]> git.cworth.org Git - empires-server/blobdiff - empathy.js
Add failing test for list of judging players when judging phase begins
[empires-server] / empathy.js
index 46d7f79ff876c3f1de89f75cb76b2ec9a22f3eac..35d5fc7e737726f7426ff58d2c7950ae77fccc6a 100644 (file)
@@ -49,7 +49,7 @@ 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);
@@ -268,6 +268,19 @@ class Empathy extends Game {
     this.broadcast_event_object('ambiguities', this.state.ambiguities);
   }
 
+  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) {
     const player = this.players_by_session[session_id];
     if (! player)
@@ -280,6 +293,8 @@ 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       return { valid: false, message: "Prompt no longer active" };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
@@ -319,7 +334,7 @@ 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
@@ -352,18 +367,9 @@ 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       return { valid: false, message: "Prompt no longer active" };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);
-    }
+    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);
 
@@ -605,9 +611,9 @@ 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();
 });