]> git.cworth.org Git - empires-server/blobdiff - empathy.js
Include still-answering players when ruling on end-asnwering majority
[empires-server] / empathy.js
index ae400a6009709deceef876caa71343a1957a4d1a..1cd120ee5e098870112f91c13025464fea079a40 100644 (file)
@@ -11,6 +11,7 @@ class Empathy extends Game {
       active_prompt: null,
       players_answered: [],
       players_answering: new Set(),
+      answering_idle: false,
       end_answers: new Set(),
       ambiguities: null,
       players_judged: [],
@@ -19,6 +20,7 @@ class Empathy extends Game {
       scores: null
     };
     this.answers = [];
+    this.answering_idle_timer = 0;
     this.next_prompt_id = 1;
     this.equivalencies = {};
   }
@@ -51,8 +53,9 @@ class Empathy extends Game {
     this.state.active_prompt = null;
     this.state.players_answered = [];
     this.state.players_answering = new Set();
+    this.state.answering_idle = false;
     this.state.end_answers = new Set();
-    this.state.ambiguities = 0;
+    this.state.ambiguities = null;
     this.state.players_judged = [];
     this.state.players_judging = new Set();
     this.state.end_judging = new Set();
@@ -135,8 +138,11 @@ class Empathy extends Game {
       answers: answers
     });
 
-    /* And notify all players that this player has 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 };
@@ -154,6 +160,16 @@ class Empathy extends Game {
     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       return { valid: false, message: "Prompt no longer active" };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);
@@ -244,8 +260,11 @@ class Empathy extends Game {
       }
     }
 
-    /* And notify all players this this player has 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 };
@@ -290,7 +309,7 @@ class Empathy extends Game {
   }
 
   canonize(word) {
-    return word.toLowerCase();
+    return word.trim().toLowerCase();
   }
 
   compute_scores() {
@@ -462,6 +481,11 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => {
                                      request.session.id,
                                      request.body.answers);
   response.json(result);
+
+  /* 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) => {
@@ -482,7 +506,12 @@ router.post('/end-answers/:prompt_id([0-9]+)', (request, response) => {
   else
     response.sendStatus(404);
 
-  if (game.state.end_answers.size > (game.state.players_answered.length / 2))
+  /* The majority rule here includes all players that have answered as
+   * well as all that have started typing. */
+  const players_involved = (game.state.players_answered.length +
+                            game.state.players_answering.size);
+
+  if (game.state.end_answers.size > players_involved / 2)
     game.perform_judging();
 });
 
@@ -494,6 +523,11 @@ router.post('/judged/:prompt_id([0-9]+)', (request, response) => {
                                      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) => {
@@ -514,13 +548,15 @@ router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => {
   else
     response.sendStatus(404);
 
-  if (game.state.end_judging.size > (game.state.players_judged.length / 2))
+  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 = {