score) + player.score += bested; + else + player.score = bested; + + /* 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. + * more negative votes than positive. 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 + p => p.id !== active_id && p.votes.length >= p.votes_against.length ); this.state.active_prompt = null; @@ -137,6 +149,20 @@ class Empathy extends Game { return true; } + toggle_vote_against(prompt_id, session_id) { + const player = this.players_by_session[session_id]; + + const prompt = this.state.prompts.find(p => p.id === prompt_id); + if (! prompt || ! player) + return false; + + prompt.toggle_vote_against(player.name); + + this.broadcast_event_object('prompt', prompt); + + return true; + } + /* Returns true on success, false for prompt not found. */ start(prompt_id) { const prompt = this.state.prompts.find(p => p.id === prompt_id); @@ -513,6 +539,18 @@ class Empathy extends Game { return b.score - a.score; }); + /* After sorting individual players by score, group players + * together who have the same score. */ + const reducer = (list, next) => { + if (list.length && list[list.length-1].score == next.score) + list[list.length-1].players.push(next.player); + else + list.push({players: [next.player], score: next.score}); + return list; + }; + + const grouped_scores = scores.reduce(reducer, []); + /* Put the word groups into a form the client can consume. */ const words_submitted = word_groups.map( @@ -531,7 +569,7 @@ class Empathy extends Game { /* 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, + scores: grouped_scores, words: words_submitted }; @@ -549,6 +587,7 @@ class Prompt { this.items = items; this.prompt = prompt; this.votes = []; + this.votes_against = []; } toggle_vote(player_name) { @@ -557,6 +596,17 @@ class Prompt { else this.votes.push(player_name); } + + toggle_vote_against(player_name) { + if (this.votes_against.find(v => v === player_name)) { + this.votes_against = this.votes_against.filter(v => v !== player_name); + } else { + this.votes_against.push(player_name); + /* When voting against, we also remove any vote _for_ the same + * prompt. */ + this.votes = this.votes.filter(v => v !== player_name); + } + } } router.post('/prompts', (request, response) => { @@ -577,6 +627,16 @@ router.post('/vote/:prompt_id([0-9]+)', (request, response) => { response.sendStatus(404); }); +router.post('/vote_against/:prompt_id([0-9]+)', (request, response) => { + const game = request.game; + const prompt_id = parseInt(request.params.prompt_id, 10); + + if (game.toggle_vote_against(prompt_id, request.session.id)) + response.send(''); + else + response.sendStatus(404); +}); + router.post('/start/:prompt_id([0-9]+)', (request, response) => { const game = request.game; const prompt_id = parseInt(request.params.prompt_id, 10); @@ -640,7 +700,8 @@ router.post('/judged/:prompt_id([0-9]+)', (request, response) => { /* 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) + const judged_set = new Set(game.state.players_judged); + if ([...game.state.players_answered].filter(x => !judged_set.has(x)).length === 0) game.compute_scores(); });