X-Git-Url: https://git.cworth.org/git?p=lmno.games;a=blobdiff_plain;f=empathy%2Fempathy.jsx;h=feff7775a99f782188474bab923da9e1580b8327;hp=2c70bc387f6d23cfbed01144fea26f3a142df1c3;hb=d7cc3b52d47ed3836cea1d82951ea4db6e8c591d;hpb=e41040d89d5aaceabe7f5bb7a12230e2079ffd7e diff --git a/empathy/empathy.jsx b/empathy/empathy.jsx index 2c70bc3..feff777 100644 --- a/empathy/empathy.jsx +++ b/empathy/empathy.jsx @@ -363,6 +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) @@ -375,29 +414,13 @@ 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 => + )} ); }); @@ -437,15 +460,36 @@ 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, '$3'); + } + + const word_sets = []; + + for (let word of props.words) { + const word_canon = canonize(word); + console.log("Canonized " + word + " to " + word_canon); + let found_match = false; + for (let set of word_sets) { + const set_canon = canonize(set.values().next().value); + console.log("Comparing " + word_canon + " to " + set_canon); + if (word_canon === set_canon) { + set.add(word); + found_match = true;; + break; + } + } + if (! found_match) { + const set = new Set(); + set.add(word); + word_sets.push(set); + } + } this.state = { word_sets: word_sets, - selected: null + selected: null, + starred: null }; this.submitted = false; @@ -460,7 +504,8 @@ class Ambiguities extends React.PureComponent { const response = await fetch_post_json( `judged/${this.props.prompt.id}`,{ - word_groups: this.state.word_sets.map(set => Array.from(set)) + word_groups: this.state.word_sets.map(set => Array.from(set)), + kudos: Array.from(this.state.starred) } ); @@ -569,30 +614,47 @@ class Ambiguities extends React.PureComponent { ); } - if (this.props.players_judged.has(this.props.player.name)) { - return ( -
-

Submission received

-

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

+ 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}
@@ -611,6 +673,7 @@ 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 ? + '★' : '☆' + } +
); })} @@ -731,30 +809,47 @@ class ActivePrompt extends React.PureComponent { ); } - if (this.props.players_answered.has(this.props.player.name)) { - return ( -
-

Submission received

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

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

-

- 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}{' '} + + {'.'}{'.'}{'.'} +
  • ); })}
+
+ ); + } + + 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}
@@ -767,7 +862,8 @@ 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}

@@ -928,12 +1024,29 @@ 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) { @@ -993,12 +1106,30 @@ 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) { @@ -1060,14 +1191,29 @@ 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!; + } return ( -
  • - {score.player}: {score.score} +
  • + {score.players.join("/")}: {score.score} {perfect}
  • ); })} @@ -1077,7 +1223,7 @@ class Game extends React.PureComponent { {state.scores.words.map(word => { return (
  • - {`${word.word}: ${word.players.join(', ')}`} + {word.word} ({word.players.length}): {word.players.join(', ')}
  • ); })} @@ -1149,6 +1295,7 @@ class Game extends React.PureComponent { ,