]> git.cworth.org Git - lmno.games/blobdiff - empathy/empathy.jsx
Stop abusing the JavaScript back-tick syntax within JSX
[lmno.games] / empathy / empathy.jsx
index 3d7034527c0c8bd49dc8fea14dcf14af96b5520e..044d4e07ad5e3e62885648410f0d6977d5b62525 100644 (file)
@@ -45,6 +45,12 @@ events.addEventListener("player-enter", event => {
   window.game.set_other_player_info(info);
 });
 
+events.addEventListener("player-exit", event => {
+  const info = JSON.parse(event.data);
+
+  window.game.remove_player(info);
+});
+
 events.addEventListener("player-update", event => {
   const info = JSON.parse(event.data);
 
@@ -57,13 +63,35 @@ events.addEventListener("player-update", event => {
 events.addEventListener("game-state", event => {
   const state = JSON.parse(event.data);
 
+  window.game.reset_game_state();
+
   window.game.set_prompts(state.prompts);
 
   window.game.set_active_prompt(state.active_prompt);
 
-  window.game.set_scores(state.scores);
+  window.game.set_players_answered(state.players_answered);
+
+  window.game.set_players_answering(state.players_answering);
+
+  window.game.set_answering_idle(state.answering_idle);
+
+  window.game.set_end_answers(state.end_answers);
 
   window.game.set_ambiguities(state.ambiguities);
+
+  window.game.set_players_judged(state.players_judged);
+
+  window.game.set_players_judging(state.players_judging);
+
+  window.game.set_judging_idle(state.judging_idle);
+
+  window.game.set_end_judging(state.end_judging);
+
+  window.game.set_scores(state.scores);
+
+  window.game.set_new_game_votes(state.new_game_votes);
+
+  window.game.state_ready();
 });
 
 events.addEventListener("prompt", event => {
@@ -78,10 +106,34 @@ events.addEventListener("start", event => {
   window.game.set_active_prompt(prompt);
 });
 
-events.addEventListener("answered", event => {
-  const players_answered = JSON.parse(event.data);
+events.addEventListener("player-answered", event => {
+  const player = JSON.parse(event.data);
+
+  window.game.set_player_answered(player);
+});
+
+events.addEventListener("player-answering", event => {
+  const player = JSON.parse(event.data);
+
+  window.game.set_player_answering(player);
+});
+
+events.addEventListener("answering-idle", event => {
+  const value = JSON.parse(event.data);
+
+  window.game.set_answering_idle(value);
+});
+
+events.addEventListener("vote-end-answers", event => {
+  const player = JSON.parse(event.data);
+
+  window.game.set_player_vote_end_answers(player);
+});
+
+events.addEventListener("unvote-end-answers", event => {
+  const player = JSON.parse(event.data);
 
-  window.game.set_players_answered(players_answered);
+  window.game.set_player_unvote_end_answers(player);
 });
 
 events.addEventListener("ambiguities", event => {
@@ -90,10 +142,34 @@ events.addEventListener("ambiguities", event => {
   window.game.set_ambiguities(ambiguities);
 });
 
-events.addEventListener("judged", event => {
-  const players_judged = JSON.parse(event.data);
+events.addEventListener("player-judged", event => {
+  const player = JSON.parse(event.data);
 
-  window.game.set_players_judged(players_judged);
+  window.game.set_player_judged(player);
+});
+
+events.addEventListener("player-judging", event => {
+  const player = JSON.parse(event.data);
+
+  window.game.set_player_judging(player);
+});
+
+events.addEventListener("judging-idle", event => {
+  const value = JSON.parse(event.data);
+
+  window.game.set_judging_idle(value);
+});
+
+events.addEventListener("vote-end-judging", event => {
+  const player = JSON.parse(event.data);
+
+  window.game.set_player_vote_end_judging(player);
+});
+
+events.addEventListener("unvote-end-judging", event => {
+  const player = JSON.parse(event.data);
+
+  window.game.set_player_unvote_end_judging(player);
 });
 
 events.addEventListener("scores", event => {
@@ -102,6 +178,18 @@ events.addEventListener("scores", event => {
   window.game.set_scores(scores);
 });
 
+events.addEventListener("vote-new-game", event => {
+  const player = JSON.parse(event.data);
+
+  window.game.set_player_vote_new_game(player);
+});
+
+events.addEventListener("unvote-new-game", event => {
+  const player = JSON.parse(event.data);
+
+  window.game.set_player_unvote_new_game(player);
+});
+
 /*********************************************************
  * Game and supporting classes                           *
  *********************************************************/
@@ -139,18 +227,23 @@ const PlayerInfo = React.memo(props => {
   if (! props.player.id)
     return null;
 
+  const all_players = [props.player, ...props.other_players];
+
+  const sorted_players = all_players.sort((a,b) => {
+    return b.score - a.score;
+  });
+
+  const names_and_scores = sorted_players.map(player => {
+    if (player.score)
+      return `${player.name} (${player.score})`;
+    else
+      return player.name;
+  }).join(', ');
+
   return (
     <div className="player-info">
       <span className="players-header">Players: </span>
-      {props.player.name}
-      {props.player.score > 0 ? ` (${props.player.score})` : ""}
-      {props.other_players.map(other => (
-        <span key={other.id}>
-          {", "}
-          {other.name}
-          {other.score > 0 ? ` (${other.score})` : ""}
-        </span>
-      ))}
+      <span>{names_and_scores}</span>
     </div>
   );
 });
@@ -225,7 +318,6 @@ class CategoryRequest extends React.PureComponent {
 
     if (response.status === 200) {
       const result = await response.json();
-      console.log(result);
       if (! result.valid) {
         add_message("danger", result.message);
         return;
@@ -312,10 +404,6 @@ const PromptOptions = React.memo(props => {
 
 const LetsPlay = React.memo(props => {
 
-  function handle_click(prompt_id) {
-    fetch_post_json
-  }
-
   const quorum = Math.round((props.num_players + 1) / 2);
   const max_votes = props.prompts.reduce(
     (max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
@@ -349,17 +437,30 @@ class Ambiguities extends React.PureComponent {
   constructor(props) {
     super(props);
 
+    const word_sets = props.words.map(word => {
+      const set = new Set();
+      set.add(word);
+      return set;
+    });
+
     this.state = {
-      word_groups: props.words.map(word => [word]),
-      submitted: false,
+      word_sets: word_sets,
       selected: null
     };
+
+    this.submitted = false;
+    this.judging_sent_recently = false;
   }
 
   async handle_submit() {
+
+    /* Don't submit a second time. */
+    if (this.submitted)
+      return;
+
     const response = await fetch_post_json(
-      `judging/${this.props.prompt.id}`,{
-        word_groups: this.state.word_groups
+      `judged/${this.props.prompt.id}`,{
+        word_groups: this.state.word_sets.map(set => Array.from(set))
       }
     );
 
@@ -370,47 +471,70 @@ class Ambiguities extends React.PureComponent {
         return;
       }
     } else {
-      add_message("danger", "An error occurred submitting your answers");
+      add_message("danger", "An error occurred submitting the results of your judging");
       return;
     }
 
-    this.setState({
-      submitted: true
-    });
+    this.submitted = true;
   }
 
   handle_click(word) {
+
+    /* Let the server know we are doing some judging, (but rate limit
+     * this so we don't send a "judging" notification more frquently
+     * than necessary.
+     */
+    if (! this.judging_sent_recently) {
+      fetch_post_json(`judging/${this.props.prompt.id}`);
+      this.judging_sent_recently = true;
+      setTimeout(() => { this.judging_sent_recently = false; }, 1000);
+    }
+
     if (this.state.selected == word) {
       /* Second click on same word removes the word from the group. */
-      const new_groups = this.state.word_groups.filter(
-        group => (! group.includes(this.state.selected)) || (group.length > 1)).map(
-          group => {
-            return group.filter(w => w !== this.state.selected);
-          }
-        );
+      const idx = this.state.word_sets.findIndex(s => s.has(word));
+      const set = this.state.word_sets[idx];
+      if (set.size === 1) {
+        /* When the word is already alone, there's nothing to do but
+         * to un-select it. */
+        this.setState({
+          selected: null
+        });
+        return;
+      }
+
+      const new_set = new Set([...set].filter(w => w !== word));
       this.setState({
         selected: null,
-        word_groups: [...new_groups, [word]]
+        word_sets: [...this.state.word_sets.slice(0, idx),
+                    new_set,
+                    new Set().add(word),
+                    ...this.state.word_sets.slice(idx+1)]
       });
     } else if (this.state.selected) {
       /* Click of a second word groups the two together. */
-      const new_groups = this.state.word_groups.filter(
-        group => (! group.includes(word)) || (group.length > 1)).map(
-          group => {
-            if (group.includes(this.state.selected)) {
-              if (! group.includes(word))
-                return [...group, word];
-              else
-                return group;
-            } else {
-              return group.filter(w => w !== word);
-            }
-          }
-        );
-      this.setState({
-        selected: null,
-        word_groups: new_groups
-      });
+      const idx1 = this.state.word_sets.findIndex(s => s.has(this.state.selected));
+      const idx2 = this.state.word_sets.findIndex(s => s.has(word));
+      const set1 = this.state.word_sets[idx1];
+      const set2 = this.state.word_sets[idx2];
+      const new_set = new Set([...set2, ...set1]);
+      if (idx1 < idx2) {
+        this.setState({
+          selected: null,
+          word_sets: [...this.state.word_sets.slice(0, idx1),
+                      ...this.state.word_sets.slice(idx1 + 1, idx2),
+                      new_set,
+                      ...this.state.word_sets.slice(idx2 + 1)]
+        });
+      } else {
+        this.setState({
+          selected: null,
+          word_sets: [...this.state.word_sets.slice(0, idx2),
+                      new_set,
+                      ...this.state.word_sets.slice(idx2 + 1, idx1),
+                      ...this.state.word_sets.slice(idx1 + 1)]
+        });
+      }
     } else {
       /* First click of a word selects it. */
       this.setState({
@@ -420,16 +544,60 @@ class Ambiguities extends React.PureComponent {
   }
 
   render() {
-    if (this.state.submitted)
+    let move_on_button = null;
+
+    if (this.props.idle) {
+      move_on_button = (
+        <button
+          className="vote-button"
+          onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
+        >
+          Move On
+          <div className="vote-choices">
+            {[...this.props.votes].map(v => {
+              return (
+                <div
+                  key={v}
+                  className="vote-choice"
+                >
+                  {v}
+                  </div>
+              );
+            })}
+          </div>
+        </button>
+      );
+    }
+
+    if (this.props.players_judged.has(this.props.player.name)) {
       return (
         <div className="please-wait">
-          <h2>{this.props.players_judged}/
-            {this.props.players_total} players have responded</h2>
+          <h2>Submission received</h2>
+          <p>
+            The following players have completed judging:
+            {[...this.props.players_judged].join(', ')}
+          </p>
           <p>
-            Please wait for the rest of the players to complete judging.
+            Still waiting for the following players:
           </p>
+          <ul>
+            {Object.keys(this.props.players_judging).map(player => {
+              return (
+                <li
+                  key={player}
+                >
+                  {player}
+                  {this.props.players_judging[player] ?
+                   <span className="typing"/> : null }
+                </li>
+              );
+            })}
+          </ul>
+          {move_on_button}
+
         </div>
       );
+    }
 
     const btn_class = "ambiguity-button";
     const btn_selected_class = btn_class + " selected";
@@ -443,24 +611,24 @@ class Ambiguities extends React.PureComponent {
           what goes around comes around, so it's best to be generous when
           judging.
         </p>
-        {this.state.word_groups.map(word_group => {
+        {this.state.word_sets.map(set => {
           return (
             <div
               className="ambiguity-group"
-              key={word_group[0]}
+              key={Array.from(set)[0]}
             >
-            {word_group.map(word => {
-              return (
-                <button
-                className={this.state.selected === word ?
-                           btn_selected_class : btn_class }
-                key={word}
-                onClick={() => this.handle_click(word)}
+              {Array.from(set).map(word => {
+                return (
+                  <button
+                    className={this.state.selected === word ?
+                               btn_selected_class : btn_class }
+                    key={word}
+                    onClick={() => this.handle_click(word)}
                   >
-                {word}
-                </button>
-              );
-            })}
+                    {word}
+                  </button>
+                );
+              })}
             </div>
           );
         })}
@@ -483,12 +651,30 @@ class ActivePrompt extends React.PureComponent {
     super(props);
     const items = props.prompt.items;
 
-    this.state = {
-      submitted: false
-    };
+    this.submitted = false;
 
     this.answers = [...Array(items)].map(() => React.createRef());
+    this.answering_sent_recently = false;
+
     this.handle_submit = this.handle_submit.bind(this);
+    this.handle_change = this.handle_change.bind(this);
+  }
+
+  handle_change(event) {
+    /* We don't care (or even look) at what the player is typing at
+     * this point. We simply want to be informed that the player _is_
+     * typing so that we can tell the server (which will tell other
+     * players) that there is activity here.
+     */
+
+    /* Rate limit so that we don't send an "answering" notification
+     * more frequently than necessary.
+     */
+    if (! this.answering_sent_recently) {
+      fetch_post_json(`answering/${this.props.prompt.id}`);
+      this.answering_sent_recently = true;
+      setTimeout(() => { this.answering_sent_recently = false; }, 1000);
+    }
   }
 
   async handle_submit(event) {
@@ -497,6 +683,10 @@ class ActivePrompt extends React.PureComponent {
     /* Prevent the default page-changing form-submission behavior. */
     event.preventDefault();
 
+    /* And don't submit a second time. */
+    if (this.submitted)
+      return;
+
     const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
       answers: this.answers.map(r => r.current.value)
     });
@@ -513,22 +703,63 @@ class ActivePrompt extends React.PureComponent {
 
     /* Everything worked. Server is happy with our answers. */
     form.reset();
-    this.setState({
-        submitted: true
-    });
+    this.submitted = true;
   }
 
   render() {
-    if (this.state.submitted)
+    let move_on_button = null;
+    if (this.props.idle) {
+      move_on_button =(
+        <button
+          className="vote-button"
+          onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) }
+        >
+          Move On
+          <div className="vote-choices">
+            {[...this.props.votes].map(v => {
+              return (
+                <div
+                  key={v}
+                  className="vote-choice"
+                >
+                  {v}
+                </div>
+              );
+            })}
+          </div>
+        </button>
+      );
+    }
+
+    if (this.props.players_answered.has(this.props.player.name)) {
       return (
         <div className="please-wait">
-          <h2>{this.props.players_answered}/
-            {this.props.players_total} players have responded</h2>
+          <h2>Submission received</h2>
+          <p>
+            The following players have submitted their answers:
+            {[...this.props.players_answered].join(', ')}
+          </p>
           <p>
-            Please wait for the rest of the players to submit their answers.
+          Still waiting for the following players:
           </p>
+          <ul>
+            {Object.keys(this.props.players_answering).map(player => {
+              return (
+                <li
+                  key={player}
+                >
+                  {player}
+                  {this.props.players_answering[player] ?
+                   <span className="typing"/> : null }
+                </li>
+              );
+            })}
+          </ul>
+          {move_on_button}
+
         </div>
       );
+    }
 
     return (
       <div className="active-prompt">
@@ -550,6 +781,7 @@ class ActivePrompt extends React.PureComponent {
                   name={`answer_${i}`}
                   required
                   autoComplete="off"
+                  onChange={this.handle_change}
                   ref={this.answers[i]}
                 />
               </div>
@@ -579,9 +811,18 @@ class Game extends React.PureComponent {
       other_players: [],
       prompts: [],
       active_prompt: null,
-      players_answered: 0,
+      players_answered: new Set(),
+      players_answering: {},
+      answering_idle: false,
+      end_answers_votes: new Set(),
       ambiguities: null,
-      players_judged: 0
+      players_judged: new Set(),
+      players_judging: {},
+      judging_idle: false,
+      end_judging_votes: new Set(),
+      scores: null,
+      new_game_votes: new Set(),
+      ready: false
     };
   }
 
@@ -610,6 +851,31 @@ class Game extends React.PureComponent {
     });
   }
 
+  remove_player(info) {
+    this.setState({
+      other_players: this.state.other_players.filter(o => o.id !== info.id)
+    });
+  }
+
+  reset_game_state() {
+    this.setState({
+      prompts: [],
+      active_prompt: null,
+      players_answered: new Set(),
+      players_answering: {},
+      answering_idle: false,
+      end_answers_votes: new Set(),
+      ambiguities: null,
+      players_judged: new Set(),
+      players_judging: {},
+      judging_idle: false,
+      end_judging_votes: new Set(),
+      scores: null,
+      new_game_votes: new Set(),
+      ready: false
+    });
+  }
+
   set_prompts(prompts) {
     this.setState({
       prompts: prompts
@@ -635,9 +901,62 @@ class Game extends React.PureComponent {
     });
   }
 
-  set_players_answered(players_answered) {
+  set_players_answered(players) {
     this.setState({
-      players_answered: players_answered
+      players_answered: new Set(players)
+    });
+  }
+
+  set_player_answered(player) {
+    const new_players_answering = {...this.state.players_answering};
+    delete new_players_answering[player];
+
+    this.setState({
+      players_answered: new Set([...this.state.players_answered, player]),
+      players_answering: new_players_answering
+    });
+  }
+
+  set_players_answering(players) {
+    const players_answering = {};
+    for (let player of players) {
+      players_answering[player] = {active: false};
+    }
+    this.setState({
+      players_answering: players_answering
+    });
+  }
+
+  set_player_answering(player) {
+    this.setState({
+      players_answering: {
+        ...this.state.players_answering,
+        [player]: {active: true}
+      }
+    });
+  }
+
+  set_answering_idle(value) {
+    this.setState({
+      answering_idle: value
+    });
+  }
+
+  set_end_answers(players) {
+    this.setState({
+      end_answers_votes: new Set(players)
+    });
+  }
+
+  set_player_vote_end_answers(player) {
+    this.setState({
+      end_answers_votes: new Set([...this.state.end_answers_votes, player])
+    });
+  }
+
+  set_player_unvote_end_answers(player) {
+    this.setState({
+      end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
     });
   }
 
@@ -647,9 +966,62 @@ class Game extends React.PureComponent {
     });
   }
 
-  set_players_judged(players_judged) {
+  set_players_judged(players) {
+    this.setState({
+      players_judged: new Set(players)
+    });
+  }
+
+  set_player_judged(player) {
+    const new_players_judging = {...this.state.players_judging};
+    delete new_players_judging[player];
+
+    this.setState({
+      players_judged: new Set([...this.state.players_judged, player]),
+      players_judging: new_players_judging
+    });
+  }
+
+  set_players_judging(players) {
+    const players_judging = {};
+    for (let player of players) {
+      players_judging[player] = {active: false};
+    }
     this.setState({
-      players_judged: players_judged
+      players_judging: players_judging
+    });
+  }
+
+  set_player_judging(player) {
+    this.setState({
+      players_judging: {
+        ...this.state.players_judging,
+        [player]: {active: true}
+      }
+    });
+  }
+
+  set_judging_idle(value) {
+    this.setState({
+      judging_idle: value
+    });
+  }
+
+  set_end_judging(players) {
+    this.setState({
+      end_judging_votes: new Set(players)
+    });
+  }
+
+  set_player_vote_end_judging(player) {
+    this.setState({
+      end_judging_votes: new Set([...this.state.end_judging_votes, player])
+    });
+  }
+
+  set_player_unvote_end_judging(player) {
+    this.setState({
+      end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
     });
   }
 
@@ -659,6 +1031,30 @@ class Game extends React.PureComponent {
     });
   }
 
+  set_new_game_votes(players) {
+    this.setState({
+      new_game_votes: new Set(players)
+    });
+  }
+
+  set_player_vote_new_game(player) {
+    this.setState({
+      new_game_votes: new Set([...this.state.new_game_votes, player])
+    });
+  }
+
+  set_player_unvote_new_game(player) {
+    this.setState({
+      new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
+    });
+  }
+
+  state_ready() {
+    this.setState({
+      ready: true
+    });
+  }
+
   render() {
     const state = this.state;
     const players_total = 1 + state.other_players.length;
@@ -671,7 +1067,7 @@ class Game extends React.PureComponent {
             {state.scores.scores.map(score => {
               return (
                 <li key={score.player}>
-                  {score.player}: {score.score}
+                  {score.players.join("/")}: {score.score}
                 </li>
               );
             })}
@@ -681,16 +1077,28 @@ class Game extends React.PureComponent {
             {state.scores.words.map(word => {
               return (
                 <li key={word.word}>
-                  {`${word.word}: ${word.players.join(', ')}`}
+                  {word.word}: {word.players.join(', ')}
                 </li>
               );
             })}
           </ul>
           <button
-            className="new-game"
-            onClick={() => fetch_post_json('reset') }
+            className="vote-button"
+            onClick={() => fetch_post_json(`new-game/${state.active_prompt.id}`) }
           >
             New Game
+            <div className="vote-choices">
+              {[...state.new_game_votes].map(v => {
+                return (
+                  <div
+                    key={v}
+                    className="vote-choice"
+                  >
+                    {v}
+                  </div>
+                );
+              })}
+            </div>
           </button>
         </div>
       );
@@ -700,19 +1108,28 @@ class Game extends React.PureComponent {
       return <Ambiguities
                prompt={state.active_prompt}
                words={state.ambiguities}
+               player={state.player_info}
                players_judged={state.players_judged}
-               players_total={players_total}
+               players_judging={state.players_judging}
+               idle={state.judging_idle}
+               votes={state.end_judging_votes}
              />;
     }
 
     if (state.active_prompt) {
       return <ActivePrompt
                prompt={state.active_prompt}
+               player={state.player_info}
                players_answered={state.players_answered}
-               players_total={players_total}
+               players_answering={state.players_answering}
+               idle={state.answering_idle}
+               votes={state.end_answers_votes}
              />;
     }
 
+    if (! state.ready)
+      return null;
+
     return [
       <GameInfo
         key="game-info"