X-Git-Url: https://git.cworth.org/git?p=empires-server;a=blobdiff_plain;f=empathy.js;h=cfe0618d76f211a0e3ceeb69b017c3c90a187100;hp=12a743e87aad296cace8420b8fb6f28cfd8dfe7e;hb=99db5b01aba2ee48a13a7a591efc8812e23d0beb;hpb=1b8674fabbdfab627f12727cdc3616a233cd767a diff --git a/empathy.js b/empathy.js index 12a743e..cfe0618 100644 --- a/empathy.js +++ b/empathy.js @@ -1,13 +1,405 @@ 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: [], + 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); } } Empathy.router = express.Router(); +const router = Empathy.router; + +class Prompt { + constructor(id, items, prompt) { + this.id = id; + this.items = items; + this.prompt = prompt; + this.votes = []; + } + + toggle_vote(player_name) { + if (this.votes.find(v => v === player_name)) + this.votes = this.votes.filter(v => v !== player_name); + else + this.votes.push(player_name); + } +} + +router.post('/prompts', (request, response) => { + const game = request.game; + + const result = game.add_prompt(request.body.items, request.body.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 prompt_id = parseInt(request.params.prompt_id, 10); + + if (game.start(prompt_id)) + response.send(''); + else + response.sendStatus(404); +}); + +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); + + if (game.state.players_answered >= game.players.length) + game.perform_judging(); +}); + +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 = { name: "Empathy",