]> git.cworth.org Git - lmno.games/blob - empathy/empathy.jsx
Eliminate lead-in text when there is nothing following
[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 <= 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     const response = await fetch_post_json("prompts", {
315       items: num_items,
316       prompt: category
317     });
318
319     if (response.status === 200) {
320       const result = await response.json();
321       if (! result.valid) {
322         add_message("danger", result.message);
323         return;
324       }
325     } else {
326       add_message("danger", "An error occurred submitting your category");
327     }
328
329     form.reset();
330   }
331
332   render() {
333     return (
334       <div className="category-request">
335         <h2>Submit a Category</h2>
336         <p>
337           Suggest a category to play. Don't forget to include the
338           number of items for each person to submit.
339         </p>
340
341         <form onSubmit={this.handle_submit} >
342           <div className="form-field large">
343             <input
344               type="text"
345               id="category"
346               placeholder="6 things at the beach"
347               required
348               autoComplete="off"
349               onChange={this.handle_change}
350               ref={this.category}
351             />
352           </div>
353
354           <div className="form-field large">
355             <button type="submit">
356               Send
357             </button>
358           </div>
359
360         </form>
361       </div>
362     );
363   }
364 }
365
366 const PromptOptions = React.memo(props => {
367
368   if (props.prompts.length === 0)
369     return null;
370
371   return (
372     <div className="prompt-options">
373       <h2>Vote on Categories</h2>
374       <p>
375         Select any categories below that you'd like to play.
376         You can choose as many as you'd like.
377       </p>
378       {props.prompts.map(p => {
379         return (
380           <button
381             className="vote-button"
382             key={p.id}
383             onClick={() => fetch_post_json(`vote/${p.id}`) }
384           >
385             {p.prompt}
386             <div className="vote-choices">
387               {p.votes.map(v => {
388                 return (
389                   <div
390                     key={v}
391                     className="vote-choice"
392                   >
393                     {v}
394                   </div>
395                 );
396               })}
397             </div>
398           </button>
399         );
400       })}
401     </div>
402   );
403 });
404
405 const LetsPlay = React.memo(props => {
406
407   const quorum = Math.round((props.num_players + 1) / 2);
408   const max_votes = props.prompts.reduce(
409     (max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
410
411   if (max_votes < quorum)
412     return null;
413
414   const candidates = props.prompts.filter(p => p.votes.length >= quorum);
415   const index = Math.floor(Math.random() * candidates.length);
416   const winner = candidates[index];
417
418   return (
419     <div className="lets-play">
420       <h2>Let's Play</h2>
421       <p>
422         That should be enough voting. If you're not waiting for any
423         other players to join, then let's start.
424       </p>
425       <button
426         className="lets-play"
427         onClick={() => fetch_post_json(`start/${winner.id}`) }
428       >
429         Start Game
430       </button>
431     </div>
432   );
433 });
434
435 class Ambiguities extends React.PureComponent {
436
437   constructor(props) {
438     super(props);
439
440     const word_sets = props.words.map(word => {
441       const set = new Set();
442       set.add(word);
443       return set;
444     });
445
446     this.state = {
447       word_sets: word_sets,
448       selected: null
449     };
450
451     this.submitted = false;
452     this.judging_sent_recently = false;
453   }
454
455   async handle_submit() {
456
457     /* Don't submit a second time. */
458     if (this.submitted)
459       return;
460
461     const response = await fetch_post_json(
462       `judged/${this.props.prompt.id}`,{
463         word_groups: this.state.word_sets.map(set => Array.from(set))
464       }
465     );
466
467     if (response.status === 200) {
468       const result = await response.json();
469       if (! result.valid) {
470         add_message("danger", result.message);
471         return;
472       }
473     } else {
474       add_message("danger", "An error occurred submitting the results of your judging");
475       return;
476     }
477
478     this.submitted = true;
479   }
480
481   handle_click(word) {
482
483     /* Let the server know we are doing some judging, (but rate limit
484      * this so we don't send a "judging" notification more frquently
485      * than necessary.
486      */
487     if (! this.judging_sent_recently) {
488       fetch_post_json(`judging/${this.props.prompt.id}`);
489       this.judging_sent_recently = true;
490       setTimeout(() => { this.judging_sent_recently = false; }, 1000);
491     }
492
493     if (this.state.selected == word) {
494       /* Second click on same word removes the word from the group. */
495       const idx = this.state.word_sets.findIndex(s => s.has(word));
496       const set = this.state.word_sets[idx];
497       if (set.size === 1) {
498         /* When the word is already alone, there's nothing to do but
499          * to un-select it. */
500         this.setState({
501           selected: null
502         });
503         return;
504       }
505
506       const new_set = new Set([...set].filter(w => w !== word));
507       this.setState({
508         selected: null,
509         word_sets: [...this.state.word_sets.slice(0, idx),
510                     new_set,
511                     new Set().add(word),
512                     ...this.state.word_sets.slice(idx+1)]
513       });
514     } else if (this.state.selected) {
515       /* Click of a second word groups the two together. */
516       const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
517       const idx2 = this.state.word_sets.findIndex(s => s.has(word));
518       const set1 = this.state.word_sets[idx1];
519       const set2 = this.state.word_sets[idx2];
520       const new_set = new Set([...set2, ...set1]);
521       if (idx1 < idx2) {
522         this.setState({
523           selected: null,
524           word_sets: [...this.state.word_sets.slice(0, idx1),
525                       ...this.state.word_sets.slice(idx1 + 1, idx2),
526                       new_set,
527                       ...this.state.word_sets.slice(idx2 + 1)]
528         });
529       } else {
530         this.setState({
531           selected: null,
532           word_sets: [...this.state.word_sets.slice(0, idx2),
533                       new_set,
534                       ...this.state.word_sets.slice(idx2 + 1, idx1),
535                       ...this.state.word_sets.slice(idx1 + 1)]
536         });
537       }
538     } else {
539       /* First click of a word selects it. */
540       this.setState({
541         selected: word
542       });
543     }
544   }
545
546   render() {
547     let move_on_button = null;
548
549     if (this.props.idle) {
550       move_on_button = (
551         <button
552           className="vote-button"
553           onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
554         >
555           Move On
556           <div className="vote-choices">
557             {[...this.props.votes].map(v => {
558               return (
559                 <div
560                   key={v}
561                   className="vote-choice"
562                 >
563                   {v}
564                   </div>
565               );
566             })}
567           </div>
568         </button>
569       );
570     }
571
572     let still_waiting = null;
573     if (Object.keys(this.props.players_judging).length) {
574       still_waiting = [
575         <p>
576           Still waiting for the following players:
577         </p>,
578         <ul>
579           {Object.keys(this.props.players_judging).map(player => {
580             return (
581               <li
582                 key={player}
583               >
584                 {player}
585                 {this.props.players_judging[player] ?
586                  <span className="typing"/> : null }
587               </li>
588             );
589           })}
590         </ul>
591       ];
592     }
593
594     if (this.props.players_judged.has(this.props.player.name)) {
595       return (
596         <div className="please-wait">
597           <h2>Submission received</h2>
598           <p>
599             The following players have completed judging:{' '}
600             {[...this.props.players_judged].join(', ')}
601           </p>
602           {still_waiting}
603           {move_on_button}
604
605         </div>
606       );
607     }
608
609     const btn_class = "ambiguity-button";
610     const btn_selected_class = btn_class + " selected";
611
612     return (
613       <div className="ambiguities">
614         <h2>Judging Answers</h2>
615         <p>
616           Click on each pair of answers that should be scored as equivalent,
617           (and click any word twice to split it out from a group). Remember,
618           what goes around comes around, so it's best to be generous when
619           judging.
620         </p>
621         <h2>{this.props.prompt.prompt}</h2>
622         {this.state.word_sets.map(set => {
623           return (
624             <div
625               className="ambiguity-group"
626               key={Array.from(set)[0]}
627             >
628               {Array.from(set).map(word => {
629                 return (
630                   <button
631                     className={this.state.selected === word ?
632                                btn_selected_class : btn_class }
633                     key={word}
634                     onClick={() => this.handle_click(word)}
635                   >
636                     {word}
637                   </button>
638                 );
639               })}
640             </div>
641           );
642         })}
643         <p>
644           Click here when done judging:<br/>
645           <button
646             onClick={() => this.handle_submit()}
647           >
648             Send
649           </button>
650         </p>
651       </div>
652     );
653   }
654 }
655
656 class ActivePrompt extends React.PureComponent {
657
658   constructor(props) {
659     super(props);
660     const items = props.prompt.items;
661
662     this.submitted = false;
663
664     this.answers = [...Array(items)].map(() => React.createRef());
665     this.answering_sent_recently = false;
666
667     this.handle_submit = this.handle_submit.bind(this);
668     this.handle_change = this.handle_change.bind(this);
669   }
670
671   handle_change(event) {
672     /* We don't care (or even look) at what the player is typing at
673      * this point. We simply want to be informed that the player _is_
674      * typing so that we can tell the server (which will tell other
675      * players) that there is activity here.
676      */
677
678     /* Rate limit so that we don't send an "answering" notification
679      * more frequently than necessary.
680      */
681     if (! this.answering_sent_recently) {
682       fetch_post_json(`answering/${this.props.prompt.id}`);
683       this.answering_sent_recently = true;
684       setTimeout(() => { this.answering_sent_recently = false; }, 1000);
685     }
686   }
687
688   async handle_submit(event) {
689     const form = event.currentTarget;
690
691     /* Prevent the default page-changing form-submission behavior. */
692     event.preventDefault();
693
694     /* And don't submit a second time. */
695     if (this.submitted)
696       return;
697
698     const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
699       answers: this.answers.map(r => r.current.value)
700     });
701     if (response.status === 200) {
702       const result = await response.json();
703       if (! result.valid) {
704         add_message("danger", result.message);
705         return;
706       }
707     } else {
708       add_message("danger", "An error occurred submitting your answers");
709       return;
710     }
711
712     /* Everything worked. Server is happy with our answers. */
713     form.reset();
714     this.submitted = true;
715   }
716
717   render() {
718     let move_on_button = null;
719     if (this.props.idle) {
720       move_on_button =(
721         <button
722           className="vote-button"
723           onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
724         >
725           Move On
726           <div className="vote-choices">
727             {[...this.props.votes].map(v => {
728               return (
729                 <div
730                   key={v}
731                   className="vote-choice"
732                 >
733                   {v}
734                 </div>
735               );
736             })}
737           </div>
738         </button>
739       );
740     }
741
742     let still_waiting = null;
743     if (Object.keys(this.props.players_answering).length) {
744       still_waiting = [
745         <p>
746           Still waiting for the following players:
747         </p>,
748         <ul>
749            {Object.keys(this.props.players_answering).map(player => {
750              return (
751                <li
752                  key={player}
753                >
754                  {player}
755                  {this.props.players_answering[player] ?
756                   <span className="typing"/> : null }
757                </li>
758              );
759            })}
760         </ul>
761       ];
762     }
763
764     if (this.props.players_answered.has(this.props.player.name)) {
765       return (
766         <div className="please-wait">
767           <h2>Submission received</h2>
768           <p>
769             The following players have submitted their answers:{' '}
770             {[...this.props.players_answered].join(', ')}
771           </p>
772           {still_waiting}
773           {move_on_button}
774
775         </div>
776       );
777     }
778
779     return (
780       <div className="active-prompt">
781         <h2>The Game of Empathy</h2>
782         <p>
783           Remember, you're trying to match your answers with
784           what the other players submit.
785           Give {this.props.prompt.items} answer
786           {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
787         </p>
788         <h2>{this.props.prompt.prompt}</h2>
789         <form onSubmit={this.handle_submit}>
790           {[...Array(this.props.prompt.items)].map((whocares,i) => {
791             return (
792               <div
793                 key={i}
794                 className="form-field large">
795                 <input
796                   type="text"
797                   name={`answer_${i}`}
798                   required
799                   autoComplete="off"
800                   onChange={this.handle_change}
801                   ref={this.answers[i]}
802                 />
803               </div>
804             );
805           })}
806
807           <div
808             key="submit-button"
809             className="form-field large">
810             <button type="submit">
811               Send
812             </button>
813           </div>
814
815         </form>
816       </div>
817     );
818   }
819 }
820
821 class Game extends React.PureComponent {
822   constructor(props) {
823     super(props);
824     this.state = {
825       game_info: {},
826       player_info: {},
827       other_players: [],
828       prompts: [],
829       active_prompt: null,
830       players_answered: new Set(),
831       players_answering: {},
832       answering_idle: false,
833       end_answers_votes: new Set(),
834       ambiguities: null,
835       players_judged: new Set(),
836       players_judging: {},
837       judging_idle: false,
838       end_judging_votes: new Set(),
839       scores: null,
840       new_game_votes: new Set(),
841       ready: false
842     };
843   }
844
845   set_game_info(info) {
846     this.setState({
847       game_info: info
848     });
849   }
850
851   set_player_info(info) {
852     this.setState({
853       player_info: info
854     });
855   }
856
857   set_other_player_info(info) {
858     const other_players_copy = [...this.state.other_players];
859     const idx = other_players_copy.findIndex(o => o.id === info.id);
860     if (idx >= 0) {
861       other_players_copy[idx] = info;
862     } else {
863       other_players_copy.push(info);
864     }
865     this.setState({
866       other_players: other_players_copy
867     });
868   }
869
870   remove_player(info) {
871     this.setState({
872       other_players: this.state.other_players.filter(o => o.id !== info.id)
873     });
874   }
875
876   reset_game_state() {
877     this.setState({
878       prompts: [],
879       active_prompt: null,
880       players_answered: new Set(),
881       players_answering: {},
882       answering_idle: false,
883       end_answers_votes: new Set(),
884       ambiguities: null,
885       players_judged: new Set(),
886       players_judging: {},
887       judging_idle: false,
888       end_judging_votes: new Set(),
889       scores: null,
890       new_game_votes: new Set(),
891       ready: false
892     });
893   }
894
895   set_prompts(prompts) {
896     this.setState({
897       prompts: prompts
898     });
899   }
900
901   add_or_update_prompt(prompt) {
902     const prompts_copy = [...this.state.prompts];
903     const idx = prompts_copy.findIndex(p => p.id === prompt.id);
904     if (idx >= 0) {
905       prompts_copy[idx] = prompt;
906     } else {
907       prompts_copy.push(prompt);
908     }
909     this.setState({
910       prompts: prompts_copy
911     });
912   }
913
914   set_active_prompt(prompt) {
915     this.setState({
916       active_prompt: prompt
917     });
918   }
919
920   set_players_answered(players) {
921     this.setState({
922       players_answered: new Set(players)
923     });
924   }
925
926   set_player_answered(player) {
927     const new_players_answering = {...this.state.players_answering};
928     delete new_players_answering[player];
929
930     this.setState({
931       players_answered: new Set([...this.state.players_answered, player]),
932       players_answering: new_players_answering
933     });
934   }
935
936   set_players_answering(players) {
937     const players_answering = {};
938     for (let player of players) {
939       players_answering[player] = {active: false};
940     }
941     this.setState({
942       players_answering: players_answering
943     });
944   }
945
946   set_player_answering(player) {
947     this.setState({
948       players_answering: {
949         ...this.state.players_answering,
950         [player]: {active: true}
951       }
952     });
953   }
954
955   set_answering_idle(value) {
956     this.setState({
957       answering_idle: value
958     });
959   }
960
961   set_end_answers(players) {
962     this.setState({
963       end_answers_votes: new Set(players)
964     });
965   }
966
967   set_player_vote_end_answers(player) {
968     this.setState({
969       end_answers_votes: new Set([...this.state.end_answers_votes, player])
970     });
971   }
972
973   set_player_unvote_end_answers(player) {
974     this.setState({
975       end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
976     });
977   }
978
979   set_ambiguities(ambiguities) {
980     this.setState({
981       ambiguities: ambiguities
982     });
983   }
984
985   set_players_judged(players) {
986     this.setState({
987       players_judged: new Set(players)
988     });
989   }
990
991   set_player_judged(player) {
992     const new_players_judging = {...this.state.players_judging};
993     delete new_players_judging[player];
994
995     this.setState({
996       players_judged: new Set([...this.state.players_judged, player]),
997       players_judging: new_players_judging
998     });
999   }
1000
1001   set_players_judging(players) {
1002     const players_judging = {};
1003     for (let player of players) {
1004       players_judging[player] = {active: false};
1005     }
1006     this.setState({
1007       players_judging: players_judging
1008     });
1009   }
1010
1011   set_player_judging(player) {
1012     this.setState({
1013       players_judging: {
1014         ...this.state.players_judging,
1015         [player]: {active: true}
1016       }
1017     });
1018   }
1019
1020   set_judging_idle(value) {
1021     this.setState({
1022       judging_idle: value
1023     });
1024   }
1025
1026   set_end_judging(players) {
1027     this.setState({
1028       end_judging_votes: new Set(players)
1029     });
1030   }
1031
1032   set_player_vote_end_judging(player) {
1033     this.setState({
1034       end_judging_votes: new Set([...this.state.end_judging_votes, player])
1035     });
1036   }
1037
1038   set_player_unvote_end_judging(player) {
1039     this.setState({
1040       end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
1041     });
1042   }
1043
1044   set_scores(scores) {
1045     this.setState({
1046       scores: scores
1047     });
1048   }
1049
1050   set_new_game_votes(players) {
1051     this.setState({
1052       new_game_votes: new Set(players)
1053     });
1054   }
1055
1056   set_player_vote_new_game(player) {
1057     this.setState({
1058       new_game_votes: new Set([...this.state.new_game_votes, player])
1059     });
1060   }
1061
1062   set_player_unvote_new_game(player) {
1063     this.setState({
1064       new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
1065     });
1066   }
1067
1068   state_ready() {
1069     this.setState({
1070       ready: true
1071     });
1072   }
1073
1074   render() {
1075     const state = this.state;
1076     const players_total = 1 + state.other_players.length;
1077
1078     if (state.scores) {
1079       return (
1080         <div className="scores">
1081           <h2>{state.active_prompt.prompt}</h2>
1082           <h2>Scores</h2>
1083           <ul>
1084             {state.scores.scores.map(score => {
1085               return (
1086                 <li key={score.player}>
1087                   {score.players.join("/")}: {score.score}
1088                 </li>
1089               );
1090             })}
1091           </ul>
1092           <h2>Words submitted</h2>
1093           <ul>
1094             {state.scores.words.map(word => {
1095               return (
1096                 <li key={word.word}>
1097                   {word.word} ({word.players.length}): {word.players.join(', ')}
1098                 </li>
1099               );
1100             })}
1101           </ul>
1102           <button
1103             className="vote-button"
1104             onClick={() => fetch_post_json(`new-game/${state.active_prompt.id}`) }
1105           >
1106             New Game
1107             <div className="vote-choices">
1108               {[...state.new_game_votes].map(v => {
1109                 return (
1110                   <div
1111                     key={v}
1112                     className="vote-choice"
1113                   >
1114                     {v}
1115                   </div>
1116                 );
1117               })}
1118             </div>
1119           </button>
1120         </div>
1121       );
1122     }
1123
1124     if (state.ambiguities){
1125       return <Ambiguities
1126                prompt={state.active_prompt}
1127                words={state.ambiguities}
1128                player={state.player_info}
1129                players_judged={state.players_judged}
1130                players_judging={state.players_judging}
1131                idle={state.judging_idle}
1132                votes={state.end_judging_votes}
1133              />;
1134     }
1135
1136     if (state.active_prompt) {
1137       return <ActivePrompt
1138                prompt={state.active_prompt}
1139                player={state.player_info}
1140                players_answered={state.players_answered}
1141                players_answering={state.players_answering}
1142                idle={state.answering_idle}
1143                votes={state.end_answers_votes}
1144              />;
1145     }
1146
1147     if (! state.ready)
1148       return null;
1149
1150     return [
1151       <GameInfo
1152         key="game-info"
1153         id={state.game_info.id}
1154         url={state.game_info.url}
1155       />,
1156       <PlayerInfo
1157         key="player-info"
1158         game={this}
1159         player={state.player_info}
1160         other_players={state.other_players}
1161       />,
1162       <p key="spacer"></p>,
1163       <CategoryRequest
1164         key="category-request"
1165       />,
1166       <PromptOptions
1167         key="prompts"
1168         prompts={state.prompts}
1169       />,
1170       <LetsPlay
1171         key="lets-play"
1172         num_players={1+state.other_players.length}
1173         prompts={state.prompts}
1174       />
1175     ];
1176   }
1177 }
1178
1179 ReactDOM.render(<Game
1180                   ref={(me) => window.game = me}
1181                 />, document.getElementById("empathy"));