X-Git-Url: https://git.cworth.org/git?p=lmno.games;a=blobdiff_plain;f=empathy%2Fempathy.jsx;h=b58f9359ff5bdc7bed3bef174cc6119ee7cee0b7;hp=20612e35336576b229c4a8f9fccc7e7bd1179e97;hb=6e3daa0768dafe57ad8f045b8314502316dc7c66;hpb=351aafa7ed0e7839d9308d9e2302852eb0688b6a diff --git a/empathy/empathy.jsx b/empathy/empathy.jsx index 20612e3..b58f935 100644 --- a/empathy/empathy.jsx +++ b/empathy/empathy.jsx @@ -48,7 +48,7 @@ events.addEventListener("player-enter", event => { events.addEventListener("player-exit", event => { const info = JSON.parse(event.data); - window.game.remove_player(info); + window.game.disable_player(info); }); events.addEventListener("player-update", event => { @@ -88,6 +88,10 @@ events.addEventListener("game-state", event => { 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 => { @@ -174,6 +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 * *********************************************************/ @@ -211,23 +227,43 @@ const PlayerInfo = React.memo(props => { if (! props.player.id) return null; - const all_players = [props.player, ...props.other_players]; + const all_players = [{...props.player, active:true}, ...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 a new array with the separator interspersed between + * each element of the array passed in as the argument. + */ + function intersperse(arr, sep) { + return arr.reduce((acc, val) => [...acc, sep, val], []).slice(1); + } + + let names_and_scores = sorted_players.map(player => { + if (player.score) { + return ( + + {player.name} ({player.score}) + + ); + } else { + if (player.active) + return player.name; + else + return null; + } + }).filter(component => component != null); + + names_and_scores = intersperse(names_and_scores, ", "); return (
Players: - {names_and_scores} + {names_and_scores}
); }); @@ -267,7 +303,7 @@ 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(""); } } @@ -295,6 +331,12 @@ 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 @@ -347,6 +389,45 @@ 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) @@ -359,43 +440,47 @@ 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]; @@ -421,15 +506,34 @@ 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, '$3'); + } + + const word_sets = []; + + for (let word of props.words) { + const word_canon = canonize(word); + let found_match = false; + for (let set of word_sets) { + const set_canon = canonize(set.values().next().value); + if (word_canon === set_canon) { + set.add(word); + found_match = true;; + break; + } + } + if (! found_match) { + const set = new Set(); + set.add(word); + word_sets.push(set); + } + } this.state = { word_sets: word_sets, - selected: null + selected: null, + starred: null }; this.submitted = false; @@ -444,7 +548,11 @@ class Ambiguities extends React.PureComponent { const response = await fetch_post_json( `judged/${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 + })) } ); @@ -536,7 +644,7 @@ 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 ( @@ -553,30 +661,47 @@ class Ambiguities extends React.PureComponent { ); } - if (this.props.players_judged.has(this.props.player.name)) { - return ( -
-

Submission received

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

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

-

- 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}
@@ -590,11 +715,17 @@ class Ambiguities extends React.PureComponent {

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, + Click/tap on each pair of answers that should be scored as equivalent, + (or click a word twice to split it out from a group). Remember, what goes around comes around, so it's best to be generous when judging.

+

+ Also, for an especially fun or witty answer, you can give kudos + by clicking the star on the right. You may only do this for one + word/group. +

+

{this.props.prompt.prompt}

{this.state.word_sets.map(set => { return (
); })} + { + event.stopPropagation(); + if (this.state.starred === set) { + this.setState({ + starred: null + }); + } else { + this.setState({ + starred: set + }); + } + }} + > + {this.state.starred === set ? + '★' : '☆' + } +
); })} @@ -691,6 +843,39 @@ class ActivePrompt extends React.PureComponent { } render() { + + 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' : ''} + : +

+
    + {answering_players.map(player => { + return ( +
  • + {player}{' '} + + {'.'}{'.'}{'.'} + +
  • + ); + })} +
+
+ ); + } + let move_on_button = null; if (this.props.idle) { move_on_button =( @@ -698,7 +883,9 @@ class ActivePrompt extends React.PureComponent { className="vote-button" onClick={() => fetch_post_json(`end-answers/${this.props.prompt.id}`) } > - Move On + {answering_players.length ? + "Move On Without Their Answers" : + "Move On Without Anyone Else"}
{[...this.props.votes].map(v => { return ( @@ -720,25 +907,10 @@ class ActivePrompt extends React.PureComponent {

Submission received

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

-

- Still waiting for the following players: -

-
    - {Object.keys(this.props.players_answering).map(player => { - return ( -
  • - {player} - {this.props.players_answering[player] ? - : null } -
  • - ); - })} -
+ {still_waiting} {move_on_button}
@@ -751,7 +923,8 @@ 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}

@@ -804,7 +977,9 @@ class Game extends React.PureComponent { players_judging: {}, judging_idle: false, end_judging_votes: new Set(), - scores: null + scores: null, + new_game_votes: new Set(), + ready: false }; } @@ -821,21 +996,29 @@ class Game extends React.PureComponent { } set_other_player_info(info) { + const player_object = {...info, active: true}; const other_players_copy = [...this.state.other_players]; const idx = other_players_copy.findIndex(o => o.id === info.id); if (idx >= 0) { - other_players_copy[idx] = info; + other_players_copy[idx] = player_object; } else { - other_players_copy.push(info); + other_players_copy.push(player_object); } this.setState({ other_players: other_players_copy }); } - remove_player(info) { + disable_player(info) { + const idx = this.state.other_players.findIndex(o => o.id === info.id); + if (idx < 0) + return; + + const other_players_copy = [...this.state.other_players]; + other_players_copy[idx].active = false; + this.setState({ - other_players: this.state.other_players.filter(o => o.id !== info.id) + other_players: other_players_copy }); } @@ -852,7 +1035,9 @@ class Game extends React.PureComponent { players_judging: {}, judging_idle: false, end_judging_votes: new Set(), - scores: null + scores: null, + new_game_votes: new Set(), + ready: false }); } @@ -908,12 +1093,29 @@ 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) { @@ -973,16 +1175,33 @@ 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) { - console.log("Setting judging idle to " + value); this.setState({ judging_idle: value }); @@ -1012,19 +1231,69 @@ 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) { + + const players_total = state.players_answered.size; + + 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}
  • ); })} @@ -1032,18 +1301,41 @@ 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}
    • ); })}
); @@ -1072,6 +1364,9 @@ class Game extends React.PureComponent { />; } + if (! state.ready) + return null; + return [ , - , p.active).length} prompts={state.prompts} + />, + ]; }