X-Git-Url: https://git.cworth.org/git?p=empires-server;a=blobdiff_plain;f=empathy.js;h=c1d150f354d9bb4207f985b7da65540d4caa8ccd;hp=578d0504e15aac6bb3eb8f287d5c5aa0fc4d2aa2;hb=771e0ce4711a7ed723d216c28ab8d1472463d3ef;hpb=97a30bcc5ad4730523a80a058db80b89a9c328b7 diff --git a/empathy.js b/empathy.js index 578d050..c1d150f 100644 --- a/empathy.js +++ b/empathy.js @@ -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) { @@ -34,39 +34,55 @@ class Empathy extends Game { ambiguities: null, players_judged: [], 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; this.answering_start_time_ms = 0; + this.judging_idle_timer = 0; + this.judging_start_time_ms = 0; 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()); + /* 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; @@ -77,8 +93,10 @@ class Empathy extends Game { 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) { @@ -86,17 +104,30 @@ class Empathy extends Game { } 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.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++; @@ -126,6 +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); @@ -200,6 +245,7 @@ class Empathy extends Game { 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(() => { @@ -251,7 +297,30 @@ 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); + } + } + + 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) { @@ -266,6 +335,8 @@ 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 @@ -305,13 +376,28 @@ class Empathy extends Game { this.state.players_judging.delete(player.name); this.state.players_judged.push(player.name); - /* And notify all players this this player has judged. */ + /* 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" }; @@ -323,7 +409,9 @@ class Empathy extends Game { if (prompt !== this.state.active_prompt) return { valid: false, message: "Prompt no longer active" }; - /* Notify all players this this player is actively judging. */ + 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); @@ -349,6 +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(); } @@ -358,7 +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); @@ -429,7 +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 @@ -440,6 +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( @@ -458,7 +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 }; @@ -476,6 +595,7 @@ class Prompt { this.items = items; this.prompt = prompt; this.votes = []; + this.votes_against = []; } toggle_vote(player_name) { @@ -484,6 +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) => { @@ -504,6 +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); @@ -525,7 +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(); }); @@ -565,9 +706,10 @@ router.post('/judged/:prompt_id([0-9]+)', (request, response) => { 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) + /* 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(); }); @@ -593,6 +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();