X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=empathy.js;h=fdf62a18d41abb42e1a41741ee2625e313b9faf0;hb=471ad8aebe1ce9a933b68cfadaffe0f68a01c255;hp=4fdd4b329aa3eafeb39cf57c33df8fd953a65b7f;hpb=aa245121ee40c82e9d96b246ab1fc63cb5fabc5f;p=empires-server diff --git a/empathy.js b/empathy.js index 4fdd4b3..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; @@ -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) { @@ -401,6 +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(); } @@ -410,7 +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); @@ -481,7 +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 @@ -577,7 +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(); }); @@ -645,6 +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();