]> git.cworth.org Git - empires-server/blobdiff - empathy.js
Consistently use null value to reset the ambiguities list
[empires-server] / empathy.js
index 7e53486d13dcd25b0c72217e7a29960de5fdd992..b7d01a0566c2d5b379db9ab90c3c77f4c8928bbd 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();
@@ -135,13 +138,45 @@ 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 };
   }
 
+  receive_answering(prompt_id, session_id) {
+    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+      return { valid: false, message: "Prompt no longer active" };
+
+    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);
+
+    return { valid: true };
+  }
+
   /* Returns true if vote toggled, false for player or prompt not found */
   toggle_end_answers(prompt_id, session_id) {
     const player = this.players_by_session[session_id];
@@ -225,13 +260,35 @@ 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 };
   }
 
+  receive_judging(prompt_id, session_id) {
+    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" };
+
+    /* Notify all players this this player is actively judging. */
+    this.state.players_judging.add(player.name);
+    this.broadcast_event_object('player-judging', player.name);
+
+    return { valid: true };
+  }
+
   /* Returns true if vote toggled, false for player or prompt not found */
   toggle_end_judging(prompt_id, session_id) {
     const player = this.players_by_session[session_id];
@@ -252,7 +309,7 @@ class Empathy extends Game {
   }
 
   canonize(word) {
-    return word.toLowerCase();
+    return word.trim().toLowerCase();
   }
 
   compute_scores() {
@@ -424,6 +481,20 @@ 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) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  const result = game.receive_answering(prompt_id,
+                                        request.session.id);
+  response.json(result);
 });
 
 router.post('/end-answers/:prompt_id([0-9]+)', (request, response) => {
@@ -447,6 +518,20 @@ 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) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  const result = game.receive_judging(prompt_id,
+                                      request.session.id);
+  response.json(result);
 });
 
 router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => {
@@ -458,13 +543,15 @@ 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 = {