]> git.cworth.org Git - empires-server/blobdiff - empathy.js
Force all submitted judging words to lowercase before mapping
[empires-server] / empathy.js
index 6fc926ff83b56991e22dde9ad4ad5635852601d1..cfe0618d76f211a0e3ceeb69b017c3c90a187100 100644 (file)
 const express = require("express");
 const Game = require("./game.js");
 
+const MAX_PROMPT_ITEMS = 20;
+
 class Empathy extends Game {
   constructor(id) {
     super(id);
     this.state = {
-      prompts: []
+      prompts: [],
+      active_prompt: null,
+      players_answered: 0,
+      ambiguities: null,
+      players_judged: 0,
+      scores: null
     };
+    this.answers = [];
     this.next_prompt_id = 1;
+    this.equivalencies = {};
+  }
+
+  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.equivalencies = {};
+
+    this.broadcast_event_object('game-state', this.state);
+  }
+
+  add_prompt(items, prompt_string) {
+    if (items > MAX_PROMPT_ITEMS)
+      return {
+        valid: false,
+        message: `Maximum number of items is ${MAX_PROMPT_ITEMS}`
+      };
+
+    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 {
+      valid: true,
+      id: prompt.id
+    };
+  }
+
+  /* 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).sort((a,b) => {
+      return a.toLowerCase().localeCompare(b.toLowerCase());
+    });
+
+    this.broadcast_event_object('ambiguities', this.state.ambiguities);
+  }
+
+  receive_judging(prompt_id, session_id, word_groups) {
+    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" };
+
+    /* 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
+     * reason for that is so that the server can determine which
+     * pair-wise equivalencies have majority support.
+     */
+    for (let group of word_groups) {
+
+      for (let i = 0; i < group.length - 1; i++) {
+        for (let j = i + 1; j < group.length; j++) {
+          let eq = [group[i], group[j]];
+
+          /* Put the two words into a reliable order so that we don't
+           * miss a pair of equivalent equivalencies just because they
+           * happen to be in the opposite order. */
+          if (eq[0].localeCompare(eq[1]) > 0) {
+            eq = [group[j], group[i]];
+          }
+
+          const key=`${this.canonize(eq[0])}:${this.canonize(eq[1])}`;
+
+          const exist = this.equivalencies[key];
+          if (exist) {
+            exist.count++;
+          } else {
+            this.equivalencies[key] = {
+              count: 1,
+              words: eq
+            };
+          }
+
+        }
+      }
+    }
+
+    /* 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.toLowerCase();
+  }
+
+  compute_scores() {
+    const word_submitters = {};
+
+    /* 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 agreed_equivalencies = Object.values(this.equivalencies).filter(
+      eq => eq.count >= quorum);
+
+    /* And with that agreed set of equivalencies, construct the full
+     * groups. */
+    const word_maps = {};
+
+    for (let e of agreed_equivalencies) {
+      const word0_canon = this.canonize(e.words[0]);
+      const word1_canon = this.canonize(e.words[1]);
+      let group = word_maps[word0_canon];
+      if (! group)
+        group = word_maps[word1_canon];
+      if (! group)
+        group = { words: [], players: new Set()};
+
+      if (! word_maps[word0_canon]) {
+        word_maps[word0_canon] = group;
+        group.words.push(e.words[0]);
+      }
+
+      if (! word_maps[word1_canon]) {
+        word_maps[word1_canon] = group;
+        group.words.push(e.words[1]);
+      }
+    }
+
+    /* Now go through answers from each player and add the player
+     * to the set corresponding to each word group. */
+    for (let a of this.answers) {
+      for (let word of a.answers) {
+        const word_canon = this.canonize(word);
+        /* If there's no group yet, this is a singleton word. */
+        if (word_maps[word_canon]) {
+          word_maps[word_canon].players.add(a.player);
+        } else {
+          const group = { words: [word], players: new Set() };
+          group.players.add(a.player);
+          word_maps[word_canon] = group;
+        }
+      }
+    }
+
+    /* Now that we've assigned the players to these word maps, we now
+     * want to collapse the groups down to a single array of
+     * word_groups.
+     *
+     * The difference between "word_maps" and "word_groups" is that
+     * the former has a property for every word that maps to a group,
+     * (so if you iterate over the keys you will see the same group
+     * multiple times). In contrast, iterating over"word_groups" will
+     * have you visit each group only once. */
+    const word_groups = Object.entries(word_maps).filter(
+      entry => entry[0] === this.canonize(entry[1].words[0]))
+          .map(entry => entry[1]);
+
+    /* Now, go through each word group and assign the scores out to
+     * the corresponding players.
+     *
+     * Note: We do this by going through the word groups, (as opposed
+     * to the list of words from the players again), specifically to
+     * avoid giving a player points for a wrod group twice (in the
+     * case where a player submits two different words that the group
+     * ends up judging as equivalent).
+     */
+    this.players.forEach(p => p.round_score = 0);
+    for (let group of word_groups) {
+      group.players.forEach(p => p.round_score += group.players.size);
+    }
+
+    const scores = this.players.map(p => {
+      return {
+        player: p.name,
+        score: p.round_score
+      };
+    });
+
+    scores.sort((a,b) => {
+      return b.score - a.score;
+    });
+
+    /* Put the word groups into a form the client can consume.
+     */
+    const words_submitted = word_groups.map(
+      group => {
+        return {
+          word: group.words.join('/'),
+          players: Array.from(group.players).map(p => p.name)
+        };
+      }
+    );
+
+    words_submitted.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: words_submitted
+    };
+
+    /* And broadcast the scores to all connected clients. */
+    this.broadcast_event_object('scores', this.state.scores);
   }
 }
 
@@ -33,32 +345,60 @@ class Prompt {
 router.post('/prompts', (request, response) => {
   const game = request.game;
 
-  const prompt = new Prompt(game.next_prompt_id,
-                            request.body.items,
-                            request.body.prompt);
-  game.next_prompt_id++;
-
-  game.state.prompts.push(prompt);
+  const result = game.add_prompt(request.body.items, request.body.prompt);
 
-  game.broadcast_event_object('prompt', prompt);
+  response.json(result);
 });
 
 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.send('');
+  else
+    response.sendStatus(404);
+});
+
+router.post('/start/:prompt_id([0-9]+)', (request, response) => {
   const game = request.game;
-  const player = game.players_by_session[request.session.id];
+  const prompt_id = parseInt(request.params.prompt_id, 10);
 
-  prompt = game.state.prompts.find(p => p.id === prompt_id);
-  if (! prompt || ! player) {
+  if (game.start(prompt_id))
+    response.send('');
+  else
     response.sendStatus(404);
-    return;
-  }
+});
 
-  prompt.toggle_vote(player.name);
+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);
 
-  game.broadcast_event_object('prompt', prompt);
+  if (game.state.players_answered >= game.players.length)
+    game.perform_judging();
+});
 
-  response.sendStatus(200);
+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.word_groups);
+  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 = {