]> git.cworth.org Git - lmno-server/blobdiff - empathy.js
Empathy: Change /judging endpoint to expect a top-level word_groups property
[lmno-server] / empathy.js
index 7a75b71ecdd12a071945cdb89c0a8530cf38ce94..7966d72db185bf4846a83c3b811cb3d457c88d27 100644 (file)
@@ -5,9 +5,53 @@ class Empathy extends Game {
   constructor(id) {
     super(id);
     this.state = {
-      prompts: []
+      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) {
@@ -35,6 +79,216 @@ class Empathy extends Game {
 
     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);
+
+    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 exist = this.equivalencies[`${eq[0]}:${eq[1]}`];
+          if (exist) {
+            exist.count++;
+          } else {
+            this.equivalencies[`${eq[0]}:${eq[1]}`] = {
+              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 = {};
+    const scores = [];
+
+    /* 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_groups = {};
+
+    for (let e of agreed_equivalencies) {
+      let group = word_groups[e.words[0]];
+      if (! group)
+        group = word_groups[e.words[1]];
+      if (! group)
+        group = { words: [], players: new Set()};
+
+      if (! word_groups[e.words[0]]) {
+        word_groups[e.words[0]] = group;
+        group.words.push(e.words[0]);
+      }
+
+      if (! word_groups[e.words[1]]) {
+        word_groups[e.words[1]] = group;
+        group.words.push(e.words[1]);
+      }
+    }
+
+    /* Now go through answers from each player and add the player name
+     * to the set corresponding to each word group. */
+    for (let a of this.answers) {
+      for (let word of a.answers) {
+        /* If there's no group yet, this is a singleton word. */
+        if (word_groups[word]) {
+          word_groups[word].players.add(a.player.name);
+        } else {
+          const group = { words: [word], players: new Set() };
+          group.players.add(a.player.name);
+          word_groups[word] = group;
+        }
+      }
+    }
+
+    /* Finally, go through the answers one more time, this time taking
+     * the length of the player set as a score for the player's
+     * submission of that word. */
+    for (let a of this.answers) {
+      let score = 0;
+      for (let word of a.answers) {
+        score += word_groups[word].players.size;
+      }
+      scores.push({
+        player: a.player.name,
+        score: score
+      });
+    }
+
+    scores.sort((a,b) => {
+      return b.score - a.score;
+    });
+
+    /* Put the word groups into a form the client can consume.
+     *
+     * Most significantly, we only want one entry for each group (even
+     * though our current "word_groups" object has a property for each
+     * word considered equivalent).
+     */
+    const words_submitted = Object.entries(word_groups).filter(
+      group => group[0] === group[1].words[0]).map(
+        group => {
+          return {
+            word: group[1].words.join('/'),
+            players: Array.from(group[1].players)
+          };
+        }
+      );
+
+    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();
@@ -59,7 +313,9 @@ class Prompt {
 router.post('/prompts', (request, response) => {
   const game = request.game;
 
-  game.add_prompt(request.body.items, request.body.prompt);
+  prompt = game.add_prompt(request.body.items, request.body.prompt);
+
+  response.json({ id: prompt.id});
 });
 
 router.post('/vote/:prompt_id([0-9]+)', (request, response) => {
@@ -67,11 +323,52 @@ router.post('/vote/:prompt_id([0-9]+)', (request, response) => {
   const prompt_id = parseInt(request.params.prompt_id, 10);
 
   if (game.toggle_vote(prompt_id, request.session.id))
-    response.sendStatus(200);
+    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",
   identifier: "empathy",