]> git.cworth.org Git - empires-server/blobdiff - empathy.js
empathy: Don't allow a prompt with 0 items
[empires-server] / empathy.js
index 4fdd4b329aa3eafeb39cf57c33df8fd953a65b7f..c1d150f354d9bb4207f985b7da65540d4caa8ccd 100644 (file)
@@ -19,7 +19,7 @@ const PHASE_MINIMUM_TIME = 30;
  *
  * Specified in seconds
  */
-const PHASE_IDLE_TIMEOUT = 30;
+const PHASE_IDLE_TIMEOUT = 15;
 
 class Empathy extends Game {
   constructor(id) {
@@ -36,7 +36,8 @@ class Empathy extends Game {
       players_judging: new Set(),
       judging_idle: false,
       end_judging: new Set(),
-      scores: null
+      scores: null,
+      new_game_votes: new Set()
     };
     this.answers = [];
     this.answering_idle_timer = 0;
@@ -49,27 +50,39 @@ class Empathy extends Game {
 
   reset() {
 
-    /* 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);
-      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());
+    /* Before closing out the current round, we accumulate into each
+     * player's overall score the results from the current round.
+     *
+     * Note: Rather than applying the actual points from each round
+     * into the player's score, we instead accumulate up the number of
+     * players that they bested in each round. This ensures that each
+     * round receives an equal weight in the overall scoring. */
+    let bested = this.state.scores.scores.reduce(
+      (total, score) => total + score.players.length, 0);
+    for (let i = 0; i < this.state.scores.scores.length; i++) {
+      const score = this.state.scores.scores[i];
+      bested -= score.players.length;
+      for (let player_name of score.players) {
+        const player = this.players.find(p => p.name === player_name);
+        if (player.score)
+          player.score += bested;
+        else
+          player.score = bested;
+
+        /* 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.
+     * more negative votes than positive. 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
+        p => p.id !== active_id && p.votes.length >= p.votes_against.length
       );
 
     this.state.active_prompt = null;
@@ -83,6 +96,7 @@ class Empathy extends Game {
     this.state.judging_idle = false;
     this.state.end_judging = new Set();
     this.state.scores = null;
+    this.state.new_game_votes = new Set();
 
     this.answers = [];
     if (this.answering_idle_timer) {
@@ -97,15 +111,23 @@ class Empathy extends Game {
     this.judging_start_time_ms = 0;
     this.equivalencies = {};
 
-    this.broadcast_event_object('game-state', this.state);
+    this.broadcast_event('game-state', this.game_state_json());
   }
 
   add_prompt(items, prompt_string) {
-    if (items > MAX_PROMPT_ITEMS)
+    if (items > MAX_PROMPT_ITEMS) {
       return {
         valid: false,
         message: `Maximum number of items is ${MAX_PROMPT_ITEMS}`
       };
+    }
+
+    if (items < 1) {
+      return {
+        valid: false,
+        message: "Category must require at least one item"
+      };
+    }
 
     const prompt = new Prompt(this.next_prompt_id, items, prompt_string);
     this.next_prompt_id++;
@@ -135,6 +157,20 @@ class Empathy extends Game {
     return true;
   }
 
+  toggle_vote_against(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_against(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);
@@ -401,6 +437,25 @@ class Empathy extends Game {
     return true;
   }
 
+  /* Returns true if vote toggled, false for player or prompt not found */
+  toggle_new_game(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;
+
+    if (this.state.new_game_votes.has(player.name)) {
+      this.state.new_game_votes.delete(player.name);
+      this.broadcast_event_object('unvote-new-game', player.name);
+    } else {
+      this.state.new_game_votes.add(player.name);
+      this.broadcast_event_object('vote-new-game', player.name);
+    }
+
+    return true;
+  }
+
   canonize(word) {
     return word.trim().toLowerCase();
   }
@@ -410,7 +465,7 @@ class Empathy extends Game {
 
     /* Perform a (non-strict) majority ruling on equivalencies,
      * dropping all that didn't get enough votes. */
-    const quorum = Math.floor((this.players.length + 1)/2);
+    const quorum = Math.floor((this.state.players_judged.length + 1)/2);
     const agreed_equivalencies = Object.values(this.equivalencies).filter(
       eq => eq.count >= quorum);
 
@@ -481,7 +536,7 @@ class Empathy extends Game {
       group.players.forEach(p => p.round_score += group.players.size);
     }
 
-    const scores = this.players.map(p => {
+    const scores = this.players.filter(p => p.active).map(p => {
       return {
         player: p.name,
         score: p.round_score
@@ -492,6 +547,18 @@ class Empathy extends Game {
       return b.score - a.score;
     });
 
+    /* After sorting individual players by score, group players
+     * together who have the same score. */
+    const reducer = (list, next) => {
+      if (list.length && list[list.length-1].score == next.score)
+        list[list.length-1].players.push(next.player);
+      else
+        list.push({players: [next.player], score: next.score});
+      return list;
+    };
+
+    const grouped_scores = scores.reduce(reducer, []);
+
     /* Put the word groups into a form the client can consume.
      */
     const words_submitted = word_groups.map(
@@ -510,7 +577,7 @@ class Empathy extends Game {
     /* 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,
+      scores: grouped_scores,
       words: words_submitted
     };
 
@@ -528,6 +595,7 @@ class Prompt {
     this.items = items;
     this.prompt = prompt;
     this.votes = [];
+    this.votes_against = [];
   }
 
   toggle_vote(player_name) {
@@ -536,6 +604,17 @@ class Prompt {
     else
       this.votes.push(player_name);
   }
+
+  toggle_vote_against(player_name) {
+    if (this.votes_against.find(v => v === player_name)) {
+      this.votes_against = this.votes_against.filter(v => v !== player_name);
+    } else {
+      this.votes_against.push(player_name);
+      /* When voting against, we also remove any vote _for_ the same
+       * prompt. */
+      this.votes = this.votes.filter(v => v !== player_name);
+    }
+  }
 }
 
 router.post('/prompts', (request, response) => {
@@ -556,6 +635,16 @@ router.post('/vote/:prompt_id([0-9]+)', (request, response) => {
     response.sendStatus(404);
 });
 
+router.post('/vote_against/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  if (game.toggle_vote_against(prompt_id, request.session.id))
+    response.send('');
+  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);
@@ -577,7 +666,7 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => {
 
   /* 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)
+  if (game.state.players_answered.length >= game.active_players)
     game.perform_judging();
 });
 
@@ -619,7 +708,8 @@ router.post('/judged/:prompt_id([0-9]+)', (request, response) => {
 
   /* 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)
+  const judged_set = new Set(game.state.players_judged);
+  if ([...game.state.players_answered].filter(x => !judged_set.has(x)).length === 0)
     game.compute_scores();
 });
 
@@ -645,6 +735,19 @@ router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => {
     game.compute_scores();
 });
 
+router.post('/new-game/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  if (game.toggle_new_game(prompt_id, request.session.id))
+    response.send('');
+  else
+    response.sendStatus(404);
+
+  if (game.state.new_game_votes.size > (game.state.players_answered.length / 2))
+    game.reset();
+});
+
 router.post('/reset', (request, response) => {
   const game = request.game;
   game.reset();