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[lmno.games] / empathy / empathy.jsx
1 const MAX_PROMPT_ITEMS = 20;
2
3 function undisplay(element) {
4   element.style.display="none";
5 }
6
7 function add_message(severity, message) {
8   message = `<div class="message ${severity}" onclick="undisplay(this)">
9 <span class="hide-button" onclick="undisplay(this.parentElement)">&times;</span>
10 ${message}
11 </div>`;
12   const message_area = document.getElementById('message-area');
13   message_area.insertAdjacentHTML('beforeend', message);
14 }
15
16 /*********************************************************
17  * Handling server-sent event stream                     *
18  *********************************************************/
19
20 const events = new EventSource("events");
21
22 events.onerror = function(event) {
23   if (event.target.readyState === EventSource.CLOSED) {
24     setTimeout(() => {
25       add_message("danger", "Connection to server lost.");
26     }, 1000);
27   }
28 };
29
30 events.addEventListener("game-info", event => {
31   const info = JSON.parse(event.data);
32
33   window.game.set_game_info(info);
34 });
35
36 events.addEventListener("player-info", event => {
37   const info = JSON.parse(event.data);
38
39   window.game.set_player_info(info);
40 });
41
42 events.addEventListener("player-enter", event => {
43   const info = JSON.parse(event.data);
44
45   window.game.set_other_player_info(info);
46 });
47
48 events.addEventListener("player-exit", event => {
49   const info = JSON.parse(event.data);
50
51   window.game.remove_player(info);
52 });
53
54 events.addEventListener("player-update", event => {
55   const info = JSON.parse(event.data);
56
57   if (info.id === window.game.state.player_info.id)
58     window.game.set_player_info(info);
59   else
60     window.game.set_other_player_info(info);
61 });
62
63 events.addEventListener("game-state", event => {
64   const state = JSON.parse(event.data);
65
66   window.game.reset_game_state();
67
68   window.game.set_prompts(state.prompts);
69
70   window.game.set_active_prompt(state.active_prompt);
71
72   window.game.set_players_answered(state.players_answered);
73
74   window.game.set_players_answering(state.players_answering);
75
76   window.game.set_answering_idle(state.answering_idle);
77
78   window.game.set_end_answers(state.end_answers);
79
80   window.game.set_ambiguities(state.ambiguities);
81
82   window.game.set_players_judged(state.players_judged);
83
84   window.game.set_players_judging(state.players_judging);
85
86   window.game.set_judging_idle(state.judging_idle);
87
88   window.game.set_end_judging(state.end_judging);
89
90   window.game.set_scores(state.scores);
91
92   window.game.set_new_game_votes(state.new_game_votes);
93
94   window.game.state_ready();
95 });
96
97 events.addEventListener("prompt", event => {
98   const prompt = JSON.parse(event.data);
99
100   window.game.add_or_update_prompt(prompt);
101 });
102
103 events.addEventListener("start", event => {
104   const prompt = JSON.parse(event.data);
105
106   window.game.set_active_prompt(prompt);
107 });
108
109 events.addEventListener("player-answered", event => {
110   const player = JSON.parse(event.data);
111
112   window.game.set_player_answered(player);
113 });
114
115 events.addEventListener("player-answering", event => {
116   const player = JSON.parse(event.data);
117
118   window.game.set_player_answering(player);
119 });
120
121 events.addEventListener("answering-idle", event => {
122   const value = JSON.parse(event.data);
123
124   window.game.set_answering_idle(value);
125 });
126
127 events.addEventListener("vote-end-answers", event => {
128   const player = JSON.parse(event.data);
129
130   window.game.set_player_vote_end_answers(player);
131 });
132
133 events.addEventListener("unvote-end-answers", event => {
134   const player = JSON.parse(event.data);
135
136   window.game.set_player_unvote_end_answers(player);
137 });
138
139 events.addEventListener("ambiguities", event => {
140   const ambiguities = JSON.parse(event.data);
141
142   window.game.set_ambiguities(ambiguities);
143 });
144
145 events.addEventListener("player-judged", event => {
146   const player = JSON.parse(event.data);
147
148   window.game.set_player_judged(player);
149 });
150
151 events.addEventListener("player-judging", event => {
152   const player = JSON.parse(event.data);
153
154   window.game.set_player_judging(player);
155 });
156
157 events.addEventListener("judging-idle", event => {
158   const value = JSON.parse(event.data);
159
160   window.game.set_judging_idle(value);
161 });
162
163 events.addEventListener("vote-end-judging", event => {
164   const player = JSON.parse(event.data);
165
166   window.game.set_player_vote_end_judging(player);
167 });
168
169 events.addEventListener("unvote-end-judging", event => {
170   const player = JSON.parse(event.data);
171
172   window.game.set_player_unvote_end_judging(player);
173 });
174
175 events.addEventListener("scores", event => {
176   const scores = JSON.parse(event.data);
177
178   window.game.set_scores(scores);
179 });
180
181 events.addEventListener("vote-new-game", event => {
182   const player = JSON.parse(event.data);
183
184   window.game.set_player_vote_new_game(player);
185 });
186
187 events.addEventListener("unvote-new-game", event => {
188   const player = JSON.parse(event.data);
189
190   window.game.set_player_unvote_new_game(player);
191 });
192
193 /*********************************************************
194  * Game and supporting classes                           *
195  *********************************************************/
196
197 function copy_to_clipboard(id)
198 {
199   const tmp = document.createElement("input");
200   tmp.setAttribute("value", document.getElementById(id).innerHTML);
201   document.body.appendChild(tmp);
202   tmp.select();
203   document.execCommand("copy");
204   document.body.removeChild(tmp);
205 }
206
207 const GameInfo = React.memo(props => {
208   if (! props.id)
209     return null;
210
211   return (
212     <div className="game-info">
213       <span className="game-id">{props.id}</span>
214       {" "}
215       Share this link to invite friends:{" "}
216       <span id="game-share-url">{props.url}</span>
217       {" "}
218       <button
219         className="inline"
220         onClick={() => copy_to_clipboard('game-share-url')}
221       >Copy Link</button>
222     </div>
223   );
224 });
225
226 const PlayerInfo = React.memo(props => {
227   if (! props.player.id)
228     return null;
229
230   const all_players = [props.player, ...props.other_players];
231
232   const sorted_players = all_players.sort((a,b) => {
233     return b.score - a.score;
234   });
235
236   const names_and_scores = sorted_players.map(player => {
237     if (player.score)
238       return `${player.name} (${player.score})`;
239     else
240       return player.name;
241   }).join(', ');
242
243   return (
244     <div className="player-info">
245       <span className="players-header">Players: </span>
246       <span>{names_and_scores}</span>
247     </div>
248   );
249 });
250
251 function fetch_method_json(method, api = '', data = {}) {
252   const response = fetch(api, {
253     method: method,
254     headers: {
255       'Content-Type': 'application/json'
256     },
257     body: JSON.stringify(data)
258   });
259   return response;
260 }
261
262 function fetch_post_json(api = '', data = {}) {
263   return fetch_method_json('POST', api, data);
264 }
265
266 async function fetch_put_json(api = '', data = {}) {
267   return fetch_method_json('PUT', api, data);
268 }
269
270 class CategoryRequest extends React.PureComponent {
271   constructor(props) {
272     super(props);
273     this.category = React.createRef();
274
275     this.handle_change = this.handle_change.bind(this);
276     this.handle_submit = this.handle_submit.bind(this);
277   }
278
279   handle_change(event) {
280     const category_input = this.category.current;
281     const category = category_input.value;
282
283     const match = category.match(/[0-9]+/);
284     if (match) {
285       const num_items = parseInt(match[0], 10);
286       if (num_items > 0 && num_items <= MAX_PROMPT_ITEMS)
287         category_input.setCustomValidity("");
288     }
289   }
290
291   async handle_submit(event) {
292     const form = event.currentTarget;
293     const category_input = this.category.current;
294     const category = category_input.value;
295
296     /* Prevent the default page-changing form-submission behavior. */
297     event.preventDefault();
298
299     const match = category.match(/[0-9]+/);
300     if (match === null) {
301       category_input.setCustomValidity("Category must include a number");
302       form.reportValidity();
303       return;
304     }
305
306     const num_items = parseInt(match[0], 10);
307
308     if (num_items > MAX_PROMPT_ITEMS) {
309       category_input.setCustomValidity(`Maximum number of items is ${MAX_PROMPT_ITEMS}`);
310       form.reportValidity();
311       return;
312     }
313
314     if (num_items < 1) {
315       category_input.setCustomValidity("Category must require at least one item.");
316       form.reportValidity();
317       return;
318     }
319
320     const response = await fetch_post_json("prompts", {
321       items: num_items,
322       prompt: category
323     });
324
325     if (response.status === 200) {
326       const result = await response.json();
327       if (! result.valid) {
328         add_message("danger", result.message);
329         return;
330       }
331     } else {
332       add_message("danger", "An error occurred submitting your category");
333     }
334
335     form.reset();
336   }
337
338   render() {
339     return (
340       <div className="category-request">
341         <h2>Submit a Category</h2>
342         <p>
343           Suggest a category to play. Don't forget to include the
344           number of items for each person to submit.
345         </p>
346
347         <form onSubmit={this.handle_submit} >
348           <div className="form-field large">
349             <input
350               type="text"
351               id="category"
352               placeholder="6 things at the beach"
353               required
354               autoComplete="off"
355               onChange={this.handle_change}
356               ref={this.category}
357             />
358           </div>
359
360           <div className="form-field large">
361             <button type="submit">
362               Send
363             </button>
364           </div>
365
366         </form>
367       </div>
368     );
369   }
370 }
371
372 const PromptOption = React.memo(props => {
373
374   const prompt = props.prompt;
375
376   if (prompt.votes_against.find(v => v === props.player.name))
377     return false;
378
379   return (
380     <button
381       className="vote-button"
382       key={prompt.id}
383       onClick={() => fetch_post_json(`vote/${prompt.id}`) }
384     >
385       <span
386         className="hide-button"
387         onClick={(event) => {
388           event.stopPropagation();
389           fetch_post_json(`vote_against/${prompt.id}`);
390         }}
391       >
392         &times;
393       </span>
394       {prompt.prompt}
395       <div className="vote-choices">
396         {prompt.votes.map(v => {
397           return (
398             <div
399               key={v}
400               className="vote-choice"
401             >
402               {v}
403             </div>
404           );
405         })}
406       </div>
407     </button>
408   );
409 });
410
411 const PromptOptions = React.memo(props => {
412
413   if (props.prompts.length === 0)
414     return null;
415
416   return (
417     <div className="prompt-options">
418       <h2>Vote on Categories</h2>
419       <p>
420         Select any categories below that you'd like to play.
421         You can choose as many as you'd like.
422       </p>
423       {props.prompts.map(
424         prompt => <PromptOption
425                     key={prompt.id}
426                     prompt={prompt}
427                     player={props.player}
428                   />
429       )}
430     </div>
431   );
432 });
433
434 const LetsPlay = React.memo(props => {
435
436   const quorum = Math.round((props.num_players + 1) / 2);
437   const max_votes = props.prompts.reduce(
438     (max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
439
440   if (max_votes < quorum)
441     return null;
442
443   const candidates = props.prompts.filter(p => p.votes.length >= quorum);
444   const index = Math.floor(Math.random() * candidates.length);
445   const winner = candidates[index];
446
447   return (
448     <div className="lets-play">
449       <h2>Let's Play</h2>
450       <p>
451         That should be enough voting. If you're not waiting for any
452         other players to join, then let's start.
453       </p>
454       <button
455         className="lets-play"
456         onClick={() => fetch_post_json(`start/${winner.id}`) }
457       >
458         Start Game
459       </button>
460     </div>
461   );
462 });
463
464 class Ambiguities extends React.PureComponent {
465
466   constructor(props) {
467     super(props);
468
469     function canonize(word) {
470       return word.replace(/((a|an|the) )?(.*?)s?$/i, '$3');
471     }
472
473     const word_sets = [];
474
475     for (let word of props.words) {
476       const word_canon = canonize(word);
477       let found_match = false;
478       for (let set of word_sets) {
479         const set_canon = canonize(set.values().next().value);
480         if (word_canon === set_canon) {
481           set.add(word);
482           found_match = true;;
483           break;
484         }
485       }
486       if (! found_match) {
487         const set = new Set();
488         set.add(word);
489         word_sets.push(set);
490       }
491     }
492
493     this.state = {
494       word_sets: word_sets,
495       selected: null,
496       starred: null
497     };
498
499     this.submitted = false;
500     this.judging_sent_recently = false;
501   }
502
503   async handle_submit() {
504
505     /* Don't submit a second time. */
506     if (this.submitted)
507       return;
508
509     const response = await fetch_post_json(
510       `judged/${this.props.prompt.id}`,{
511         word_groups: this.state.word_sets.map(set => Array.from(set)),
512         kudos: this.state.starred ? Array.from(this.state.starred) : null
513       }
514     );
515
516     if (response.status === 200) {
517       const result = await response.json();
518       if (! result.valid) {
519         add_message("danger", result.message);
520         return;
521       }
522     } else {
523       add_message("danger", "An error occurred submitting the results of your judging");
524       return;
525     }
526
527     this.submitted = true;
528   }
529
530   handle_click(word) {
531
532     /* Let the server know we are doing some judging, (but rate limit
533      * this so we don't send a "judging" notification more frquently
534      * than necessary.
535      */
536     if (! this.judging_sent_recently) {
537       fetch_post_json(`judging/${this.props.prompt.id}`);
538       this.judging_sent_recently = true;
539       setTimeout(() => { this.judging_sent_recently = false; }, 1000);
540     }
541
542     if (this.state.selected == word) {
543       /* Second click on same word removes the word from the group. */
544       const idx = this.state.word_sets.findIndex(s => s.has(word));
545       const set = this.state.word_sets[idx];
546       if (set.size === 1) {
547         /* When the word is already alone, there's nothing to do but
548          * to un-select it. */
549         this.setState({
550           selected: null
551         });
552         return;
553       }
554
555       const new_set = new Set([...set].filter(w => w !== word));
556       this.setState({
557         selected: null,
558         word_sets: [...this.state.word_sets.slice(0, idx),
559                     new_set,
560                     new Set().add(word),
561                     ...this.state.word_sets.slice(idx+1)]
562       });
563     } else if (this.state.selected) {
564       /* Click of a second word groups the two together. */
565       const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
566       const idx2 = this.state.word_sets.findIndex(s => s.has(word));
567       const set1 = this.state.word_sets[idx1];
568       const set2 = this.state.word_sets[idx2];
569       const new_set = new Set([...set2, ...set1]);
570       if (idx1 < idx2) {
571         this.setState({
572           selected: null,
573           word_sets: [...this.state.word_sets.slice(0, idx1),
574                       ...this.state.word_sets.slice(idx1 + 1, idx2),
575                       new_set,
576                       ...this.state.word_sets.slice(idx2 + 1)]
577         });
578       } else {
579         this.setState({
580           selected: null,
581           word_sets: [...this.state.word_sets.slice(0, idx2),
582                       new_set,
583                       ...this.state.word_sets.slice(idx2 + 1, idx1),
584                       ...this.state.word_sets.slice(idx1 + 1)]
585         });
586       }
587     } else {
588       /* First click of a word selects it. */
589       this.setState({
590         selected: word
591       });
592     }
593   }
594
595   render() {
596     let move_on_button = null;
597
598     if (this.props.idle) {
599       move_on_button = (
600         <button
601           className="vote-button"
602           onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
603         >
604           Move On Without Their Input
605           <div className="vote-choices">
606             {[...this.props.votes].map(v => {
607               return (
608                 <div
609                   key={v}
610                   className="vote-choice"
611                 >
612                   {v}
613                   </div>
614               );
615             })}
616           </div>
617         </button>
618       );
619     }
620
621     let still_waiting = null;
622     const judging_players = Object.keys(this.props.players_judging);
623     if (judging_players.length) {
624       still_waiting = (
625         <div>
626           <p>
627             Still waiting for the following player
628             {judging_players.length > 1 ? 's' : '' }
629             :
630           </p>
631           <ul>
632             {judging_players.map(player => {
633               return (
634                 <li
635                   key={player}
636                 >
637                   {player}{' '}
638                   <span className=
639                   {this.props.players_judging[player].active ?
640                    "typing active"
641                    :
642                    "typing idle"}>
643                     <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
644                   </span>
645                 </li>
646               );
647             })}
648           </ul>
649         </div>
650       );
651     }
652
653     if (this.props.players_judged.has(this.props.player.name)) {
654       return (
655         <div className="please-wait">
656           <h2>Submission received</h2>
657           <p>
658             The following players have completed judging:{' '}
659             {[...this.props.players_judged].join(', ')}
660           </p>
661           {still_waiting}
662           {move_on_button}
663
664         </div>
665       );
666     }
667
668     const btn_class = "ambiguity-button";
669     const btn_selected_class = btn_class + " selected";
670
671     return (
672       <div className="ambiguities">
673         <h2>Judging Answers</h2>
674         <p>
675           Click on each pair of answers that should be scored as equivalent,
676           (and click any word twice to split it out from a group). Remember,
677           what goes around comes around, so it's best to be generous when
678           judging.
679         </p>
680         <h2>{this.props.prompt.prompt}</h2>
681         {this.state.word_sets.map(set => {
682           return (
683             <div
684               className="ambiguity-group"
685               key={Array.from(set)[0]}
686             >
687               {Array.from(set).map(word => {
688                 return (
689                   <button
690                     className={this.state.selected === word ?
691                                btn_selected_class : btn_class }
692                     key={word}
693                     onClick={() => this.handle_click(word)}
694                   >
695                     {word}
696                   </button>
697                 );
698               })}
699               <span
700                 className={this.state.starred === set ?
701                            "star-button selected" : "star-button"
702                           }
703                 onClick={(event) => {
704                   event.stopPropagation();
705                   this.setState({
706                     starred: set
707                   });
708                 }}
709               >
710               {this.state.starred === set ?
711                '★' : '☆'
712               }
713               </span>
714             </div>
715           );
716         })}
717         <p>
718           Click here when done judging:<br/>
719           <button
720             onClick={() => this.handle_submit()}
721           >
722             Send
723           </button>
724         </p>
725       </div>
726     );
727   }
728 }
729
730 class ActivePrompt extends React.PureComponent {
731
732   constructor(props) {
733     super(props);
734     const items = props.prompt.items;
735
736     this.submitted = false;
737
738     this.answers = [...Array(items)].map(() => React.createRef());
739     this.answering_sent_recently = false;
740
741     this.handle_submit = this.handle_submit.bind(this);
742     this.handle_change = this.handle_change.bind(this);
743   }
744
745   handle_change(event) {
746     /* We don't care (or even look) at what the player is typing at
747      * this point. We simply want to be informed that the player _is_
748      * typing so that we can tell the server (which will tell other
749      * players) that there is activity here.
750      */
751
752     /* Rate limit so that we don't send an "answering" notification
753      * more frequently than necessary.
754      */
755     if (! this.answering_sent_recently) {
756       fetch_post_json(`answering/${this.props.prompt.id}`);
757       this.answering_sent_recently = true;
758       setTimeout(() => { this.answering_sent_recently = false; }, 1000);
759     }
760   }
761
762   async handle_submit(event) {
763     const form = event.currentTarget;
764
765     /* Prevent the default page-changing form-submission behavior. */
766     event.preventDefault();
767
768     /* And don't submit a second time. */
769     if (this.submitted)
770       return;
771
772     const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
773       answers: this.answers.map(r => r.current.value)
774     });
775     if (response.status === 200) {
776       const result = await response.json();
777       if (! result.valid) {
778         add_message("danger", result.message);
779         return;
780       }
781     } else {
782       add_message("danger", "An error occurred submitting your answers");
783       return;
784     }
785
786     /* Everything worked. Server is happy with our answers. */
787     form.reset();
788     this.submitted = true;
789   }
790
791   render() {
792
793     let still_waiting = null;
794     const answering_players = Object.keys(this.props.players_answering);;
795     if (answering_players.length) {
796       still_waiting = (
797         <div>
798           <p>
799             Still waiting for the following player
800             {answering_players.length > 1 ? 's' : ''}
801             :
802           </p>
803           <ul>
804             {answering_players.map(player => {
805               return (
806                 <li
807                   key={player}
808                 >
809                   {player}{' '}
810                   <span className=
811                   {this.props.players_answering[player].active ?
812                    "typing active"
813                    :
814                    "typing idle"}>
815                     <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
816                   </span>
817                 </li>
818               );
819             })}
820           </ul>
821         </div>
822       );
823     }
824
825     let move_on_button = null;
826     if (this.props.idle) {
827       move_on_button =(
828         <button
829           className="vote-button"
830           onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
831         >
832           {answering_players.length ?
833            "Move On Without Their Answers" :
834            "Move On Without Anyone Else"}
835           <div className="vote-choices">
836             {[...this.props.votes].map(v => {
837               return (
838                 <div
839                   key={v}
840                   className="vote-choice"
841                 >
842                   {v}
843                 </div>
844               );
845             })}
846           </div>
847         </button>
848       );
849     }
850
851     if (this.props.players_answered.has(this.props.player.name)) {
852       return (
853         <div className="please-wait">
854           <h2>Submission received</h2>
855           <p>
856             The following players have submitted their answers:{' '}
857             {[...this.props.players_answered].join(', ')}
858           </p>
859           {still_waiting}
860           {move_on_button}
861
862         </div>
863       );
864     }
865
866     return (
867       <div className="active-prompt">
868         <h2>The Game of Empathy</h2>
869         <p>
870           Remember, you're trying to match your answers with
871           what the other players submit.
872           Give {this.props.prompt.items} answer
873           {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
874         </p>
875         <h2>{this.props.prompt.prompt}</h2>
876         <form onSubmit={this.handle_submit}>
877           {[...Array(this.props.prompt.items)].map((whocares,i) => {
878             return (
879               <div
880                 key={i}
881                 className="form-field large">
882                 <input
883                   type="text"
884                   name={`answer_${i}`}
885                   required
886                   autoComplete="off"
887                   onChange={this.handle_change}
888                   ref={this.answers[i]}
889                 />
890               </div>
891             );
892           })}
893
894           <div
895             key="submit-button"
896             className="form-field large">
897             <button type="submit">
898               Send
899             </button>
900           </div>
901
902         </form>
903       </div>
904     );
905   }
906 }
907
908 class Game extends React.PureComponent {
909   constructor(props) {
910     super(props);
911     this.state = {
912       game_info: {},
913       player_info: {},
914       other_players: [],
915       prompts: [],
916       active_prompt: null,
917       players_answered: new Set(),
918       players_answering: {},
919       answering_idle: false,
920       end_answers_votes: new Set(),
921       ambiguities: null,
922       players_judged: new Set(),
923       players_judging: {},
924       judging_idle: false,
925       end_judging_votes: new Set(),
926       scores: null,
927       new_game_votes: new Set(),
928       ready: false
929     };
930   }
931
932   set_game_info(info) {
933     this.setState({
934       game_info: info
935     });
936   }
937
938   set_player_info(info) {
939     this.setState({
940       player_info: info
941     });
942   }
943
944   set_other_player_info(info) {
945     const other_players_copy = [...this.state.other_players];
946     const idx = other_players_copy.findIndex(o => o.id === info.id);
947     if (idx >= 0) {
948       other_players_copy[idx] = info;
949     } else {
950       other_players_copy.push(info);
951     }
952     this.setState({
953       other_players: other_players_copy
954     });
955   }
956
957   remove_player(info) {
958     this.setState({
959       other_players: this.state.other_players.filter(o => o.id !== info.id)
960     });
961   }
962
963   reset_game_state() {
964     this.setState({
965       prompts: [],
966       active_prompt: null,
967       players_answered: new Set(),
968       players_answering: {},
969       answering_idle: false,
970       end_answers_votes: new Set(),
971       ambiguities: null,
972       players_judged: new Set(),
973       players_judging: {},
974       judging_idle: false,
975       end_judging_votes: new Set(),
976       scores: null,
977       new_game_votes: new Set(),
978       ready: false
979     });
980   }
981
982   set_prompts(prompts) {
983     this.setState({
984       prompts: prompts
985     });
986   }
987
988   add_or_update_prompt(prompt) {
989     const prompts_copy = [...this.state.prompts];
990     const idx = prompts_copy.findIndex(p => p.id === prompt.id);
991     if (idx >= 0) {
992       prompts_copy[idx] = prompt;
993     } else {
994       prompts_copy.push(prompt);
995     }
996     this.setState({
997       prompts: prompts_copy
998     });
999   }
1000
1001   set_active_prompt(prompt) {
1002     this.setState({
1003       active_prompt: prompt
1004     });
1005   }
1006
1007   set_players_answered(players) {
1008     this.setState({
1009       players_answered: new Set(players)
1010     });
1011   }
1012
1013   set_player_answered(player) {
1014     const new_players_answering = {...this.state.players_answering};
1015     delete new_players_answering[player];
1016
1017     this.setState({
1018       players_answered: new Set([...this.state.players_answered, player]),
1019       players_answering: new_players_answering
1020     });
1021   }
1022
1023   set_players_answering(players) {
1024     const players_answering = {};
1025     for (let player of players) {
1026       players_answering[player] = {active: false};
1027     }
1028     this.setState({
1029       players_answering: players_answering
1030     });
1031   }
1032
1033   set_player_answering(player) {
1034     /* Set the player as actively answering now. */
1035     this.setState({
1036       players_answering: {
1037         ...this.state.players_answering,
1038         [player]: {active: true}
1039       }
1040     });
1041     /* And arrange to have them marked idle very shortly.
1042      *
1043      * Note: This timeout is intentionally very, very short. We only
1044      * need it long enough that the browser has latched onto the state
1045      * change to "active" above. We actually use a CSS transition
1046      * delay to control the user-perceptible length of time after
1047      * which an active player appears inactive.
1048      */
1049     setTimeout(() => {
1050       this.setState({
1051         players_answering: {
1052           ...this.state.players_answering,
1053           [player]: {active: false}
1054         }
1055       });
1056     }, 100);
1057   }
1058
1059   set_answering_idle(value) {
1060     this.setState({
1061       answering_idle: value
1062     });
1063   }
1064
1065   set_end_answers(players) {
1066     this.setState({
1067       end_answers_votes: new Set(players)
1068     });
1069   }
1070
1071   set_player_vote_end_answers(player) {
1072     this.setState({
1073       end_answers_votes: new Set([...this.state.end_answers_votes, player])
1074     });
1075   }
1076
1077   set_player_unvote_end_answers(player) {
1078     this.setState({
1079       end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
1080     });
1081   }
1082
1083   set_ambiguities(ambiguities) {
1084     this.setState({
1085       ambiguities: ambiguities
1086     });
1087   }
1088
1089   set_players_judged(players) {
1090     this.setState({
1091       players_judged: new Set(players)
1092     });
1093   }
1094
1095   set_player_judged(player) {
1096     const new_players_judging = {...this.state.players_judging};
1097     delete new_players_judging[player];
1098
1099     this.setState({
1100       players_judged: new Set([...this.state.players_judged, player]),
1101       players_judging: new_players_judging
1102     });
1103   }
1104
1105   set_players_judging(players) {
1106     const players_judging = {};
1107     for (let player of players) {
1108       players_judging[player] = {active: false};
1109     }
1110     this.setState({
1111       players_judging: players_judging
1112     });
1113   }
1114
1115   set_player_judging(player) {
1116     /* Set the player as actively judging now. */
1117     this.setState({
1118       players_judging: {
1119         ...this.state.players_judging,
1120         [player]: {active: true}
1121       }
1122     });
1123     /* And arrange to have them marked idle very shortly.
1124      *
1125      * Note: This timeout is intentionally very, very short. We only
1126      * need it long enough that the browser has latched onto the state
1127      * change to "active" above. We actually use a CSS transition
1128      * delay to control the user-perceptible length of time after
1129      * which an active player appears inactive.
1130      */
1131     setTimeout(() => {
1132       this.setState({
1133         players_judging: {
1134           ...this.state.players_judging,
1135           [player]: {active: false}
1136         }
1137       });
1138     }, 100);
1139
1140   }
1141
1142   set_judging_idle(value) {
1143     this.setState({
1144       judging_idle: value
1145     });
1146   }
1147
1148   set_end_judging(players) {
1149     this.setState({
1150       end_judging_votes: new Set(players)
1151     });
1152   }
1153
1154   set_player_vote_end_judging(player) {
1155     this.setState({
1156       end_judging_votes: new Set([...this.state.end_judging_votes, player])
1157     });
1158   }
1159
1160   set_player_unvote_end_judging(player) {
1161     this.setState({
1162       end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
1163     });
1164   }
1165
1166   set_scores(scores) {
1167     this.setState({
1168       scores: scores
1169     });
1170   }
1171
1172   set_new_game_votes(players) {
1173     this.setState({
1174       new_game_votes: new Set(players)
1175     });
1176   }
1177
1178   set_player_vote_new_game(player) {
1179     this.setState({
1180       new_game_votes: new Set([...this.state.new_game_votes, player])
1181     });
1182   }
1183
1184   set_player_unvote_new_game(player) {
1185     this.setState({
1186       new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
1187     });
1188   }
1189
1190   state_ready() {
1191     this.setState({
1192       ready: true
1193     });
1194   }
1195
1196   render() {
1197     const state = this.state;
1198     const players_total = 1 + state.other_players.length;
1199
1200     if (state.scores) {
1201
1202       let perfect_score = 0;
1203       for (let i = 0;
1204            i < state.active_prompt.items &&
1205            i < state.scores.words.length;
1206            i++)
1207       {
1208         perfect_score += state.scores.words[i].players.length;
1209       }
1210
1211       return (
1212         <div className="scores">
1213           <h2>{state.active_prompt.prompt}</h2>
1214           <h2>Scores</h2>
1215           <ul>
1216             {state.scores.scores.map(score => {
1217               let perfect = null;
1218               if (score.score === perfect_score) {
1219                 perfect = <span className="achievement">Perfect!</span>;
1220               }
1221               let quirkster = null;
1222               if (score.score === state.active_prompt.items) {
1223                 quirkster = <span className="achievement">Quirkster!</span>;
1224               }
1225               return (
1226                 <li key={score.players[0]}>
1227                 {score.players.join("/")}: {score.score} {perfect} {quirkster}
1228                 </li>
1229               );
1230             })}
1231           </ul>
1232           <h2>Words submitted</h2>
1233           <ul>
1234             {state.scores.words.map(word => {
1235               return (
1236                 <li key={word.word}>
1237                   {word.word} ({word.players.length}): {word.players.join(', ')}
1238                 </li>
1239               );
1240             })}
1241           </ul>
1242           <button
1243             className="vote-button"
1244             onClick={() => fetch_post_json(`new-game/${state.active_prompt.id}`) }
1245           >
1246             New Game
1247             <div className="vote-choices">
1248               {[...state.new_game_votes].map(v => {
1249                 return (
1250                   <div
1251                     key={v}
1252                     className="vote-choice"
1253                   >
1254                     {v}
1255                   </div>
1256                 );
1257               })}
1258             </div>
1259           </button>
1260         </div>
1261       );
1262     }
1263
1264     if (state.ambiguities){
1265       return <Ambiguities
1266                prompt={state.active_prompt}
1267                words={state.ambiguities}
1268                player={state.player_info}
1269                players_judged={state.players_judged}
1270                players_judging={state.players_judging}
1271                idle={state.judging_idle}
1272                votes={state.end_judging_votes}
1273              />;
1274     }
1275
1276     if (state.active_prompt) {
1277       return <ActivePrompt
1278                prompt={state.active_prompt}
1279                player={state.player_info}
1280                players_answered={state.players_answered}
1281                players_answering={state.players_answering}
1282                idle={state.answering_idle}
1283                votes={state.end_answers_votes}
1284              />;
1285     }
1286
1287     if (! state.ready)
1288       return null;
1289
1290     return [
1291       <GameInfo
1292         key="game-info"
1293         id={state.game_info.id}
1294         url={state.game_info.url}
1295       />,
1296       <PlayerInfo
1297         key="player-info"
1298         game={this}
1299         player={state.player_info}
1300         other_players={state.other_players}
1301       />,
1302       <p key="spacer"></p>,
1303       <CategoryRequest
1304         key="category-request"
1305       />,
1306       <PromptOptions
1307         key="prompts"
1308         prompts={state.prompts}
1309         player={state.player_info}
1310       />,
1311       <LetsPlay
1312         key="lets-play"
1313         num_players={1+state.other_players.length}
1314         prompts={state.prompts}
1315       />
1316     ];
1317   }
1318 }
1319
1320 ReactDOM.render(<Game
1321                   ref={(me) => window.game = me}
1322                 />, document.getElementById("empathy"));