X-Git-Url: https://git.cworth.org/git?p=lmno.games;a=blobdiff_plain;f=empathy%2Fempathy.jsx;h=6133463f35a7a9d6ba4d58cbe8e4188bf4af48a9;hp=110b330a71142a5de6c27ee0bd567a1c5abf0591;hb=f8b6dc7aef51ccc82d163f015612c7640f0be365;hpb=67bface07504b1e5809c860f81c2cdc1d3a720a3 diff --git a/empathy/empathy.jsx b/empathy/empathy.jsx index 110b330..6133463 100644 --- a/empathy/empathy.jsx +++ b/empathy/empathy.jsx @@ -1,3 +1,5 @@ +const MAX_PROMPT_ITEMS = 20; + function undisplay(element) { element.style.display="none"; } @@ -43,6 +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); @@ -55,9 +63,35 @@ events.addEventListener("player-update", event => { events.addEventListener("game-state", event => { const state = JSON.parse(event.data); - for (let prompt of state.prompts) { - window.game.add_or_update_prompt(prompt); - } + window.game.reset_game_state(); + + window.game.set_prompts(state.prompts); + + window.game.set_active_prompt(state.active_prompt); + + 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 => { @@ -66,6 +100,96 @@ events.addEventListener("prompt", event => { window.game.add_or_update_prompt(prompt); }); +events.addEventListener("start", event => { + const prompt = JSON.parse(event.data); + + window.game.set_active_prompt(prompt); +}); + +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_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("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 => { + const scores = JSON.parse(event.data); + + 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 * *********************************************************/ @@ -103,16 +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.other_players.map(other => ( - - {", "} - {other.name} - - ))} + {names_and_scores}
); }); @@ -149,11 +280,15 @@ class CategoryRequest extends React.PureComponent { 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; @@ -168,11 +303,29 @@ class CategoryRequest extends React.PureComponent { 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(); } @@ -249,6 +402,408 @@ const PromptOptions = React.memo(props => { ); }); +const LetsPlay = React.memo(props => { + + 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); + + if (max_votes < quorum) + return null; + + const candidates = props.prompts.filter(p => p.votes.length >= quorum); + const index = Math.floor(Math.random() * candidates.length); + const winner = candidates[index]; + + return ( +
+

Let's Play

+

+ That should be enough voting. If you're not waiting for any + other players to join, then let's start. +

+ +
+ ); +}); + +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, + 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( + `judged/${this.props.prompt.id}`,{ + word_groups: this.state.word_sets.map(set => Array.from(set)) + } + ); + + if (response.status === 200) { + const result = await response.json(); + if (! result.valid) { + add_message("danger", result.message); + return; + } + } else { + add_message("danger", "An error occurred submitting the results of your judging"); + return; + } + + this.submitted = true; + } + + handle_click(word) { + + /* Let the server know we are doing some judging, (but rate limit + * this so we don't send a "judging" notification more frquently + * than necessary. + */ + if (! this.judging_sent_recently) { + fetch_post_json(`judging/${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() { + let move_on_button = null; + + if (this.props.idle) { + move_on_button = ( + + ); + } + + 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 for the following players: +

+ + {move_on_button} + +
+ ); + } + + const btn_class = "ambiguity-button"; + const btn_selected_class = btn_class + " selected"; + + return ( +
+

Judging Answers

+

+ 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. +

+

{this.props.prompt.prompt}

+ {this.state.word_sets.map(set => { + return ( +
+ {Array.from(set).map(word => { + return ( + + ); + })} +
+ ); + })} +

+ Click here when done judging:
+ +

+
+ ); + } +} + +class ActivePrompt extends React.PureComponent { + + constructor(props) { + super(props); + const items = props.prompt.items; + + 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/${this.props.prompt.id}`); + this.answering_sent_recently = true; + setTimeout(() => { this.answering_sent_recently = false; }, 1000); + } + } + + async handle_submit(event) { + const form = event.currentTarget; + + /* Prevent the default page-changing form-submission behavior. */ + event.preventDefault(); + + /* And don't submit a second time. */ + if (this.submitted) + return; + + const response = await fetch_post_json(`answer/${this.props.prompt.id}`, { + answers: this.answers.map(r => r.current.value) + }); + 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 answers"); + return; + } + + /* Everything worked. Server is happy with our answers. */ + form.reset(); + this.submitted = true; + } + + render() { + 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 for the following players: +

+ + {move_on_button} + +
+ ); + } + + return ( +
+

The Game of Empathy

+

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

+

{this.props.prompt.prompt}

+
+ {[...Array(this.props.prompt.items)].map((whocares,i) => { + return ( +
+ +
+ ); + })} + +
+ +
+ +
+
+ ); + } +} + class Game extends React.PureComponent { constructor(props) { super(props); @@ -256,7 +811,20 @@ class Game extends React.PureComponent { game_info: {}, player_info: {}, other_players: [], - prompts: [] + 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 }; } @@ -285,6 +853,37 @@ 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 + }); + } + add_or_update_prompt(prompt) { const prompts_copy = [...this.state.prompts]; const idx = prompts_copy.findIndex(p => p.id === prompt.id); @@ -298,8 +897,241 @@ class Game extends React.PureComponent { }); } + set_active_prompt(prompt) { + this.setState({ + active_prompt: prompt + }); + } + + 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) { + 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)) + }); + } + + set_ambiguities(ambiguities) { + this.setState({ + ambiguities: ambiguities + }); + } + + 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_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)) + }); + } + + set_scores(scores) { + this.setState({ + scores: scores + }); + } + + 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) { + return ( +
+

{state.active_prompt.prompt}

+

Scores

+ +

Words submitted

+ + +
+ ); + } + + if (state.ambiguities){ + return ; + } + + if (state.active_prompt) { + return ; + } + + if (! state.ready) + return null; return [ , + ]; }