Show how long the current player has been thinking, and how many are left
Dealing guides put the biggest time sink not in shuffling or spreading cards but in players who haven't noticed the action is on them — and they list the per-street count of players remaining as part of what a dealer announces. The action bar now carries both. A stopwatch runs on whoever is to act, going amber at thirty seconds and red at a minute, so a dealer can see at a glance whether someone is genuinely deciding or has stopped paying attention. Nothing happens when it grows; it is a prompt for the dealer, not a clock on the player. Beside it is the count of players still in the hand. The timer restarts only when the action actually moves, so re-rendering for an unrelated reason doesn't put a thinking player back to zero, and it ticks by repainting its own text rather than rebuilding the buttons under the dealer's thumb. It stops when the hand ends or the bar hides. Also stops the side-pot breakdown from crying wolf: it now waits for someone to actually be all-in. Unequal amounts in front of players are normal mid-street — the blinds alone are unequal — and layering those announced a side pot on every hand before anyone had acted. Co-Authored-By: Claude Sonnet 5 <[email protected]> Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
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@@ -1094,6 +1094,11 @@ body.hasActionBar #holdemSidebar {
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font-variant-numeric: tabular-nums;
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}
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.actionPlayers {
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color: #9c9c9c;
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font-variant-numeric: tabular-nums;
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}
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.actionWho {
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margin-left: auto;
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color: #9c9c9c;
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@@ -1102,6 +1107,26 @@ body.hasActionBar #holdemSidebar {
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white-space: nowrap;
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}
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/* Stopwatch, not a shot clock: it colours up as a prompt to the dealer, and does
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nothing else. */
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.actionTank {
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flex: none;
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min-width: 3.1rem;
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text-align: right;
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color: #7d7d7d;
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font-variant-numeric: tabular-nums;
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transition: color 0.3s ease;
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}
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.actionTank.tankNudge {
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color: #d8b46a;
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}
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.actionTank.tankSlow {
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color: #e07b7b;
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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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@@ -27,6 +27,8 @@ const ActionBar = {
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if (!this.isRunning()) {
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host.hidden = true;
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document.body.classList.remove("hasActionBar");
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this.stopTankTimer();
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this.tankSeatIndex = null;
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return;
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}
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host.hidden = false;
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@@ -46,6 +48,8 @@ const ActionBar = {
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} else {
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host.appendChild(this.renderActions());
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}
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this.syncTankTimer();
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},
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renderStatus() {
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@@ -62,6 +66,14 @@ const ActionBar = {
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pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`;
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row.appendChild(pot);
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// How many are still in the hand — part of the standard per-street
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// announcement, and the number a dealer is asked for most often.
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const remaining = Betting.liveSeats(this.state).length;
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const players = document.createElement("span");
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players.className = "actionPlayers";
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players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
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row.appendChild(players);
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const index = this.state.actingSeatIndex;
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if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
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const player = this.state.seats[index];
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@@ -69,15 +81,87 @@ const ActionBar = {
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who.className = "actionWho";
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who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`;
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row.appendChild(who);
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const tank = document.createElement("span");
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tank.className = "actionTank";
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tank.id = "actionTank";
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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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}
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return row;
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},
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// ---- Think timer ----
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//
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// A player who hasn't noticed the action is on them costs more time than anything
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// else a dealer does, so the bar shows how long the current player has been in the
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// tank. It's a stopwatch, not a shot clock: nothing happens when it grows, it just
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// tells the dealer when it's worth a nudge.
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NUDGE_AFTER_S: 30,
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SLOW_AFTER_S: 60,
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tankSeatIndex: null,
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tankStartedAt: null,
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tankInterval: null,
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// Restarts only when the action actually moves — a re-render for any other reason
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// (a chip edit, a name change) must not put a thinking player back to zero.
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syncTankTimer() {
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const index = this.state.actingSeatIndex;
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const running = index !== null && index !== undefined && !Betting.isHandOver(this.state);
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if (!running) {
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this.stopTankTimer();
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this.tankSeatIndex = null;
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return;
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}
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if (this.tankSeatIndex !== index) {
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this.tankSeatIndex = index;
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this.tankStartedAt = Date.now();
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}
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if (!this.tankInterval) {
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this.tankInterval = setInterval(() => this.paintTank(), 1000);
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}
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this.paintTank();
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},
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stopTankTimer() {
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if (this.tankInterval) {
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clearInterval(this.tankInterval);
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this.tankInterval = null;
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}
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},
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// Updates only the timer's own text, so the seconds ticking over never rebuilds the
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// buttons under the dealer's thumb.
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paintTank() {
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const el = document.getElementById("actionTank");
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if (!el || this.tankStartedAt === null) return;
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const seconds = Math.floor((Date.now() - this.tankStartedAt) / 1000);
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const mins = Math.floor(seconds / 60);
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el.textContent = `${mins}:${String(seconds % 60).padStart(2, "0")}`;
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el.classList.toggle("tankNudge", seconds >= this.NUDGE_AFTER_S && seconds < this.SLOW_AFTER_S);
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el.classList.toggle("tankSlow", seconds >= this.SLOW_AFTER_S);
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},
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// Shown only once someone is all-in and the money has actually split — a single
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// undivided pot needs no announcement, and a line that's always there stops being
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// read.
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renderPotBreakdown() {
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// Only worth showing once someone is actually all-in. Mid-street the amounts in
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// front of players are unequal all the time — the blinds alone are unequal —
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// and layering that would announce a side pot on every hand before anyone had
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// even acted.
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const someoneAllIn = this.state.seats.some(
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player => player.inHand && Betting.handTotal(player) > 0 && Betting.stackOf(this.state, player) <= 0
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);
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if (!someoneAllIn) return null;
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const contributions = this.state.seats.map((player, index) => ({
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id: player.id,
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index,
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