]> git.cworth.org Git - empires-server/blobdiff - empathy.js
Add a game phase to perform judging
[empires-server] / empathy.js
index 11539d854a4473c38be1b7a8373f903986bef7f5..3b613e672ade0e14e0f4ff03e1b3205b4f78cddd 100644 (file)
@@ -8,6 +8,8 @@ class Empathy extends Game {
       prompts: [],
       active_prompt: null,
       players_answered: 0,
+      ambiguities: null,
+      players_judged: 0,
       scores: null
     };
     this.answers = [];
@@ -15,8 +17,34 @@ class Empathy extends Game {
   }
 
   reset() {
+
+    /* Before closing out the current round, we accumulate that 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);
+      if (player.score)
+        player.score += score.score;
+      else
+        player.score = score.score;
+
+      /* And broadcast that new score out. */
+      this.broadcast_event('player-update', player.info_json());
+    }
+
+    /* Now that we're done with the active prompt, we remove it from
+     * the list of prompts and also remove any prompts that received
+     * no votes. This keeps the list of prompts clean.
+     */
+    const active_id = this.state.active_prompt.id;
+    this.state.prompts =
+      this.state.prompts.filter(
+        p => p.id !== active_id && p.votes.length > 0
+      );
+
     this.state.active_prompt = null;
     this.state.players_answered = 0;
+    this.state.ambiguities = 0;
+    this.state.players_judged = 0;
     this.state.scores = null;
 
     this.answers = [];
@@ -93,6 +121,33 @@ class Empathy extends Game {
     return { valid: true };
   }
 
+  perform_judging() {
+    const word_map = {};
+
+    for (let a of this.answers) {
+      for (let word of a.answers) {
+        const key = this.canonize(word);
+        word_map[key] = word;
+      }
+    }
+
+    this.state.ambiguities = Object.values(word_map);
+
+    this.broadcast_event_object('ambiguities', this.state.ambiguities);
+  }
+
+  receive_judging() {
+    /* And notify players how many players have completed judging. */
+    this.state.players_judged++;
+    this.broadcast_event_object('judged', this.state.players_judged);
+
+    return { valid: true };
+  }
+
+  canonize(word) {
+    return word.replace(/[^a-zA-Z0-9]/g, '').toLowerCase();
+  }
+
   compute_scores() {
     const word_submitters = {};
     const scores = [];
@@ -129,11 +184,14 @@ class Empathy extends Game {
       return b.players.length - a.players.length;
     });
 
+    /* Put this round's scores into the game state object so it will
+     * be sent to any new clients that join. */
     this.state.scores = {
       scores: scores,
       words: word_submitters_arr
     };
 
+    /* And broadcast the scores to all connected clients. */
     this.broadcast_event_object('scores', this.state.scores);
   }
 }
@@ -192,7 +250,20 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => {
                                      request.body.answers);
   response.json(result);
 
-  if (game.answers.length >= game.players.length)
+  if (game.state.players_answered >= game.players.length)
+    game.perform_judging();
+});
+
+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);
+  response.json(result);
+
+  if (game.state.players_judged >= game.players.length)
     game.compute_scores();
 });