<div v-show="currentIndex < 0">
<div class="button-container-horizontal">
<button class="btn cancel" :class="{hide: tables.length==0}" @click="cancelRound()" title="Annule la ronde courante : tous les scores en cours seront perdus, et un nouveau tirage effectué. ATTENTION : action irréversible">
- Valider
+ Annuler
</button>
- <button id="doPairings" class="btn" :class="{cancel: tables.length>0}" :disabled="scored.some( s => { return !s; })" @click="doPairings()" title="Répartit les joueurs actifs aléatoirement sur les tables">
+ <button id="doPairings" class="btn" :disabled="scored.some( s => { return !s; })" @click="doPairings()" title="Répartit les joueurs actifs aléatoirement sur les tables">
Nouvelle ronde
</button>
</div>
<button :class="{hide:scored[currentIndex]}" class="btn validate" @click="setScore()" title="Enregistre le score dans la base">
Enregistrer
</button>
- <button :class="{hide:!scored[currentIndex]}" class="btn cancel" @click="resetScore()" title="Annule le score précédemment enregistré">
+ <button :class="{hide:!scored[currentIndex]}" class="btn cancel" @click="cancelScore()" title="Annule le score précédemment enregistré">
Annuler
</button>
<button class="btn" @click="closeScoreForm()">Fermer</button>
</div>
`,
methods: {
- // TODO: télécharger la ronde courante
- // TODO: mémoriser les appariements passés pour éviter que les mêmes joueurs se rencontrent plusieurs fois
- // --> dans la base: tableau rounds, rounds[0] : {tables[0,1,...], chacune contenant 4 indices de joueurs; + sessions[0,1,...]}
- // --> devrait séparer les components en plusieurs fichiers...
- // cas à 5 joueurs : le joueur exempt doit tourner (c'est fait automatiquement en fait)
+ // TODO: télécharger la ronde courante (faudrait aussi mémoriser les points...)
+ // --> je devrais séparer les components en plusieurs fichiers maintenant
cancelRound: function() {
this.scored.forEach( (s,i) => {
if (s)
{
// Cancel this table
- this.currentIndex = i; //TODO: clumsy. funcions should take "index" as argument
- this.resetScore();
+ this.currentIndex = i; //TODO: clumsy. functions should take "index" as argument
+ this.cancelScore();
}
});
this.currentIndex = -1;
this.doPairings();
},
doPairings: function() {
- let rounds = JSON.parse(localStorage.getItem("rounds"));
-
+ let rounds = JSON.parse(localStorage.getItem("rounds")) || [];
if (this.scored.some( s => { return s; }))
{
this.commitScores(); //TODO: temporary: shouldn't be here... (incremental commit)
- if (rounds === null)
- rounds = [];
rounds.push(this.tables);
+ localStorage.setItem("rounds", JSON.stringify(rounds));
}
-
- // 1) Compute the "meeting" matrix: who played who and how many times
- let meetMat = _.range(this.players.length).map( i => {
- _.range(this.players.length).map( j => {
- return 0;
- });
- });
- rounds.forEach( r => { //for each round
- r.forEach( t => { //for each table within round
- for (let i=0; i<4; i++) //TODO: these loops are ugly
- {
- for (let j=0; j<4; j++)
- {
- if (j!=i)
- meetMat[i][j]++;
- }
- }
- });
- });
-
- // 2) Pre-compute tables repartition (in numbers): depends on active players count % 4
+ this.currentIndex = -1; //required if reset while scoring
+ let tables = [];
+ // 1) Pre-compute tables repartition (in numbers): depends on active players count % 4
let activePlayers = this.players
- .map( (p,i) => { return Object.Assign({}, p, {index:i}); })
+ .map( (p,i) => { return Object.assign({}, p, {index:i}); })
.filter( p => { return p.available; });
let repartition = _.times(Math.floor(activePlayers.length/4), _.constant(4));
- switch (activePlayers.length % 4)
+ let remainder = activePlayers.length % 4;
+ if (remainder > 0)
+ repartition.push(remainder);
+ switch (remainder)
{
case 1:
// Need 2 more
if (repartition.length-1 >= 2)
{
- repartition[0]--;
- repartition[1]--;
+ repartition[repartition.length-3] -- ;
+ repartition[repartition.length-2] -- ;
repartition[repartition.length-1] += 2;
}
break;
// Need 1 more
if (repartition.length-1 >= 1)
{
- repartition[0]--;
- repartition[repartition.length-1]++;
+ repartition[repartition.length-2] -- ;
+ repartition[repartition.length-1] ++ ;
}
break;
}
-
- // 3) Sort people by total games played (increasing) - naturally solve the potential unpaired case
- let totalGames = _.range(this.players.length).map( i => { return 0; });
- rounds.forEach( r => {
- r.forEach(t => {
- t.forEach( p => {
- totalGames[p]++;
- })
- })
- });
- let sortedPlayers = activePlayers
- .map( (p,i) => { return Object.Assign({}, p, {games:totalGames[p.index]}); })
- .sort( (a,b) => { return a.games - b.games; });
-
- // 4) Affect people on tables, following total games sorted order (with random sampling on ex-aequos)
- // --> et surtout en minimisant la somme des rencontres précédentes (ci-dessus : cas particulier rare à peu de joueurs)
-//TODO
- // Simple case first: 4 by 4
- let tables = [];
- let currentTable = [];
- let ordering = _.shuffle(_.range(this.players.length));
- for (let i=0; i<ordering.length; i++)
+ // 2) Shortcut for round 1: just spread at random
+ if (rounds.length == 0)
{
- if ( ! this.players[ordering[i]].available )
- continue;
- if (currentTable.length >= 4)
- {
- tables.push(currentTable);
- currentTable = [];
- }
- currentTable.push(ordering[i]);
+ let currentTable = [];
+ let ordering = _.shuffle(_.range(activePlayers.length));
+ let tableIndex = 0;
+ ordering.forEach( i => {
+ currentTable.push(activePlayers[i].index);
+ if (currentTable.length == repartition[tableIndex])
+ {
+ if (currentTable.length == 3)
+ currentTable.push(0); //add Toto
+ // flush
+ tables.push(currentTable);
+ currentTable = [];
+ tableIndex++;
+ }
+ });
}
- // Analyse remainder
- this.unpaired = [];
- if (currentTable.length != 0)
+ else
{
- if (currentTable.length < 3)
- {
- let missingPlayers = 3 - currentTable.length;
- // Pick players from 'missingPlayers' random different tables, if possible
- if (tables.length >= missingPlayers)
+ // General case after round 1:
+ // NOTE: alternative method, deterministic: player 1 never move, player 2 moves by 1, ...and so on
+ // --> but this leads to inferior pairings (e.g. 2 tables 8 players)
+ // -----
+ // 2bis) Compute the "meeting" matrix: who played who and how many times
+ let meetMat = _.range(this.players.length).map( i => {
+ return _.times(this.players.length, _.constant(0));
+ });
+ rounds.forEach( r => { //for each round
+ r.forEach( t => { //for each table within round
+ for (let i=0; i<4; i++) //TODO: these loops are ugly
+ {
+ for (let j=i+1; j<4; j++)
+ meetMat[t[i]][t[j]]++;
+ }
+ });
+ });
+ // 3) Fill tables by minimizing row sums of meetMat
+ const playersCount = activePlayers.length;
+ repartition.forEach( r => {
+ // Pick first player at random among active players, unless there is one unpaired guy
+ let firstPlayer = this.unpaired[0]; //can be undefined
+ if (!firstPlayer || activePlayers.length < playersCount)
{
- let tblNums = _.sample(_.range(tables.length), missingPlayers);
- tblNums.forEach( num => {
- currentTable.push(tables[num].pop());
+ let randIndex = _.sample( _.range(activePlayers.length) );
+ firstPlayer = activePlayers[randIndex].index;
+ activePlayers.splice(randIndex, 1);
+ }
+ else
+ activePlayers.splice( activePlayers.findIndex( item => { return item.index == firstPlayer; }), 1 );
+ let table = [ firstPlayer ];
+ for (let i=1; i<r; i++)
+ {
+ // Minimize row sums of meetMat for remaining players
+ let counts = [];
+ activePlayers.forEach( u => {
+ let count = 0;
+ let candidate = u.index;
+ table.forEach( p => {
+ count += meetMat[p][candidate];
+ count += meetMat[candidate][p];
+ });
+ counts.push( {index:u.index, count:count } );
});
+ counts.sort( (a,b) => { return a.count - b.count; });
+ table.push(counts[0].index);
+ activePlayers.splice( activePlayers.findIndex( item => { return item.index == counts[0].index; }), 1 );
}
- }
- if (currentTable.length >= 3)
- tables.push(currentTable);
- else
- this.unpaired = currentTable;
+ if (table.length == 3)
+ table.push(0); //add Todo
+ tables.push(table);
+ });
}
- // Ensure that all tables have 4 players
- tables.forEach( t => {
- if (t.length < 4)
- t.push(0); //index of "Toto", ghost player
- });
+ if (tables.length >= 1 && tables[tables.length-1].length < 3)
+ this.unpaired = tables.pop();
+ else
+ this.unpaired = [];
this.tables = tables;
- this.sessions = tables.map( t => { return []; }); //empty sessions
- this.scored = tables.map( t => { return false; }); //nothing scored yet
- this.currentIndex = -1; //required if reset while scoring
+ this.resetScores();
+ },
+ resetScores: function() {
+ this.sessions = this.tables.map( t => { return []; }); //empty sessions
+ this.scored = this.tables.map( t => { return false; }); //nothing scored yet
},
showScoreForm: function(table,index) {
if (this.sessions[index].length == 0)
Vue.set(this.scored, this.currentIndex, true);
this.currentIndex = -1;
},
- resetScore: function() {
+ cancelScore: function() {
let pdts = this.getPdts();
for (let i=0; i<4; i++)
{
this.running = false;
return;
}
- if (this.time == this.initialTime)
+ if (this.time == this.initialTime * 60)
new Audio("sounds/gong.mp3").play(); //gong at the beginning
setTimeout(() => {
if (this.running)