Handle the messy table: people joining, leaving, and arguing about blinds
Home games don't run like a cardroom. People walk up mid-hand, storm off mid-hand, and pass the button round three times before anyone deals. Probing each of those found four problems, one of which loses chips. A player taken out mid-hand took their chips with them `computeContribution` opened with `if (!player.inHand) return 0`, so the moment a dealer switched a seat off, everything that seat had already put in vanished from the pot. Measured: four players in for $2 each, one taken out, pot drops from $8 to $6. Their $2 was still sitting on the seat record — it just stopped counting. A dealer following the tool would have paid out $6 of an $8 pot. Chips already pushed into the middle are dead money. They stay in the pot and go to whoever wins, whether or not the player is still in the hand, and it is not theirs to take back. The `inHand` check now guards only the table-wide base-pot default, which does have to stay tied to being dealt in or every empty chair would be treated as having anted. The pot wizard counts a departed seat as folded, so its chips are in the pot but it can never be picked as a winner. Passing the button before the cards come out Moving the button left the posted blinds where they were while everything positional started reading off the new spot, so the money and the blind positions silently disagreed. While nothing but the blinds are in, moving the button now refunds them and re-posts from where it lands — pass it round six times and the chip count is unchanged. Once anybody has acted the blinds are settled and it stops offering. Naming the blinds by hand Blinds were purely positional with no way to overrule them. The seat menu now offers "Make small blind" / "Make big blind" while only the blinds are in, and a badge with a ring marks a blind that was named rather than dealt. Naming one pins the other where it is. It's refused if it would put both blinds on one player or post to somebody who isn't dealt in, and it lasts one hand — carrying it forward would freeze the blinds on two people for the night. The first hand, and a table that empties out A fresh table puts the button on seat 1 whether or not anyone is sitting there, and a table can empty out around it. The button is moved onto a real player before a hand is dealt. Joining mid-hand A newcomer was added straight into the live seats and would be asked to act in a hand they hadn't been paying into. They now sit the hand out and are a full player from the next one. Nothing is covered on a phone any more Swept 13 viewport sizes with elementFromPoint, five points per control, on the table and every overlay. Before: the action bar covered the bottom seats on short screens (62px of felt at 360x640), the toast covered up to six seats at once — Undo button included, so a tap meant for a player hit "Undo" — and in landscape the table came out 765px tall in a 390px window, putting six of nine seats off-screen entirely. - the action bar's real height is published as `--actionBarHeight` and drives both the page's bottom padding and the toast, replacing a hardcoded 9rem that was wrong the moment the raise pad opened - landscape sizes the felt from the height that's left, not from width. The first attempt did nothing: `padding-bottom` is a percentage of the containing block's *width*, so narrowing the wrap left it full height, and a `max-width: 900px` rule later in the file was overriding it anyway. It's set outright now and lives at the end of the sheet. - on short screens the toast floats over the action bar's status readout rather than over the seats. Nowhere is clear of both; covering something you re-read beats covering something you tap. - headers go compact on short screens, which is where the vertical room came from 13/13 sizes clean, 360x640 through 844x390, portrait and landscape. Also fixes a marker that flickered: `classList.toggle(cls, undefined)` toggles rather than clearing, and `manual` is undefined for positional blinds, so the hand-picked ring appeared on alternate renders. 18 new tests (76 total, all passing). Co-Authored-By: Claude Opus 5 <[email protected]> Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
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@@ -58,6 +58,12 @@ const HoldemState = {
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currentBet: 0,
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lastRaiseSize: 0,
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actingSeatIndex: null,
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// Set when the dealer names the blinds by hand instead of letting them
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// follow the button — { sbIndex, bbIndex }. Home games do this constantly
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// ("you had it last time", someone arriving late owing a blind), and the
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// button order is the wrong answer often enough that it has to be
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// overridable. Cleared at the start of every hand.
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blindOverride: null,
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};
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},
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@@ -73,7 +79,8 @@ const HoldemState = {
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// Tables saved before live betting existed are missing its fields; fill
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// them in rather than making the dealer reset a table mid-session.
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const defaults = this.createDefault();
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["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize", "actingSeatIndex"]
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["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize",
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"actingSeatIndex", "blindOverride"]
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.forEach(key => {
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if (parsed[key] === undefined) parsed[key] = defaults[key];
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});
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@@ -124,9 +131,14 @@ const HoldemState = {
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},
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// Contribution the table calculator will treat this player as having put in.
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//
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// Chips already pushed into the middle count whether or not the player is still
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// in the hand. Someone who storms off, gets taken out by the dealer, or is
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// dealt out mid-hand leaves their money on the felt — it's dead money owed to
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// whoever wins, and it is not theirs to take back. Reading `inHand` first is
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// how those chips used to disappear out of the pot the instant a seat was
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// switched off, quietly shrinking the payout by whatever they had posted.
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computeContribution(player, chipLegend, basePotAmount) {
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if (!player.inHand) return 0;
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const override = player.amountOverride;
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if (override !== null && override !== undefined && String(override).trim() !== "") {
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const parsed = Number(override);
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@@ -139,10 +151,22 @@ const HoldemState = {
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}, 0);
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if (chipTotal > 0) return chipTotal;
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// The table-wide default is the one thing that stays tied to being dealt in:
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// it's a stand-in for "everyone put the same amount in", so applying it to
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// empty chairs would invent a contribution from every seat nobody is using.
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if (!player.inHand) return 0;
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const base = Number(basePotAmount);
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return Number.isNaN(base) ? 0 : Math.max(0, base);
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},
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// Anyone whose chips are in the pot, whether or not they're still in the hand.
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// A seat that's been switched off mid-hand is dead money: it counts towards the
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// pot but can never be picked as a winner, exactly like a fold.
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isDeadMoney(player) {
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return !player.inHand;
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},
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totalPot(state) {
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return state.seats.reduce(
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(sum, p) => sum + this.computeContribution(p, state.chipLegend, state.basePotAmount),
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@@ -188,12 +212,52 @@ const HoldemState = {
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return order;
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},
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// A button sitting on an empty chair is only cosmetic until you try to read
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// position off it. On the very first hand of a fresh table it starts on seat 1
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// whether or not anybody is sitting there, and a table that empties out around it
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// leaves it stranded. Move it to a real player before a hand is dealt.
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ensureButtonOnPlayer(state) {
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if (state.seats[state.dealerSeatIndex] && state.seats[state.dealerSeatIndex].inHand) return;
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for (let step = 0; step < state.seatCount; step++) {
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const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
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if (state.seats[index].inHand) {
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state.dealerSeatIndex = index;
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return;
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}
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}
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},
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// A hand-picked blind is only usable if that seat is actually in the hand — a
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// dealer who names a blind and then deals that player out shouldn't have the
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// table quietly post to nobody.
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validBlindOverride(state) {
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const o = state.blindOverride;
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if (!o) return null;
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const ok = i => Number.isInteger(i) && i >= 0 && i < state.seatCount && state.seats[i] && state.seats[i].inHand;
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if (!ok(o.sbIndex) || !ok(o.bbIndex) || o.sbIndex === o.bbIndex) return null;
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return o;
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},
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// Who posts what. Heads-up is its own rule: with two players the button posts the
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// small blind, which is the opposite of the usual order.
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getBlindSeats(state) {
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const live = this.liveOrderFromButton(state);
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const dealerIndex = state.dealerSeatIndex;
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// A blind the dealer named by hand wins over anything positional. Heads-up is
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// still reported honestly so the betting order stays right — who posts what
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// is the dealer's call, but two-handed play acting in reverse is a rule.
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const override = this.validBlindOverride(state);
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if (override) {
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return {
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dealerIndex,
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sbIndex: override.sbIndex,
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bbIndex: override.bbIndex,
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headsUp: live.length === 2,
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manual: true,
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};
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}
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if (live.length < 2) {
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return { dealerIndex, sbIndex: null, bbIndex: null, headsUp: false };
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}
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@@ -210,6 +274,10 @@ const HoldemState = {
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startNextHand(state) {
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this.advanceButton(state);
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// A hand-picked blind applies to the hand it was picked for. Carrying it into
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// the next one would freeze the blinds on two players for the rest of the
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// night, which is the opposite of what naming them once is for.
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state.blindOverride = null;
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state.seats.forEach(p => {
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p.folded = false;
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p.cards = ["", ""];
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@@ -218,6 +286,8 @@ const HoldemState = {
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p.committed = 0;
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p.hasActed = false;
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});
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// Anyone who joined mid-hand is a full player again from here.
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this.ensureButtonOnPlayer(state);
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},
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// Appends a resolved-pot record to the running session log a dealer can point to
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