Add the clock round to the release
This commit is contained in:
@@ -391,6 +391,23 @@
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</p>
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</section>
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<section class="ruling" data-short="Clock">
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<h3>Calling the clock on a player</h3>
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<p>
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Any player may ask for a clock once a decision is taking unreasonably
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long; it is the dealer, not the table, who grants it. The player then
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gets a set time and a countdown out loud — thirty seconds and ten is the
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usual form.
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</p>
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<p>
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If the count reaches zero with no action, the hand is <em>dead</em> if
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they were facing a bet, and <em>checked</em> if they were not: nobody is
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folded for slowness when checking was free. The action bar runs the
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count once you tap <em>Call the clock</em>, and offers the ruling as one
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button when it ends.
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</p>
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</section>
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<section class="ruling" data-short="Straddle">
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<h3>A straddle is a blind raise</h3>
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<p>
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@@ -2254,6 +2254,46 @@ body.hasActionBar #holdemSidebar {
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font-weight: 600;
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}
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/* Starting and stopping a clock. Quiet, because it only appears once somebody has
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been thinking long enough for the table to ask.
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44px like everything else a thumb has to find. It was drawn at 36 to keep the status
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line short, and the audit called it at every touch viewport the moment it ran — which
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is the rule doing its job: this control kills a hand, and the argument for shaving it
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was that the row it sits in is made of text. */
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.actionClockBtn {
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flex: none;
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min-height: 44px;
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padding: 0.25rem 0.6rem;
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border-radius: 8px;
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border: 1px solid #5b4a2a;
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background: rgba(216, 180, 106, 0.12);
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color: #e8cf9a;
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font-family: inherit;
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font-size: 0.72rem;
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cursor: pointer;
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}
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/* The count has run out. Said in the dealer's own words, above the button that
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carries it out — and coloured like the thing it is, which is a hand about to be
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killed for slow play. */
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.clockExpired {
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margin: 0 0 0.5rem;
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padding: 0.45rem 0.6rem;
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border-radius: 8px;
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background: rgba(224, 123, 123, 0.12);
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border: 1px solid rgba(224, 123, 123, 0.45);
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color: #f3c9c9;
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font-size: 0.8rem;
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}
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.actionBtn.actionEnforceClock {
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background: linear-gradient(180deg, #6b2b2b, #4a1d1d);
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border-color: #8c3a3a;
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color: #ffe2e2;
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font-weight: 600;
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}
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/* ---------- Side-pot breakdown ---------- */
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.potBreakdown {
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@@ -3431,6 +3471,14 @@ body.hasActionBar #toastHost {
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bottom: calc(var(--actionBarHeight, 0px) + 0.5rem + env(safe-area-inset-bottom, 0px));
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}
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/* The clock's ruling, said in a sentence, is a line this screen cannot pay for:
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measured at 640x360, the bar goes from 152px to 269px when the count runs out and
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the bottom seats end up behind it. The button carries the same ruling in three
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words — "Kill Dee's hand" — so the sentence is what goes, not the call. */
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.clockExpired {
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display: none;
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}
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/* Nine seats around a table this small overlap each other, so they shrink to suit. */
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.seat {
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width: 62px;
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@@ -194,6 +194,32 @@ const ActionBar = {
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tank.title = "How long this player has been thinking";
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tank.textContent = "0:00";
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row.appendChild(tank);
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// Rendered every time and shown by the tick once the wait is long enough
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// to be worth it, so a clock never costs a re-render at the moment the
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// dealer reaches for it — and never occupies the bar in the ordinary case
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// where nobody is holding anybody up.
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const clock = document.createElement("button");
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clock.type = "button";
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clock.id = "actionClockBtn";
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clock.className = "actionClockBtn";
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// Once the count is over there is nothing to stop: the ruling has been
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// made, and the dealer either carries it out or takes an ordinary action,
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// both of which end the clock themselves. Leaving the button there also
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// cost real room — at 640x360 its 94px pushed the undo control onto a
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// second line, and the taller bar covered the two bottom seats.
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const expiredNow = this.clockRunning() && this.clockLeft() === 0;
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clock.hidden = !this.clockRunning() || expiredNow;
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if (this.clockRunning()) {
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clock.textContent = "Stop the clock";
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clock.title = "Put the decision back in the player's own time";
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clock.addEventListener("click", () => { this.stopClock(); this.render(); });
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} else {
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clock.textContent = "Call the clock";
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clock.title = `${this.CLOCK_THINK_S} seconds, then a ${this.CLOCK_COUNTDOWN_S}-second countdown`;
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clock.addEventListener("click", () => this.callClock());
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}
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row.appendChild(clock);
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}
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// A standing control rather than a toast per action: a dealer taps this bar
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@@ -233,6 +259,74 @@ const ActionBar = {
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NUDGE_AFTER_S: 30,
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SLOW_AFTER_S: 60,
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// ---- Calling the clock ----
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//
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// The stopwatch above says how long somebody has been thinking. This is what a
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// dealer does about it, and it is a procedure with a shape: a player asks for a
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// clock, the dealer grants it, the player gets a set time and then a countdown,
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// and if they still haven't acted the hand is decided for them — dead if they were
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// facing a bet, checked if they weren't.
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//
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// The tool knew none of that. A dealer running it had to count in their head while
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// the table argued about whether it had been thirty seconds, which is the moment
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// the count needs to be somewhere everybody can see.
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//
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// Thirty seconds and then a ten-second countdown is the common form of the rule and
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// what the TDA writes down. The countdown is the part the table hears out loud, so
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// it is marked separately rather than being ten more seconds of the same.
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CLOCK_THINK_S: 30,
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CLOCK_COUNTDOWN_S: 10,
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clockSeatIndex: null,
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clockStartedAt: null,
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clockRunning() {
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return this.clockSeatIndex !== null &&
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this.clockSeatIndex === this.state.actingSeatIndex &&
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this.clockStartedAt !== null;
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},
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// Seconds left before the hand is decided, or null when no clock is running.
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// Negative is impossible: it stops at zero and stays there until the dealer acts.
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clockLeft(now = Date.now()) {
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if (!this.clockRunning()) return null;
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const total = this.CLOCK_THINK_S + this.CLOCK_COUNTDOWN_S;
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return Math.max(0, total - Math.floor((now - this.clockStartedAt) / 1000));
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},
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// What happens when it reaches zero, in the words the dealer says out loud.
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// Facing a bet, the hand is dead. Facing none, it is checked — a player who could
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// have checked for free is not folded for being slow.
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clockRuling() {
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const index = this.state.actingSeatIndex;
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if (index === null || index === undefined) return null;
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const player = this.state.seats[index];
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const owed = Betting.toCall(this.state, player);
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const who = HoldemState.displayName(player, index);
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return owed > 0
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? { index, who, verb: "fold", label: `Time — ${who}'s hand is dead`, say: `${who} is facing ${Money.format(owed)}, so the hand is dead.` }
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: { index, who, verb: "check", label: `Time — check for ${who}`, say: `${who} had nothing to call, so the hand is checked.` };
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},
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callClock() {
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const index = this.state.actingSeatIndex;
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if (index === null || index === undefined) return;
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this.clockSeatIndex = index;
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this.clockStartedAt = Date.now();
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this.clockExpiredShown = false;
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this.render();
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},
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stopClock() {
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this.clockSeatIndex = null;
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this.clockStartedAt = null;
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this.clockExpiredShown = false;
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},
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// Whether the bar has already been rebuilt into its "time is up" shape, so the
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// one-second tick doesn't rebuild it again every second afterwards.
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clockExpiredShown: false,
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tankSeatIndex: null,
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tankStartedAt: null,
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tankInterval: null,
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@@ -262,6 +356,11 @@ const ActionBar = {
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if (this.tankSeatIndex !== null) this.tankUnknownFor = null;
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this.tankSeatIndex = index;
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this.tankStartedAt = Date.now();
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// A clock belongs to one player's decision. The moment the action moves —
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// because they acted, or because the dealer took something back — it is
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// over, and leaving it running would put the next player on a countdown
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// nobody called on them.
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this.stopClock();
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}
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if (!this.tankInterval) {
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@@ -283,6 +382,36 @@ const ActionBar = {
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const el = document.getElementById("actionTank");
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if (!el || this.tankStartedAt === null) return;
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// A clock takes the readout over: the number the table is waiting on is no
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// longer how long this has taken but how long is left. At zero the bar has to
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// change shape — a ruling and the button that carries it out — so that one
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// gets a full render, once, rather than being painted in by the tick.
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const left = this.clockLeft();
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if (left !== null) {
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if (left === 0 && !this.clockExpiredShown) {
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this.clockExpiredShown = true;
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this.render();
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return;
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}
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el.textContent = left <= this.CLOCK_COUNTDOWN_S ? `${left}` : this.formatTank(left);
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el.title = "Time left before the hand is decided";
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el.classList.toggle("tankNudge", left > this.CLOCK_COUNTDOWN_S);
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el.classList.toggle("tankSlow", left <= this.CLOCK_COUNTDOWN_S);
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return;
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}
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// The button that starts a clock is offered once somebody has been thinking
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// long enough for the table to start asking — which is the same threshold the
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// stopwatch already marks. Before that it is a control nobody needs, and this
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// bar is docked over the seats.
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const nudge = document.getElementById("actionClockBtn");
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if (nudge && !this.clockRunning()) {
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const waited = Math.floor((Date.now() - this.tankStartedAt) / 1000);
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nudge.hidden = this.tankUnknownFor === this.tankSeatIndex
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? false
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: waited < this.NUDGE_AFTER_S;
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}
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if (this.tankUnknownFor !== null && this.tankSeatIndex === this.tankUnknownFor) {
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el.textContent = "—";
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el.title = "The action was already on this seat when the page loaded, so there's nothing to time from yet. The clock starts when the action next moves.";
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@@ -405,6 +534,36 @@ const ActionBar = {
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const stack = Betting.stackOf(this.state, player);
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const who = HoldemState.displayName(player, index);
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// Time is up. The ruling goes on the bar in the words the dealer says out loud,
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// with the one action that carries it out — and the ordinary buttons stay
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// underneath, because a player who speaks up as the count ends is still acting
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// and the dealer is the one who decides whether it was in time.
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const expired = this.clockLeft() === 0 ? this.clockRuling() : null;
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const wrap = document.createElement("div");
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if (expired) {
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const line = document.createElement("p");
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line.className = "clockExpired";
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// The ruling in one sentence. `label` is the same call in three words for
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// the button beside it; saying both left the line doubling back on itself
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// — "Time — Dee's hand is dead — Dee is facing $2, so the hand is dead."
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line.textContent = `Time — ${expired.say}`;
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wrap.appendChild(line);
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const enforce = document.createElement("div");
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enforce.className = "actionButtons";
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enforce.appendChild(this.button(
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expired.verb === "fold" ? `Kill ${expired.who}'s hand` : `Check for ${expired.who}`,
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"actionEnforceClock",
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() => this.commit(
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expired.verb === "fold" ? `${expired.who}'s hand killed on the clock` : `${expired.who}'s check on the clock`,
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() => {
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this.stopClock();
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if (expired.verb === "fold") Betting.fold(this.state, index);
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else Betting.check(this.state, index);
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})));
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wrap.appendChild(enforce);
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}
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const row = document.createElement("div");
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row.className = "actionButtons";
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@@ -431,7 +590,9 @@ const ActionBar = {
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}));
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}
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return row;
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if (!expired) return row;
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wrap.appendChild(row);
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return wrap;
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},
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// Quick amounts first, keypad second — a dealer calling "raise to sixty" wants a
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@@ -0,0 +1,129 @@
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// Calling the clock on a player.
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//
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// The bar already had a stopwatch saying how long somebody had been thinking. This is
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// what a dealer does about it: a procedure with a shape — a set time, a countdown said
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// out loud, and a ruling at the end that depends on what the player was facing.
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const test = require("node:test");
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const { describe } = require("node:test");
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const assert = require("node:assert");
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const { ActionBar, Betting, makeTable } = require("./load");
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// The bar rebuilds the DOM when a clock starts; none of the rules below need it.
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const onTable = (state) => {
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ActionBar.state = state;
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ActionBar.render = () => {};
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ActionBar.stopClock();
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return ActionBar;
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};
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const dealt = () => {
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const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0 });
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Betting.beginHand(state);
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return state;
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};
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describe("starting one", () => {
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test("it runs on the player who is actually on the clock", () => {
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const state = dealt();
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const bar = onTable(state);
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assert.equal(bar.clockRunning(), false, "nothing runs until it is called");
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bar.callClock();
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assert.equal(bar.clockRunning(), true);
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assert.equal(bar.clockSeatIndex, state.actingSeatIndex);
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});
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test("with nobody to act there is nothing to call", () => {
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const state = dealt();
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state.actingSeatIndex = null;
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const bar = onTable(state);
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bar.callClock();
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assert.equal(bar.clockRunning(), false);
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assert.equal(bar.clockLeft(), null);
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});
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test("the dealer can put it away again", () => {
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const bar = onTable(dealt());
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bar.callClock();
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bar.stopClock();
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assert.equal(bar.clockRunning(), false);
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assert.equal(bar.clockLeft(), null);
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});
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});
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describe("the count", () => {
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const at = (bar, seconds) => bar.clockLeft(bar.clockStartedAt + seconds * 1000);
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test("is the player's own time and then a countdown", () => {
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const bar = onTable(dealt());
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bar.callClock();
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assert.equal(at(bar, 0), bar.CLOCK_THINK_S + bar.CLOCK_COUNTDOWN_S);
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assert.equal(at(bar, 30), bar.CLOCK_COUNTDOWN_S, "thirty gone, the countdown starts");
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assert.equal(at(bar, 35), 5);
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});
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test("stops at zero rather than going negative", () => {
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const bar = onTable(dealt());
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bar.callClock();
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assert.equal(at(bar, 40), 0);
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assert.equal(at(bar, 600), 0, "ten minutes later it is still just up");
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});
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});
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describe("what happens at zero", () => {
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test("facing a bet, the hand is dead", () => {
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const state = dealt();
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const bar = onTable(state);
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// Whoever is up pre-flop is facing the big blind.
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const ruling = bar.clockRuling();
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assert.equal(ruling.verb, "fold");
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assert.match(ruling.label, /hand is dead/);
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assert.match(ruling.say, /facing \$2/);
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});
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test("facing nothing, it is checked — slowness doesn't fold a free hand", () => {
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const state = dealt();
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// Everyone calls round to the big blind, who has nothing to call.
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[3, 4, 5, 0, 1].forEach(seat => Betting.call(state, seat));
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const bar = onTable(state);
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assert.equal(state.actingSeatIndex, 2, "the big blind is up");
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const ruling = bar.clockRuling();
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assert.equal(ruling.verb, "check");
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assert.match(ruling.label, /check for/i);
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});
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test("the ruling names the player, because the dealer has to say it out loud", () => {
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const state = dealt();
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state.seats[state.actingSeatIndex].name = "Priya";
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const ruling = onTable(state).clockRuling();
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assert.match(ruling.label, /Priya/);
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assert.match(ruling.say, /Priya/);
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});
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test("with nobody to act there is no ruling to make", () => {
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const state = dealt();
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state.actingSeatIndex = null;
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assert.equal(onTable(state).clockRuling(), null);
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});
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});
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describe("what ends it", () => {
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test("the player acting", () => {
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const state = dealt();
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const bar = onTable(state);
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bar.callClock();
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const wasOn = state.actingSeatIndex;
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Betting.call(state, wasOn);
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assert.notEqual(state.actingSeatIndex, wasOn, "the action has moved");
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assert.equal(bar.clockRunning(), false, "so the clock is no longer this player's");
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});
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test("and it doesn't follow the action to the next player", () => {
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// A clock is called on one decision. Left running it would put a countdown on
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// somebody nobody asked about.
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const state = dealt();
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const bar = onTable(state);
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bar.callClock();
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Betting.call(state, state.actingSeatIndex);
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assert.equal(bar.clockLeft(), null);
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});
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});
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Reference in New Issue
Block a user