Merge pull request 'Hold'em dealer: nine polish rounds released together' (#57) from feature/casino-holdem-acting-seat into master
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Releases #49-#57 in one go: pot safety, the banker's cash reconciliation, the short all-in rule, the standings name column, the layout and contrast audits, dealer puck hit area, illegal-raise warnings, and the acting-seat highlight.
This commit was merged in pull request #57.
This commit is contained in:
2026-09-01 09:31:52 -06:00
15 changed files with 1703 additions and 34 deletions
+82 -4
View File
@@ -25,7 +25,7 @@
<section id="tableSection"> <section id="tableSection">
<div id="pokerTableWrap"> <div id="pokerTableWrap">
<div id="pokerTable"> <div id="pokerTable">
<div id="tableWatermark">Texas Hold'em</div> <div id="tableWatermark" aria-hidden="true">Texas Hold'em</div>
<div id="potBadge"> <div id="potBadge">
<span id="potBadgeLabel">Pot</span> <span id="potBadgeLabel">Pot</span>
<span id="potBadgeAmount">$0</span> <span id="potBadgeAmount">$0</span>
@@ -104,16 +104,31 @@
<summary>Session</summary> <summary>Session</summary>
<div class="panelBody"> <div class="panelBody">
<h3 class="panelSubhead">Standings</h3> <h3 class="panelSubhead">Standings</h3>
<div class="standingsTableWrap">
<div id="standingsTable"> <div id="standingsTable">
<div class="standingsRow standingsHeader"> <div class="standingsRow standingsHeader">
<span>Player</span> <span>Player</span>
<span>In</span> <span class="standingsInHead">In</span>
<span>Won</span> <span class="standingsWonHead">Won</span>
<span>Net</span> <span>Net</span>
<span title="Chips in front of them, less the cash they handed over">Cash out</span>
</div> </div>
<div id="standingsList"></div> <div id="standingsList"></div>
</div> </div>
<p id="standingsEmptyHint" class="fieldHint">Once you resolve a pot, everyone's running total for the night shows up here.</p> </div>
<p id="standingsEmptyHint" class="fieldHint">Everyone who has bought in shows up here, with what they'd be owed if the night ended now.</p>
<div id="bankReconcile" class="bankReconcile" hidden>
<div class="bankReconcileRow">
<span>Cash taken</span>
<span id="bankCashIn"></span>
</div>
<div class="bankReconcileRow">
<span>Chips in play</span>
<span id="bankChipsInPlay"></span>
</div>
<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
</div>
<h3 class="panelSubhead">Hands</h3> <h3 class="panelSubhead">Hands</h3>
<div id="handHistoryList"></div> <div id="handHistoryList"></div>
@@ -225,6 +240,7 @@
<span class="standingsIn"></span> <span class="standingsIn"></span>
<span class="standingsWon"></span> <span class="standingsWon"></span>
<span class="standingsNet"></span> <span class="standingsNet"></span>
<span class="standingsCashOut"></span>
</div> </div>
</template> </template>
@@ -299,6 +315,68 @@
</p> </p>
</section> </section>
<section class="ruling">
<h3>A short all-in doesn't reopen the betting</h3>
<p>
Somebody shoving in less than a full raise — say $3 more when the last
raise was $8 — does not give the players behind them another go. Anyone
who has already acted owes the difference or folds; they don't get to
raise again because a short stack happened to land between them.
</p>
<p>
A player who hadn't acted yet keeps full rights and may still raise, and
the minimum raise stays measured off the last <em>full</em> raise, not
off the short one. The action bar follows this for you.
</p>
</section>
<section class="ruling">
<h3>Chips nobody called come back</h3>
<p>
Bet more than anyone was able to call and the excess is returned to you
before the showdown — it was never contested, so it isn't part of the
pot. The pot breakdown shows it as "uncalled" rather than pretending it's
a side pot you could win.
</p>
</section>
<section class="ruling">
<h3>One big chip, nothing said</h3>
<p>
The most common argument at a home table. A player facing a bet who
pushes out a single oversized chip without saying anything has
<em>called</em> — not raised, however big the chip is. To raise with one
chip you have to say "raise" before it lands; say it without an amount
and the raise is the most that chip allows.
</p>
<p>
Facing no bet, the same silent chip is a bet of the whole chip. And a
clear verbal declaration in turn is binding either way — if words and
chips disagree, whichever came first is the action.
</p>
</section>
<section class="ruling">
<h3>A raise has to be a full raise</h3>
<p>
At least as much again as the last raise, or the big blind if there
hasn't been one. Anything between a call and that minimum isn't a raise
a player can make — it's a call, unless they're putting their last chips
in. The raise pad says so if you type one, and won't stop you: your
ruling beats the arithmetic.
</p>
</section>
<section class="ruling">
<h3>The odd chip in a split pot</h3>
<p>
When a chopped pot won't divide evenly, the odd chip goes to the first
player left of the button, not to whoever the dealer happened to tick
first. Pot payouts here order the winners that way, so the leftover lands
on the right seat every time.
</p>
</section>
<p class="rulingsSource"> <p class="rulingsSource">
Follows the Tournament Directors Association rules, which most rooms and Follows the Tournament Directors Association rules, which most rooms and
home games take their lead from. home games take their lead from.
+256 -11
View File
@@ -582,6 +582,23 @@ button,
z-index: 2; z-index: 2;
opacity: 0.32; opacity: 0.32;
transition: opacity 0.15s ease; transition: opacity 0.15s ease;
/* A dealer puck should look like a puck — small, sitting on the rim of its seat.
But tapping it hands the button to that seat and re-posts the blinds, and 22px
is half the 44px a fingertip needs. The hit area grows without the chip doing
so: the visual stays 22px and an invisible pad around it catches the tap.
Deliberately not centred on the chip — it's pushed down and left, away from the
neighbouring seat the chip juts towards, so the bigger target can't start
stealing taps meant for the seat next door. */
isolation: isolate;
}
.dealerChip::after {
content: "";
position: absolute;
top: -9px;
right: -7px;
bottom: -15px;
left: -14px;
} }
.dealerChip:focus-visible { .dealerChip:focus-visible {
@@ -621,16 +638,25 @@ button,
display: inline-block; display: inline-block;
} }
/* Both badges failed WCAG AA against their own gradients — measured at the worst
stop, the small blind was 3.52:1 and the big blind 2.15:1, in 9px bold text a
dealer is meant to read at a glance across a table.
The small blind keeps its blue and just darkens (4.77:1 at its worst stop). The
big blind flips to dark text on brighter gold (5.84:1), which is how a gold chip
is marked anyway and has the side benefit of making the two badges far easier to
tell apart at speed — light-on-blue against dark-on-gold, rather than two pale
labels differing only in hue. */
.sbBadge { .sbBadge {
left: -6px; left: -6px;
background: linear-gradient(180deg, #3f82d1, #2b5fa0); background: linear-gradient(180deg, #2f6cb5, #22508c);
color: #eaf3ff; color: #eaf3ff;
} }
.bbBadge { .bbBadge {
left: 22px; left: 22px;
background: linear-gradient(180deg, #dba13f, #b7791f); background: linear-gradient(180deg, #e6ad4d, #c98a2a);
color: #fff7e6; color: #241a05;
} }
/* A blind the dealer named by hand rather than one the button handed out. Without /* A blind the dealer named by hand rather than one the button handed out. Without
@@ -1040,6 +1066,13 @@ button,
border-radius: 16px 16px 0 0; border-radius: 16px 16px 0 0;
padding: 0.35rem 0.9rem calc(1rem + env(safe-area-inset-bottom, 0px)); padding: 0.35rem 0.9rem calc(1rem + env(safe-area-inset-bottom, 0px));
box-shadow: 0 -14px 40px rgba(0, 0, 0, 0.65); box-shadow: 0 -14px 40px rgba(0, 0, 0, 0.65);
/* This sheet had no height limit and didn't scroll, so on a phone held sideways
its first two actions — Fold and All-in, the two that matter — sat below the
bottom of the screen with no way to reach them. A dealer in landscape could
long-press a seat and then not fold it. */
max-height: 85vh;
overflow-y: auto;
overscroll-behavior: contain;
} }
.seatMenuHeader { .seatMenuHeader {
@@ -1465,9 +1498,22 @@ button,
overflow-y: auto; overflow-y: auto;
} }
/* The sidebar is about 290px wide, and four numeric columns at a 4.5rem minimum
plus gaps come to 320px — so the name column, being the only flexible one, was
collapsing to *zero* and player names disappeared entirely. Names were already
down to 50px with four columns; adding the cash-out column finished them off.
Measured at 360, 390 and 1280 alike, since the sidebar is narrow at all of them.
So the table earns its columns instead of assuming them. Narrow: the player and
the two numbers a banker settles up from. Wide enough: the per-hand detail as
well. Everything is in the CSV export either way. */
.standingsTableWrap {
container-type: inline-size;
}
.standingsRow { .standingsRow {
display: grid; display: grid;
grid-template-columns: minmax(0, 1fr) auto auto auto; grid-template-columns: minmax(4rem, 1fr) auto auto;
gap: 0.5rem; gap: 0.5rem;
align-items: baseline; align-items: baseline;
padding: 0.3rem 0.1rem; padding: 0.3rem 0.1rem;
@@ -1478,7 +1524,78 @@ button,
.standingsRow > span:not(:first-child) { .standingsRow > span:not(:first-child) {
text-align: right; text-align: right;
font-variant-numeric: tabular-nums; font-variant-numeric: tabular-nums;
min-width: 4.5rem; min-width: 3.6rem;
}
.standingsRow > .standingsName {
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
/* The per-hand columns are detail: how the night's swings happened. They're the
first thing to go when there isn't room, because Net and Cash out are what the
banker is actually reading. */
.standingsIn,
.standingsWon,
.standingsInHead,
.standingsWonHead {
display: none;
}
@container (min-width: 30rem) {
.standingsRow {
grid-template-columns: minmax(5rem, 1fr) auto auto auto auto;
}
.standingsIn,
.standingsWon,
.standingsInHead,
.standingsWonHead {
display: block;
}
}
/* The settle-up column is the one a banker reads while counting out cash, so it
carries the weight the per-hand columns don't. */
.standingsCashOut {
font-weight: 600;
}
/* ---------- Bank reconciliation ----------
Cash taken versus chips on the table. Every chip is a promise to pay cash for it
later, and if the chips outrun the box that promise can't be kept — which a dealer
otherwise discovers when the last two players cash out and there's nothing left. */
.bankReconcile {
margin-top: 0.6rem;
padding: 0.55rem 0.6rem;
border: 1px solid #2f2f2f;
border-radius: 8px;
background: #151515;
}
.bankReconcileRow {
display: flex;
justify-content: space-between;
gap: 0.75rem;
font-size: 0.78rem;
color: #b8b8b8;
font-variant-numeric: tabular-nums;
padding: 0.12rem 0;
}
.bankReconcileVerdict {
margin: 0.4rem 0 0;
font-size: 0.74rem;
line-height: 1.35;
}
.bankReconcileVerdict.bankBalanced {
color: #7fc99a;
}
.bankReconcileVerdict.bankOff {
color: #f0b46a;
} }
.standingsHeader { .standingsHeader {
@@ -1912,12 +2029,50 @@ body.hasActionBar #holdemSidebar {
color: #f0d9a8; color: #f0d9a8;
} }
/* Whose turn it is, shown on the table itself as well as in the bar. */ /* Whose turn it is, shown on the table itself as well as in the bar.
Dealers say the biggest single time sink at a home table isn't how fast the cards
come out — it's players not noticing the action is on them. So this is the one
state that has to be unmistakable from across a table at a glance, and it was
distinguished only by a rim colour: a gold border and a 2px ring where a live seat
has a green border and a 1px one. Same fill, same size, nothing moving.
It now reads as lit rather than merely outlined: a solid ring at full strength, a
warm glow that separates it from the felt, and a lift of its own. The seat's
`transform` positions it around the table, so the lift is box-shadow rather than
translate — setting transform here would throw the seat off its spot. */
.seat.seatActing { .seat.seatActing {
border-color: #d8b46a; border-color: #f0cd85;
background: linear-gradient(160deg, #3a3222, #241f16);
box-shadow: box-shadow:
0 0 0 2px rgba(216, 180, 106, 0.45), 0 0 0 3px rgba(216, 180, 106, 0.9),
0 4px 16px rgba(0, 0, 0, 0.55); 0 0 18px 2px rgba(216, 180, 106, 0.35),
0 6px 20px rgba(0, 0, 0, 0.6);
z-index: 4;
}
/* A slow breath, so a dealer glancing up finds it without hunting. Deliberately
gentle and deliberately optional — the ring above carries the whole job on its own
for anyone who'd rather nothing moved. */
@media (prefers-reduced-motion: no-preference) {
.seat.seatActing {
animation: seatActingPulse 2.4s ease-in-out infinite;
}
@keyframes seatActingPulse {
0%, 100% {
box-shadow:
0 0 0 3px rgba(216, 180, 106, 0.9),
0 0 18px 2px rgba(216, 180, 106, 0.35),
0 6px 20px rgba(0, 0, 0, 0.6);
}
50% {
box-shadow:
0 0 0 3px rgba(216, 180, 106, 0.65),
0 0 26px 5px rgba(216, 180, 106, 0.5),
0 6px 20px rgba(0, 0, 0, 0.6);
}
}
} }
.seatPuckStack { .seatPuckStack {
@@ -2055,6 +2210,10 @@ body.hasActionBar #toastHost {
font-size: 0.8rem; font-size: 0.8rem;
font-family: inherit; font-family: inherit;
cursor: pointer; cursor: pointer;
/* Same treatment as the dealer puck: a 30px dismiss button in a toast a dealer is
swatting away mid-hand, given a fingertip's worth of hit area without becoming
a bigger piece of furniture. */
position: relative;
} }
@media (hover: hover) { @media (hover: hover) {
@@ -2123,7 +2282,12 @@ body.hasActionBar #toastHost {
display: flex; display: flex;
align-items: center; align-items: center;
justify-content: center; justify-content: center;
z-index: 50; /* Every other sheet in here sits at 90-98; this one was at 50, underneath both
the action bar (55) and the toast (80). So the bar drew on top of the dialog
that pays people — in landscape one of its inputs was completely covered by
the Fold button — and a toast could sit over "Confirm Winner(s)". It's the odd
one out rather than a deliberate choice, and it joins the others. */
z-index: 95;
padding: 1.5rem; padding: 1.5rem;
} }
@@ -2137,8 +2301,13 @@ body.hasActionBar #toastHost {
border-radius: 10px; border-radius: 10px;
width: 100%; width: 100%;
max-width: 480px; max-width: 480px;
max-height: 85vh; /* 85vh is most of a 390px-tall landscape window, and the action bar is fixed over
the bottom of it — so the last of the wizard sat underneath the bar and its
controls couldn't be tapped. Leaving the bar's own height out of the budget
keeps the whole dialog above it. */
max-height: calc(85vh - var(--actionBarHeight, 0px));
overflow-y: auto; overflow-y: auto;
overscroll-behavior: contain;
padding: 1.2rem 1.4rem 1.6rem; padding: 1.2rem 1.4rem 1.6rem;
} }
@@ -2732,3 +2901,79 @@ textarea:focus-visible {
[role="alertdialog"]:focus { [role="alertdialog"]:focus {
outline: none; outline: none;
} }
/* ---------- Fields on a tablet ----------
The 16px minimum and the 44px touch targets were both written into the phone
media query, so every iPad size missed them — measured at 768, 834 and 1024 wide,
where all ten setup fields sat at 13.3px. iOS zooms the page whenever a field
under 16px takes focus, so a dealer on an iPad was getting the table zoomed every
time they touched the blind amount, then pinching back out. The reason for the
rule was never "narrow screen", it was "iOS", and an iPad is iOS.
Font size applies everywhere now — 13.3px was small for a settings field on a
desktop anyway. The touch sizing keys off `hover: none`, which is what actually
distinguishes a finger from a mouse; a tablet gets thumb-sized controls and a
desktop keeps its compact sidebar. */
.seatEditorForm input:not([type="checkbox"]):not([type="color"]),
.panelBody input:not([type="checkbox"]):not([type="color"]),
.subPanelBody input:not([type="checkbox"]):not([type="color"]),
.panelBody select,
.panelBody textarea {
font-size: 16px;
}
@media (hover: none) {
.seatEditorForm input:not([type="checkbox"]):not([type="color"]),
.panelBody input:not([type="checkbox"]):not([type="color"]),
.subPanelBody input:not([type="checkbox"]):not([type="color"]),
.panelBody select {
min-height: 44px;
padding: 0.4rem 0.6rem;
}
}
.toastClose::after {
content: "";
position: absolute;
inset: -7px;
}
/* A note under the raise entry when the amount typed isn't a legal raise. It informs
and never blocks: this tool records what the humans at the table actually did, and
a dealer overruling the arithmetic is right more often than the arithmetic is.
Under-minimum raises are the single most common thing that stops a home game, and
the bar used to accept one without a word. */
.raiseNote {
margin: 0.45rem 0 0;
font-size: 0.74rem;
line-height: 1.35;
text-align: center;
}
.raiseNote.raiseNoteWarn {
color: #f0b46a;
}
.raiseNote.raiseNoteInfo {
color: #9fc7e8;
}
/* On a short phone the raise pad already makes the bar tall enough to cover the
lowest seats, and the note must not make that materially worse. Measured at
360x640: bar 122px closed, 178px with the pad open, 217px with a note. Tightened
here so the note costs a line rather than a paragraph — the bar is a transient
input mode with Cancel and Escape, but it shouldn't grow for the sake of it. */
@media (max-height: 700px) {
.raiseNote {
margin-top: 0.3rem;
font-size: 0.68rem;
line-height: 1.25;
}
/* The pot breakdown is reference material — which side pots exist and who can win
them. While an amount is being typed it isn't what the dealer is reading, and
it's the tallest thing competing for the strip. */
body.hasActionBar #actionBar:has(.raisePad) .potBreakdown {
display: none;
}
}
@@ -516,6 +516,15 @@ button,
text-align: center; text-align: center;
} }
/* This footnote names a control the dealer is being told to reach for, so the name
itself has to be readable — it was 3.39:1 at its worst, inheriting the muted grey
the surrounding sentence is deliberately set in. Emphasised text carrying the
instruction gets its own colour rather than the aside's. */
.splitFootnote strong {
color: #a8a8a8;
font-weight: 600;
}
.splitFootnote a { .splitFootnote a {
color: #a9782f; color: #a9782f;
} }
@@ -319,12 +319,26 @@ const ActionBar = {
// Quick amounts first, keypad second — a dealer calling "raise to sixty" wants a // Quick amounts first, keypad second — a dealer calling "raise to sixty" wants a
// button, and only reaches for digits when the table does something odd. // button, and only reaches for digits when the table does something odd.
renderRaisePad() { renderRaisePad() {
// A toast is transient news about the action just taken; the raise pad is the
// dealer deciding the next one. On a short screen they compete for the same
// strip: the pad makes the bar 217px tall on a 640px phone, and the toast —
// which floats just above the bar — gets pushed up over the table, covering
// seats outright. Rather than squeeze both in, the older one gets out of the
// way. Nothing is lost: the toast's Undo is also the bar's own undo control.
if (typeof Toast !== "undefined" && Toast.dismiss) Toast.dismiss();
const index = this.state.actingSeatIndex; const index = this.state.actingSeatIndex;
const player = this.state.seats[index]; const player = this.state.seats[index];
const stack = Betting.stackOf(this.state, player); const stack = Betting.stackOf(this.state, player);
const maxTo = Betting.round(Betting.committed(player) + stack); const maxTo = Betting.round(Betting.committed(player) + stack);
const pot = Betting.potSoFar(this.state); const pot = Betting.potSoFar(this.state);
const minTo = Math.min(Betting.minRaiseTo(this.state), maxTo); // Two different minimums, and conflating them was a bug. `minTo` is clamped to
// what this player can actually put in, which is what the Min button should
// offer. `legalMin` is what the rules require — for a short stack the two are
// different, and it's the rules one the warnings have to be measured against,
// or a player whose whole stack is under a full raise never gets told that.
const legalMin = Betting.minRaiseTo(this.state);
const minTo = Math.min(legalMin, maxTo);
const wrap = document.createElement("div"); const wrap = document.createElement("div");
wrap.className = "raisePad"; wrap.className = "raisePad";
@@ -360,6 +374,7 @@ const ActionBar = {
input.setAttribute("aria-label", "Raise to amount"); input.setAttribute("aria-label", "Raise to amount");
input.addEventListener("input", () => { input.addEventListener("input", () => {
this.raiseDraft = input.value.replace(/[^0-9.]/g, ""); this.raiseDraft = input.value.replace(/[^0-9.]/g, "");
this.updateRaiseNote(wrap, legalMin, maxTo);
}); });
entry.appendChild(input); entry.appendChild(input);
@@ -376,9 +391,73 @@ const ActionBar = {
})); }));
wrap.appendChild(entry); wrap.appendChild(entry);
const note = document.createElement("p");
note.className = "raiseNote";
note.hidden = true;
wrap.appendChild(note);
this.updateRaiseNote(wrap, legalMin, maxTo);
return wrap; return wrap;
}, },
// Says something when the amount typed isn't a legal raise. It never blocks —
// a dealer overruling the arithmetic is right more often than the arithmetic is,
// and the whole tool is built on tapping what the humans actually did.
//
// But an under-minimum raise from a player with chips behind them is the single
// most common thing that stops a home game dead, and until now the bar took it
// without a word: type 13 when the minimum is 18 and it was simply accepted. The
// engine then treats it as a short raise and correctly doesn't reopen the betting,
// which is right for an all-in and wrong for somebody who just misheard the bet.
updateRaiseNote(wrap, minTo, maxTo) {
const note = wrap.querySelector(".raiseNote");
if (!note) return;
const typed = Number(this.raiseDraft);
const current = this.state.currentBet || 0;
if (!Number.isFinite(typed) || typed <= 0) { note.hidden = true; return; }
// Going all-in for less than a full raise is perfectly legal, and worth saying
// out loud because of what follows from it.
const isAllIn = Math.abs(typed - maxTo) < Betting.EPSILON_CHIPS;
if (typed > current && typed < minTo - Betting.EPSILON_CHIPS && !isAllIn) {
note.textContent =
`${Money.format(typed)} is under the ${Money.format(minTo)} minimum. A legal raise is ${Money.format(minTo)} or more — otherwise it's a call, or all-in.`;
note.className = "raiseNote raiseNoteWarn";
note.hidden = false;
return;
}
if (isAllIn && typed > current && typed < minTo - Betting.EPSILON_CHIPS) {
note.textContent =
`All-in for less than a full raise. Legal, but it doesn't reopen the betting — anyone who has already acted owes the difference or folds.`;
note.className = "raiseNote raiseNoteInfo";
note.hidden = false;
return;
}
if (typed > current && typed < current + Betting.EPSILON_CHIPS) { note.hidden = true; return; }
if (typed > maxTo + Betting.EPSILON_CHIPS) {
note.textContent = `More than they have. This goes in as all-in for ${Money.format(maxTo)}.`;
note.className = "raiseNote raiseNoteInfo";
note.hidden = false;
return;
}
if (typed <= current) {
note.textContent = `${Money.format(typed)} is not above the ${Money.format(current)} already bet — that's a call, not a raise.`;
note.className = "raiseNote raiseNoteWarn";
note.hidden = false;
return;
}
note.hidden = true;
},
renderStreetDone() { renderStreetDone() {
const row = document.createElement("div"); const row = document.createElement("div");
row.className = "actionButtons"; row.className = "actionButtons";
@@ -153,15 +153,34 @@ const Betting = {
const delta = this.round(target - this.committed(player)); const delta = this.round(target - this.committed(player));
const moved = this.putIn(state, index, delta); const moved = this.putIn(state, index, delta);
const newBet = this.committed(player); const newBet = this.committed(player);
const previousBet = state.currentBet || 0;
if (newBet > previousBet) {
const increase = this.round(newBet - previousBet);
// What a full raise would have had to be: at least as much again as the
// last one, or the big blind if there hasn't been a raise yet.
const fullRaise = this.round(state.lastRaiseSize || state.bigBlind || 0);
const isFullRaise = increase >= fullRaise - this.EPSILON_CHIPS;
if (newBet > (state.currentBet || 0)) {
state.lastRaiseSize = this.round(newBet - (state.currentBet || 0));
state.currentBet = newBet; state.currentBet = newBet;
// A raise reopens the action: everyone else owes a response again.
if (isFullRaise) {
state.lastRaiseSize = increase;
// A real raise reopens the action: everyone else owes a response again.
state.seats.forEach((p, i) => { state.seats.forEach((p, i) => {
if (i !== index && p.inHand && !p.folded) p.hasActed = false; if (i !== index && p.inHand && !p.folded) p.hasActed = false;
}); });
} }
// Otherwise this is a short all-in — somebody with less than a full raise
// left shoving it in. The most misread rule in poker: it does *not* reopen
// the betting to anyone who has already acted. They owe the difference or
// they fold; they don't get to raise again because a short stack happened
// to be between them. Players yet to act keep their full rights, which
// they do here because their hasActed is already false.
//
// lastRaiseSize deliberately isn't lowered either, or the next legal raise
// would be computed off the short amount and come out too small.
}
player.hasActed = true; player.hasActed = true;
this.passAction(state, index); this.passAction(state, index);
+21 -2
View File
@@ -318,15 +318,34 @@ document.addEventListener("DOMContentLoaded", () => {
Render.renderAll(); Render.renderAll();
}); });
document.getElementById("nextHandBtn").addEventListener("click", () => { document.getElementById("nextHandBtn").addEventListener("click", async () => {
// Moving on wipes every seat's contribution, so an unresolved pot is simply
// destroyed — measured at a four-handed table, pressing this with $8 in the
// middle took the table from 800 chips to 792, and the toast said nothing
// about it. Chips only ever leave this tool because a dealer meant them to.
const unresolved = HoldemState.unresolvedContributions(state);
if (unresolved > Betting.EPSILON_CHIPS) {
const ok = await Dialog.confirm({
title: `Throw away ${Money.format(unresolved)}?`,
message: "There's still money in the middle from this hand. Starting the next one takes it off the table without paying anybody — use Resolve Pot if somebody won it.",
confirmLabel: "Throw it away",
danger: true,
});
if (!ok) return;
}
// startNextHand moves the button on by one; say where it landed so the // startNextHand moves the button on by one; say where it landed so the
// dealer can confirm the rotation without hunting for the badge. // dealer can confirm the rotation without hunting for the badge.
const nextDealer = HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1); const nextDealer = HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1);
const where = state.dedicatedDealer const where = state.dedicatedDealer
? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}` ? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
: `button on seat ${nextDealer + 1}`; : `button on seat ${nextDealer + 1}`;
const discarded = unresolved > Betting.EPSILON_CHIPS
? ` ${Money.format(unresolved)} taken off the table.`
: "";
runUndoable(`Next hand — ${where}. Blinds posted.`, () => { runUndoable(`Next hand — ${where}. Blinds posted.${discarded}`, () => {
HoldemState.startNextHand(state); HoldemState.startNextHand(state);
Betting.beginHand(state); Betting.beginHand(state);
}); });
@@ -272,11 +272,25 @@ const PotWizard = {
}); });
actions.appendChild(applyBtn); actions.appendChild(applyBtn);
const closeBtn = document.createElement("button"); // This button cancels — it does not pay anybody. Under a heading reading
closeBtn.className = "holdemBtn holdemBtnGhost"; // "Final Payouts" with an amount beside a name, "Close" reads like dismissing
closeBtn.textContent = "Close"; // something already done, and a dealer who taps it walks away believing the
closeBtn.addEventListener("click", () => this.close()); // pot has been pushed. It hasn't: the chips are still in the middle and the
actions.appendChild(closeBtn); // hand isn't logged. So it says what it does.
const cancelBtn = document.createElement("button");
cancelBtn.className = "holdemBtn holdemBtnGhost";
cancelBtn.textContent = "Cancel — don't pay yet";
cancelBtn.addEventListener("click", () => this.close());
actions.appendChild(cancelBtn);
if (this.totals.size > 0) {
const note = document.createElement("p");
note.className = "fieldHint potWizardPendingNote";
note.textContent = "Nothing has been paid out yet. Start Next Hand pushes the pot and logs the hand.";
wrap.appendChild(actions);
wrap.appendChild(note);
return wrap;
}
wrap.appendChild(actions); wrap.appendChild(actions);
return wrap; return wrap;
@@ -701,8 +701,46 @@ const Render = {
netEl.classList.toggle("netUp", row.net > 0); netEl.classList.toggle("netUp", row.net > 0);
netEl.classList.toggle("netDown", row.net < 0); netEl.classList.toggle("netDown", row.net < 0);
// What they'd actually be handed if the night ended now: chips in front of
// them less the cash they gave the banker. This was computed and written to
// the CSV all along, but never shown to the person doing the paying out.
const cashEl = node.querySelector(".standingsCashOut");
cashEl.textContent = Money.formatSigned(row.cashPosition);
cashEl.classList.toggle("netUp", row.cashPosition > 0);
cashEl.classList.toggle("netDown", row.cashPosition < 0);
list.appendChild(node); list.appendChild(node);
}); });
this.renderBankReconciliation();
},
// Does the cash box cover the chips on the table? Nothing asked this before, and
// it's the question that decides whether the last two players can be paid.
renderBankReconciliation() {
const host = document.getElementById("bankReconcile");
if (!host) return;
const bank = HoldemState.bankReconciliation(this.state);
// Nothing to reconcile before anybody has handed over money or taken a chip.
host.hidden = bank.cashIn === 0 && bank.chipsInPlay === 0;
if (host.hidden) return;
document.getElementById("bankCashIn").textContent = Money.format(bank.cashIn);
document.getElementById("bankChipsInPlay").textContent = Money.format(bank.chipsInPlay);
const verdict = document.getElementById("bankReconcileVerdict");
if (bank.balanced) {
verdict.textContent = "Balanced — the cash covers every chip on the table.";
} else if (bank.difference > 0) {
verdict.textContent =
`${Money.format(bank.difference)} more in chips than cash taken. Someone's rebuy probably wasn't recorded — the box will be short at cash-out.`;
} else {
verdict.textContent =
`${Money.format(Math.abs(bank.difference))} more cash than chips in play. Someone has paid for chips they haven't been given.`;
}
verdict.classList.toggle("bankBalanced", bank.balanced);
verdict.classList.toggle("bankOff", !bank.balanced);
}, },
// ---- Hand counter + history ---- // ---- Hand counter + history ----
@@ -167,6 +167,38 @@ const HoldemState = {
return !player.inHand; return !player.inHand;
}, },
// What starting the next hand would take off the table for good: exactly the
// fields startNextHand clears.
//
// Deliberately not totalPot(). The table-wide base pot is a standing ante — a
// stand-in for "everyone puts the same in every hand", used by a dealer who
// isn't tracking stacks — so it re-applies to the next hand rather than being
// lost with this one. Counting it would mean warning about money that isn't
// going anywhere, on every single hand, for exactly the dealers who chose the
// simplest way to run the table.
unresolvedContributions(state) {
const total = state.seats.reduce((sum, player) => {
const override = player.amountOverride;
let banked = 0;
if (override !== null && override !== undefined && String(override).trim() !== "") {
const parsed = Number(override);
if (!Number.isNaN(parsed)) banked = Math.max(0, parsed);
}
if (banked === 0) {
banked = (state.chipLegend || []).reduce((chips, chip) => {
const count = Number(player.chipCounts[chip.id]) || 0;
return chips + count * Number(chip.value || 0);
}, 0);
}
return sum + banked + Math.max(0, Number(player.committed) || 0);
}, 0);
return Money.round(total);
},
totalPot(state) { totalPot(state) {
return state.seats.reduce( return state.seats.reduce(
(sum, p) => sum + this.computeContribution(p, state.chipLegend, state.basePotAmount), (sum, p) => sum + this.computeContribution(p, state.chipLegend, state.basePotAmount),
@@ -352,6 +384,23 @@ const HoldemState = {
// all, so they're read off the seat rather than summed — a rebuy isn't a hand. // all, so they're read off the seat rather than summed — a rebuy isn't a hand.
const seatById = new Map(state.seats.map(p => [p.id, p])); const seatById = new Map(state.seats.map(p => [p.id, p]));
// Anyone who has money in the game belongs in the settle-up, whether or not
// they've been in a logged hand yet. Building the list from the hand log alone
// left a player who bought in and then sat through a few hands folding —
// or who just sat down — missing entirely, so the banker's own record didn't
// mention the cash they'd taken. They turn up at cash-out holding chips the
// list never accounted for.
state.seats.forEach((player, index) => {
if (totals.has(player.id)) return;
const hasMoneyInPlay =
(Number(player.buyIns) || 0) > 0 ||
(Number(player.stack) || 0) > 0 ||
(Number(player.amountOverride) || 0) > 0 ||
(Number(player.committed) || 0) > 0;
if (!hasMoneyInPlay) return;
totals.set(player.id, { id: player.id, name: this.displayName(player, index), in: 0, won: 0 });
});
return Array.from(totals.values()) return Array.from(totals.values())
.map(t => { .map(t => {
const seat = seatById.get(t.id); const seat = seatById.get(t.id);
@@ -376,6 +425,37 @@ const HoldemState = {
}) })
.sort((a, b) => b.net - a.net); .sort((a, b) => b.net - a.net);
}, },
// The one check a banker actually needs, and the one nothing here did.
//
// Every chip on the table is a promise to pay cash for it later. If the chips in
// play add up to more than the cash that came in, that promise can't be kept —
// and the way you find out is the last two players cashing out and the box being
// empty. It's always someone taking chips without paying, a rebuy that never got
// recorded, or a miscount, and it's silent until it's too late to work out which.
//
// Chips in play counts everything a player could hand back: what's in front of
// them and what's in the middle waiting to be won.
bankReconciliation(state) {
const cashIn = state.seats.reduce((sum, p) => sum + Math.max(0, Number(p.buyIns) || 0), 0);
const chipsInPlay = state.seats.reduce(
(sum, p) =>
sum +
Math.max(0, Number(p.stack) || 0) +
Math.max(0, Number(p.committed) || 0) +
Math.max(0, Number(p.amountOverride) || 0),
0
);
const difference = Money.round(chipsInPlay - cashIn);
return {
cashIn: Money.round(cashIn),
chipsInPlay: Money.round(chipsInPlay),
difference,
// Half a cent of float dust isn't a discrepancy worth alarming anyone over.
balanced: Math.abs(difference) <= Money.EPSILON,
};
},
}; };
if (typeof module !== "undefined" && module.exports) { if (typeof module !== "undefined" && module.exports) {
+40
View File
@@ -22,6 +22,46 @@ other in the page, in the load order from `TexasHoldem.cshtml`.
| `splitCalculator.test.js` | Chopped pots, odd chips, unmakeable denominations | | `splitCalculator.test.js` | Chopped pots, odd chips, unmakeable denominations |
| `invariants.test.js` | 1000 randomised hands per property (see below) | | `invariants.test.js` | 1000 randomised hands per property (see below) |
## The layout audit
The unit tests above cover the money. `uiAudit.js` covers the thing you can only see
in a browser: whether a dealer can actually reach every control.
```bash
node tests/holdem/runUiAudit.js # needs Playwright and the site running
```
It checks WCAG AA contrast, touch target sizes, touch-action and tap highlights, that fields stay selectable and are large
enough not to trigger iOS zoom, that nothing important is covered or off-screen with
no way to scroll to it, that no grid column has collapsed to nothing, and that no
text is painted outside its box. It runs over the table, all five overlays and Quick
Split, at thirteen viewports from a 360px phone to a 1600px desktop and the same
phones on their side.
Deliberately not in CI: the unit suite is dependency-free and runs in a second, while
this one needs a browser and a running site. Run it after any change that adds or
resizes a control. With no Playwright to hand, paste `uiAudit.js` into devtools and
call `LayoutAudit.runAll()`.
The contrast check is built so it cannot report a false positive: backgrounds
composite through alpha, and where a gradient is involved every colour stop is tried
and the most flattering one used. A finding means the text fails even under the
reading most generous to it. Two earlier attempts at this got it wrong in both
directions — one read only `background-color` and scored text on a gradient against
nothing, the other treated low-alpha stops as opaque — so `uiAudit.js` is checked
against known-answer cases before it is believed.
Touch targets are measured by probing outward with `elementFromPoint` rather than by
reading the element box, because the box lies in both directions: a small control can
be padded out with a transparent `::after` and respond well beyond its painted size,
and a checkbox inside a label is hit by tapping the label. The 44px rule is only
enforced where `hover: none` says there's no mouse.
It exists because these checks were being re-typed into a console every time
something changed, and each time they only covered whatever had just been touched.
That is how the standings table shipped with a player-name column zero pixels wide
and kept it for two rounds.
## Why the randomised suite exists ## Why the randomised suite exists
Every correctness bug found in this tool so far has been shape-dependent: blinds posted Every correctness bug found in this tool so far has been shape-dependent: blinds posted
+169
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@@ -0,0 +1,169 @@
// The banker's job, which is a different job from the dealer's: every chip on the
// table is a promise to pay cash for it later, and somebody has to be able to check
// that the promise can be kept before the last two players try to cash out.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, Money, makeTable } = require("./load");
const seat = (state, index, name, cash, chips) => {
const p = state.seats[index];
p.name = name; p.inHand = true; p.buyIns = cash; p.stack = chips;
return p;
};
describe("everyone with money in the game is accounted for", () => {
test("a player who has bought in but played no logged hand still appears", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
seat(state, 2, "Cal", 200, 200); // just sat down
state.seats[0].amountOverride = 10;
state.seats[1].amountOverride = 10;
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 20 }]);
state.seats[0].amountOverride = null;
state.seats[1].amountOverride = null;
const names = HoldemState.sessionStandings(state).map(r => r.name);
assert.ok(names.includes("Cal"), `Cal handed over $200 and is missing: ${names.join(", ")}`);
});
test("their row reads as no hands played, not as a loss", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 200, 200);
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Ben");
assert.equal(cal.in, 0);
assert.equal(cal.won, 0);
assert.equal(cal.net, 0);
assert.equal(cal.boughtIn, 200);
assert.equal(cal.cashPosition, 0, "level: they've bought chips and still hold them");
});
test("an empty chair is not dragged into the settle-up", () => {
const state = makeTable({ seatCount: 9, seated: [0], stack: 0 });
seat(state, 0, "Ann", 100, 100);
const rows = HoldemState.sessionStandings(state);
assert.equal(rows.length, 1);
});
test("somebody who has cashed out completely still shows what they took", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 0); // handed every chip back
seat(state, 1, "Ben", 100, 200);
const ann = HoldemState.sessionStandings(state).find(r => r.name === "Ann");
assert.equal(ann.cashPosition, -100, "down the whole buy-in");
});
});
describe("does the cash box cover the chips on the table", () => {
test("a straight game balances", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 60);
seat(state, 1, "Ben", 100, 140);
seat(state, 2, "Cal", 100, 100);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 300);
assert.equal(bank.chipsInPlay, 300);
assert.equal(bank.difference, 0);
assert.equal(bank.balanced, true);
});
test("chips outrunning the cash box is caught before cash-out", () => {
// The 2am failure: the last players out can't be paid.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
seat(state, 2, "Cal", 100, 260); // took chips for a rebuy nobody wrote down
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 300);
assert.equal(bank.chipsInPlay, 460);
assert.equal(bank.difference, 160);
assert.equal(bank.balanced, false);
});
test("cash taken for chips never handed over is caught too", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 200, 100); // paid 200, only got 100 in chips
seat(state, 1, "Ben", 100, 100);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.difference, -100);
assert.equal(bank.balanced, false);
});
test("chips in the middle still count as chips in play", () => {
// Money in the pot is somebody's; it just hasn't been won yet. Leaving it out
// would report a shortfall every time a hand was open — which is nearly always.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
const before = HoldemState.bankReconciliation(state);
assert.equal(before.balanced, true);
Betting.beginHand(state); // blinds go in
Betting.raiseTo(state, 0, 25); // and a raise
Betting.sweepToHandTotals(state); // banked into the pot
const during = HoldemState.bankReconciliation(state);
assert.equal(during.balanced, true, "an open pot is not a discrepancy");
assert.equal(during.chipsInPlay, before.chipsInPlay);
});
test("a whole session of play never knocks the books out", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
for (let hand = 0; hand < 6; hand++) {
Betting.beginHand(state);
Betting.liveSeats(state).forEach(s => {
if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index);
});
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const winner = Betting.liveSeats(state)[0];
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(HoldemState.bankReconciliation(state).balanced, true, `books off after hand ${hand + 1}`);
}
});
test("a rebuy keeps the books straight, a chip grab doesn't", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
// A proper rebuy: cash to the banker, chips to the player.
state.seats[0].buyIns += 100;
state.seats[0].stack += 100;
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
// Chips taken without paying.
state.seats[1].stack += 50;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, 50);
});
test("nothing to reconcile before anybody has bought in", () => {
const state = makeTable({ seatCount: 6, seated: [], stack: 0 });
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 0);
assert.equal(bank.chipsInPlay, 0);
assert.equal(bank.balanced, true);
});
test("float dust is not a discrepancy", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 0.1 + 0.2, 0.3);
seat(state, 1, "Ben", 10, 10);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
});
+103
View File
@@ -0,0 +1,103 @@
// Chips only ever leave this tool because a dealer meant them to. Starting the next
// hand clears every seat's contribution, so an unresolved pot is simply destroyed —
// the UI now asks first, and the number it quotes has to be exactly what goes.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, Money, makeTable, chipsOnTable } = require("./load");
// The same measure the confirmation uses.
const unresolvedPot = state => HoldemState.unresolvedContributions(state);
describe("what starting the next hand destroys", () => {
test("the quoted amount is exactly what leaves the table", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const before = chipsOnTable(state);
const quoted = unresolvedPot(state);
assert.ok(quoted > 0, "there is a pot to warn about");
HoldemState.startNextHand(state);
assert.equal(
Money.toCents(chipsOnTable(state)),
Money.toCents(before - quoted),
"the dealer must be told the real number, not an approximation"
);
});
test("chips still in front of players on the current street are counted too", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state); // blinds are `committed`, not yet banked
Betting.raiseTo(state, 0, 25); // and so is a raise mid-street
const before = chipsOnTable(state);
const quoted = unresolvedPot(state);
HoldemState.startNextHand(state);
assert.equal(Money.toCents(chipsOnTable(state)), Money.toCents(before - quoted));
assert.ok(quoted >= 25, `a live raise has to be included; quoted ${quoted}`);
});
test("a hand that was paid out properly leaves nothing to warn about", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const payouts = [{ id: state.seats[0].id, label: "Ann", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(unresolvedPot(state), 0, "nothing left over after a settled hand");
});
test("settling then dealing on conserves every chip", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
for (let hand = 0; hand < 5; hand++) {
Betting.beginHand(state);
const live = Betting.liveSeats(state);
live.forEach(s => { if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index); });
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const winner = Betting.liveSeats(state)[0];
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), start, `chips drifted on hand ${hand + 1}`);
}
});
test("an empty table has no phantom pot to warn about", () => {
const state = makeTable({ seatCount: 6, seated: [] });
assert.equal(unresolvedPot(state), 0);
});
test("a standing ante is never warned about, because it isn't lost", () => {
// The table default is a stand-in for "everyone puts the same in every hand",
// used by a dealer not tracking stacks at all. It re-applies to the next hand
// rather than going anywhere, so counting it would nag this dealer before
// every single hand — which is why the warning measures the fields
// startNextHand actually clears rather than the pot badge.
const state = makeTable({ seatCount: 9, seated: [0, 1] });
state.basePotAmount = 25;
state.seats.forEach(p => { p.amountOverride = null; });
// The base pot carries into the next hand, so nothing is being thrown away
// and the dealer must not be asked to confirm anything.
assert.equal(HoldemState.totalPot(state), 50, "the badge still shows a pot");
assert.equal(unresolvedPot(state), 0, "but none of it is at risk, so no warning");
HoldemState.startNextHand(state);
assert.equal(HoldemState.totalPot(state), 50, "the standing ante applies to the new hand too");
});
});
+143
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@@ -0,0 +1,143 @@
// When does a bet reopen the action? The most misread rule in poker, and the one a
// home game argues about longest: a player shoving in less than a full raise does not
// give everybody behind them another go.
//
// TDA Rule 44 — an all-in wager of less than a full raise does not reopen the betting
// to a player who has already acted and is not facing a full raise.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, makeTable, chipsOnTable } = require("./load");
const actedFlags = state => state.seats
.map((p, i) => ({ seat: i, acted: p.hasActed, live: p.inHand && !p.folded }))
.filter(s => s.live);
describe("a short all-in does not reopen the betting", () => {
// Blinds 1/2. Seat 4 raises to 10 (a full raise of 8). Seat 1 calls.
// Seat 2 is all-in for 13 — three more, where a full raise needs eight.
const shortAllInTable = () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 13;
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
return state;
};
test("players who already acted are not asked to act again", () => {
const state = shortAllInTable();
assert.equal(state.seats[0].hasActed, true, "seat 1 has called");
assert.equal(state.seats[3].hasActed, true, "seat 4 has raised");
Betting.allIn(state, 1);
assert.equal(state.seats[0].hasActed, true, "seat 1 must not be reopened");
assert.equal(state.seats[3].hasActed, true, "seat 4 must not be reopened");
});
test("but they do still owe the difference", () => {
const state = shortAllInTable();
Betting.allIn(state, 1);
assert.equal(Betting.toCall(state, state.seats[0]), 3, "seat 1 owes the extra 3");
assert.equal(Betting.isStreetComplete(state), false, "so the street isn't over");
});
test("a player who had not acted yet keeps full rights", () => {
const state = shortAllInTable();
assert.equal(state.seats[2].hasActed, false, "seat 3 hasn't acted");
Betting.allIn(state, 1);
assert.equal(state.seats[2].hasActed, false, "and still hasn't — they may still raise");
});
test("the minimum raise is not shrunk by the short all-in", () => {
const state = shortAllInTable();
assert.equal(state.lastRaiseSize, 8);
Betting.allIn(state, 1);
assert.equal(state.lastRaiseSize, 8, "still the last *full* raise");
assert.equal(Betting.minRaiseTo(state), 21, "13 to call plus a full raise of 8");
});
test("calling the short all-in ends the street", () => {
const state = shortAllInTable();
Betting.allIn(state, 1);
Betting.call(state, 2); // seat 3, who had full rights, just calls
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(Betting.isStreetComplete(state), true);
});
test("no chips are created or lost by any of it", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 13;
const start = chipsOnTable(state);
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
Betting.allIn(state, 1);
Betting.call(state, 2);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(chipsOnTable(state), start);
});
});
describe("a full raise still reopens the betting", () => {
test("an all-in that is a full raise or more reopens everyone", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 40;
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
Betting.allIn(state, 1); // to 40: an increase of 30, well over the 8 needed
assert.equal(state.seats[0].hasActed, false, "seat 1 gets another go");
assert.equal(state.seats[3].hasActed, false, "and so does seat 4");
assert.equal(state.lastRaiseSize, 30);
assert.equal(Betting.minRaiseTo(state), 70);
});
test("an ordinary raise reopens everyone", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(state.seats[3].hasActed, true);
Betting.raiseTo(state, 1, 10);
assert.equal(state.seats[3].hasActed, false);
assert.equal(state.seats[0].hasActed, false);
});
test("a raise exactly the size of the last one counts as full", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10); // raise of 8
Betting.call(state, 0);
Betting.raiseTo(state, 1, 18); // exactly 8 more — a legal minimum raise
assert.equal(state.seats[0].hasActed, false, "a minimum raise still reopens");
assert.equal(state.lastRaiseSize, 8);
});
test("the first raise of a street is measured against the big blind", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
Betting.check(state, 2);
Betting.closeStreet(state); // to the flop, no bet yet
const first = Betting.nextToAct(state, state.dealerSeatIndex);
Betting.raiseTo(state, first, 2); // a bet of exactly one big blind
const others = state.seats.filter((p, i) => p.inHand && !p.folded && i !== first);
assert.ok(others.every(p => p.hasActed === false), "a full-sized opening bet reopens everyone");
});
});
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// Drives uiAudit.js over the dealer's surfaces at every viewport worth caring about.
//
// node tests/holdem/runUiAudit.js [baseUrl]
//
// Needs Playwright available (`npx playwright install chromium` once). It is
// deliberately NOT wired into the unit-test suite or CI, because that suite is
// dependency-free and runs in a second — this one needs a browser and a running
// site. Run it after any change that adds or resizes a control.
//
// No Playwright to hand? Open the page, paste tests/holdem/uiAudit.js into devtools,
// and call LayoutAudit.runAll(). Same checks, one viewport.
const path = require("path");
const BASE = process.argv[2] || "http://localhost:5299";
const AUDIT = path.join(__dirname, "uiAudit.js");
// Portrait phones, tablets, desktops, then the same phones on their side — landscape
// is where this layout has broken most often, because the table is sized from width
// and the action bar is fixed to a very short viewport.
const VIEWPORTS = [
[360, 640, "Galaxy S8"], [375, 667, "iPhone SE"], [390, 844, "iPhone 14"],
[412, 915, "Pixel 7"], [430, 932, "iPhone Pro Max"],
[768, 1024, "iPad"], [834, 1112, "iPad Air"], [1024, 1366, "iPad Pro"],
[1280, 900, "desktop"], [1600, 1000, "wide desktop"],
[640, 360, "S8 landscape"], [667, 375, "SE landscape"], [844, 390, "iPhone landscape"],
];
const OVERLAYS = [
["rulings", () => document.getElementById("openRulingsBtn").click()],
["seat menu", () => SeatMenu.open(HoldemState.load(), {}, 0)],
["card picker", () => { document.getElementById("cardPickerOverlay").hidden = false; }],
["add chips", () => AddChips.open(HoldemState.load(), 0, () => {})],
["pot wizard", () => document.getElementById("resolvePotBtn").click()],
];
// A table part-way through a real night: long names, uneven stacks, a hand log.
function seedTable() {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
[["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500], ["Bob", 250], ["Dee", 600]]
.forEach(([name, cash], i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].buyIns = cash;
state.seats[i].stack = cash;
});
state.smallBlind = 5;
state.bigBlind = 10;
for (let hand = 1; hand <= 4; hand++) {
state.handHistory.push({
handNumber: hand, timestamp: Date.now(), pot: 120,
payouts: [{ id: state.seats[hand % 5].id, label: "P", amount: 120 }],
ledger: state.seats.slice(0, 5).map(p => ({ id: p.id, name: p.name, in: 30, won: 0 })),
});
}
state.handNumber = 5;
HoldemState.save(state);
}
async function main() {
let chromium;
try {
({ chromium } = require("playwright"));
} catch {
console.error("This script needs Playwright: npm i -D playwright && npx playwright install chromium");
console.error("Or paste tests/holdem/uiAudit.js into devtools and call LayoutAudit.runAll().");
process.exit(2);
}
const browser = await chromium.launch();
const page = await browser.newPage();
const failures = [];
const warnings = [];
let checks = 0;
for (const [width, height, label] of VIEWPORTS) {
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.evaluate(seedTable);
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.click("#nextHandBtn");
await page.waitForTimeout(300);
await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
await page.addScriptTag({ path: AUDIT });
const table = await page.evaluate(() => LayoutAudit.runAll());
checks++;
if (!table.clean) failures.push({ where: `table · ${label} ${width}x${height}`, offenders: table.failed.flatMap(f => f.offenders) });
table.warnings.forEach(w => warnings.push(`${label}: ${w}`));
for (const [name, open] of OVERLAYS) {
await page.evaluate(open);
await page.waitForTimeout(180);
checks++;
const result = await page.evaluate(() => {
const overlay = [...document.querySelectorAll("[id$='Overlay']")].find(o => !o.hidden);
if (!overlay) return { offenders: [] };
return LayoutAudit.occlusion(`#${overlay.id} button, #${overlay.id} a, #${overlay.id} input`);
});
await page.evaluate(() => document.querySelectorAll("[id$='Overlay']").forEach(o => { o.hidden = true; }));
if (result.offenders.length) failures.push({ where: `${name} · ${label} ${width}x${height}`, offenders: result.offenders });
}
}
for (const [width, height, label] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
await page.evaluate(() => {
const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
if (button) button.click();
});
await page.addScriptTag({ path: AUDIT });
checks++;
const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
}
await browser.close();
console.log(`${checks} audits across ${VIEWPORTS.length} viewports`);
warnings.forEach(w => console.log(` note: ${w}`));
if (failures.length === 0) {
console.log("clean");
return;
}
failures.forEach(f => {
console.log(`\nFAIL ${f.where}`);
f.offenders.forEach(o => console.log(` ${o}`));
});
process.exit(1);
}
main();
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// Layout and touch audits for the dealer, written once so they stop being written
// again every round.
//
// These checks have been re-typed into a browser console at least six times over
// the course of building this thing, and each time they only covered whatever had
// just been changed. That is exactly how the standings table shipped with a
// zero-pixel player-name column and survived two rounds: the audit that would have
// caught it existed only in a previous session's scrollback.
//
// This file is deliberately dependency-free and browser-side. It is injected into
// the page (see runUiAudit.js) rather than imported, so it needs no build step, no
// package.json, and no browser automation of its own — anyone can also paste it
// into devtools and call LayoutAudit.runAll().
const LayoutAudit = {
// Everything a dealer has to be able to hit.
CONTROL_SELECTOR: "button, a, input, select, textarea, [role='button'], .seat",
describe(el) {
if (!el) return "(nothing)";
const id = el.id ? `#${el.id}` : "";
const cls = (el.className || "").toString().trim().split(/\s+/).filter(Boolean).slice(0, 2).join(".");
const text = (el.textContent || "").replace(/\s+/g, " ").trim().slice(0, 24);
return `${el.tagName.toLowerCase()}${id}${cls ? "." + cls : ""}${text ? ` "${text}"` : ""}`;
},
visibleControls() {
return [...document.querySelectorAll(this.CONTROL_SELECTOR)].filter(el => {
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return false;
const style = getComputedStyle(el);
return style.visibility !== "hidden" && style.display !== "none";
});
},
// ---- Touch (see the mobile round) ----
// Without touch-action: manipulation a mobile browser holds every tap for ~300ms
// deciding whether it was a double-tap-to-zoom. This tool uses double-tap on a
// seat as its fold shortcut, so that wait is on the critical path.
touchAction() {
const offenders = this.visibleControls()
.filter(el => getComputedStyle(el).touchAction === "auto")
.map(el => this.describe(el));
return { name: "touch-action", offenders, checked: this.visibleControls().length };
},
tapHighlight() {
const offenders = this.visibleControls()
.filter(el => {
const colour = getComputedStyle(el).webkitTapHighlightColor;
return colour && !/rgba\(0,\s*0,\s*0,\s*0\)|transparent/.test(colour);
})
.map(el => this.describe(el));
return { name: "tap-highlight", offenders, checked: this.visibleControls().length };
},
// Text selection must stay ON for anything a dealer types into.
textSelectable() {
const offenders = [...document.querySelectorAll("input[type='text'], input[type='number'], textarea")]
.filter(el => el.offsetParent !== null)
.filter(el => {
const style = getComputedStyle(el);
return (style.webkitUserSelect || style.userSelect) === "none";
})
.map(el => this.describe(el));
return { name: "fields stay selectable", offenders };
},
// ---- Reachability (see the occlusion round) ----
// A control covered by something else is unreachable however good it looks.
// Sampling several points matters: a button you can only hit in one corner is
// covered for practical purposes.
// Can this element be brought into view by scrolling? Something below the fold on
// a page that scrolls is perfectly reachable; something below the fold in a panel
// that *doesn't* scroll is lost. The first version of this check didn't make the
// distinction and reported every link under the fold as a fault.
reachableByScrolling(el) {
const rect = el.getBoundingClientRect();
if (getComputedStyle(el).position === "fixed") return false;
for (let node = el.parentElement; node; node = node.parentElement) {
const style = getComputedStyle(node);
const scrolls = /auto|scroll|overlay/.test(style.overflowY) || node === document.body;
if (!scrolls) continue;
const box = node === document.body ? { top: 0, bottom: innerHeight } : node.getBoundingClientRect();
const room = node === document.body
? document.documentElement.scrollHeight - innerHeight - scrollY
: node.scrollHeight - node.clientHeight - node.scrollTop;
if (rect.top >= box.bottom && room > 0) return true;
if (rect.bottom <= box.top && (node === document.body ? scrollY > 0 : node.scrollTop > 0)) return true;
}
return false;
},
occlusion(selector = "#actionBar button, #holdemHeader button, .seat") {
const offenders = [];
const warnings = [];
[...document.querySelectorAll(selector)].forEach(el => {
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const outsideViewport = rect.bottom <= 0 || rect.top >= innerHeight ||
rect.right <= 0 || rect.left >= innerWidth;
if (outsideViewport) {
if (!this.reachableByScrolling(el)) {
offenders.push(`${this.describe(el)} :: off-screen and cannot be scrolled to`);
}
return;
}
const points = [
[rect.left + rect.width / 2, rect.top + rect.height / 2],
[rect.left + rect.width * 0.25, rect.top + rect.height * 0.3],
[rect.left + rect.width * 0.75, rect.top + rect.height * 0.3],
[rect.left + rect.width * 0.25, rect.top + rect.height * 0.7],
[rect.left + rect.width * 0.75, rect.top + rect.height * 0.7],
].filter(([x, y]) => x >= 0 && y >= 0 && x < innerWidth && y < innerHeight);
if (points.length === 0) return;
let blocked = 0;
let testable = 0;
let blockedBy = null;
points.forEach(([x, y]) => {
const top = document.elementFromPoint(x, y);
// A null result means the point isn't hit-testable — typically it sits
// inside the element but outside a scrollable ancestor's clip, i.e. the
// control is scrolled out of view rather than covered by anything.
// Counting that as "covered by null" was reporting a perfectly
// reachable button in a sheet that scrolls.
if (!top) return;
testable++;
if (el.contains(top) || top === el || top.contains(el)) return;
// Seats ring a round table and overlap each other at the rim by
// design; that is crowding, not an overlay hiding a control.
if (top.closest && top.closest(".seat")) return;
blocked++;
if (!blockedBy) blockedBy = this.describe(top);
});
if (testable === 0) {
if (!this.reachableByScrolling(el)) {
offenders.push(`${this.describe(el)} :: not hit-testable anywhere and cannot be scrolled to`);
}
return;
}
if (blocked === 0) return;
const note = `${this.describe(el)} :: ${blocked === testable ? "fully" : `${blocked}/${testable}`} covered by ${blockedBy}`;
// A toast is transient by design: it dismisses itself and carries a close
// button, and on a desktop it necessarily lands over a table that fills the
// content column. Partial overlap from one is a fact of the layout, not a
// fault. Being *fully* covered by a toast is still a failure though — that
// was a real bug once, where a seat sat exactly under the Undo button and a
// tap meant for a player took back the last action instead.
const transient = blockedBy && /toast/i.test(blockedBy);
if (transient && blocked < testable) warnings.push(note);
else offenders.push(note);
});
return { name: "nothing important is covered", offenders, warnings };
},
// ---- Layout (the check that would have caught the standings regression) ----
// A grid column squeezed to nothing doesn't truncate its text, it erases it.
// This is the one that was missing: the player-name column sat at 0px through
// two rounds because nothing ever asked whether a column had survived.
collapsedColumns() {
const offenders = [];
[...document.querySelectorAll("[class*='Row'], [class*='row']")].forEach(row => {
if (getComputedStyle(row).display !== "grid") return;
[...row.children].forEach(cell => {
if (getComputedStyle(cell).display === "none") return;
const hasText = (cell.textContent || "").trim().length > 0;
if (hasText && cell.getBoundingClientRect().width < 4) {
offenders.push(`${this.describe(row)} > ${this.describe(cell)} :: ${Math.round(cell.getBoundingClientRect().width)}px wide`);
}
});
});
return { name: "no column collapsed to nothing", offenders };
},
// Text actually painted outside the box meant to contain it — which on a table of
// overlapping seats means painted on top of a neighbour.
//
// The clipping check is the whole subtlety, and the first version of this got it
// wrong. A Range's bounding rect measures the *laid out* text, which happily runs
// past the element when `overflow: hidden` is quietly clipping it — so an
// ellipsised name was reported as spilling when nothing was drawn outside at all.
// Only overflow that is actually visible can paint over a neighbour.
textSpill(selector = ".seatPuckStack, .seatPuckTotal, .seatPuckName") {
const offenders = [];
[...document.querySelectorAll(selector)].forEach(el => {
const text = (el.textContent || "").trim();
if (!text) return;
const style = getComputedStyle(el);
const clipsItself = style.overflow !== "visible" || style.overflowX !== "visible";
if (clipsItself) return;
const container = el.closest(".seat") || el.parentElement;
if (!container) return;
const range = document.createRange();
range.selectNodeContents(el);
const drawn = range.getBoundingClientRect();
const bounds = container.getBoundingClientRect();
if (drawn.left < bounds.left - 1 || drawn.right > bounds.right + 1) {
offenders.push(`${this.describe(el)} "${text}" paints outside ${this.describe(container)}`);
}
});
return { name: "no text painted outside its box", offenders };
},
horizontalOverflow() {
const offenders = document.documentElement.scrollWidth > innerWidth + 1
? [`page scrolls sideways: ${document.documentElement.scrollWidth}px in a ${innerWidth}px viewport`]
: [];
return { name: "page never scrolls sideways", offenders };
},
// iOS zooms the whole page when a field under 16px takes focus, and the dealer
// is then pinching back out mid-hand.
fieldFontSize() {
const offenders = [...document.querySelectorAll("input, textarea, select")]
.filter(el => el.offsetParent !== null)
.filter(el => ["text", "number", "search", "tel", "url", "email", "password", ""].includes(el.type || ""))
.filter(el => parseFloat(getComputedStyle(el).fontSize) < 16)
.map(el => `${this.describe(el)} at ${getComputedStyle(el).fontSize}`);
return { name: "no field small enough to trigger iOS zoom", offenders };
},
// ---- Contrast ----
//
// This check has been got wrong twice before, both times by being too clever about
// backgrounds. The first version read only `background-color`, so every sheet
// painted with a gradient was measured against transparency and the dealer puck's
// dark "D" was reported at 1.2:1 against nothing. The second over-corrected and
// treated low-alpha gradient stops as opaque, scoring white-on-dark at 1.0:1.
//
// So it is built to be incapable of false positives instead of trying to be exact.
// Backgrounds composite properly through alpha, and where a gradient is involved
// every one of its colour stops is tried and the *most flattering* one is used. A
// finding therefore means the text fails even under the reading most generous to
// it, which is a claim worth making. Text that can't be resolved to any opaque
// background is reported separately as unmeasured rather than guessed at.
parseColour(value) {
const match = String(value).match(/rgba?\(([^)]+)\)/);
if (!match) return null;
const parts = match[1].split(/[,\s/]+/).filter(Boolean).map(Number);
if (parts.length < 3 || parts.some(Number.isNaN)) return null;
return { r: parts[0], g: parts[1], b: parts[2], a: parts.length > 3 ? parts[3] : 1 };
},
// Colour stops out of any gradient in a background-image.
gradientStops(backgroundImage) {
if (!backgroundImage || backgroundImage === "none") return [];
return (backgroundImage.match(/rgba?\([^)]+\)/g) || [])
.map(c => this.parseColour(c))
.filter(Boolean);
},
over(top, bottom) {
const a = top.a;
return {
r: top.r * a + bottom.r * (1 - a),
g: top.g * a + bottom.g * (1 - a),
b: top.b * a + bottom.b * (1 - a),
a: 1,
};
},
relativeLuminance({ r, g, b }) {
const channel = v => {
const s = v / 255;
return s <= 0.03928 ? s / 12.92 : Math.pow((s + 0.055) / 1.055, 2.4);
};
return 0.2126 * channel(r) + 0.7152 * channel(g) + 0.0722 * channel(b);
},
contrastRatio(fg, bg) {
const a = this.relativeLuminance(fg);
const b = this.relativeLuminance(bg);
return (Math.max(a, b) + 0.05) / (Math.min(a, b) + 0.05);
},
// Every background this text could actually be sitting on.
//
// Layers are collected from the element outwards and stop at the first fully
// opaque one, because nothing behind that is visible. Getting this wrong in the
// lenient direction is just as bad as the old false positives: an earlier version
// kept walking past an opaque gradient and offered the page background as a
// candidate, which scored white-on-a-mid-grey-panel as though it were
// white-on-near-black and would have waved real problems through.
//
// A gradient contributes one candidate per colour stop; translucent layers above
// the opaque one are composited onto each candidate in order.
backgroundCandidates(el) {
const translucent = []; // top-down, above the opaque layer
let base = null; // candidate colours for the first opaque layer
for (let node = el; node && !base; node = node.parentElement) {
const style = getComputedStyle(node);
const stops = this.gradientStops(style.backgroundImage);
const colour = this.parseColour(style.backgroundColor);
// A gradient whose stops are all opaque hides everything behind it.
if (stops.length > 0 && stops.every(s => s.a === 1)) {
base = stops;
break;
}
stops.forEach(s => { if (s.a > 0) translucent.push(s); });
if (colour && colour.a === 1) { base = [colour]; break; }
if (colour && colour.a > 0) translucent.push(colour);
}
if (!base) {
// Nothing opaque anywhere up the tree — fall back to the page's own colour
// so a finding is still measured against something real.
const page = this.parseColour(getComputedStyle(document.documentElement).backgroundColor);
base = [page && page.a === 1 ? page : { r: 10, g: 10, b: 10, a: 1 }];
}
// Fold the translucent layers back on, innermost last so it lands on top.
return base.map(candidate => {
let composed = candidate;
for (let i = translucent.length - 1; i >= 0; i--) composed = this.over(translucent[i], composed);
return composed;
});
},
contrast({ minimum = 4.5, largeMinimum = 3, selector = null } = {}) {
const offenders = [];
const unmeasured = [];
const nodes = selector
? [...document.querySelectorAll(selector)]
: [...document.querySelectorAll("*")];
nodes.forEach(el => {
if (el.children.length > 0) return; // leaf text only
const text = (el.textContent || "").trim();
if (!text) return;
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const style = getComputedStyle(el);
if (style.visibility === "hidden" || style.display === "none") return;
if (parseFloat(style.opacity) < 0.99) return; // faded on purpose
// Decoration is exempt by definition: the watermark on the felt is meant
// to be barely there, and holding it to a reading threshold would mean
// making it not a watermark. Marked aria-hidden so screen readers skip it
// too, which is the same claim expressed where it also does some good.
if (el.closest("[aria-hidden='true']")) return;
const fgRaw = this.parseColour(style.color);
if (!fgRaw) return;
const candidates = this.backgroundCandidates(el);
if (candidates.length === 0) {
unmeasured.push(`${this.describe(el)} :: no opaque background found`);
return;
}
// The kindest reading available: best contrast across every candidate.
let best = 0;
candidates.forEach(bg => {
const fg = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
best = Math.max(best, this.contrastRatio(fg, bg));
});
const sizePx = parseFloat(style.fontSize);
const weight = parseInt(style.fontWeight, 10) || 400;
const isLarge = sizePx >= 24 || (sizePx >= 18.66 && weight >= 700);
const required = isLarge ? largeMinimum : minimum;
if (best + 0.05 < required) {
offenders.push(`${this.describe(el)} :: ${best.toFixed(2)}:1 (needs ${required}:1) at ${Math.round(sizePx)}px`);
}
});
return { name: "text meets WCAG AA contrast", offenders, unmeasured };
},
// ---- Reach (touch target sizes) ----
// What a fingertip can actually hit, which is not the same as the element's box.
//
// Two things make the box misleading, and the first version of this check was
// fooled by both. A control can be padded out with a transparent ::after, so it
// responds well beyond its painted size — that's how a 22px dealer puck should
// stay 22px and still take a thumb. And a checkbox wrapped in a label is hit by
// tapping anywhere on the label, so a 24px box inside a 320x44 label is a
// perfectly good target. Measuring the box reported both as faults.
//
// So it probes outwards with elementFromPoint until the point stops landing on the
// control, which is the thing a finger actually experiences.
effectiveTarget(el, limit = 48) {
const rect = el.getBoundingClientRect();
const cx = rect.left + rect.width / 2;
const cy = rect.top + rect.height / 2;
// The probe walks outward a fixed distance, so it can only ever report
// 2 x limit. Anything already drawn larger than that reads as exactly the cap
// — which had every header button reporting a suspiciously round 80px. Give
// the reach room for the element itself plus the padding being looked for.
limit = Math.max(limit, rect.width / 2 + 24, rect.height / 2 + 24);
// A wrapping or associated label forwards the tap, so it counts as the target.
const label = el.closest("label") || (el.labels && el.labels[0]);
const lands = (x, y) => {
if (x < 0 || y < 0 || x >= innerWidth || y >= innerHeight) return false;
const hit = document.elementFromPoint(x, y);
if (!hit) return false;
if (hit === el || el.contains(hit)) return true;
return !!(label && (hit === label || label.contains(hit)));
};
if (!lands(cx, cy)) return null; // centre isn't even hittable; occlusion's problem
const reach = (dx, dy) => {
let far = 0;
for (let d = 1; d <= limit; d++) {
if (!lands(cx + dx * d, cy + dy * d)) break;
far = d;
}
return far;
};
return { width: reach(-1, 0) + reach(1, 0), height: reach(0, -1) + reach(0, 1) };
},
// The 44px guideline is about fingertips, so it only bites where there's no mouse.
// Enforcing it everywhere flagged the header buttons at 42px tall on a desktop,
// which is not a defect — the same buttons are 64px tall on a phone, where it
// matters. Same reasoning as the field sizing: `hover: none` is what actually
// distinguishes a finger from a pointer, not viewport width.
//
// `exempt` is for controls that are deliberately small *and* have a full-size path
// to the same action. The dealer puck is the only one: it's a 22px chip sitting on
// the rim of a seat, and growing it to 44px would take that area from the seat
// itself — which a dealer taps far more often. "Give the button" is in the seat
// menu at full size, so the puck is a shortcut, not the only way through.
touchTargets(minimum = 44, { exempt = ".dealerChip", enforceOnPointerDevices = false } = {}) {
const offenders = [];
if (!enforceOnPointerDevices && matchMedia("(hover: hover)").matches) {
return { name: `touch targets at least ${minimum}px`, offenders, skipped: "pointer device" };
}
this.visibleControls()
.filter(el => el.type !== "color")
.filter(el => !(exempt && el.matches(exempt)))
.forEach(el => {
const rect = el.getBoundingClientRect();
// Drawn big enough is big enough — no need to probe, and probing wide
// elements is where the cap above used to produce nonsense. Seats sit
// here: they're 76x72 and overlap each other at the rim by design, so
// measuring their reach would report the crowding as a fault.
if (rect.width >= minimum - 1 && rect.height >= minimum - 1) return;
const size = this.effectiveTarget(el);
if (!size) return;
if (size.width >= minimum - 1 && size.height >= minimum - 1) return;
offenders.push(
`${this.describe(el)} :: hittable ${size.width}x${size.height}` +
` (drawn ${Math.round(rect.width)}x${Math.round(rect.height)})`
);
});
return { name: `touch targets at least ${minimum}px`, offenders };
},
// ---- Runner ----
runAll(options = {}) {
const checks = [
this.touchAction(),
this.tapHighlight(),
this.textSelectable(),
this.occlusion(options.occlusionSelector),
this.collapsedColumns(),
this.textSpill(),
this.horizontalOverflow(),
this.fieldFontSize(),
];
if (options.includeTouchTargets) checks.push(this.touchTargets(options.minimumTarget));
return {
viewport: `${innerWidth}x${innerHeight}`,
failed: checks.filter(c => c.offenders.length > 0),
// Things worth knowing that aren't faults — see occlusion() on toasts.
warnings: checks.flatMap(c => c.warnings || []),
passed: checks.filter(c => c.offenders.length === 0).map(c => c.name),
clean: checks.every(c => c.offenders.length === 0),
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = LayoutAudit;
}