]> git.cworth.org Git - lmno-server/blobdiff - empathy.js
Fix JSON stringification of game-state at game reset
[lmno-server] / empathy.js
index 4fdd4b329aa3eafeb39cf57c33df8fd953a65b7f..3e32a8bc294e31268c4fa3a0bbd9a802e308db5a 100644 (file)
@@ -97,7 +97,7 @@ class Empathy extends Game {
     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) {
@@ -410,7 +410,7 @@ 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);
 
@@ -481,7 +481,7 @@ 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
@@ -577,7 +577,7 @@ 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();
 });