X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=fdf62a18d41abb42e1a41741ee2625e313b9faf0;hb=471ad8aebe1ce9a933b68cfadaffe0f68a01c255;hp=3728a0e5dc318904c488f264773e41abe8263213;hpb=343a27a7740c870fae4a6381ab9a7abfc3594b72;p=lmno-server diff --git a/empathy.js b/empathy.js index 3728a0e..fdf62a1 100644 --- a/empathy.js +++ b/empathy.js @@ -36,7 +36,8 @@ class Empathy extends Game { players_judging: new Set(), judging_idle: false, end_judging: new Set(), - scores: null + scores: null, + new_game_votes: new Set() }; this.answers = []; this.answering_idle_timer = 0; @@ -49,7 +50,7 @@ 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); @@ -83,6 +84,7 @@ class Empathy extends Game { this.state.judging_idle = false; this.state.end_judging = new Set(); this.state.scores = null; + this.state.new_game_votes = new Set(); this.answers = []; if (this.answering_idle_timer) { @@ -97,7 +99,7 @@ class Empathy extends Game { this.judging_start_time_ms = 0; this.equivalencies = {}; - this.broadcast_event_object('game-state', this.state); + this.broadcast_event('game-state', this.game_state_json()); } add_prompt(items, prompt_string) { @@ -261,7 +263,30 @@ 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); + + /* 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) { @@ -276,6 +301,8 @@ class Empathy extends Game { if (prompt !== this.state.active_prompt) return { valid: false, message: "Prompt no longer active" }; + this.reset_judging_timeout(); + /* Each player submits some number of groups of answers that * should be considered equivalent.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 @@ -315,7 +342,7 @@ 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 @@ -336,6 +363,7 @@ class Empathy extends Game { } receive_judging(prompt_id, session_id) { + const player = this.players_by_session[session_id]; if (! player) return { valid: false, message: "Player not found" }; @@ -347,21 +375,9 @@ 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); - } - - if (this.judging_start_time_ms === 0) - this.judging_start_time_ms = Date.now(); + 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); @@ -387,6 +403,25 @@ class Empathy extends Game { return true; } + /* Returns true if vote toggled, false for player or prompt not found */ + toggle_new_game(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.new_game_votes.has(player.name)) { + this.state.new_game_votes.delete(player.name); + this.broadcast_event_object('unvote-new-game', player.name); + } else { + this.state.new_game_votes.add(player.name); + this.broadcast_event_object('vote-new-game', player.name); + } + + return true; + } + canonize(word) { return word.trim().toLowerCase(); } @@ -396,7 +431,7 @@ 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); @@ -467,7 +502,7 @@ 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 @@ -563,7 +598,7 @@ 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(); }); @@ -603,9 +638,9 @@ 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(); }); @@ -631,6 +666,19 @@ router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => { game.compute_scores(); }); +router.post('/new-game/:prompt_id([0-9]+)', (request, response) => { + const game = request.game; + const prompt_id = parseInt(request.params.prompt_id, 10); + + if (game.toggle_new_game(prompt_id, request.session.id)) + response.send(''); + else + response.sendStatus(404); + + if (game.state.new_game_votes.size > (game.state.players_answered.length / 2)) + game.reset(); +}); + router.post('/reset', (request, response) => { const game = request.game; game.reset();