Merge pull request 'Wait to be told to deal, instead of guessing' (#58) from fix/casino-holdem-manual-deal into master
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Reviewed-on: #58
This commit was merged in pull request #58.
This commit is contained in:
2026-09-01 10:57:23 -06:00
7 changed files with 488 additions and 28 deletions
+77 -8
View File
@@ -568,8 +568,19 @@ button,
.dealerChip {
position: absolute;
top: -10px;
right: -10px;
/* Inside its own seat, not on the rim.
It used to sit at -10px/-10px, hanging over the seat's corner — which on an oval
of overlapping seats means hanging over the seat *next to it*. Measured on a
nine-seat table: tapping the centre of seat 1 gave the button to seat 9. That
was always slightly true and the enlarged hit area made it much worse; three of
nine seats were losing taps, one of them losing its own middle.
Tucked inside, the overlap is zero at every size. It reads as a puck in the
corner of the seat rather than on its edge, which is a small price for tapping
a player and getting that player. */
top: 3px;
right: 3px;
width: 22px;
height: 22px;
border-radius: 50%;
@@ -595,10 +606,20 @@ button,
.dealerChip::after {
content: "";
position: absolute;
top: -9px;
right: -7px;
bottom: -15px;
left: -14px;
/* Grows inward, over its own seat, not outward onto the neighbours.
The chip already sits outside its seat by design — top:-10px, right:-10px — so
a pad that also reaches up and right lands on whatever seat is next around the
oval. It did: three of nine seats had taps taken by a neighbour's chip, seat 1
losing 10 of 49 sampled points including its own centre, which meant tapping
the middle of seat 1 gave the button to seat 9.
Down and left is its own seat, which is a large target that can spare the
corner. The two pixels of outward reach are just to cover the chip's border. */
top: -3px;
right: -3px;
bottom: -18px;
left: -18px;
}
.dealerChip:focus-visible {
@@ -2787,9 +2808,20 @@ body.hasActionBar #toastHost {
against the containing block's width, not the element's own, so narrowing the
wrap on its own left it full height regardless. */
#pokerTableWrap {
--feltRoom: calc(100vh - var(--actionBarHeight, 0px) - 8.5rem);
width: min(100%, calc(var(--feltRoom) / 0.72));
/* A wide ellipse, which is what a real poker table is.
Capping the width by the height to hold the portrait aspect ratio was
throwing away most of the screen: at 640x360 the felt came out 135px wide
inside a 601px column — 22% of the width — leaving 366px of rim for nine
seats that need 662px. Adjacent seat centres ended up 13px apart, which is
why a seat's centre belonged to its neighbour.
Landscape has width and no height, so the table takes the width it has and
is only as tall as the room left over. */
--feltRoom: calc(100vh - var(--actionBarHeight, 0px) - 7rem);
width: 100%;
height: var(--feltRoom);
min-height: 7rem;
padding-bottom: 0;
}
@@ -2826,6 +2858,7 @@ body.hasActionBar #toastHost {
width: 62px;
min-height: 40px;
}
}
/* ---------- Short phones, upright ----------
@@ -2977,3 +3010,39 @@ textarea:focus-visible {
display: none;
}
}
/* ---------- The deal step ----------
Between hands the bar shows who will post and waits. Dealing used to happen the
instant the previous hand ended, which committed blinds while people were still
sitting down — and left the blind badges disagreeing with the money already in. */
.dealPrompt {
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.dealPromptLine {
margin: 0;
text-align: center;
font-size: 0.8rem;
color: #c8c8c8;
line-height: 1.35;
}
.dealPromptLine.dealPromptBlocked {
color: #9a9a9a;
}
.actionBtn.actionDeal {
background: linear-gradient(180deg, #16783a, #0d5225);
border-color: #1e8449;
color: #ecffef;
font-weight: 600;
}
/* The quieter half of the deal prompt: things the deal is about to do that a dealer
would otherwise only discover afterwards. */
.dealPromptLine.dealPromptAside {
font-size: 0.72rem;
color: #9a9a9a;
}
@@ -40,7 +40,9 @@ const ActionBar = {
publish();
},
// Anything to act on? A hand with nobody dealt in doesn't get a bar.
// Anything to act on? A hand with nobody dealt in doesn't get a bar — and that
// still holds during setup, because a seated player is a live seat whether or not
// the betting has been opened. An empty table stays uncluttered.
isRunning() {
return Betting.liveSeats(this.state).length > 0;
},
@@ -66,7 +68,9 @@ const ActionBar = {
const breakdown = this.renderPotBreakdown();
if (breakdown) host.appendChild(breakdown);
if (Betting.isHandOver(this.state)) {
if (!this.state.bettingOpen) {
host.appendChild(this.renderDealPrompt());
} else if (Betting.isHandOver(this.state)) {
host.appendChild(this.renderHandOver());
} else if (this.state.actingSeatIndex === null || this.state.actingSeatIndex === undefined) {
host.appendChild(this.renderStreetDone());
@@ -458,6 +462,59 @@ const ActionBar = {
note.hidden = true;
},
// The table is set but the cards aren't out. This is the step that used to happen
// by itself the instant the previous hand ended, which meant blinds were committed
// while people were still sitting down — and the blind badges would drift away from
// the money already posted as seats changed. Now the dealer says when.
renderDealPrompt() {
const wrap = document.createElement("div");
wrap.className = "dealPrompt";
const preview = Betting.blindPreview(this.state);
const seated = Betting.liveSeats(this.state).length;
const line = document.createElement("p");
line.className = "dealPromptLine";
if (!preview) {
// Two players is the least you can deal. Say what's missing rather than
// offering a button that would quietly do nothing.
line.textContent = seated === 0
? "Nobody is dealt in yet. Tap a seat to add a player."
: "Only one player is dealt in — a hand needs two.";
line.classList.add("dealPromptBlocked");
wrap.appendChild(line);
return wrap;
}
const name = i => HoldemState.displayName(this.state.seats[i], i);
line.textContent =
`${name(preview.sbIndex)} posts ${Money.format(preview.smallBlind)}, ` +
`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}` +
`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
wrap.appendChild(line);
// Dealing relocates a button sitting on an empty chair. That has to be said
// before it happens rather than discovered afterwards — a fresh table starts
// the button on seat 1 whether or not anyone is sitting there.
if (preview.buttonMoves) {
const moved = document.createElement("p");
moved.className = "dealPromptLine dealPromptAside";
moved.textContent =
`Button moves to ${name(preview.buttonIndex)} — seat ${this.state.dealerSeatIndex + 1} is empty.`;
wrap.appendChild(moved);
}
const row = document.createElement("div");
row.className = "actionButtons";
row.appendChild(this.button("Post blinds & deal", "actionDeal", () => {
this.commit("dealing the hand", () => Betting.beginHand(this.state));
}));
wrap.appendChild(row);
return wrap;
},
renderStreetDone() {
const row = document.createElement("div");
row.className = "actionButtons";
@@ -29,6 +29,31 @@ const Betting = {
.filter(s => s.player.inHand && !s.player.folded);
},
// Who would post if the hand were dealt right now. Used to preview the blinds
// while the table is still being set, so a dealer can see where they'll land
// before any money moves.
blindPreview(state) {
// Dealing relocates a button parked on an empty chair before it works out who
// posts, so the preview has to answer for the button where it *will* be. Asking
// from where it currently sits gave a different pair of blinds than the deal
// produced — the preview promising one thing and doing another is exactly the
// guessing this whole step exists to remove.
const buttonIndex = HoldemState.buttonSeatForDeal(state);
const asDealt = buttonIndex === state.dealerSeatIndex
? state
: { ...state, dealerSeatIndex: buttonIndex };
const { sbIndex, bbIndex, headsUp, manual } = HoldemState.getBlindSeats(asDealt);
if (sbIndex === null || bbIndex === null) return null;
return {
sbIndex, bbIndex, headsUp, manual: !!manual,
buttonIndex,
buttonMoves: buttonIndex !== state.dealerSeatIndex,
smallBlind: this.round(state.smallBlind || 0),
bigBlind: this.round(state.bigBlind || 0),
};
},
committed(player) {
return this.round(player.committed || 0);
},
@@ -291,7 +316,12 @@ const Betting = {
// Deals a fresh betting round: blinds posted, action to the seat after the big
// blind, which is where a dealer expects to be looking when the cards go out.
//
// Called when the dealer says the table is ready, not automatically when the
// previous hand ends — everything before this point is setup, where seats and the
// button can move freely because no money has been committed.
beginHand(state) {
state.bettingOpen = true;
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
+22 -11
View File
@@ -96,13 +96,21 @@ document.addEventListener("DOMContentLoaded", () => {
});
},
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => {
state.dealerSeatIndex = index;
// Before anyone has acted the blinds are still just sitting there, so
// moving the button moves them too — a home game passes it round several
// times before the cards come out, and the posted chips have to follow.
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
}),
makeDealer: index => {
// Before the deal there's nothing posted, so this is just moving a marker.
// After it, the blinds have to follow the button or the badges and the
// money disagree — but that's a real thing happening to real chips, and
// the dealer gets told rather than finding out later.
const willRepost = state.bettingOpen && Betting.onlyBlindsIn(state) &&
HoldemState.unresolvedContributions(state) > Betting.EPSILON_CHIPS;
seatAction(index, willRepost
? `Button on ${nameOf(index)} — blinds taken back and re-posted.`
: `Button on ${nameOf(index)}.`, () => {
state.dealerSeatIndex = index;
if (willRepost) Betting.repostBlinds(state);
});
},
assignBlind: (index, which) => {
const blinds = HoldemState.getBlindSeats(state);
@@ -159,8 +167,10 @@ document.addEventListener("DOMContentLoaded", () => {
// hand's stacks are already right.
Betting.creditWinnings(state, payouts);
}
// Settling a pot ends the hand; it doesn't start the next one. The
// table goes back to setup so people can sit down or cash out before
// any blinds are committed.
HoldemState.startNextHand(state);
Betting.beginHand(state);
});
});
};
@@ -222,7 +232,9 @@ document.addEventListener("DOMContentLoaded", () => {
return true;
},
// Enter confirms a raise if one is being entered, otherwise moves the hand on.
advance: () => pressInBar(".raiseConfirm") || pressInBar(".actionAdvance"),
// Dealing is an advance too — Enter should carry a dealer through setup, deal,
// streets and showdown without reaching for the trackpad.
advance: () => pressInBar(".raiseConfirm") || pressInBar(".actionAdvance") || pressInBar(".actionDeal"),
undo: () => pressInBar(".actionUndo"),
cancel: () => pressInBar(".raiseCancel"),
});
@@ -345,9 +357,8 @@ document.addEventListener("DOMContentLoaded", () => {
? ` ${Money.format(unresolved)} taken off the table.`
: "";
runUndoable(`Next hand — ${where}. Blinds posted.${discarded}`, () => {
runUndoable(`Next hand — ${where}. Seat the table, then deal.${discarded}`, () => {
HoldemState.startNextHand(state);
Betting.beginHand(state);
});
});
@@ -58,6 +58,20 @@ const HoldemState = {
currentBet: 0,
lastRaiseSize: 0,
actingSeatIndex: null,
// Whether the betting has actually been opened for this hand.
//
// Dealing and betting used to be one button: "Next Hand" moved the button
// and posted the blinds in the same breath. That meant the moment between
// hands — the one where people are still sitting down, standing up and
// arguing about whose turn it is — was spent with money already committed,
// and the blind badges recomputing off `inHand` while the posted chips
// stayed frozen from when the hand began. Seat somebody after pressing it
// and the table would show a big blind who had posted nothing.
//
// So the dealer says when. False means the table is being set up: nothing
// is committed, the badges are a preview, and seating or moving the button
// costs nothing.
bettingOpen: false,
// Set when the dealer names the blinds by hand instead of letting them
// follow the button — { sbIndex, bbIndex }. Home games do this constantly
// ("you had it last time", someone arriving late owing a blind), and the
@@ -84,6 +98,17 @@ const HoldemState = {
.forEach(key => {
if (parsed[key] === undefined) parsed[key] = defaults[key];
});
// A table saved before dealing and betting were separate has no flag, and
// guessing false would show "deal the hand" over a hand already in
// progress. Anything already committed, or anyone already on the clock,
// means the betting was open when they closed the tab.
if (parsed.bettingOpen === undefined) {
parsed.bettingOpen =
parsed.actingSeatIndex !== null && parsed.actingSeatIndex !== undefined ||
parsed.seats.some(p =>
(Number(p.committed) || 0) > 0 || (Number(p.amountOverride) || 0) > 0);
}
parsed.seats.forEach(player => {
if (player.stack === undefined) player.stack = null;
if (player.committed === undefined) player.committed = 0;
@@ -248,15 +273,25 @@ const HoldemState = {
// position off it. On the very first hand of a fresh table it starts on seat 1
// whether or not anybody is sitting there, and a table that empties out around it
// leaves it stranded. Move it to a real player before a hand is dealt.
ensureButtonOnPlayer(state) {
if (state.seats[state.dealerSeatIndex] && state.seats[state.dealerSeatIndex].inHand) return;
// Where the button will be when the hand is dealt — without moving it.
//
// Kept separate from ensureButtonOnPlayer because the deal preview has to be able
// to ask the question without answering it. It couldn't, and so the preview lied:
// with the button parked on an empty chair it promised one pair of blinds and
// dealing produced another, because beginHand relocates the button first and then
// works out who posts.
buttonSeatForDeal(state) {
const seated = state.seats[state.dealerSeatIndex];
if (seated && seated.inHand) return state.dealerSeatIndex;
for (let step = 0; step < state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) {
state.dealerSeatIndex = index;
return;
}
if (state.seats[index].inHand) return index;
}
return state.dealerSeatIndex;
},
ensureButtonOnPlayer(state) {
state.dealerSeatIndex = this.buttonSeatForDeal(state);
},
// A hand-picked blind is only usable if that seat is actually in the hand — a
@@ -306,6 +341,12 @@ const HoldemState = {
startNextHand(state) {
this.advanceButton(state);
// Cards aren't out and nothing is posted until the dealer says so.
state.bettingOpen = false;
state.actingSeatIndex = null;
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
// A hand-picked blind applies to the hand it was picked for. Carrying it into
// the next one would freeze the blinds on two players for the rest of the
// night, which is the opposite of what naming them once is for.
+205
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@@ -0,0 +1,205 @@
// Dealing and betting are two decisions, and fusing them meant the table guessed.
//
// The moment between hands is when people sit down, stand up and argue about whose
// turn it is. With blinds posted the instant the previous hand ended, the blind
// badges recomputed off `inHand` while the committed chips stayed frozen — so seating
// somebody produced a big blind who had posted nothing.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
const postedBy = state => state.seats
.map((p, i) => (Betting.committed(p) > 0 ? i : null))
.filter(i => i !== null);
describe("the table waits to be dealt", () => {
test("finishing a hand leaves the next one un-dealt", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(state.bettingOpen, true);
HoldemState.startNextHand(state);
assert.equal(state.bettingOpen, false, "the next hand hasn't been dealt");
assert.equal(state.actingSeatIndex, null, "nobody is on the clock");
assert.deepEqual(postedBy(state), [], "and no blind has been committed");
});
test("no money moves until the dealer deals", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), start);
assert.equal(HoldemState.totalPot(state), 0);
Betting.beginHand(state);
assert.equal(state.bettingOpen, true);
assert.equal(postedBy(state).length, 2, "now the blinds are in");
assert.equal(chipsOnTable(state), start, "and nothing was created doing it");
});
});
describe("setting the table costs nothing", () => {
test("seating a player before the deal changes who posts", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
const before = Betting.blindPreview(state);
state.seats[3].inHand = true;
state.seats[3].stack = 100;
const after = Betting.blindPreview(state);
assert.notDeepEqual(
[before.sbIndex, before.bbIndex],
[after.sbIndex, after.bbIndex],
"the preview follows the new table"
);
assert.deepEqual(postedBy(state), [], "and still nothing is committed");
Betting.beginHand(state);
assert.deepEqual(postedBy(state).sort(), [after.sbIndex, after.bbIndex].sort(),
"the money lands where the preview said it would");
});
test("removing a player before the deal can't strand their blind", () => {
// The old failure: take out the big blind after the hand had begun and their
// chips stayed in the pot while the badge moved to somebody who'd posted
// nothing. Before the deal there is nothing to strand.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
const doomed = Betting.blindPreview(state).bbIndex;
state.seats[doomed].inHand = false;
assert.deepEqual(postedBy(state), [], "nobody has posted, so nothing is stranded");
Betting.beginHand(state);
const posted = postedBy(state);
assert.ok(!posted.includes(doomed), "the player who left posts nothing");
posted.forEach(i => assert.ok(state.seats[i].inHand, "only players in the hand post"));
});
test("moving the button before the deal just moves it", () => {
const state = makeTable({ seatCount: 8, seated: [0, 2, 4, 6], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
HoldemState.startNextHand(state);
[2, 4, 6, 0].forEach(seat => {
state.dealerSeatIndex = seat;
assert.deepEqual(postedBy(state), [], `passing the button to seat ${seat + 1} posted something`);
assert.equal(chipsOnTable(state), start);
});
Betting.beginHand(state);
assert.equal(chipsOnTable(state), start, "dealing moves chips between stacks, not into thin air");
});
test("what the preview promises is what gets posted", () => {
const state = makeTable({ seatCount: 9, seated: [1, 3, 6, 8], dealerSeatIndex: 1 });
HoldemState.startNextHand(state);
const preview = Betting.blindPreview(state);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[preview.sbIndex]), preview.smallBlind);
assert.equal(Betting.committed(state.seats[preview.bbIndex]), preview.bigBlind);
});
test("there's nothing to preview without two players", () => {
const alone = makeTable({ seatCount: 6, seated: [2] });
HoldemState.startNextHand(alone);
assert.equal(Betting.blindPreview(alone), null);
const empty = makeTable({ seatCount: 6, seated: [] });
HoldemState.startNextHand(empty);
assert.equal(Betting.blindPreview(empty), null);
});
test("a hand-picked blind shows up in the preview", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
const preview = Betting.blindPreview(state);
assert.equal(preview.manual, true);
assert.equal(preview.sbIndex, 3);
assert.equal(preview.bbIndex, 0);
});
});
describe("a table saved mid-hand comes back mid-hand", () => {
const loadWith = saved => {
const original = globalThis.localStorage;
globalThis.localStorage = { getItem: () => JSON.stringify(saved), setItem: () => {}, removeItem: () => {} };
const state = HoldemState.load();
globalThis.localStorage = original;
return state;
};
test("chips already committed mean the betting was open", () => {
const state = loadWith({
seats: [{ id: "a", name: "Ann", inHand: true, committed: 2 }, { id: "b", name: "Ben", inHand: true, committed: 0 }],
handNumber: 3,
});
assert.equal(state.bettingOpen, true, "otherwise it would offer to deal over a live hand");
});
test("somebody on the clock means the betting was open", () => {
const state = loadWith({
seats: [{ id: "a", inHand: true }, { id: "b", inHand: true }],
actingSeatIndex: 1, handNumber: 2,
});
assert.equal(state.bettingOpen, true);
});
test("a quiet table comes back waiting to be dealt", () => {
const state = loadWith({
seats: [{ id: "a", inHand: true }, { id: "b", inHand: true }],
actingSeatIndex: null, handNumber: 5,
});
assert.equal(state.bettingOpen, false);
});
});
describe("the preview tells the truth about the button", () => {
test("a button parked on an empty chair is answered for where it will be", () => {
// The preview used to read the button where it sat, while dealing relocated it
// first — so it promised one pair of blinds and produced another.
const state = makeTable({ seatCount: 6, seated: [1, 2, 3], dealerSeatIndex: 0 });
state.bettingOpen = false;
assert.equal(state.seats[0].inHand, false, "the button is on an empty chair");
const preview = Betting.blindPreview(state);
assert.equal(preview.buttonMoves, true, "and the preview knows it will move");
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[preview.sbIndex]), preview.smallBlind);
assert.equal(Betting.committed(state.seats[preview.bbIndex]), preview.bigBlind);
assert.equal(state.dealerSeatIndex, preview.buttonIndex, "and it moved where it said");
});
test("asking where the button will be doesn't move it", () => {
const state = makeTable({ seatCount: 6, seated: [1, 2, 3], dealerSeatIndex: 0 });
state.bettingOpen = false;
Betting.blindPreview(state);
Betting.blindPreview(state);
assert.equal(state.dealerSeatIndex, 0, "the preview is a question, not an action");
});
test("a button already on a player is left alone", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.bettingOpen = false;
const preview = Betting.blindPreview(state);
assert.equal(preview.buttonMoves, false);
assert.equal(preview.buttonIndex, 0);
});
test("buttonSeatForDeal copes with a table nobody is sitting at", () => {
const state = makeTable({ seatCount: 6, seated: [] });
assert.equal(HoldemState.buttonSeatForDeal(state), state.dealerSeatIndex);
});
});
+48 -1
View File
@@ -133,7 +133,18 @@ const LayoutAudit = {
if (el.contains(top) || top === el || top.contains(el)) return;
// Seats ring a round table and overlap each other at the rim by
// design; that is crowding, not an overlay hiding a control.
if (top.closest && top.closest(".seat")) return;
//
// But only the seat's *body* is harmless. A neighbouring seat's own
// controls sitting on top of this one is a control being stolen, and
// exempting the whole seat subtree hid exactly that: an enlarged
// dealer-chip hit area was taking the centre of the seat three
// places round the table, and this check called it crowding and
// moved on.
const neighbourSeat = top.closest && top.closest(".seat");
if (neighbourSeat) {
const isControl = top.matches && top.matches("button, a, input, select, textarea, [role='button']");
if (!isControl) return;
}
blocked++;
if (!blockedBy) blockedBy = this.describe(top);
});
@@ -468,6 +479,41 @@ const LayoutAudit = {
return { name: `touch targets at least ${minimum}px`, offenders };
},
// Tapping the middle of a seat must give you that seat.
//
// Added after a dealer-chip hit area, meant to make a 22px puck thumb-sized, grew
// outward from a chip that already hung over its seat's corner — and therefore
// over the seat next to it. On a nine-seat table, tapping the centre of seat 1
// handed the button to seat 9. The occlusion check missed it because it treated
// anything inside a `.seat` as harmless crowding.
//
// Reported separately from occlusion because the cause is different: not an
// overlay on top of the table, but two pieces of the table fighting over a tap.
seatOwnership() {
const seats = [...document.querySelectorAll(".seat")];
const offenders = [];
seats.forEach((seat, index) => {
const rect = seat.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const x = rect.left + rect.width / 2;
const y = rect.top + rect.height / 2;
if (x < 0 || y < 0 || x >= innerWidth || y >= innerHeight) return;
const hit = document.elementFromPoint(x, y);
if (!hit || seat.contains(hit) || hit === seat) return;
const other = hit.closest(".seat");
const who = other ? `seat ${seats.indexOf(other) + 1}` : this.describe(hit);
const control = hit.matches && hit.matches("button, a, input, select, [role='button']");
offenders.push(
`seat ${index + 1}'s centre goes to ${who}${control ? "'s " + this.describe(hit) : ""}`
);
});
return { name: "a seat's centre belongs to that seat", offenders };
},
// ---- Runner ----
runAll(options = {}) {
@@ -480,6 +526,7 @@ const LayoutAudit = {
this.textSpill(),
this.horizontalOverflow(),
this.fieldFontSize(),
this.seatOwnership(),
];
if (options.includeTouchTargets) checks.push(this.touchTargets(options.minimumTarget));