X-Git-Url: https://git.cworth.org/git?p=lmno.games;a=blobdiff_plain;f=empathy%2Fempathy.jsx;h=39889f7d8d7d16e4aba10f4385d8564931696a57;hp=ee92ab3d7b556d2c4d4f2d236363af825efc37b5;hb=78536d0d2b714d5a88dcb67124c2de963c2e316d;hpb=b2d9afa8c7de0456e52847ef68c81a3ee181e6f1 diff --git a/empathy/empathy.jsx b/empathy/empathy.jsx index ee92ab3..39889f7 100644 --- a/empathy/empathy.jsx +++ b/empathy/empathy.jsx @@ -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); @@ -63,9 +69,29 @@ events.addEventListener("game-state", event => { 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 => { @@ -92,6 +118,12 @@ events.addEventListener("player-answering", event => { 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); @@ -122,6 +154,12 @@ events.addEventListener("player-judging", event => { 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); @@ -140,6 +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 * *********************************************************/ @@ -177,18 +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 (
Players: - {props.player.name} - {props.player.score > 0 ? ` (${props.player.score})` : ""} - {props.other_players.map(other => ( - - {", "} - {other.name} - {other.score > 0 ? ` (${other.score})` : ""} - - ))} + {names_and_scores}
); }); @@ -228,7 +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(""); } } @@ -256,6 +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 @@ -308,6 +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) @@ -320,43 +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."; + } - const candidates = props.prompts.filter(p => p.votes.length >= quorum); + return ( +
+

+ {text} +

+
+ ); + } + + const candidates = props.prompts.filter(p => p.votes.length >= max_votes); const index = Math.floor(Math.random() * candidates.length); const winner = candidates[index]; @@ -382,23 +486,53 @@ 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, '$3'); + } + + const word_sets = []; + + for (let word of props.words) { + const word_canon = canonize(word); + let found_match = false; + for (let set of word_sets) { + const set_canon = canonize(set.values().next().value); + if (word_canon === set_canon) { + set.add(word); + found_match = true;; + break; + } + } + if (! found_match) { + const set = new Set(); + set.add(word); + word_sets.push(set); + } + } this.state = { word_sets: word_sets, - submitted: false, - selected: null + selected: null, + starred: null }; + + this.submitted = false; + this.judging_sent_recently = false; } async handle_submit() { + + /* Don't submit a second time. */ + if (this.submitted) + return; + const response = await fetch_post_json( `judged/${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 + })) } ); @@ -413,18 +547,34 @@ class Ambiguities extends React.PureComponent { 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 idx = this.state.word_sets.findIndex(s => s.has(word)); const set = this.state.word_sets[idx]; - if (set.size === 1) + 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, @@ -466,51 +616,77 @@ class Ambiguities extends React.PureComponent { } render() { - if (this.state.submitted) - return ( -
-

Submission received

-

- The following players have completed judging: - {[...this.props.players_judged].join(', ')} -

+ let move_on_button = null; + + if (this.props.idle) { + move_on_button = ( + + ); + } + + let still_waiting = null; + const judging_players = Object.keys(this.props.players_judging); + if (judging_players.length) { + still_waiting = ( +

- Still waiting for the following players: + Still waiting for the following player + {judging_players.length > 1 ? 's' : '' } + :

    - {Object.keys(this.props.players_judging).map(player => { + {judging_players.map(player => { return (
  • - {player} - {this.props.players_judging[player] ? - : null } + {player}{' '} + + {'.'}{'.'}{'.'} +
  • ); })}
- +
+ ); + } + + if (this.props.players_judged.has(this.props.player.name)) { + return ( +
+

Submission received

+

+ The following players have completed judging:{' '} + {[...this.props.players_judged].join(', ')} +

+ {still_waiting} + {move_on_button}
); + } const btn_class = "ambiguity-button"; const btn_selected_class = btn_class + " selected"; @@ -524,6 +700,7 @@ class Ambiguities extends React.PureComponent { what goes around comes around, so it's best to be generous when judging.

+

{this.props.prompt.prompt}

{this.state.word_sets.map(set => { return (
); })} + { + event.stopPropagation(); + this.setState({ + starred: set + }); + }} + > + {this.state.starred === set ? + '★' : '☆' + } +
); })} @@ -564,12 +756,30 @@ 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/${this.props.prompt.id}`); + this.answering_sent_recently = true; + setTimeout(() => { this.answering_sent_recently = false; }, 1000); + } } async handle_submit(event) { @@ -578,6 +788,10 @@ class ActivePrompt extends React.PureComponent { /* Prevent the default page-changing form-submission behavior. */ event.preventDefault(); + /* And don't submit a second time. */ + if (this.submitted) + return; + const response = await fetch_post_json(`answer/${this.props.prompt.id}`, { answers: this.answers.map(r => r.current.value) }); @@ -594,57 +808,83 @@ 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) - return ( -
-

Submission received

-

- The following players have submitted their answers: - {[...this.props.players_answered].join(', ')} -

+ + let still_waiting = null; + const answering_players = Object.keys(this.props.players_answering);; + if (answering_players.length) { + still_waiting = ( +

- Still waiting for the following players: + Still waiting for the following player + {answering_players.length > 1 ? 's' : ''} + :

    - {Object.keys(this.props.players_answering).map(player => { + {answering_players.map(player => { return (
  • - {player} - {this.props.players_answering[player] ? - : null } + {player}{' '} + + {'.'}{'.'}{'.'} +
  • ); })}
- +
+ ); + } + + let move_on_button = null; + if (this.props.idle) { + move_on_button =( + + ); + } + + if (this.props.players_answered.has(this.props.player.name)) { + return ( +
+

Submission received

+

+ The following players have submitted their answers:{' '} + {[...this.props.players_answered].join(', ')} +

+ {still_waiting} + {move_on_button}
); + } return (
@@ -652,7 +892,8 @@ class ActivePrompt extends React.PureComponent {

Remember, you're trying to match your answers with what the other players submit. - Give {this.props.prompt.items} answers for the following prompt: + Give {this.props.prompt.items} answer + {this.props.prompt.items > 1 ? 's' : ''} for the following prompt:

{this.props.prompt.prompt}

@@ -666,6 +907,7 @@ class ActivePrompt extends React.PureComponent { name={`answer_${i}`} required autoComplete="off" + onChange={this.handle_change} ref={this.answers[i]} />
@@ -697,12 +939,16 @@ class Game extends React.PureComponent { 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 + scores: null, + new_game_votes: new Set(), + ready: false }; } @@ -731,18 +977,28 @@ 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 + scores: null, + new_game_votes: new Set(), + ready: false }); } @@ -771,6 +1027,12 @@ class Game extends React.PureComponent { }); } + set_players_answered(players) { + this.setState({ + players_answered: new Set(players) + }); + } + set_player_answered(player) { const new_players_answering = {...this.state.players_answering}; delete new_players_answering[player]; @@ -781,13 +1043,52 @@ class Game extends React.PureComponent { }); } + 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) { + /* 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) { + this.setState({ + answering_idle: value + }); + } + + set_end_answers(players) { + this.setState({ + end_answers_votes: new Set(players) + }); } set_player_vote_end_answers(player) { @@ -808,6 +1109,12 @@ class Game extends React.PureComponent { }); } + 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]; @@ -818,15 +1125,54 @@ class Game extends React.PureComponent { }); } + set_players_judging(players) { + const players_judging = {}; + for (let player of players) { + players_judging[player] = {active: false}; + } + this.setState({ + players_judging: players_judging + }); + } + 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) { + 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({ @@ -846,19 +1192,68 @@ 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; 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!; + } + let kudos_slam = null; + if (score.kudos > 0 && score.kudos >= players_total - 1) { + kudos_slam = Kudos Slam!; + } return ( -
  • - {score.player}: {score.score} +
  • + {score.players.join("/")}: {score.score} + {score.kudos ? `, ${'★'.repeat(score.kudos)}` : ""} + {' '}{perfect} {quirkster} {kudos_slam}
  • ); })} @@ -866,18 +1261,41 @@ class Game extends React.PureComponent {

    Words submitted

      {state.scores.words.map(word => { + let great_minds = null; + if (word.kudos.length && word.players.length > 1) { + great_minds = Great Minds!; + } + let kudos_slam = null; + if (word.kudos.length > 0 && word.kudos.length >= players_total - 1) { + kudos_slam = Kudos Slam!; + } return (
    • - {`${word.word}: ${word.players.join(', ')}`} + {word.word} ({word.players.length} + {word.kudos.length ? `, ${'★'.repeat(word.kudos.length)}` : ""} + ): {word.players.join(', ')} + {' '}{great_minds}{kudos_slam}
    • ); })}
); @@ -887,8 +1305,10 @@ class Game extends React.PureComponent { return ; } @@ -896,12 +1316,17 @@ class Game extends React.PureComponent { if (state.active_prompt) { return ; } + if (! state.ready) + return null; + return [ , - , , + ]; }