X-Git-Url: https://git.cworth.org/git?p=lmno.games;a=blobdiff_plain;f=empathy%2Fempathy.jsx;h=37fd910e75eeca154e304b08dda107414456a9dc;hp=e887b1b8b9b1af33ddc76aa751613f66a2253205;hb=58de8528fda4fe0afee507d5ac0c9fc1c5429736;hpb=49d80bcfff46b8d9efa846decf9415e43ea354f5;ds=sidebyside
diff --git a/empathy/empathy.jsx b/empathy/empathy.jsx
index e887b1b..37fd910 100644
--- a/empathy/empathy.jsx
+++ b/empathy/empathy.jsx
@@ -283,7 +283,7 @@ class CategoryRequest extends React.PureComponent {
const match = category.match(/[0-9]+/);
if (match) {
const num_items = parseInt(match[0], 10);
- if (num_items <= MAX_PROMPT_ITEMS)
+ if (num_items > 0 && num_items <= MAX_PROMPT_ITEMS)
category_input.setCustomValidity("");
}
}
@@ -311,6 +311,12 @@ class CategoryRequest extends React.PureComponent {
return;
}
+ if (num_items < 1) {
+ category_input.setCustomValidity("Category must require at least one item.");
+ form.reportValidity();
+ return;
+ }
+
const response = await fetch_post_json("prompts", {
items: num_items,
prompt: category
@@ -363,6 +369,45 @@ class CategoryRequest extends React.PureComponent {
}
}
+const PromptOption = React.memo(props => {
+
+ const prompt = props.prompt;
+
+ if (prompt.votes_against.find(v => v === props.player.name))
+ return false;
+
+ return (
+
+ );
+});
+
const PromptOptions = React.memo(props => {
if (props.prompts.length === 0)
@@ -375,43 +420,47 @@ const PromptOptions = React.memo(props => {
Select any categories below that you'd like to play.
You can choose as many as you'd like.
- {props.prompts.map(p => {
- return (
-
- );
- })}
+ {props.prompts.map(
+ prompt =>
+ )}
);
});
const LetsPlay = React.memo(props => {
- const quorum = Math.round((props.num_players + 1) / 2);
+ const quorum = Math.max(0, props.num_players - props.prompts.length);
const max_votes = props.prompts.reduce(
(max_so_far, v) => Math.max(max_so_far, v.votes.length), 0);
- if (max_votes < quorum)
- return null;
+ if (max_votes < quorum) {
+ let text = `Before we play, we should collect a bit
+ more information about what category would
+ be interesting for this group. So, either
+ type a new category option above, or else`;
+ if (props.prompts.length) {
+ if (props.prompts.length > 1)
+ text += " vote on some of the categories below.";
+ else
+ text += " vote on the category below.";
+ } else {
+ text += " wait for others to submit, and then vote on them below.";
+ }
+
+ return (
+
+
+ {text}
+
+
+ );
+ }
- const candidates = props.prompts.filter(p => p.votes.length >= quorum);
+ const candidates = props.prompts.filter(p => p.votes.length >= max_votes);
const index = Math.floor(Math.random() * candidates.length);
const winner = candidates[index];
@@ -437,15 +486,34 @@ 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;
- });
+ function canonize(word) {
+ return word.replace(/((a|an|the) )?(.*?)s?$/i, '$3');
+ }
+
+ const word_sets = [];
+
+ for (let word of props.words) {
+ const word_canon = canonize(word);
+ let found_match = false;
+ for (let set of word_sets) {
+ const set_canon = canonize(set.values().next().value);
+ if (word_canon === set_canon) {
+ set.add(word);
+ found_match = true;;
+ break;
+ }
+ }
+ if (! found_match) {
+ const set = new Set();
+ set.add(word);
+ word_sets.push(set);
+ }
+ }
this.state = {
word_sets: word_sets,
- selected: null
+ selected: null,
+ starred: null
};
this.submitted = false;
@@ -460,7 +528,11 @@ class Ambiguities extends React.PureComponent {
const response = await fetch_post_json(
`judged/${this.props.prompt.id}`,{
- word_groups: this.state.word_sets.map(set => Array.from(set))
+ word_groups: this.state.word_sets.map(
+ set => ({
+ words: Array.from(set),
+ kudos: this.state.starred === set ? true : false
+ }))
}
);
@@ -552,7 +624,7 @@ class Ambiguities extends React.PureComponent {
className="vote-button"
onClick={() => fetch_post_json(`end-judging/${this.props.prompt.id}`) }
>
- Move On
+ Move On Without Their Input
{[...this.props.votes].map(v => {
return (
@@ -572,26 +644,33 @@ class Ambiguities extends React.PureComponent {
let still_waiting = null;
const judging_players = Object.keys(this.props.players_judging);
if (judging_players.length) {
- still_waiting = [
-
- Still waiting for the following player
- {judging_players.length > 1 ? 's' : '' }
- :
-
- ];
- }
-
if (this.props.players_answered.has(this.props.player.name)) {
return (
@@ -950,12 +1054,29 @@ class Game extends React.PureComponent {
}
set_player_answering(player) {
+ /* Set the player as actively answering now. */
this.setState({
players_answering: {
...this.state.players_answering,
[player]: {active: true}
}
});
+ /* And arrange to have them marked idle very shortly.
+ *
+ * Note: This timeout is intentionally very, very short. We only
+ * need it long enough that the browser has latched onto the state
+ * change to "active" above. We actually use a CSS transition
+ * delay to control the user-perceptible length of time after
+ * which an active player appears inactive.
+ */
+ setTimeout(() => {
+ this.setState({
+ players_answering: {
+ ...this.state.players_answering,
+ [player]: {active: false}
+ }
+ });
+ }, 100);
}
set_answering_idle(value) {
@@ -1015,12 +1136,30 @@ class Game extends React.PureComponent {
}
set_player_judging(player) {
+ /* Set the player as actively judging now. */
this.setState({
players_judging: {
...this.state.players_judging,
[player]: {active: true}
}
});
+ /* And arrange to have them marked idle very shortly.
+ *
+ * Note: This timeout is intentionally very, very short. We only
+ * need it long enough that the browser has latched onto the state
+ * change to "active" above. We actually use a CSS transition
+ * delay to control the user-perceptible length of time after
+ * which an active player appears inactive.
+ */
+ setTimeout(() => {
+ this.setState({
+ players_judging: {
+ ...this.state.players_judging,
+ [player]: {active: false}
+ }
+ });
+ }, 100);
+
}
set_judging_idle(value) {
@@ -1082,15 +1221,35 @@ class Game extends React.PureComponent {
const players_total = 1 + state.other_players.length;
if (state.scores) {
+
+ let perfect_score = 0;
+ for (let i = 0;
+ i < state.active_prompt.items &&
+ i < state.scores.words.length;
+ i++)
+ {
+ perfect_score += state.scores.words[i].players.length;
+ }
+
return (
{state.active_prompt.prompt}
Scores
{state.scores.scores.map(score => {
+ let perfect = null;
+ if (score.score === perfect_score) {
+ perfect = Perfect!;
+ }
+ let quirkster = null;
+ if (score.score === state.active_prompt.items) {
+ quirkster = Quirkster!;
+ }
return (
-