From: Benjamin Auder Date: Sat, 6 Jan 2018 23:42:41 +0000 (+0100) Subject: save state X-Git-Url: https://git.auder.net/game/%22%20%20%20data.gameInfo.gameId%20%20%20%22?a=commitdiff_plain;h=942ca610ac679dba7ed09c10829d38b29c09bccc;p=westcastle.git save state --- diff --git a/js/index.js b/js/index.js index 09f0c17..b51d590 100644 --- a/js/index.js +++ b/js/index.js @@ -122,15 +122,95 @@ new Vue({ `, methods: { - // TODO: clic sur "Valider" télécharge la ronde courante + // 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) 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 = -1; + this.doPairings(); }, doPairings: function() { + 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); + } + + // 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 + let activePlayers = this.players + .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) + { + case 1: + // Need 2 more + if (repartition.length-1 >= 2) + { + repartition[0]--; + repartition[1]--; + repartition[repartition.length-1] += 2; + } + break; + case 2: + // Need 1 more + if (repartition.length-1 >= 1) + { + repartition[0]--; + 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 = [];