X-Git-Url: https://git.cworth.org/git?p=lmno.games;a=blobdiff_plain;f=empathy%2Fempathy.jsx;h=5782b7879076bdd8812bccffc58a281b63760d5b;hp=dee5a677ff47da93c0307b84af7cec0be8399db6;hb=5d49d1235592034458ce875b5d73d024ef23355d;hpb=2f53ad28854b9d68fcbd19ca02002c5883234638 diff --git a/empathy/empathy.jsx b/empathy/empathy.jsx index dee5a67..5782b78 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); @@ -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_players_answered(players_answered); + 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_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_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_players_judged(players_judged); + 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 (
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}
); }); @@ -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; @@ -271,6 +363,45 @@ 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) @@ -283,39 +414,19 @@ 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 => { - 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); @@ -349,23 +460,50 @@ 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, '$3'); + } + + const word_sets = []; + + for (let word of props.words) { + const word_canon = canonize(word); + let found_match = false; + for (let set of word_sets) { + const set_canon = canonize(set.values().next().value); + if (word_canon === set_canon) { + set.add(word); + found_match = true;; + break; + } + } + if (! found_match) { + const set = new Set(); + set.add(word); + word_sets.push(set); + } + } this.state = { word_sets: word_sets, - submitted: false, - selected: null + selected: null, + starred: null }; + + this.submitted = false; + this.judging_sent_recently = false; } async handle_submit() { + + /* Don't submit a second time. */ + if (this.submitted) + return; + const response = await fetch_post_json( - `judging/${this.props.prompt.id}`,{ - word_groups: this.state.word_sets.map(set => Array.from(set)) + `judged/${this.props.prompt.id}`,{ + word_groups: this.state.word_sets.map(set => Array.from(set)), + kudos: Array.from(this.state.starred) } ); @@ -376,22 +514,38 @@ class Ambiguities extends React.PureComponent { return; } } else { - add_message("danger", "An error occurred submitting your answers"); + add_message("danger", "An error occurred submitting the results of your judging"); return; } - this.setState({ - submitted: true - }); + this.submitted = true; } handle_click(word) { + + /* Let the server know we are doing some judging, (but rate limit + * this so we don't send a "judging" notification more frquently + * than necessary. + */ + if (! this.judging_sent_recently) { + fetch_post_json(`judging/${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 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, @@ -433,16 +587,77 @@ class Ambiguities extends React.PureComponent { } render() { - if (this.state.submitted) + 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 player + {judging_players.length > 1 ? 's' : '' } + : +

+ +
+ ); + } + + if (this.props.players_judged.has(this.props.player.name)) { return (
-

{this.props.players_judged}/ - {this.props.players_total} players have responded

+

Submission received

- Please wait for the rest of the players to complete judging. + 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"; @@ -456,6 +671,7 @@ 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 ? + '★' : '☆' + } +
); })} @@ -496,12 +727,30 @@ 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/${this.props.prompt.id}`); + this.answering_sent_recently = true; + setTimeout(() => { this.answering_sent_recently = false; }, 1000); + } } async handle_submit(event) { @@ -510,6 +759,10 @@ class ActivePrompt extends React.PureComponent { /* Prevent the default page-changing form-submission behavior. */ event.preventDefault(); + /* And don't submit a second time. */ + if (this.submitted) + return; + const response = await fetch_post_json(`answer/${this.props.prompt.id}`, { answers: this.answers.map(r => r.current.value) }); @@ -526,22 +779,80 @@ 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 =( + + ); + } + + let still_waiting = null; + const answering_players = Object.keys(this.props.players_answering);; + if (answering_players.length) { + still_waiting = ( +
+

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

+ +
+ ); + } + + if (this.props.players_answered.has(this.props.player.name)) { return (
-

{this.props.players_answered}/ - {this.props.players_total} players have responded

+

Submission received

- Please wait for the rest of the players to submit their answers. + The following players have submitted their answers:{' '} + {[...this.props.players_answered].join(', ')}

+ {still_waiting} + {move_on_button} +
); + } return (
@@ -549,7 +860,8 @@ 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}

@@ -563,6 +875,7 @@ class ActivePrompt extends React.PureComponent { name={`answer_${i}`} required autoComplete="off" + onChange={this.handle_change} ref={this.answers[i]} />
@@ -592,9 +905,18 @@ 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 }; } @@ -623,6 +945,31 @@ 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 @@ -648,9 +995,79 @@ class Game extends React.PureComponent { }); } - set_players_answered(players_answered) { + 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]; + + 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) { + /* 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) { + this.setState({ + end_answers_votes: new Set([...this.state.end_answers_votes, player]) + }); + } + + set_player_unvote_end_answers(player) { this.setState({ - players_answered: players_answered + end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player)) }); } @@ -660,9 +1077,80 @@ class Game extends React.PureComponent { }); } - set_players_judged(players_judged) { + set_players_judged(players) { this.setState({ - players_judged: players_judged + 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_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({ + 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)) }); } @@ -672,19 +1160,58 @@ 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

); @@ -713,19 +1252,28 @@ class Game extends React.PureComponent { return ; } if (state.active_prompt) { return ; } + if (! state.ready) + return null; + return [ ,