Add the phone felt round to the release
This commit is contained in:
@@ -820,6 +820,38 @@ button,
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outline-offset: 1px;
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}
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/* Seats close enough together that full-size pucks would overlap. The class is set
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from a measurement render.js takes off the ring itself — the closest two neighbours,
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straight line — because no media query can see it: the same 390px phone is roomy at
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six seats and crowded at nine, and a wide landscape felt crowds at its ends while
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its rim says there is space. Not scoped to a screen size for the same reason. */
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.seatsTight .seat {
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/* 58 was chosen by measurement and 46 was tried against it. On a roomy phone 46
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cleared every overlap at nine seats where 58 left two — but in the state that
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actually matters, a hand with a side pot where the bar has grown and the felt has
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shrunk to suit, 46 overlapped four times and 58 twice. Pucks touching at that
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density is the felt being small, not the puck being wide, and paying for it with
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an ellipsis on every long name buys nothing. What has to hold is that each seat
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keeps its own centre, so a tap lands on the player it was aimed at, and that is
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measured at every size. */
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width: 58px;
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min-height: 38px;
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padding: 3px 4px;
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}
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.seatsTight .seatPuckName {
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margin-top: 0.35rem;
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font-size: 0.62rem;
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}
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.seatsTight .seatPuckStack {
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font-size: 0.55rem;
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}
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.seatsTight .seatPuckCards {
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font-size: 0.58rem;
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}
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/* ---------- Seat editor panel (sidebar form for the selected seat) ---------- */
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.seatEditorPanel {
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@@ -2921,34 +2953,20 @@ body.hasActionBar #toastHost {
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That trade was real then and isn't now: seats are spaced by distance around the
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rim rather than by angle, so a shorter felt no longer piles them up. Re-measured
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at 360x640 with the bar grown by a side pot, where the bottom seat sat 38px
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inside it: capped, the felt is 240px and the ring clears the bar by 50, with the
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audit clean at 6, 9 and 10 seats. Scroll room is not an answer for a seat that is
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covered rather than merely below the fold. */
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inside it: the ring now clears the bar by 50. Scroll room is not an answer for a
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seat that is covered rather than merely below the fold.
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The room is spent on height, not on both. Capping the *width* by it — the wide
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layout's way, because there the felt is sized from its width — kept the table
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square and threw away 96px of a 360px screen: 240x240 inside a 336px column. A
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max-height leaves the width alone and lets the aspect ratio give way, so a short
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screen gets a wide oval, which is the shape a poker table is anyway. Measured at
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360x640: 336x240 rather than 240x240, same clearance, and the twelve-seat ring
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that was crowded at 240 comes out clean. Where the room isn't the binding
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constraint — 390x844 and up — nothing changes and the table stays round. */
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#pokerTableWrap {
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max-width: calc(var(--feltRoomPx, 100vh) / var(--feltAspect));
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}
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/* A felt small enough that the rim can't give each seat its own puck width. Set
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from the measured rim in render.js rather than from the window, because the
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question is how much table there is per player, which no media query can see:
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nine seats on a 240px felt get 72px of rim each and the puck is 76 across. */
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.seatsTight .seat {
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width: 58px;
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min-height: 38px;
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padding: 3px 4px;
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}
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.seatsTight .seatPuckName {
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margin-top: 0.35rem;
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font-size: 0.62rem;
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}
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.seatsTight .seatPuckStack {
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font-size: 0.55rem;
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}
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.seatsTight .seatPuckCards {
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font-size: 0.58rem;
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max-width: none;
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max-height: var(--feltRoomPx, 100vh);
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}
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/* Stacked, with the action that ends the hand furthest from a stray thumb. */
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@@ -3312,6 +3330,11 @@ body.hasActionBar #toastHost {
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a table that is already as short as the screen allows. */
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aspect-ratio: auto;
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max-width: none;
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/* This branch already spends the measured room on its own height. The phone
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block's max-height is the same number arriving twice, and applying it here
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took the felt down to the floor value and crowded the ring — measured at
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640x360, two seats lost their centres to their neighbours. */
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max-height: none;
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}
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/* The page's own top padding is 32px of nothing, on the screen that has the least
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@@ -91,12 +91,21 @@ const Render = {
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// circle when there's nothing to measure — the same answer the ring gave before it
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// asked.
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feltAspect() {
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if (typeof document === "undefined") return 1;
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const wrap = document.getElementById("pokerTableWrap");
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if (!wrap) return 1;
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const box = wrap.getBoundingClientRect();
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if (!box.width || !box.height) return 1;
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return box.width / box.height;
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const box = this.ringBox();
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return box ? box.width / box.height : 1;
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},
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// The box a seat's left/top percentages actually resolve against. Not the felt: on
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// a phone the seat layer is inset by half a puck so the outermost seats don't hang
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// off the screen, and measuring the felt instead put the ring's shape out by that
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// inset — twelve seats at 640x360 were computed 90px apart and drawn 60px apart,
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// which is the difference between "fine" and "overlapping".
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ringBox() {
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if (typeof document === "undefined") return null;
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const layer = document.getElementById("seatsLayer") || document.getElementById("pokerTableWrap");
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if (!layer) return null;
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const box = layer.getBoundingClientRect();
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return box.width && box.height ? box : null;
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},
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// Bets sit on the felt between their player and the pot, the way chips actually
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@@ -137,23 +146,30 @@ const Render = {
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RING_STEPS: 720,
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ringCache: {},
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// How much rim each seat gets, in pixels. Ramanujan's approximation for an
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// ellipse's perimeter, which is well inside a pixel at these sizes.
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rimPerSeat(count) {
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const wrap = document.getElementById("pokerTableWrap");
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if (!wrap || !count) return Infinity;
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const box = wrap.getBoundingClientRect();
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const a = (box.width * 44) / 100;
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const b = (box.height * 42) / 100;
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if (!a || !b) return Infinity;
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const perimeter = Math.PI * (3 * (a + b) - Math.sqrt((3 * a + b) * (a + 3 * b)));
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return perimeter / count;
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// The closest two neighbouring seats come to each other, straight line, in pixels.
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//
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// Rim length divided by seat count was the first answer and it is the wrong one:
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// it measures the walk between two seats rather than the gap between them, and on
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// a flat ellipse those are nothing alike. At 640x360 six seats had 193px of rim
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// each and sat 56px apart, because at the ends of a long oval the rim doubles back
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// and two seats a long walk apart are stacked one above the other.
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closestSeatGapPx(count, box = this.ringBox()) {
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if (count < 2 || !box || !box.width || !box.height) return Infinity;
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const points = this.ringAngles(count, 44, 42, box.width / box.height).map(angle => ({
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x: ((50 + 44 * Math.cos(angle)) / 100) * box.width,
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y: ((50 + 42 * Math.sin(angle)) / 100) * box.height,
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}));
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return points.reduce((closest, point, i) => {
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const next = points[(i + 1) % points.length];
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return Math.min(closest, Math.hypot(point.x - next.x, point.y - next.y));
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}, Infinity);
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},
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// A puck is 76px across. Under about that much rim each, neighbours start covering
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// each other's middles, and a tap meant for one player lands on the next — so the
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// pucks come down a size rather than the table pretending it has room it hasn't.
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SEAT_ROOM_PX: 88,
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// A puck is 76px across, so neighbours whose centres are closer than that overlap
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// by definition; a few pixels more keeps them from touching. Under it the pucks
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// come down a size rather than the table pretending it has room it hasn't.
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SEAT_ROOM_PX: 84,
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// Called on every render and again whenever the felt is resized — the action bar
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// growing mid-hand shortens the table, and the seats have to answer that without
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@@ -162,7 +178,7 @@ const Render = {
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const layer = document.getElementById("seatsLayer");
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if (!layer || !this.state) return;
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layer.classList.toggle("seatsTight",
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this.rimPerSeat(this.state.seatCount) < this.SEAT_ROOM_PX);
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this.closestSeatGapPx(this.state.seatCount) < this.SEAT_ROOM_PX);
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},
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// The angles that cut the rim into `count` equal lengths, starting at the top.
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@@ -92,6 +92,36 @@ describe("a felt wider than it is tall", () => {
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});
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});
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describe("how close the closest two seats come", () => {
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// What decides whether the pucks shrink. Rim length per seat was the first answer
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// and it is the wrong question: it measures the walk between two seats, not the
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// gap. On a long oval the rim doubles back at the ends, so two seats a long walk
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// apart end up stacked one above the other.
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const gap = (count, width, height) => Render.closestSeatGapPx(count, { width, height });
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test("a flat table's ends are far closer than its rim suggests", () => {
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// 616x96: the landscape felt on a 640x360 phone once the bar has grown.
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const rim = Math.PI * (3 * (271 + 40) - Math.sqrt((3 * 271 + 40) * (271 + 3 * 40))) / 6;
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assert.ok(gap(6, 616, 96) < rim / 3, `${gap(6, 616, 96).toFixed(0)}px apart, ${rim.toFixed(0)}px of rim each`);
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});
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test("a round table's neighbours are about as far apart as the rim says", () => {
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const rim = (Math.PI * 2 * 0.43 * 400) / 9;
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assert.ok(Math.abs(gap(9, 400, 400) - rim) < rim * 0.15);
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});
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test("more seats, less room, in that order", () => {
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assert.ok(gap(12, 400, 400) < gap(9, 400, 400));
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assert.ok(gap(9, 400, 400) < gap(6, 400, 400));
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assert.ok(gap(6, 400, 400) < gap(6, 800, 800), "and a bigger table gives more");
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});
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test("nothing to measure between fewer than two seats", () => {
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assert.equal(gap(1, 400, 400), Infinity);
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assert.equal(gap(9, 0, 0), Infinity);
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});
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});
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describe("the shape of the ring", () => {
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test("is a mirror image left to right", () => {
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const seats = ringPixels(10, 601, 126);
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