X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=b7d01a0566c2d5b379db9ab90c3c77f4c8928bbd;hb=7cfa4c75739452a6022e2266cc4d6444ef79f4a5;hp=e80c1af34e0644b13ba898c38d6e0ec464a5542b;hpb=f55c5650ffac1781c1cd675f64276c4e4c33d2b8;p=empires-server diff --git a/empathy.js b/empathy.js index e80c1af..b7d01a0 100644 --- a/empathy.js +++ b/empathy.js @@ -9,12 +9,18 @@ class Empathy extends Game { this.state = { prompts: [], active_prompt: null, - players_answered: 0, + players_answered: [], + players_answering: new Set(), + answering_idle: false, + end_answers: new Set(), ambiguities: null, - players_judged: 0, + players_judged: [], + players_judging: new Set(), + end_judging: new Set(), scores: null }; this.answers = []; + this.answering_idle_timer = 0; this.next_prompt_id = 1; this.equivalencies = {}; } @@ -45,9 +51,14 @@ 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.players_answered = []; + this.state.players_answering = new Set(); + this.state.answering_idle = false; + this.state.end_answers = new Set(); + this.state.ambiguities = null; + this.state.players_judged = []; + this.state.players_judging = new Set(); + this.state.end_judging = new Set(); this.state.scores = null; this.answers = []; @@ -127,13 +138,64 @@ class Empathy extends Game { answers: answers }); - /* And notify players how many players have answered. */ - this.state.players_answered++; - this.broadcast_event_object('answered', this.state.players_answered); + /* Update state (to be sent out to any future clients) */ + this.state.players_answering.delete(player.name); + this.state.players_answered.push(player.name); + + /* And notify all players that this player has answered. */ + this.broadcast_event_object('player-answered', player.name); + + return { valid: true }; + } + + receive_answering(prompt_id, session_id) { + 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message: "Prompt not found" }; + + if (prompt !== this.state.active_prompt) + return { valid: false, message: "Prompt no longer active" }; + + if (this.answering_idle_timer) { + clearTimeout(this.answering_idle_timer); + } + if (! this.state.answering_idle) { + this.answering_idle_timer = setTimeout(() => { + this.state_answering_idle = true; + this.broadcast_event_object('answering-idle', true); + }, 10 * 1000); + } + + /* Notify all players that this player is actively answering. */ + this.state.players_answering.add(player.name); + this.broadcast_event_object('player-answering', player.name); return { valid: true }; } + /* Returns true if vote toggled, false for player or prompt not found */ + toggle_end_answers(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; + + if (this.state.end_answers.has(player.name)) { + this.state.end_answers.delete(player.name); + this.broadcast_event_object('unvote-end-answers', player.name); + } else { + this.state.end_answers.add(player.name); + this.broadcast_event_object('vote-end-answers', player.name); + } + + return true; + } + perform_judging() { const word_map = {}; @@ -151,7 +213,7 @@ class Empathy extends Game { this.broadcast_event_object('ambiguities', this.state.ambiguities); } - receive_judging(prompt_id, session_id, word_groups) { + receive_judged(prompt_id, session_id, word_groups) { const player = this.players_by_session[session_id]; if (! player) return { valid: false, message: "Player not found" }; @@ -182,11 +244,13 @@ class Empathy extends Game { eq = [group[j], group[i]]; } - const exist = this.equivalencies[`${eq[0]}:${eq[1]}`]; + const key=`${this.canonize(eq[0])}:${this.canonize(eq[1])}`; + + const exist = this.equivalencies[key]; if (exist) { exist.count++; } else { - this.equivalencies[`${eq[0]}:${eq[1]}`] = { + this.equivalencies[key] = { count: 1, words: eq }; @@ -196,15 +260,56 @@ class Empathy extends Game { } } - /* And notify players how many players have completed judging. */ - this.state.players_judged++; - this.broadcast_event_object('judged', this.state.players_judged); + /* Update state (to be sent out to any future clients) */ + this.state.players_judging.delete(player.name); + this.state.players_judged.push(player.name); + + /* And notify all players this this player has judged. */ + this.broadcast_event_object('player-judged', player.name); + + 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" }; + + 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" }; + + /* Notify all players this this player is actively judging. */ + this.state.players_judging.add(player.name); + this.broadcast_event_object('player-judging', player.name); return { valid: true }; } + /* Returns true if vote toggled, false for player or prompt not found */ + toggle_end_judging(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; + + if (this.state.end_judging.has(player.name)) { + this.state.end_judging.delete(player.name); + this.broadcast_event_object('unvote-end-judging', player.name); + } else { + this.state.end_judging.add(player.name); + this.broadcast_event_object('vote-end-judging', player.name); + } + + return true; + } + canonize(word) { - return word.toLowerCase(); + return word.trim().toLowerCase(); } compute_scores() { @@ -377,26 +482,76 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => { request.body.answers); response.json(result); - if (game.state.players_answered >= game.players.length) + /* 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) game.perform_judging(); }); +router.post('/answering/:prompt_id([0-9]+)', (request, response) => { + const game = request.game; + const prompt_id = parseInt(request.params.prompt_id, 10); + + const result = game.receive_answering(prompt_id, + request.session.id); + response.json(result); +}); + +router.post('/end-answers/:prompt_id([0-9]+)', (request, response) => { + const game = request.game; + const prompt_id = parseInt(request.params.prompt_id, 10); + + if (game.toggle_end_answers(prompt_id, request.session.id)) + response.send(''); + else + response.sendStatus(404); + + if (game.state.end_answers.size > (game.state.players_answered.length / 2)) + game.perform_judging(); +}); + +router.post('/judged/:prompt_id([0-9]+)', (request, response) => { + const game = request.game; + const prompt_id = parseInt(request.params.prompt_id, 10); + + const result = game.receive_judged(prompt_id, + request.session.id, + 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) + game.compute_scores(); +}); + 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); + request.session.id); response.json(result); +}); + +router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => { + const game = request.game; + const prompt_id = parseInt(request.params.prompt_id, 10); - if (game.state.players_judged >= game.players.length) + if (game.toggle_end_judging(prompt_id, request.session.id)) + response.send(''); + else + response.sendStatus(404); + + if (game.state.end_judging.size > (game.state.players_answered.length / 2)) game.compute_scores(); }); router.post('/reset', (request, response) => { const game = request.game; game.reset(); + + response.send(''); }); Empathy.meta = {