X-Git-Url: https://git.cworth.org/git?p=empires-server;a=blobdiff_plain;f=empathy.js;h=d6b007b4bc3ef75d32230cde000917cdacdb7fa4;hp=eaf12bf8deb0a6b74d8358922643052da1afc7c2;hb=HEAD;hpb=54f57abe8bc6753da1c6b1663f1efcd178e33a75 diff --git a/empathy.js b/empathy.js index eaf12bf..d6b007b 100644 --- a/empathy.js +++ b/empathy.js @@ -3,6 +3,24 @@ 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); @@ -11,65 +29,107 @@ class Empathy extends Game { active_prompt: null, players_answered: [], players_answering: new Set(), + answering_idle: false, end_answers: new Set(), 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 = {}; + 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 = []; this.state.players_answering = new Set(); + this.state.answering_idle = false; this.state.end_answers = new Set(); - this.state.ambiguities = 0; + 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++; @@ -99,6 +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); @@ -135,10 +209,60 @@ class Empathy extends Game { answers: answers }); - /* And notify all players that this player has 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 }; } @@ -175,10 +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); + } + } + + 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_judging(prompt_id, session_id, word_groups) { + 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" }; @@ -190,6 +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 @@ -198,15 +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])}`; @@ -225,10 +382,49 @@ class Empathy extends Game { } } - /* And notify all players this this player has 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 }; } @@ -251,8 +447,27 @@ 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.toLowerCase(); + return word.trim().toLowerCase(); } compute_scores() { @@ -260,7 +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); @@ -275,7 +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; @@ -297,13 +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. @@ -322,45 +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 }; @@ -378,6 +652,7 @@ class Prompt { this.items = items; this.prompt = prompt; this.votes = []; + this.votes_against = []; } toggle_vote(player_name) { @@ -386,6 +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) => { @@ -406,6 +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); @@ -424,6 +720,20 @@ router.post('/answer/:prompt_id([0-9]+)', (request, response) => { request.session.id, request.body.answers); response.json(result); + + /* 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) => { @@ -435,17 +745,37 @@ router.post('/end-answers/:prompt_id([0-9]+)', (request, response) => { else response.sendStatus(404); - if (game.state.end_answers.size > (game.state.players_answered.length / 2)) + /* 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); }); @@ -458,13 +788,28 @@ router.post('/end-judging/:prompt_id([0-9]+)', (request, response) => { else response.sendStatus(404); - if (game.state.end_judging.size > (game.state.players_judged.length / 2)) + 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 = {