]> git.cworth.org Git - empires-server/blobdiff - empathy.js
Add some autofocus attributes to several forms
[empires-server] / empathy.js
index 759b486f8b58b1814299c1fe6863bb17109b2917..d6b007b4bc3ef75d32230cde000917cdacdb7fa4 100644 (file)
@@ -3,65 +3,133 @@ const Game = require("./game.js");
 
 const MAX_PROMPT_ITEMS = 20;
 
+/* This time parameter specifies a time period in which a phase will
+ * not be considered idle in any circumstance. That is, this should be
+ * a reasonable time in which any "active" player should have at least
+ * started interacting with the current phase.
+ *
+ * Specified in seconds
+ */
+const PHASE_MINIMUM_TIME = 30;
+
+/* This parameter gives the amount of time that the game will wait to
+ * see activity from pending players. If this amount of time passes
+ * with no activity from any of them, the server will emit an "idle"
+ * event which will let clients issue a vote to end the current phase.
+ *
+ * Specified in seconds
+ */
+const PHASE_IDLE_TIMEOUT = 15;
+
 class Empathy extends Game {
   constructor(id) {
     super(id);
     this.state = {
       prompts: [],
       active_prompt: null,
-      players_answered: 0,
+      players_answered: [],
+      players_answering: new Set(),
+      answering_idle: false,
+      end_answers: new Set(),
       ambiguities: null,
-      players_judged: 0,
-      scores: null
+      players_judged: [],
+      players_judging: new Set(),
+      judging_idle: false,
+      end_judging: new Set(),
+      scores: null,
+      new_game_votes: new Set()
     };
     this.answers = [];
+    this.answering_idle_timer = 0;
+    this.answering_start_time_ms = 0;
+    this.judging_idle_timer = 0;
+    this.judging_start_time_ms = 0;
     this.next_prompt_id = 1;
     this.equivalencies = {};
+    this.kudos = {};
   }
 
   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());
+    /* 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;
-    this.state.players_answered = 0;
-    this.state.ambiguities = 0;
-    this.state.players_judged = 0;
+    this.state.players_answered = [];
+    this.state.players_answering = new Set();
+    this.state.answering_idle = false;
+    this.state.end_answers = new Set();
+    this.state.ambiguities = null;
+    this.state.players_judged = [];
+    this.state.players_judging = new Set();
+    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) {
+      clearTimeout(this.answering_idle_timer);
+    }
+    this.answering_idle_timer = 0;
+    this.answering_start_time_ms = 0;
+    if (this.judging_idle_timer) {
+      clearTimeout(this.judging_idle_timer);
+    }
+    this.judging_idle_timer = 0;
+    this.judging_start_time_ms = 0;
     this.equivalencies = {};
+    this.kudos = {};
 
-    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++;
@@ -91,6 +159,20 @@ 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);
@@ -127,13 +209,82 @@ class Empathy extends Game {
       answers: answers
     });
 
-    /* And notify players how many players have answered. */
-    this.state.players_answered++;
-    this.broadcast_event_object('answered', this.state.players_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);
+
+    /* If no players are left in the answering list then we don't need
+     * to wait for the answering_idle_timer to fire, because a person
+     * who isn't there obviously can't be typing. So we can broadcast
+     * the idle event right away. Note that we do this only if the
+     * answering phase has been going for a while to avoid the case of
+     * the first player being super fast and emptying the
+     * players_answering list before anyone else even got in.
+     */
+    if (this.state.players_answering.size === 0 &&
+        ((Date.now() - this.answering_start_time_ms) / 1000) > PHASE_MINIMUM_TIME)
+    {
+      this.broadcast_event_object('answering-idle', true);
+    }
+
+    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);
+      this.ansering_idle_timer = 0;
+    }
+    if (! this.state.answering_idle) {
+      this.answering_idle_timer = setTimeout(() => {
+        this.state.answering_idle = true;
+        this.broadcast_event_object('answering-idle', true);
+      }, PHASE_IDLE_TIMEOUT * 1000);
+    }
+
+    if (this.answering_start_time_ms === 0)
+      this.answering_start_time_ms = Date.now();
+
+    /* 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];
+
+    const prompt = this.state.prompts.find(p => p.id === prompt_id);
+    if (! prompt || ! player)
+      return false;
+
+    if (this.state.end_answers.has(player.name)) {
+      this.state.end_answers.delete(player.name);
+      this.broadcast_event_object('unvote-end-answers', player.name);
+    } else {
+      this.state.end_answers.add(player.name);
+      this.broadcast_event_object('vote-end-answers', player.name);
+    }
+
+    return true;
+  }
+
   perform_judging() {
     const word_map = {};
 
@@ -148,10 +299,33 @@ class Empathy extends Game {
       return a.toLowerCase().localeCompare(b.toLowerCase());
     });
 
+    if (this.judging_start_time_ms === 0) {
+      this.judging_start_time_ms = Date.now();
+    }
+
     this.broadcast_event_object('ambiguities', this.state.ambiguities);
+
+    /* Notify all players of every player that is judging. */
+    for (let player_name of this.state.players_answered) {
+      this.state.players_judging.add(player_name);
+      this.broadcast_event_object('player-judging', player_name);
+    }
   }
 
-  receive_judging(prompt_id, session_id, word_groups) {
+  reset_judging_timeout() {
+    if (this.judging_idle_timer) {
+      clearTimeout(this.judging_idle_timer);
+      this.judging_idle_timer = 0;
+    }
+    if (! this.state.judging_idle) {
+      this.judging_idle_timer = setTimeout(() => {
+        this.state.judging_idle = true;
+        this.broadcast_event_object('judging-idle', true);
+      }, PHASE_IDLE_TIMEOUT * 1000);
+    }
+  }
+
+  receive_judged(prompt_id, session_id, word_groups) {
     const player = this.players_by_session[session_id];
     if (! player)
       return { valid: false, message: "Player not found" };
@@ -163,6 +337,8 @@ class Empathy extends Game {
     if (prompt !== this.state.active_prompt)
       return { valid: false, message: "Prompt no longer active" };
 
+    this.reset_judging_timeout();
+
     /* 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
@@ -171,22 +347,32 @@ class Empathy extends Game {
      */
     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]];
+      const words = group.words;
+      if (group.kudos) {
+        this.kudos[player.name] = {
+          player: player,
+          words: [...words]
+        };
+      }
+
+      for (let i = 0; i < words.length - 1; i++) {
+        for (let j = i + 1; j < words.length; j++) {
+          let eq = [words[i], words[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]];
+            eq = [words[j], words[i]];
           }
 
-          const exist = this.equivalencies[`${eq[0]}:${eq[1]}`];
+          const key=`${this.canonize(eq[0])}:${this.canonize(eq[1])}`;
+
+          const exist = this.equivalencies[key];
           if (exist) {
             exist.count++;
           } else {
-            this.equivalencies[`${eq[0]}:${eq[1]}`] = {
+            this.equivalencies[key] = {
               count: 1,
               words: eq
             };
@@ -196,15 +382,92 @@ class Empathy extends Game {
       }
     }
 
-    /* And notify players how many players have completed judging. */
-    this.state.players_judged++;
-    this.broadcast_event_object('judged', this.state.players_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 that this player has judged. */
+    this.broadcast_event_object('player-judged', player.name);
+
+    /* If no players are left in the judging list then we don't need
+     * to wait for the judging_idle_timer to fire, because a person
+     * who isn't there obviously can't be judging. So we can broadcast
+     * the idle event right away. Note that we do this only if the
+     * judging phase has been going for a while to avoid the case of
+     * the first player being super fast and emptying the
+     * players_judging list before anyone else even got in.
+     */
+    if (this.state.players_judging.size === 0 &&
+        ((Date.now() - this.judging_start_time_ms) / 1000) > PHASE_MINIMUM_TIME)
+    {
+      this.broadcast_event_object('judging-idle', true);
+    }
+
+    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" };
+
+    this.reset_judging_timeout();
+
+    /* Notify all players that 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];
+
+    const prompt = this.state.prompts.find(p => p.id === prompt_id);
+    if (! prompt || ! player)
+      return false;
+
+    if (this.state.end_judging.has(player.name)) {
+      this.state.end_judging.delete(player.name);
+      this.broadcast_event_object('unvote-end-judging', player.name);
+    } else {
+      this.state.end_judging.add(player.name);
+      this.broadcast_event_object('vote-end-judging', player.name);
+    }
+
+    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.toLowerCase();
+    return word.trim().toLowerCase();
   }
 
   compute_scores() {
@@ -212,7 +475,7 @@ 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);
 
@@ -227,7 +490,11 @@ class Empathy extends Game {
       if (! group)
         group = word_maps[word1_canon];
       if (! group)
-        group = { words: [], players: new Set()};
+        group = {
+          words: [],
+          players: new Set(),
+          kudos: new Set()
+        };
 
       if (! word_maps[word0_canon]) {
         word_maps[word0_canon] = group;
@@ -249,13 +516,33 @@ class Empathy extends Game {
         if (word_maps[word_canon]) {
           word_maps[word_canon].players.add(a.player);
         } else {
-          const group = { words: [word], players: new Set() };
+          const group = {
+            words: [word],
+            players: new Set(),
+            kudos: new Set()
+          };
           group.players.add(a.player);
           word_maps[word_canon] = group;
         }
       }
     }
 
+    /* Apply kudos from each player to the word maps, (using a set so
+     * that no word_map can get multiple kudos from a single
+     * player). */
+    for (let kudos of Object.values(this.kudos)) {
+      for (let word of kudos.words) {
+        const word_canon = this.canonize(word);
+        if (! word_maps[word_canon])
+          continue;
+        /* Don't let any player give kudos to a group where they
+         * submitted a word themself. That just wouldn't be right. */
+        if (! word_maps[word_canon].players.has(kudos.player)) {
+          word_maps[word_canon].kudos.add(kudos.player);
+        }
+      }
+    }
+
     /* 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.
@@ -266,52 +553,88 @@ class Empathy extends Game {
      * 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] === entry[1].words[0]).map(entry => entry[1]);
+      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
+     * avoid giving a player points for a word 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);
+    this.players.forEach(p => {
+      p.round_score = 0;
+      p.round_kudos = 0;
+    });
     for (let group of word_groups) {
-      group.players.forEach(p => p.round_score += group.players.size);
+      group.players.forEach(p => {
+        p.round_score += group.players.size;
+        p.round_kudos += group.kudos.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
+        score: p.round_score,
+        kudos: p.round_kudos
       };
     });
 
     scores.sort((a,b) => {
-      return b.score - a.score;
+      const delta = b.score - a.score;
+      if (delta)
+        return delta;
+      return b.kudos - a.kudos;
     });
 
+    /* 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].kudos == next.kudos
+         )
+      {
+        list[list.length-1].players.push(next.player);
+      } else {
+        list.push({
+          players: [next.player],
+          score: next.score,
+          kudos: next.kudos,
+        });
+      }
+      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(
       group => {
         return {
           word: group.words.join('/'),
-          players: Array.from(group.players).map(p => p.name)
+          players: Array.from(group.players).map(p => p.name),
+          kudos: Array.from(group.kudos).map(p => p.name)
         };
       }
     );
 
     words_submitted.sort((a,b) => {
-      return b.players.length - a.players.length;
+      const delta = b.players.length - a.players.length;
+      if (delta !== 0)
+        return delta;
+      return b.kudos.length - a.kudos.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,
+      scores: grouped_scores,
       words: words_submitted
     };
 
@@ -329,6 +652,7 @@ class Prompt {
     this.items = items;
     this.prompt = prompt;
     this.votes = [];
+    this.votes_against = [];
   }
 
   toggle_vote(player_name) {
@@ -337,6 +661,17 @@ 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) => {
@@ -357,6 +692,16 @@ 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);
@@ -376,26 +721,95 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => {
                                      request.body.answers);
   response.json(result);
 
-  if (game.state.players_answered >= game.players.length)
+  /* If every registered player has answered, then there's no need to
+   * wait for anything else. */
+  if (game.state.players_answered.length >= game.active_players)
     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) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  if (game.toggle_end_answers(prompt_id, request.session.id))
+    response.send('');
+  else
+    response.sendStatus(404);
+
+  /* The majority rule here includes all players that have answered as
+   * well as all that have started typing. */
+  const players_involved = (game.state.players_answered.length +
+                            game.state.players_answering.size);
+
+  if (game.state.end_answers.size > players_involved / 2)
+    game.perform_judging();
+});
+
+router.post('/judged/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  const result = game.receive_judged(prompt_id,
+                                     request.session.id,
+                                     request.body.word_groups);
+  response.json(result);
+
+  /* If every player who answered has also judged, then there's no
+   * need to wait for anything else. */
+  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();
+});
+
 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);
+                                      request.session.id);
   response.json(result);
+});
+
+router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => {
+  const game = request.game;
+  const prompt_id = parseInt(request.params.prompt_id, 10);
+
+  if (game.toggle_end_judging(prompt_id, request.session.id))
+    response.send('');
+  else
+    response.sendStatus(404);
 
-  if (game.state.players_judged >= game.players.length)
+  if (game.state.end_judging.size > (game.state.players_answered.length / 2))
     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();
+
+  response.send('');
 });
 
 Empathy.meta = {