]> git.cworth.org Git - empires-server/blobdiff - empathy.js
Add a game phase to perform judging
[empires-server] / empathy.js
index 12a743e87aad296cace8420b8fb6f28cfd8dfe7e..3b613e672ade0e14e0f4ff03e1b3205b4f78cddd 100644 (file)
@@ -4,10 +4,273 @@ const Game = require("./game.js");
 class Empathy extends Game {
   constructor(id) {
     super(id);
+    this.state = {
+      prompts: [],
+      active_prompt: null,
+      players_answered: 0,
+      ambiguities: null,
+      players_judged: 0,
+      scores: null
+    };
+    this.answers = [];
+    this.next_prompt_id = 1;
+  }
+
+  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 = [];
+
+    this.broadcast_event_object('game-state', this.state);
+  }
+
+  add_prompt(items, prompt_string) {
+    const prompt = new Prompt(this.next_prompt_id, items, prompt_string);
+    this.next_prompt_id++;
+
+    this.state.prompts.push(prompt);
+
+    this.broadcast_event_object('prompt', prompt);
+
+    return prompt;
+  }
+
+  /* Returns true if vote toggled, false for player or prompt not found */
+  toggle_vote(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;
+
+    prompt.toggle_vote(player.name);
+
+    this.broadcast_event_object('prompt', prompt);
+
+    return true;
+  }
+
+  /* Returns true on success, false for prompt not found. */
+  start(prompt_id) {
+    const prompt = this.state.prompts.find(p => p.id === prompt_id);
+    if (! prompt)
+      return false;
+
+    /* Ignore any start request that comes in while a prompt is
+     * already being played. */
+    if (this.state.active_prompt)
+      return false;
+
+    this.state.active_prompt = prompt;
+
+    this.broadcast_event_object('start', prompt);
+
+    return true;
+  }
+
+  receive_answer(prompt_id, session_id, answers) {
+    const player = this.players_by_session[session_id];
+    if (! player)
+      return { valid: false, message: "Player not found" };
+
+    const prompt = this.state.prompts.find(p => p.id === prompt_id);
+    if (! prompt)
+      return { valid: false, message: "Prompt not found" };
+
+    if (prompt !== this.state.active_prompt)
+      return { valid: false, message: "Prompt no longer active" };
+
+    /* Save the complete answers for our own use later. */
+    this.answers.push({
+      player: player,
+      answers: answers
+    });
+
+    /* And notify players how many players have answered. */
+    this.state.players_answered++;
+    this.broadcast_event_object('answered', this.state.players_answered);
+
+    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 = [];
+
+    for (let a of this.answers) {
+      for (let word of a.answers) {
+        if (word_submitters[word])
+          word_submitters[word].push(a.player.name);
+        else
+          word_submitters[word] = [a.player.name];
+      }
+    }
+
+    for (let a of this.answers) {
+      let score = 0;
+      for (let word of a.answers) {
+        score += word_submitters[word].length;
+      }
+      scores.push({
+        player: a.player.name,
+        score: score
+      });
+    }
+
+    scores.sort((a,b) => {
+      return b.score - a.score;
+    });
+
+    const word_submitters_arr = [];
+    for (let word in word_submitters)
+      word_submitters_arr.push({word: word, players: word_submitters[word]});
+
+    word_submitters_arr.sort((a,b) => {
+      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);
   }
 }
 
 Empathy.router = express.Router();
+const router = Empathy.router;
+
+class Prompt {
+  constructor(id, items, prompt) {
+    this.id = id;
+    this.items = items;
+    this.prompt = prompt;
+    this.votes = [];
+  }
+
+  toggle_vote(player_name) {
+    if (this.votes.find(v => v === player_name))
+      this.votes = this.votes.filter(v => v !== player_name);
+    else
+      this.votes.push(player_name);
+  }
+}
+
+router.post('/prompts', (request, response) => {
+  const game = request.game;
+
+  game.add_prompt(request.body.items, request.body.prompt);
+});
+
+router.post('/vote/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  if (game.toggle_vote(prompt_id, request.session.id))
+    response.sendStatus(200);
+  else
+    response.sendStatus(404);
+});
+
+router.post('/start/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  if (game.start(prompt_id))
+    response.sendStatus(200);
+  else
+    response.sendStatus(404);
+});
+
+router.post('/answer/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  const result = game.receive_answer(prompt_id,
+                                     request.session.id,
+                                     request.body.answers);
+  response.json(result);
+
+  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();
+});
+
+router.post('/reset', (request, response) => {
+  const game = request.game;
+  game.reset();
+});
 
 Empathy.meta = {
   name: "Empathy",