+const MAX_PROMPT_ITEMS = 20;
+
function undisplay(element) {
element.style.display="none";
}
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_ambiguities(state.ambiguities);
});
events.addEventListener("prompt", 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("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_player_unvote_end_answers(player);
+});
+
+events.addEventListener("ambiguities", event => {
+ const ambiguities = JSON.parse(event.data);
+
+ window.game.set_ambiguities(ambiguities);
+});
+
+events.addEventListener("player-judged", event => {
+ const player = JSON.parse(event.data);
+
+ 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("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_players_answered(players_answered);
+ window.game.set_player_unvote_end_judging(player);
});
events.addEventListener("scores", event => {
const category_input = this.category.current;
const category = category_input.value;
- if (/[0-9]/.test(category))
- category_input.setCustomValidity("");
+ const match = category.match(/[0-9]+/);
+ if (match) {
+ const num_items = parseInt(match[0], 10);
+ if (num_items <= MAX_PROMPT_ITEMS)
+ category_input.setCustomValidity("");
+ }
}
- handle_submit(event) {
+ async handle_submit(event) {
const form = event.currentTarget;
const category_input = this.category.current;
const category = category_input.value;
return;
}
- fetch_post_json("prompts", {
- items: parseInt(match[0], 10),
+ const num_items = parseInt(match[0], 10);
+
+ if (num_items > MAX_PROMPT_ITEMS) {
+ category_input.setCustomValidity(`Maximum number of items is ${MAX_PROMPT_ITEMS}`);
+ form.reportValidity();
+ return;
+ }
+
+ const response = await fetch_post_json("prompts", {
+ items: num_items,
prompt: category
});
+ if (response.status === 200) {
+ const result = await response.json();
+ if (! result.valid) {
+ add_message("danger", result.message);
+ return;
+ }
+ } else {
+ add_message("danger", "An error occurred submitting your category");
+ }
+
form.reset();
}
const LetsPlay = React.memo(props => {
- function handle_click(prompt_id) {
- fetch_post_json
- }
-
const quorum = Math.round((props.num_players + 1) / 2);
const max_votes = props.prompts.reduce(
(max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
);
});
+class Ambiguities extends React.PureComponent {
+
+ constructor(props) {
+ super(props);
+
+ const word_sets = props.words.map(word => {
+ const set = new Set();
+ set.add(word);
+ return set;
+ });
+
+ this.state = {
+ word_sets: word_sets,
+ submitted: false,
+ selected: null
+ };
+
+ this.judging_sent_recently = false;
+ }
+
+ async handle_submit() {
+ const response = await fetch_post_json(
+ `judged/${this.props.prompt.id}`,{
+ word_groups: this.state.word_sets.map(set => Array.from(set))
+ }
+ );
+
+ if (response.status === 200) {
+ const result = await response.json();
+ if (! result.valid) {
+ add_message("danger", result.message);
+ return;
+ }
+ } else {
+ add_message("danger", "An error occurred submitting the results of your judging");
+ return;
+ }
+
+ this.setState({
+ 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 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_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 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({
+ selected: word
+ });
+ }
+ }
+
+ render() {
+ if (this.state.submitted)
+ return (
+ <div className="please-wait">
+ <h2>Submission received</h2>
+ <p>
+ The following players have completed judging:
+ {[...this.props.players_judged].join(', ')}
+ </p>
+ <p>
+ 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>
+ <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>
+
+ </div>
+ );
+
+ const btn_class = "ambiguity-button";
+ const btn_selected_class = btn_class + " selected";
+
+ return (
+ <div className="ambiguities">
+ <h2>Judging Answers</h2>
+ <p>
+ Click on each pair of answers that should be scored as equivalent,
+ (and click any word twice to split it out from a group). Remember,
+ what goes around comes around, so it's best to be generous when
+ judging.
+ </p>
+ {this.state.word_sets.map(set => {
+ return (
+ <div
+ className="ambiguity-group"
+ key={Array.from(set)[0]}
+ >
+ {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>
+ );
+ })}
+ </div>
+ );
+ })}
+ <p>
+ Click here when done judging:<br/>
+ <button
+ onClick={() => this.handle_submit()}
+ >
+ Send
+ </button>
+ </p>
+ </div>
+ );
+ }
+}
+
class ActivePrompt extends React.PureComponent {
constructor(props) {
};
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/${this.props.prompt.id}`);
+ this.answering_sent_recently = true;
+ setTimeout(() => { this.answering_sent_recently = false; }, 1000);
+ }
}
async handle_submit(event) {
if (this.state.submitted)
return (
<div className="please-wait">
- <h2>{this.props.players_answered}/
- {this.props.players_total} players have responded</h2>
+ <h2>Submission received</h2>
+ <p>
+ The following players have submitted their answers:
+ {[...this.props.players_answered].join(', ')}
+ </p>
<p>
- Please wait for the rest of the players to submit their answers.
+ Still waiting for the following players:
</p>
+ <ul>
+ {Object.keys(this.props.players_answering).map(player => {
+ return (
+ <li
+ key={player}
+ >
+ {player}
+ {this.props.players_answering[player] ?
+ <span className="typing"/> : null }
+ </li>
+ );
+ })}
+ </ul>
+ <button
+ className="vote-button"
+ onClick={() => fetch_post_json(`end-answers/${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>
+
</div>
);
name={`answer_${i}`}
required
autoComplete="off"
+ onChange={this.handle_change}
ref={this.answers[i]}
/>
</div>
other_players: [],
prompts: [],
active_prompt: null,
- players_answered: 0
+ players_answered: new Set(),
+ players_answering: {},
+ end_answers_votes: new Set(),
+ ambiguities: null,
+ players_judged: new Set(),
+ players_judging: {},
+ end_judging_votes: new Set(),
+ scores: null
};
}
});
}
+ reset_game_state() {
+ this.setState({
+ prompts: [],
+ active_prompt: null,
+ players_answered: new Set(),
+ players_answering: {},
+ end_answers_votes: new Set(),
+ ambiguities: null,
+ players_judged: new Set(),
+ players_judging: {},
+ end_judging_votes: new Set(),
+ scores: null
+ });
+ }
+
set_prompts(prompts) {
this.setState({
prompts: prompts
});
}
- set_players_answered(players_answered) {
+ set_player_answered(player) {
+ const new_players_answering = {...this.state.players_answering};
+ delete new_players_answering[player];
+
this.setState({
- players_answered: players_answered
+ players_answered: new Set([...this.state.players_answered, player]),
+ players_answering: new_players_answering
+ });
+ }
+
+ set_player_answering(player) {
+ this.setState({
+ players_answering: {
+ ...this.state.players_answering,
+ [player]: {active: true}
+ }
+ });
+ }
+
+ 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))
+ });
+ }
+
+ set_ambiguities(ambiguities) {
+ this.setState({
+ ambiguities: ambiguities
+ });
+ }
+
+ 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_player_judging(player) {
+ this.setState({
+ players_judging: {
+ ...this.state.players_judging,
+ [player]: {active: true}
+ }
+ });
+ }
+
+
+ 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))
});
}
{state.scores.words.map(word => {
return (
<li key={word.word}>
- {word.word}:
- {word.players.map(p => {
- return (
- <span key={p}>{p}{" "}</span>
- );
- })}
+ {`${word.word}: ${word.players.join(', ')}`}
</li>
);
})}
);
}
+ if (state.ambiguities){
+ return <Ambiguities
+ prompt={state.active_prompt}
+ words={state.ambiguities}
+ players_judged={state.players_judged}
+ players_judging={state.players_judging}
+ votes={state.end_judging_votes}
+ />;
+ }
+
if (state.active_prompt) {
return <ActivePrompt
prompt={state.active_prompt}
players_answered={state.players_answered}
- players_total={players_total}
+ players_answering={state.players_answering}
+ votes={state.end_answers_votes}
/>;
}