Ask for the hands at the showdown, the way the streets are already asked for

The card feature had two halves and only one of them ever asked a question. Turn the
setting on and every street opens a sheet for the cards coming off the deck — that
worked, on a phone and on a desk, in a normal hand and in an all-in run-out. The
other half never asked at all. A dealer who entered all five community cards, pressed
"Showdown — resolve pot", and got a wizard saying

    Christopher, Mike from work, Alexandra and Bob haven't turned over, so who
    won is still yours to say.

with nothing in that sheet to turn anybody over with. The only route in was to close
the wizard, tap a seat puck, find the two card slots in the seat editor, do it four
times and re-open the wizard, with the pot on the table and four people waiting. The
one moment the tool is certain to know the hands is the moment it stopped asking.

So the showdown button asks. The sheet opens on whoever the bar has just named as
showing first, takes their two cards, and moves round the table from there; hands
already entered are skipped, because a hand entered is a question already answered.
Four sheets later the wizard opens reading "Chris wins $40 with three of a kind,
nines" and its button says "Pay Chris" instead of "Confirm Winner(s)".

Leaving the sheet stops the asking rather than skipping a player: closing it says the
tool has the wrong end of the stick, and the answer to that is to get out of the way.
It isn't a dead end — the wizard still names whoever didn't turn over, the bar still
says "Showdown — resolve pot", and pressing it again resumes at the player the dealer
stopped on, because the list is read off the cards on the table rather than remembered.

CardPicker.close() takes a reason so the chain can tell "that sheet filled its last
slot" from "the dealer left". Two callers pass nothing and don't care.

The setting kept its behaviour and lost its jargon: "Track the board and read the
showdown" was the feature's name rather than what turning it on does to your evening.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
This commit is contained in:
2026-09-08 19:33:19 -06:00
co-authored by Claude Opus 5
parent 55aceaed5b
commit bde65db45a
6 changed files with 305 additions and 10 deletions
+50
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@@ -571,6 +571,56 @@ narrowing fix has to be shown not to have blinded the thing it quietened, so the
broken versions are re-run **with the Keyboard panel hidden** — the condition that was
breaking it — and each is still caught, while the unbroken page stays clean.
## Half a feature, and the half that was missing
The card feature has always had two halves. Turn on the setting and every street asks
which cards came off the deck, and puts them on the felt. That half worked, on the
phone and on the desk, in a normal hand and in an all-in run-out.
The other half never got asked for at all. A dealer who entered all five community
cards, pressed **Showdown — resolve pot**, and got a wizard that said
> Christopher, Mike from work, Alexandra and Bob haven't turned over, so who won is
> still yours to say.
with nothing anywhere in that sheet to turn anybody over with. The only route in was to
close the wizard, tap a seat puck, find the two card slots in the seat editor, do it
four times, and re-open the wizard — with the pot on the table and four people waiting.
The one moment the tool is certain to know the hands is the moment it stopped asking.
So the showdown button now asks, exactly the way the street button does: the sheet opens
on the first player, takes two cards, and moves to the next. `showdownCards.test.js` is
the list it asks from — who is on it and in what order — and three rules hold it
together, one test each way:
**Only when the dealer asked.** The setting is off by default, and with it off the list
is empty. A table that never wanted this never sees a sheet.
**Only what isn't known.** A hand already entered is an answer already given. Asking
again offers to overwrite it, so an entered hand drops out of the list and the rest keep
their order.
**In the order the cards come over.** The bar already announces "Alexandra shows first —
last to bet or raise" a line above the button. Asking about somebody else first would be
the tool contradicting itself in the same breath, so the list starts where the bar says
and goes round the table from there.
### The sheet has to be leavable, and leaving it has to mean something
Escape, Done and a tap on the scrim all closed the picker already. What they didn't have
was a way to say *why*, and a chain of four sheets needs to know the difference: a sheet
that filled its last slot means "next player", and a dealer closing one means "stop".
So `close()` takes a reason. Two callers pass nothing and don't care. The showdown chain
does, and it stops rather than skipping — a dealer who closes the sheet is saying the
tool has the wrong end of the stick, and the answer to that is to get out of the way, not
to put the same sheet in front of them three more times.
Stopping early is not a dead end, which is the part worth checking by hand. The wizard
still names whoever didn't turn over; closing it leaves **Showdown — resolve pot** on the
bar; and pressing it again resumes at the player the dealer stopped on, because the list
is computed from the cards on the table rather than remembered from the last attempt.
## Why the hand evaluator is tested the way it is
`handRank.js` is the only module here that can pay the wrong person without anybody