X-Git-Url: https://git.cworth.org/git?p=empires-server;a=blobdiff_plain;f=empathy.js;h=d6b007b4bc3ef75d32230cde000917cdacdb7fa4;hp=5e59dd20ef4fb710e242850fd1dc34fa1f06d218;hb=HEAD;hpb=60c56d50f8ada21f0dc9eea0bf4485cc7fcf1375 diff --git a/empathy.js b/empathy.js index 5e59dd2..d6b007b 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) { @@ -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; @@ -45,31 +46,44 @@ class Empathy extends Game { this.judging_start_time_ms = 0; this.next_prompt_id = 1; this.equivalencies = {}; + this.kudos = {}; } 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 +97,7 @@ 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) { @@ -96,16 +111,25 @@ class Empathy extends Game { 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 ${MAX_PROMPT_ITEMS}` }; + } + + if (items < 1) { + return { + valid: false, + message: "Category must require at least one item" + }; + } const prompt = new Prompt(this.next_prompt_id, items, prompt_string); this.next_prompt_id++; @@ -135,6 +159,20 @@ class Empathy extends Game { return true; } + toggle_vote_against(prompt_id, session_id) { + const player = this.players_by_session[session_id]; + + const prompt = this.state.prompts.find(p => p.id === prompt_id); + if (! prompt || ! player) + return false; + + prompt.toggle_vote_against(player.name); + + this.broadcast_event_object('prompt', prompt); + + return true; + } + /* Returns true on success, false for prompt not found. */ start(prompt_id) { const prompt = this.state.prompts.find(p => p.id === prompt_id); @@ -266,6 +304,12 @@ class Empathy extends Game { } this.broadcast_event_object('ambiguities', this.state.ambiguities); + + /* Notify all players of every player that is judging. */ + for (let player_name of this.state.players_answered) { + this.state.players_judging.add(player_name); + this.broadcast_event_object('player-judging', player_name); + } } reset_judging_timeout() { @@ -303,15 +347,23 @@ class Empathy extends Game { */ for (let group of word_groups) { - for (let i = 0; i < group.length - 1; i++) { - for (let j = i + 1; j < group.length; j++) { - let eq = [group[i], group[j]]; + const words = group.words; + if (group.kudos) { + this.kudos[player.name] = { + player: player, + words: [...words] + }; + } + + for (let i = 0; i < words.length - 1; i++) { + for (let j = i + 1; j < words.length; j++) { + let eq = [words[i], words[j]]; /* Put the two words into a reliable order so that we don't * miss a pair of equivalent equivalencies just because they * happen to be in the opposite order. */ if (eq[0].localeCompare(eq[1]) > 0) { - eq = [group[j], group[i]]; + eq = [words[j], words[i]]; } const key=`${this.canonize(eq[0])}:${this.canonize(eq[1])}`; @@ -395,6 +447,25 @@ 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(); } @@ -404,7 +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); @@ -419,7 +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; @@ -441,13 +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. @@ -466,45 +561,80 @@ class Empathy extends Game { * * 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 }; @@ -522,6 +652,7 @@ class Prompt { this.items = items; this.prompt = prompt; this.votes = []; + this.votes_against = []; } toggle_vote(player_name) { @@ -530,6 +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) => { @@ -550,6 +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); @@ -571,7 +723,7 @@ 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(); }); @@ -611,9 +763,10 @@ 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(); }); @@ -639,6 +792,19 @@ 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();