Merge pull request 'Let the dealer take back an action from the bar' (#26) from feature/casino-holdem-action-undo into feature/casino-holdem-pace
Reviewed-on: #26
This commit was merged in pull request #26.
This commit is contained in:
@@ -1075,12 +1075,37 @@ body.hasActionBar #holdemSidebar {
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.actionStatus {
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.actionStatus {
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display: flex;
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display: flex;
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flex-wrap: wrap;
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align-items: baseline;
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align-items: baseline;
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gap: 0.6rem;
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gap: 0.4rem 0.6rem;
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margin-bottom: 0.55rem;
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margin-bottom: 0.55rem;
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font-size: 0.78rem;
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font-size: 0.78rem;
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}
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}
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/* Always there while there's something to take back, rather than a toast per tap. */
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.actionUndo {
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flex: none;
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min-height: 30px;
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max-width: 100%;
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padding: 0.15rem 0.6rem;
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border-radius: 999px;
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border: 1px solid #414141;
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background: #262626;
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color: #bdbdbd;
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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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overflow: hidden;
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text-overflow: ellipsis;
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white-space: nowrap;
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}
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.actionUndo:hover {
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background: #333;
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border-color: #4f4f4f;
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color: #eee;
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}
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.actionStreet {
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.actionStreet {
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color: #d8b46a;
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color: #d8b46a;
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font-weight: 600;
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font-weight: 600;
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@@ -90,6 +90,20 @@ const ActionBar = {
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row.appendChild(tank);
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row.appendChild(tank);
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}
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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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// constantly, and a toast after every fold would be noise they'd learn to
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// ignore — which is exactly when they'd miss the one that mattered.
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const undoLabel = this.hooks.lastActionLabel();
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if (undoLabel) {
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const undo = document.createElement("button");
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undo.type = "button";
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undo.className = "actionUndo";
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undo.title = `Undo ${undoLabel}`;
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undo.textContent = `↶ ${undoLabel}`;
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undo.addEventListener("click", () => this.hooks.undoLast());
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row.appendChild(undo);
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}
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return row;
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return row;
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},
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},
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@@ -201,7 +215,11 @@ const ActionBar = {
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return btn;
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return btn;
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},
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},
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commit(mutate) {
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// Every action taken from the bar goes through here, which is also where it gets
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// recorded so it can be taken back. A misclick on Fold is the one mistake in this
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// tool a dealer can't talk their way out of.
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commit(label, mutate) {
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this.hooks.beginAction(label);
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mutate();
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mutate();
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this.hooks.save(this.state);
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this.hooks.save(this.state);
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this.hooks.rerender();
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this.hooks.rerender();
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@@ -212,20 +230,21 @@ const ActionBar = {
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const player = this.state.seats[index];
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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 owed = Betting.toCall(this.state, player);
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const stack = Betting.stackOf(this.state, player);
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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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const row = document.createElement("div");
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const row = document.createElement("div");
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row.className = "actionButtons";
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row.className = "actionButtons";
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row.appendChild(this.button("Fold", "actionFold", () => this.commit(() => Betting.fold(this.state, index))));
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row.appendChild(this.button("Fold", "actionFold", () => this.commit(`${who}'s fold`, () => Betting.fold(this.state, index))));
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if (owed <= 0) {
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if (owed <= 0) {
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row.appendChild(this.button("Check", "actionCheck", () => this.commit(() => Betting.check(this.state, index))));
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row.appendChild(this.button("Check", "actionCheck", () => this.commit(`${who}'s check`, () => Betting.check(this.state, index))));
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} else if (owed >= stack) {
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} else if (owed >= stack) {
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// Calling would put them all-in, so say that rather than quoting a number
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// Calling would put them all-in, so say that rather than quoting a number
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// they can't cover.
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// they can't cover.
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row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(() => Betting.allIn(this.state, index)), Money.format(stack)));
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row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(`${who}'s all-in`, () => Betting.allIn(this.state, index)), Money.format(stack)));
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} else {
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} else {
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row.appendChild(this.button("Call", "actionCall", () => this.commit(() => Betting.call(this.state, index)), Money.format(owed)));
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row.appendChild(this.button("Call", "actionCall", () => this.commit(`${who}'s call`, () => Betting.call(this.state, index)), Money.format(owed)));
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}
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}
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if (stack > owed) {
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if (stack > owed) {
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@@ -294,7 +313,8 @@ const ActionBar = {
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entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
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entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
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const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
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const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
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this.raiseOpen = false;
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this.raiseOpen = false;
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this.commit(() => Betting.raiseTo(this.state, index, target));
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const who = HoldemState.displayName(player, index);
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this.commit(`${who}'s raise to ${Money.format(target)}`, () => Betting.raiseTo(this.state, index, target));
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}));
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}));
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wrap.appendChild(entry);
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wrap.appendChild(entry);
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@@ -313,7 +333,7 @@ const ActionBar = {
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this.hooks.resolvePot();
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this.hooks.resolvePot();
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return;
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return;
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}
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}
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this.commit(() => Betting.closeStreet(this.state));
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this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
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}));
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}));
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return row;
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return row;
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@@ -83,12 +83,39 @@ document.addEventListener("DOMContentLoaded", () => {
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});
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});
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};
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};
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// A short history of actions taken from the bar, so a misclicked Fold can be taken
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// back — and the one before it, since a dealer usually notices a beat late. Kept in
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// memory only: this is for the mistake you just made, not last night's hand.
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const MAX_UNDO_STEPS = 12;
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const actionHistory = [];
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ActionBar.mount(state, {
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ActionBar.mount(state, {
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save: hooks.save,
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save: hooks.save,
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rerender: hooks.rerender,
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rerender: hooks.rerender,
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resolvePot: openPotWizard,
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resolvePot: openPotWizard,
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beginAction: label => {
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actionHistory.push({ label, snapshot: JSON.parse(JSON.stringify(state)) });
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if (actionHistory.length > MAX_UNDO_STEPS) actionHistory.shift();
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},
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lastActionLabel: () => (actionHistory.length ? actionHistory[actionHistory.length - 1].label : null),
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undoLast: () => {
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const step = actionHistory.pop();
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if (!step) return;
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Object.keys(state).forEach(key => delete state[key]);
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Object.assign(state, step.snapshot);
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hooks.save(state);
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Render.renderAll();
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Toast.show(`Took back ${step.label}.`, { duration: 2500 });
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},
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});
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});
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// Anything that ends the hand makes the per-action history meaningless — the
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// snapshots refer to a hand that no longer exists.
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const clearActionHistory = () => { actionHistory.length = 0; };
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// Moving to the next hand used to ask "are you sure?" every single time —
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// Moving to the next hand used to ask "are you sure?" every single time —
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// the most-pressed button in a session, gated behind a system dialog. It now
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// the most-pressed button in a session, gated behind a system dialog. It now
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// just happens, and the toast offers the way back for the few seconds anyone
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// just happens, and the toast offers the way back for the few seconds anyone
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@@ -97,6 +124,9 @@ document.addEventListener("DOMContentLoaded", () => {
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const runUndoable = (message, mutate) => {
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const runUndoable = (message, mutate) => {
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const snapshot = JSON.parse(JSON.stringify(state));
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const snapshot = JSON.parse(JSON.stringify(state));
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mutate();
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mutate();
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// Starting or settling a hand invalidates the per-action history: those
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// snapshots describe a hand that's over. The whole-step Undo below replaces it.
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clearActionHistory();
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hooks.save(state);
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hooks.save(state);
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Render.renderAll();
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Render.renderAll();
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@@ -177,6 +207,7 @@ document.addEventListener("DOMContentLoaded", () => {
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HoldemState.clear();
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HoldemState.clear();
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Object.assign(state, HoldemState.createDefault());
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Object.assign(state, HoldemState.createDefault());
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clearActionHistory();
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Render.mount(state, hooks);
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Render.mount(state, hooks);
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Toast.show("Table reset.", { duration: 2500 });
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Toast.show("Table reset.", { duration: 2500 });
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});
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});
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