]> git.cworth.org Git - lmno.games/blob - empathy/empathy.jsx
Add key to list of PromptOption components
[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 ${MAX_PROMPT_ITEMS}`);
310       form.reportValidity();
311       return;
312     }
313
314     const response = await fetch_post_json("prompts", {
315       items: num_items,
316       prompt: category
317     });
318
319     if (response.status === 200) {
320       const result = await response.json();
321       if (! result.valid) {
322         add_message("danger", result.message);
323         return;
324       }
325     } else {
326       add_message("danger", "An error occurred submitting your category");
327     }
328
329     form.reset();
330   }
331
332   render() {
333     return (
334       <div className="category-request">
335         <h2>Submit a Category</h2>
336         <p>
337           Suggest a category to play. Don't forget to include the
338           number of items for each person to submit.
339         </p>
340
341         <form onSubmit={this.handle_submit} >
342           <div className="form-field large">
343             <input
344               type="text"
345               id="category"
346               placeholder="6 things at the beach"
347               required
348               autoComplete="off"
349               onChange={this.handle_change}
350               ref={this.category}
351             />
352           </div>
353
354           <div className="form-field large">
355             <button type="submit">
356               Send
357             </button>
358           </div>
359
360         </form>
361       </div>
362     );
363   }
364 }
365
366 const PromptOption = React.memo(props => {
367
368   const prompt = props.prompt;
369
370   if (prompt.votes_against.find(v => v === props.player.name))
371     return false;
372
373   return (
374     <button
375       className="vote-button"
376       key={prompt.id}
377       onClick={() => fetch_post_json(`vote/${prompt.id}`) }
378     >
379       <span
380         className="hide-button"
381         onClick={(event) => {
382           event.stopPropagation();
383           fetch_post_json(`vote_against/${prompt.id}`);
384         }}
385       >
386         &times;
387       </span>
388       {prompt.prompt}
389       <div className="vote-choices">
390         {prompt.votes.map(v => {
391           return (
392             <div
393               key={v}
394               className="vote-choice"
395             >
396               {v}
397             </div>
398           );
399         })}
400       </div>
401     </button>
402   );
403 });
404
405 const PromptOptions = React.memo(props => {
406
407   if (props.prompts.length === 0)
408     return null;
409
410   return (
411     <div className="prompt-options">
412       <h2>Vote on Categories</h2>
413       <p>
414         Select any categories below that you'd like to play.
415         You can choose as many as you'd like.
416       </p>
417       {props.prompts.map(
418         prompt => <PromptOption
419                     key={prompt.id}
420                     prompt={prompt}
421                     player={props.player}
422                   />
423       )}
424     </div>
425   );
426 });
427
428 const LetsPlay = React.memo(props => {
429
430   const quorum = Math.round((props.num_players + 1) / 2);
431   const max_votes = props.prompts.reduce(
432     (max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
433
434   if (max_votes < quorum)
435     return null;
436
437   const candidates = props.prompts.filter(p => p.votes.length >= quorum);
438   const index = Math.floor(Math.random() * candidates.length);
439   const winner = candidates[index];
440
441   return (
442     <div className="lets-play">
443       <h2>Let's Play</h2>
444       <p>
445         That should be enough voting. If you're not waiting for any
446         other players to join, then let's start.
447       </p>
448       <button
449         className="lets-play"
450         onClick={() => fetch_post_json(`start/${winner.id}`) }
451       >
452         Start Game
453       </button>
454     </div>
455   );
456 });
457
458 class Ambiguities extends React.PureComponent {
459
460   constructor(props) {
461     super(props);
462
463     function canonize(word) {
464       return word.replace(/((a|an|the) )?(.*?)s?$/i, '$3');
465     }
466
467     const word_sets = [];
468
469     for (let word of props.words) {
470       const word_canon = canonize(word);
471       console.log("Canonized " + word + " to " + word_canon);
472       let found_match = false;
473       for (let set of word_sets) {
474         const set_canon = canonize(set.values().next().value);
475         console.log("Comparing " + word_canon + " to " + set_canon);
476         if (word_canon === set_canon) {
477           set.add(word);
478           found_match = true;;
479           break;
480         }
481       }
482       if (! found_match) {
483         const set = new Set();
484         set.add(word);
485         word_sets.push(set);
486       }
487     }
488
489     this.state = {
490       word_sets: word_sets,
491       selected: null,
492       starred: null
493     };
494
495     this.submitted = false;
496     this.judging_sent_recently = false;
497   }
498
499   async handle_submit() {
500
501     /* Don't submit a second time. */
502     if (this.submitted)
503       return;
504
505     const response = await fetch_post_json(
506       `judged/${this.props.prompt.id}`,{
507         word_groups: this.state.word_sets.map(set => Array.from(set)),
508         kudos: Array.from(this.state.starred)
509       }
510     );
511
512     if (response.status === 200) {
513       const result = await response.json();
514       if (! result.valid) {
515         add_message("danger", result.message);
516         return;
517       }
518     } else {
519       add_message("danger", "An error occurred submitting the results of your judging");
520       return;
521     }
522
523     this.submitted = true;
524   }
525
526   handle_click(word) {
527
528     /* Let the server know we are doing some judging, (but rate limit
529      * this so we don't send a "judging" notification more frquently
530      * than necessary.
531      */
532     if (! this.judging_sent_recently) {
533       fetch_post_json(`judging/${this.props.prompt.id}`);
534       this.judging_sent_recently = true;
535       setTimeout(() => { this.judging_sent_recently = false; }, 1000);
536     }
537
538     if (this.state.selected == word) {
539       /* Second click on same word removes the word from the group. */
540       const idx = this.state.word_sets.findIndex(s => s.has(word));
541       const set = this.state.word_sets[idx];
542       if (set.size === 1) {
543         /* When the word is already alone, there's nothing to do but
544          * to un-select it. */
545         this.setState({
546           selected: null
547         });
548         return;
549       }
550
551       const new_set = new Set([...set].filter(w => w !== word));
552       this.setState({
553         selected: null,
554         word_sets: [...this.state.word_sets.slice(0, idx),
555                     new_set,
556                     new Set().add(word),
557                     ...this.state.word_sets.slice(idx+1)]
558       });
559     } else if (this.state.selected) {
560       /* Click of a second word groups the two together. */
561       const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
562       const idx2 = this.state.word_sets.findIndex(s => s.has(word));
563       const set1 = this.state.word_sets[idx1];
564       const set2 = this.state.word_sets[idx2];
565       const new_set = new Set([...set2, ...set1]);
566       if (idx1 < idx2) {
567         this.setState({
568           selected: null,
569           word_sets: [...this.state.word_sets.slice(0, idx1),
570                       ...this.state.word_sets.slice(idx1 + 1, idx2),
571                       new_set,
572                       ...this.state.word_sets.slice(idx2 + 1)]
573         });
574       } else {
575         this.setState({
576           selected: null,
577           word_sets: [...this.state.word_sets.slice(0, idx2),
578                       new_set,
579                       ...this.state.word_sets.slice(idx2 + 1, idx1),
580                       ...this.state.word_sets.slice(idx1 + 1)]
581         });
582       }
583     } else {
584       /* First click of a word selects it. */
585       this.setState({
586         selected: word
587       });
588     }
589   }
590
591   render() {
592     let move_on_button = null;
593
594     if (this.props.idle) {
595       move_on_button = (
596         <button
597           className="vote-button"
598           onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
599         >
600           Move On
601           <div className="vote-choices">
602             {[...this.props.votes].map(v => {
603               return (
604                 <div
605                   key={v}
606                   className="vote-choice"
607                 >
608                   {v}
609                   </div>
610               );
611             })}
612           </div>
613         </button>
614       );
615     }
616
617     let still_waiting = null;
618     const judging_players = Object.keys(this.props.players_judging);
619     if (judging_players.length) {
620       still_waiting = (
621         <div>
622           <p>
623             Still waiting for the following player
624             {judging_players.length > 1 ? 's' : '' }
625             :
626           </p>
627           <ul>
628             {judging_players.map(player => {
629               return (
630                 <li
631                   key={player}
632                 >
633                   {player}{' '}
634                   <span className=
635                   {this.props.players_judging[player].active ?
636                    "typing active"
637                    :
638                    "typing idle"}>
639                     <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
640                   </span>
641                 </li>
642               );
643             })}
644           </ul>
645         </div>
646       );
647     }
648
649     if (this.props.players_judged.has(this.props.player.name)) {
650       return (
651         <div className="please-wait">
652           <h2>Submission received</h2>
653           <p>
654             The following players have completed judging:{' '}
655             {[...this.props.players_judged].join(', ')}
656           </p>
657           {still_waiting}
658           {move_on_button}
659
660         </div>
661       );
662     }
663
664     const btn_class = "ambiguity-button";
665     const btn_selected_class = btn_class + " selected";
666
667     return (
668       <div className="ambiguities">
669         <h2>Judging Answers</h2>
670         <p>
671           Click on each pair of answers that should be scored as equivalent,
672           (and click any word twice to split it out from a group). Remember,
673           what goes around comes around, so it's best to be generous when
674           judging.
675         </p>
676         <h2>{this.props.prompt.prompt}</h2>
677         {this.state.word_sets.map(set => {
678           return (
679             <div
680               className="ambiguity-group"
681               key={Array.from(set)[0]}
682             >
683               {Array.from(set).map(word => {
684                 return (
685                   <button
686                     className={this.state.selected === word ?
687                                btn_selected_class : btn_class }
688                     key={word}
689                     onClick={() => this.handle_click(word)}
690                   >
691                     {word}
692                   </button>
693                 );
694               })}
695               <span
696                 className={this.state.starred === set ?
697                            "star-button selected" : "star-button"
698                           }
699                 onClick={(event) => {
700                   event.stopPropagation();
701                   this.setState({
702                     starred: set
703                   });
704                 }}
705               >
706               {this.state.starred === set ?
707                '★' : '☆'
708               }
709               </span>
710             </div>
711           );
712         })}
713         <p>
714           Click here when done judging:<br/>
715           <button
716             onClick={() => this.handle_submit()}
717           >
718             Send
719           </button>
720         </p>
721       </div>
722     );
723   }
724 }
725
726 class ActivePrompt extends React.PureComponent {
727
728   constructor(props) {
729     super(props);
730     const items = props.prompt.items;
731
732     this.submitted = false;
733
734     this.answers = [...Array(items)].map(() => React.createRef());
735     this.answering_sent_recently = false;
736
737     this.handle_submit = this.handle_submit.bind(this);
738     this.handle_change = this.handle_change.bind(this);
739   }
740
741   handle_change(event) {
742     /* We don't care (or even look) at what the player is typing at
743      * this point. We simply want to be informed that the player _is_
744      * typing so that we can tell the server (which will tell other
745      * players) that there is activity here.
746      */
747
748     /* Rate limit so that we don't send an "answering" notification
749      * more frequently than necessary.
750      */
751     if (! this.answering_sent_recently) {
752       fetch_post_json(`answering/${this.props.prompt.id}`);
753       this.answering_sent_recently = true;
754       setTimeout(() => { this.answering_sent_recently = false; }, 1000);
755     }
756   }
757
758   async handle_submit(event) {
759     const form = event.currentTarget;
760
761     /* Prevent the default page-changing form-submission behavior. */
762     event.preventDefault();
763
764     /* And don't submit a second time. */
765     if (this.submitted)
766       return;
767
768     const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
769       answers: this.answers.map(r => r.current.value)
770     });
771     if (response.status === 200) {
772       const result = await response.json();
773       if (! result.valid) {
774         add_message("danger", result.message);
775         return;
776       }
777     } else {
778       add_message("danger", "An error occurred submitting your answers");
779       return;
780     }
781
782     /* Everything worked. Server is happy with our answers. */
783     form.reset();
784     this.submitted = true;
785   }
786
787   render() {
788     let move_on_button = null;
789     if (this.props.idle) {
790       move_on_button =(
791         <button
792           className="vote-button"
793           onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
794         >
795           Move On
796           <div className="vote-choices">
797             {[...this.props.votes].map(v => {
798               return (
799                 <div
800                   key={v}
801                   className="vote-choice"
802                 >
803                   {v}
804                 </div>
805               );
806             })}
807           </div>
808         </button>
809       );
810     }
811
812     let still_waiting = null;
813     const answering_players = Object.keys(this.props.players_answering);;
814     if (answering_players.length) {
815       still_waiting = (
816         <div>
817           <p>
818             Still waiting for the following player
819             {answering_players.length > 1 ? 's' : ''}
820             :
821           </p>
822           <ul>
823             {answering_players.map(player => {
824               return (
825                 <li
826                   key={player}
827                 >
828                   {player}{' '}
829                   <span className=
830                   {this.props.players_answering[player].active ?
831                    "typing active"
832                    :
833                    "typing idle"}>
834                     <span>{'.'}</span><span>{'.'}</span><span>{'.'}</span>
835                   </span>
836                 </li>
837               );
838             })}
839           </ul>
840         </div>
841       );
842     }
843
844     if (this.props.players_answered.has(this.props.player.name)) {
845       return (
846         <div className="please-wait">
847           <h2>Submission received</h2>
848           <p>
849             The following players have submitted their answers:{' '}
850             {[...this.props.players_answered].join(', ')}
851           </p>
852           {still_waiting}
853           {move_on_button}
854
855         </div>
856       );
857     }
858
859     return (
860       <div className="active-prompt">
861         <h2>The Game of Empathy</h2>
862         <p>
863           Remember, you're trying to match your answers with
864           what the other players submit.
865           Give {this.props.prompt.items} answer
866           {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
867         </p>
868         <h2>{this.props.prompt.prompt}</h2>
869         <form onSubmit={this.handle_submit}>
870           {[...Array(this.props.prompt.items)].map((whocares,i) => {
871             return (
872               <div
873                 key={i}
874                 className="form-field large">
875                 <input
876                   type="text"
877                   name={`answer_${i}`}
878                   required
879                   autoComplete="off"
880                   onChange={this.handle_change}
881                   ref={this.answers[i]}
882                 />
883               </div>
884             );
885           })}
886
887           <div
888             key="submit-button"
889             className="form-field large">
890             <button type="submit">
891               Send
892             </button>
893           </div>
894
895         </form>
896       </div>
897     );
898   }
899 }
900
901 class Game extends React.PureComponent {
902   constructor(props) {
903     super(props);
904     this.state = {
905       game_info: {},
906       player_info: {},
907       other_players: [],
908       prompts: [],
909       active_prompt: null,
910       players_answered: new Set(),
911       players_answering: {},
912       answering_idle: false,
913       end_answers_votes: new Set(),
914       ambiguities: null,
915       players_judged: new Set(),
916       players_judging: {},
917       judging_idle: false,
918       end_judging_votes: new Set(),
919       scores: null,
920       new_game_votes: new Set(),
921       ready: false
922     };
923   }
924
925   set_game_info(info) {
926     this.setState({
927       game_info: info
928     });
929   }
930
931   set_player_info(info) {
932     this.setState({
933       player_info: info
934     });
935   }
936
937   set_other_player_info(info) {
938     const other_players_copy = [...this.state.other_players];
939     const idx = other_players_copy.findIndex(o => o.id === info.id);
940     if (idx >= 0) {
941       other_players_copy[idx] = info;
942     } else {
943       other_players_copy.push(info);
944     }
945     this.setState({
946       other_players: other_players_copy
947     });
948   }
949
950   remove_player(info) {
951     this.setState({
952       other_players: this.state.other_players.filter(o => o.id !== info.id)
953     });
954   }
955
956   reset_game_state() {
957     this.setState({
958       prompts: [],
959       active_prompt: null,
960       players_answered: new Set(),
961       players_answering: {},
962       answering_idle: false,
963       end_answers_votes: new Set(),
964       ambiguities: null,
965       players_judged: new Set(),
966       players_judging: {},
967       judging_idle: false,
968       end_judging_votes: new Set(),
969       scores: null,
970       new_game_votes: new Set(),
971       ready: false
972     });
973   }
974
975   set_prompts(prompts) {
976     this.setState({
977       prompts: prompts
978     });
979   }
980
981   add_or_update_prompt(prompt) {
982     const prompts_copy = [...this.state.prompts];
983     const idx = prompts_copy.findIndex(p => p.id === prompt.id);
984     if (idx >= 0) {
985       prompts_copy[idx] = prompt;
986     } else {
987       prompts_copy.push(prompt);
988     }
989     this.setState({
990       prompts: prompts_copy
991     });
992   }
993
994   set_active_prompt(prompt) {
995     this.setState({
996       active_prompt: prompt
997     });
998   }
999
1000   set_players_answered(players) {
1001     this.setState({
1002       players_answered: new Set(players)
1003     });
1004   }
1005
1006   set_player_answered(player) {
1007     const new_players_answering = {...this.state.players_answering};
1008     delete new_players_answering[player];
1009
1010     this.setState({
1011       players_answered: new Set([...this.state.players_answered, player]),
1012       players_answering: new_players_answering
1013     });
1014   }
1015
1016   set_players_answering(players) {
1017     const players_answering = {};
1018     for (let player of players) {
1019       players_answering[player] = {active: false};
1020     }
1021     this.setState({
1022       players_answering: players_answering
1023     });
1024   }
1025
1026   set_player_answering(player) {
1027     /* Set the player as actively answering now. */
1028     this.setState({
1029       players_answering: {
1030         ...this.state.players_answering,
1031         [player]: {active: true}
1032       }
1033     });
1034     /* And arrange to have them marked idle very shortly.
1035      *
1036      * Note: This timeout is intentionally very, very short. We only
1037      * need it long enough that the browser has latched onto the state
1038      * change to "active" above. We actually use a CSS transition
1039      * delay to control the user-perceptible length of time after
1040      * which an active player appears inactive.
1041      */
1042     setTimeout(() => {
1043       this.setState({
1044         players_answering: {
1045           ...this.state.players_answering,
1046           [player]: {active: false}
1047         }
1048       });
1049     }, 100);
1050   }
1051
1052   set_answering_idle(value) {
1053     this.setState({
1054       answering_idle: value
1055     });
1056   }
1057
1058   set_end_answers(players) {
1059     this.setState({
1060       end_answers_votes: new Set(players)
1061     });
1062   }
1063
1064   set_player_vote_end_answers(player) {
1065     this.setState({
1066       end_answers_votes: new Set([...this.state.end_answers_votes, player])
1067     });
1068   }
1069
1070   set_player_unvote_end_answers(player) {
1071     this.setState({
1072       end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
1073     });
1074   }
1075
1076   set_ambiguities(ambiguities) {
1077     this.setState({
1078       ambiguities: ambiguities
1079     });
1080   }
1081
1082   set_players_judged(players) {
1083     this.setState({
1084       players_judged: new Set(players)
1085     });
1086   }
1087
1088   set_player_judged(player) {
1089     const new_players_judging = {...this.state.players_judging};
1090     delete new_players_judging[player];
1091
1092     this.setState({
1093       players_judged: new Set([...this.state.players_judged, player]),
1094       players_judging: new_players_judging
1095     });
1096   }
1097
1098   set_players_judging(players) {
1099     const players_judging = {};
1100     for (let player of players) {
1101       players_judging[player] = {active: false};
1102     }
1103     this.setState({
1104       players_judging: players_judging
1105     });
1106   }
1107
1108   set_player_judging(player) {
1109     /* Set the player as actively judging now. */
1110     this.setState({
1111       players_judging: {
1112         ...this.state.players_judging,
1113         [player]: {active: true}
1114       }
1115     });
1116     /* And arrange to have them marked idle very shortly.
1117      *
1118      * Note: This timeout is intentionally very, very short. We only
1119      * need it long enough that the browser has latched onto the state
1120      * change to "active" above. We actually use a CSS transition
1121      * delay to control the user-perceptible length of time after
1122      * which an active player appears inactive.
1123      */
1124     setTimeout(() => {
1125       this.setState({
1126         players_judging: {
1127           ...this.state.players_judging,
1128           [player]: {active: false}
1129         }
1130       });
1131     }, 100);
1132
1133   }
1134
1135   set_judging_idle(value) {
1136     this.setState({
1137       judging_idle: value
1138     });
1139   }
1140
1141   set_end_judging(players) {
1142     this.setState({
1143       end_judging_votes: new Set(players)
1144     });
1145   }
1146
1147   set_player_vote_end_judging(player) {
1148     this.setState({
1149       end_judging_votes: new Set([...this.state.end_judging_votes, player])
1150     });
1151   }
1152
1153   set_player_unvote_end_judging(player) {
1154     this.setState({
1155       end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
1156     });
1157   }
1158
1159   set_scores(scores) {
1160     this.setState({
1161       scores: scores
1162     });
1163   }
1164
1165   set_new_game_votes(players) {
1166     this.setState({
1167       new_game_votes: new Set(players)
1168     });
1169   }
1170
1171   set_player_vote_new_game(player) {
1172     this.setState({
1173       new_game_votes: new Set([...this.state.new_game_votes, player])
1174     });
1175   }
1176
1177   set_player_unvote_new_game(player) {
1178     this.setState({
1179       new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
1180     });
1181   }
1182
1183   state_ready() {
1184     this.setState({
1185       ready: true
1186     });
1187   }
1188
1189   render() {
1190     const state = this.state;
1191     const players_total = 1 + state.other_players.length;
1192
1193     if (state.scores) {
1194
1195       let perfect_score = 0;
1196       for (let i = 0;
1197            i < state.active_prompt.items &&
1198            i < state.scores.words.length;
1199            i++)
1200       {
1201         perfect_score += state.scores.words[i].players.length;
1202       }
1203
1204       return (
1205         <div className="scores">
1206           <h2>{state.active_prompt.prompt}</h2>
1207           <h2>Scores</h2>
1208           <ul>
1209             {state.scores.scores.map(score => {
1210               let perfect = null;
1211               if (score.score == perfect_score) {
1212                 perfect = <span className="label">Perfect!</span>;
1213               }
1214               return (
1215                 <li key={score.players[0]}>
1216                   {score.players.join("/")}: {score.score} {perfect}
1217                 </li>
1218               );
1219             })}
1220           </ul>
1221           <h2>Words submitted</h2>
1222           <ul>
1223             {state.scores.words.map(word => {
1224               return (
1225                 <li key={word.word}>
1226                   {word.word} ({word.players.length}): {word.players.join(', ')}
1227                 </li>
1228               );
1229             })}
1230           </ul>
1231           <button
1232             className="vote-button"
1233             onClick={() => fetch_post_json(`new-game/${state.active_prompt.id}`) }
1234           >
1235             New Game
1236             <div className="vote-choices">
1237               {[...state.new_game_votes].map(v => {
1238                 return (
1239                   <div
1240                     key={v}
1241                     className="vote-choice"
1242                   >
1243                     {v}
1244                   </div>
1245                 );
1246               })}
1247             </div>
1248           </button>
1249         </div>
1250       );
1251     }
1252
1253     if (state.ambiguities){
1254       return <Ambiguities
1255                prompt={state.active_prompt}
1256                words={state.ambiguities}
1257                player={state.player_info}
1258                players_judged={state.players_judged}
1259                players_judging={state.players_judging}
1260                idle={state.judging_idle}
1261                votes={state.end_judging_votes}
1262              />;
1263     }
1264
1265     if (state.active_prompt) {
1266       return <ActivePrompt
1267                prompt={state.active_prompt}
1268                player={state.player_info}
1269                players_answered={state.players_answered}
1270                players_answering={state.players_answering}
1271                idle={state.answering_idle}
1272                votes={state.end_answers_votes}
1273              />;
1274     }
1275
1276     if (! state.ready)
1277       return null;
1278
1279     return [
1280       <GameInfo
1281         key="game-info"
1282         id={state.game_info.id}
1283         url={state.game_info.url}
1284       />,
1285       <PlayerInfo
1286         key="player-info"
1287         game={this}
1288         player={state.player_info}
1289         other_players={state.other_players}
1290       />,
1291       <p key="spacer"></p>,
1292       <CategoryRequest
1293         key="category-request"
1294       />,
1295       <PromptOptions
1296         key="prompts"
1297         prompts={state.prompts}
1298         player={state.player_info}
1299       />,
1300       <LetsPlay
1301         key="lets-play"
1302         num_players={1+state.other_players.length}
1303         prompts={state.prompts}
1304       />
1305     ];
1306   }
1307 }
1308
1309 ReactDOM.render(<Game
1310                   ref={(me) => window.game = me}
1311                 />, document.getElementById("empathy"));