Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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a488bbf832 | ||
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9ee4816fa4 | ||
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db208a1a86 | ||
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3d63ba50ee | ||
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073ba9a252 |
@@ -138,7 +138,7 @@
|
||||
<details class="sidebarPanel">
|
||||
<summary>Table Notes</summary>
|
||||
<div class="panelBody">
|
||||
<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
|
||||
<textarea id="tableNotes" rows="4" aria-label="Table notes" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
|
||||
</div>
|
||||
</details>
|
||||
</aside>
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||||
@@ -198,8 +198,8 @@
|
||||
|
||||
<template id="chipLegendRowTemplate">
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<div class="chipLegendRow">
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||||
<input type="color" class="chipColorInput" />
|
||||
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" />
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<input type="color" class="chipColorInput" aria-label="Chip colour" />
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<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" aria-label="Chip value" />
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<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeChipColorBtn">×</button>
|
||||
</div>
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||||
</template>
|
||||
@@ -253,7 +253,7 @@
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</div>
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<div class="addChipsActions">
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<button id="addChipsConfirmBtn" class="holdemBtn holdemBtnAccent" type="button">Add to stack</button>
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<button id="addChipsCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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<button id="addChipsCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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</div>
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</div>
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</div>
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@@ -263,7 +263,7 @@
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<div class="seatSheetGrip" aria-hidden="true"></div>
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<div class="rulingsHeader">
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<h2 id="rulingsTitle">Common rulings</h2>
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<button id="closeRulingsBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
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<button id="closeRulingsBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
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</div>
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<p class="rulingsIntro">
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@@ -314,7 +314,7 @@
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<span id="seatMenuSubtitle"></span>
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</div>
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<div id="seatMenuActions"></div>
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<button id="seatMenuCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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<button id="seatMenuCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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</div>
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</div>
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@@ -324,7 +324,7 @@
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<div class="cardPickerHeader">
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<h2 id="cardPickerTitle"></h2>
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<button id="cardPickerClearBtn" class="holdemBtn holdemBtnSmall" type="button">Clear</button>
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<button id="cardPickerCloseBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
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<button id="cardPickerCloseBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
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</div>
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<div id="cardPickerSlots"></div>
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<div id="cardPickerGrid"></div>
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@@ -340,17 +340,17 @@
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<h2 id="confirmTitle"></h2>
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<p id="confirmMessage"></p>
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<div class="confirmActions">
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<button id="confirmCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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<button id="confirmCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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<button id="confirmAcceptBtn" class="holdemBtn holdemBtnDanger" type="button">Confirm</button>
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</div>
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</div>
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</div>
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<div id="potWizardOverlay" hidden>
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<div id="potWizardModal">
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<div id="potWizardModal" role="dialog" aria-labelledby="potWizardTitle">
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<div class="potWizardHeader">
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<h2>Resolve the Pot</h2>
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<button id="closePotWizardBtn" class="holdemBtn holdemBtnGhost">✕</button>
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<h2 id="potWizardTitle">Resolve the Pot</h2>
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<button id="closePotWizardBtn" data-modal-close class="holdemBtn holdemBtnGhost">✕</button>
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</div>
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<div id="potWizardBody"></div>
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</div>
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@@ -374,5 +374,6 @@
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<script src="~/js/casino/holdem/shortcuts.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/handHistoryExport.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/modal.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
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}
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@@ -6,6 +6,148 @@ body {
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||||
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
|
||||
}
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||||
|
||||
/* ---------- Touch ----------
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A dealer runs this one-handed on a phone with players waiting, so a tap has to
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register the instant their thumb lands.
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`touch-action: manipulation` is the whole game here. Without it a mobile browser
|
||||
holds every tap for ~300ms to see whether a second one is coming that would mean
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"zoom in" — on top of which double-tapping a seat, which this tool uses for fold,
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||||
*is* the browser's zoom gesture, so the dealer's shortcut fights the page zooming
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||||
under their thumb. `manipulation` keeps panning and pinch-zoom and drops only the
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||||
double-tap-to-zoom, which is exactly the one we don't want.
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||||
|
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The tap highlight goes with it: every control below gets a real pressed state, and
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the browser's translucent grey rectangle on top of a designed one just looks like
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a rendering artefact. Text selection goes too — a fast tap-and-hold on a seat
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should open the seat menu, not raise a text-selection magnifier over the felt. */
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.holdemBtn,
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.seat,
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.dealerChip,
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.cardSlot,
|
||||
.linkBtn,
|
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.seatMenuBtn,
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||||
.seatSheetClose,
|
||||
.pickerCard,
|
||||
.actionBtn,
|
||||
.raiseQuickBtn,
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||||
.actionUndo,
|
||||
.toastAction,
|
||||
.toastClose,
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||||
.potWizardChoice,
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.subPanel summary,
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button,
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||||
[role="button"],
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||||
input,
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||||
select,
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textarea,
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||||
a {
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||||
touch-action: manipulation;
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}
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||||
|
||||
/* The grey rectangle goes from every control, fields included — a tapped input
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||||
already shows a caret and a focus ring, which say the same thing more quietly. */
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.holdemBtn,
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||||
.seat,
|
||||
.dealerChip,
|
||||
.cardSlot,
|
||||
.linkBtn,
|
||||
.seatMenuBtn,
|
||||
.seatSheetClose,
|
||||
.pickerCard,
|
||||
.actionBtn,
|
||||
.raiseQuickBtn,
|
||||
.actionUndo,
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||||
.toastAction,
|
||||
.toastClose,
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||||
.potWizardChoice,
|
||||
.subPanel summary,
|
||||
button,
|
||||
[role="button"],
|
||||
input,
|
||||
select,
|
||||
textarea,
|
||||
a {
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||||
-webkit-tap-highlight-color: transparent;
|
||||
}
|
||||
|
||||
/* Text selection is switched off only on the things you press, never on the fields
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||||
you type into — a dealer editing a player's name still needs to select the text. */
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||||
.holdemBtn,
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||||
.seat,
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||||
.dealerChip,
|
||||
.cardSlot,
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||||
.linkBtn,
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||||
.seatMenuBtn,
|
||||
.seatSheetClose,
|
||||
.pickerCard,
|
||||
.actionBtn,
|
||||
.raiseQuickBtn,
|
||||
.actionUndo,
|
||||
.toastAction,
|
||||
.toastClose,
|
||||
.potWizardChoice,
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||||
.subPanel summary,
|
||||
button,
|
||||
[role="button"] {
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||||
-webkit-user-select: none;
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||||
user-select: none;
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||||
}
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||||
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||||
/* ---------- Pressed states ----------
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||||
Touch has no hover, so the press is the only feedback a dealer gets that the tap
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||||
landed — and with the grey highlight suppressed above, these have to carry it.
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||||
Everything presses the same way it would on a real table: down and slightly
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||||
darker, no travel time. */
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||||
.holdemBtn:active:not(:disabled),
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||||
.linkBtn:active:not(:disabled),
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||||
.seatMenuBtn:active:not(:disabled),
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||||
.seatSheetClose:active:not(:disabled),
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||||
.toastAction:active,
|
||||
.toastClose:active,
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||||
.potWizardChoice:active,
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||||
.raiseQuickBtn:active:not(:disabled),
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||||
.actionUndo:active:not(:disabled) {
|
||||
transform: translateY(1px);
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||||
filter: brightness(1.25);
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||||
transition-duration: 0.04s;
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||||
}
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||||
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||||
.cardSlot:active,
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||||
.pickerCard:active:not(:disabled),
|
||||
.dealerChip:active {
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||||
transform: translateY(1px) scale(0.97);
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||||
transition-duration: 0.04s;
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||||
}
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||||
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||||
/* The action bar already presses down; the brightness is what it was missing, and
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||||
it's the one place a dealer taps without looking. */
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||||
.actionBtn:active:not(:disabled) {
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||||
filter: brightness(1.3);
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||||
transition-duration: 0.04s;
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||||
}
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||||
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||||
/* Seats deliberately have no `:active` rule. They already dip via `.seatPressing`,
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||||
which `pointerdown` adds in render.js — that fires earlier than `:active` resolves,
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||||
and, more importantly, a seat's `transform` is what positions it around the felt
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||||
(`translate(-50%, -50%)` plus its own left/top). A press state setting `transform`
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||||
would drop that translate and throw every pressed seat about 38px off its spot. */
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||||
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||||
/* Nobody should get a stuck press state from a tap that turned into a scroll. */
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||||
@media (prefers-reduced-motion: reduce) {
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||||
.holdemBtn:active:not(:disabled),
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.linkBtn:active:not(:disabled),
|
||||
.seatMenuBtn:active:not(:disabled),
|
||||
.seatSheetClose:active:not(:disabled),
|
||||
.cardSlot:active,
|
||||
.pickerCard:active:not(:disabled),
|
||||
.dealerChip:active,
|
||||
.raiseQuickBtn:active:not(:disabled),
|
||||
.actionUndo:active:not(:disabled) {
|
||||
transform: none;
|
||||
}
|
||||
}
|
||||
|
||||
#holdemApp {
|
||||
max-width: 1400px;
|
||||
margin: 0 auto;
|
||||
@@ -77,7 +219,11 @@ body {
|
||||
padding: 0.6rem 1rem;
|
||||
font-size: 0.85rem;
|
||||
cursor: pointer;
|
||||
transition: all 0.15s ease;
|
||||
/* Named rather than `all`, so the focus ring isn't animated. With `all` the
|
||||
outline faded in over 150ms, which on keyboard navigation reads as the ring
|
||||
lagging a step behind the Tab key. Nothing else here changes. */
|
||||
transition: background 0.15s ease, border-color 0.15s ease, transform 0.15s ease,
|
||||
box-shadow 0.15s ease, color 0.15s ease, opacity 0.15s ease, filter 0.15s ease;
|
||||
text-decoration: none;
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
@@ -85,10 +231,12 @@ body {
|
||||
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.35), inset 0 1px 0 rgba(255, 255, 255, 0.05);
|
||||
}
|
||||
|
||||
.holdemBtn:hover {
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
border-color: #4a4a4a;
|
||||
transform: translateY(-1px);
|
||||
@media (hover: hover) {
|
||||
.holdemBtn:hover {
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
border-color: #4a4a4a;
|
||||
transform: translateY(-1px);
|
||||
}
|
||||
}
|
||||
|
||||
.holdemBtnAccent {
|
||||
@@ -97,8 +245,10 @@ body {
|
||||
color: #ecffef;
|
||||
}
|
||||
|
||||
.holdemBtnAccent:hover {
|
||||
background: linear-gradient(180deg, #1a8a44, #0f602c);
|
||||
@media (hover: hover) {
|
||||
.holdemBtnAccent:hover {
|
||||
background: linear-gradient(180deg, #1a8a44, #0f602c);
|
||||
}
|
||||
}
|
||||
|
||||
.holdemBtnDanger {
|
||||
@@ -107,8 +257,10 @@ body {
|
||||
color: #ffd6d6;
|
||||
}
|
||||
|
||||
.holdemBtnDanger:hover {
|
||||
background: linear-gradient(180deg, #572525, #401818);
|
||||
@media (hover: hover) {
|
||||
.holdemBtnDanger:hover {
|
||||
background: linear-gradient(180deg, #572525, #401818);
|
||||
}
|
||||
}
|
||||
|
||||
.holdemBtnGhost {
|
||||
@@ -158,8 +310,10 @@ body {
|
||||
position: relative;
|
||||
width: 100%;
|
||||
padding-bottom: 72%;
|
||||
margin: 0 auto;
|
||||
}
|
||||
|
||||
|
||||
#pokerTable {
|
||||
position: absolute;
|
||||
inset: 6%;
|
||||
@@ -430,11 +584,16 @@ body {
|
||||
transition: opacity 0.15s ease;
|
||||
}
|
||||
|
||||
.seat:hover .dealerChip,
|
||||
.dealerChip:focus-visible {
|
||||
opacity: 1;
|
||||
}
|
||||
|
||||
@media (hover: hover) {
|
||||
.seat:hover .dealerChip {
|
||||
opacity: 1;
|
||||
}
|
||||
}
|
||||
|
||||
.dealerChip.active {
|
||||
background: radial-gradient(circle at 35% 30%, #ffe9a8, #f5d547 55%, #cba428 100%);
|
||||
border-color: #a9782f;
|
||||
@@ -474,6 +633,13 @@ body {
|
||||
color: #fff7e6;
|
||||
}
|
||||
|
||||
/* A blind the dealer named by hand rather than one the button handed out. Without
|
||||
the ring the table just looks like it's put the blinds in the wrong place. */
|
||||
.blindBadge.blindManual {
|
||||
outline: 1.5px solid #f2f2f2;
|
||||
outline-offset: 1px;
|
||||
}
|
||||
|
||||
/* ---------- Seat editor panel (sidebar form for the selected seat) ---------- */
|
||||
|
||||
.seatEditorPanel {
|
||||
@@ -567,9 +733,11 @@ body {
|
||||
transition: transform 0.12s ease, box-shadow 0.12s ease;
|
||||
}
|
||||
|
||||
.cardSlot:hover {
|
||||
transform: translateY(-1px);
|
||||
box-shadow: 0 4px 10px rgba(0, 0, 0, 0.4);
|
||||
@media (hover: hover) {
|
||||
.cardSlot:hover {
|
||||
transform: translateY(-1px);
|
||||
box-shadow: 0 4px 10px rgba(0, 0, 0, 0.4);
|
||||
}
|
||||
}
|
||||
|
||||
.cardSlot.cardRed {
|
||||
@@ -743,8 +911,10 @@ body {
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.linkBtn:hover {
|
||||
color: #d8b46a;
|
||||
@media (hover: hover) {
|
||||
.linkBtn:hover {
|
||||
color: #d8b46a;
|
||||
}
|
||||
}
|
||||
|
||||
#rulingsOverlay {
|
||||
@@ -909,9 +1079,11 @@ body {
|
||||
transition: all 0.12s ease;
|
||||
}
|
||||
|
||||
.seatMenuBtn:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
@media (hover: hover) {
|
||||
.seatMenuBtn:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
}
|
||||
}
|
||||
|
||||
.seatMenuBtn.menuDanger {
|
||||
@@ -1037,8 +1209,10 @@ body {
|
||||
transition: transform 0.1s ease;
|
||||
}
|
||||
|
||||
.pickerCard:hover:not(:disabled) {
|
||||
transform: translateY(-1px);
|
||||
@media (hover: hover) {
|
||||
.pickerCard:hover:not(:disabled) {
|
||||
transform: translateY(-1px);
|
||||
}
|
||||
}
|
||||
|
||||
.pickerCard.cardRed {
|
||||
@@ -1217,8 +1391,10 @@ body {
|
||||
font-size: 0.78rem;
|
||||
}
|
||||
|
||||
.subPanel summary:hover {
|
||||
color: #c5c5c5;
|
||||
@media (hover: hover) {
|
||||
.subPanel summary:hover {
|
||||
color: #c5c5c5;
|
||||
}
|
||||
}
|
||||
|
||||
.subPanelBody {
|
||||
@@ -1395,6 +1571,10 @@ body {
|
||||
padding: 0.5rem;
|
||||
resize: vertical;
|
||||
font-family: inherit;
|
||||
/* iOS zooms the whole page in when you focus a field under 16px, and the dealer
|
||||
is then pinching back out to see the table. Every other input here is already
|
||||
at 16px; this one was the straggler. */
|
||||
font-size: 16px;
|
||||
}
|
||||
|
||||
/* ---------- Pot wizard ---------- */
|
||||
@@ -1456,10 +1636,12 @@ body.hasActionBar #holdemSidebar {
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.actionUndo:hover {
|
||||
background: #333;
|
||||
border-color: #4f4f4f;
|
||||
color: #eee;
|
||||
@media (hover: hover) {
|
||||
.actionUndo:hover {
|
||||
background: #333;
|
||||
border-color: #4f4f4f;
|
||||
color: #eee;
|
||||
}
|
||||
}
|
||||
|
||||
.actionStreet {
|
||||
@@ -1600,9 +1782,11 @@ body.hasActionBar #holdemSidebar {
|
||||
transition: all 0.12s ease;
|
||||
}
|
||||
|
||||
.actionBtn:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
@media (hover: hover) {
|
||||
.actionBtn:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
}
|
||||
}
|
||||
|
||||
.actionBtn:active {
|
||||
@@ -1743,6 +1927,24 @@ body.hasActionBar #holdemSidebar {
|
||||
margin-top: 0.1rem;
|
||||
}
|
||||
|
||||
/* Tournament-sized amounts. A number has no spaces to break on, so an amount too
|
||||
wide for the 64px puck neither wraps nor ellipsises — it draws straight out over
|
||||
the seat next to it. These step the size down so every digit stays on its own
|
||||
puck. Shrinking rather than abbreviating is deliberate: "$1.25M" would fit more
|
||||
comfortably, but a dealer reading a rounded stack off the felt is a worse failure
|
||||
than a small one, and the exact figure is what the tool is for. */
|
||||
.seatPuckStack.puckAmountLong,
|
||||
.seatPuckTotal.puckAmountLong {
|
||||
font-size: 0.5rem;
|
||||
letter-spacing: -0.01em;
|
||||
}
|
||||
|
||||
.seatPuckStack.puckAmountHuge,
|
||||
.seatPuckTotal.puckAmountHuge {
|
||||
font-size: 0.44rem;
|
||||
letter-spacing: -0.02em;
|
||||
}
|
||||
|
||||
.blindsRow {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
@@ -1784,8 +1986,13 @@ body.hasActionBar #holdemSidebar {
|
||||
|
||||
/* Sit above the action bar rather than on top of it, so an Undo never covers the
|
||||
Fold button the dealer is reaching for. */
|
||||
/* Sit the toast directly on top of the action bar, whatever height it happens to be.
|
||||
This was a hardcoded 9rem, which is roughly right for the bar at rest and wrong the
|
||||
moment the raise pad opens — and on a short phone it put the toast, Undo button and
|
||||
all, straight over the bottom seats of the table, so a tap meant for a player hit
|
||||
"Undo" instead. */
|
||||
body.hasActionBar #toastHost {
|
||||
bottom: calc(9rem + env(safe-area-inset-bottom, 0px));
|
||||
bottom: calc(var(--actionBarHeight, 9rem) + 0.75rem + env(safe-area-inset-bottom, 0px));
|
||||
}
|
||||
|
||||
.toast {
|
||||
@@ -1831,8 +2038,10 @@ body.hasActionBar #toastHost {
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.toastAction:hover {
|
||||
background: rgba(216, 180, 106, 0.22);
|
||||
@media (hover: hover) {
|
||||
.toastAction:hover {
|
||||
background: rgba(216, 180, 106, 0.22);
|
||||
}
|
||||
}
|
||||
|
||||
.toastClose {
|
||||
@@ -1848,9 +2057,11 @@ body.hasActionBar #toastHost {
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.toastClose:hover {
|
||||
background: #333;
|
||||
color: #ddd;
|
||||
@media (hover: hover) {
|
||||
.toastClose:hover {
|
||||
background: #333;
|
||||
color: #ddd;
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------- Confirmation dialog ---------- */
|
||||
@@ -1985,9 +2196,11 @@ body.hasActionBar #toastHost {
|
||||
transition: border-color 0.12s ease, background 0.12s ease;
|
||||
}
|
||||
|
||||
.potWizardChoice:hover {
|
||||
border-color: #555;
|
||||
background: #191919;
|
||||
@media (hover: hover) {
|
||||
.potWizardChoice:hover {
|
||||
border-color: #555;
|
||||
background: #191919;
|
||||
}
|
||||
}
|
||||
|
||||
.potWizardChoice input {
|
||||
@@ -2110,8 +2323,13 @@ body.hasActionBar #toastHost {
|
||||
seat looks like it did nothing. Inset the ring by half a puck, and float the
|
||||
editor up as a bottom sheet over the table. */
|
||||
@media (max-width: 700px) {
|
||||
/* The bottom padding has to clear the fixed action bar, plus room for a toast to
|
||||
sit above it. Without it the table just carries on underneath the bar and the
|
||||
lower seats of the oval are behind the Fold button — measured at 360x640, where
|
||||
62px of felt was covered. `--actionBarHeight` is published by actionBar.js and
|
||||
is 0 when no hand is running, so the page doesn't hold a gap it doesn't need. */
|
||||
#holdemApp {
|
||||
padding: 1rem 0.75rem 2rem;
|
||||
padding: 1rem 0.75rem calc(var(--actionBarHeight, 0px) + 5rem + env(safe-area-inset-bottom, 0px));
|
||||
}
|
||||
|
||||
#holdemHeader {
|
||||
@@ -2383,3 +2601,134 @@ body.hasActionBar #toastHost {
|
||||
justify-content: center;
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------- A phone on its side ----------
|
||||
Deliberately last in the file. The felt is an aspect-ratio box whose height comes
|
||||
from `padding-bottom`, and the `max-width: 900px` block above re-sets that to 100%
|
||||
— so a landscape rule placed any earlier is overridden at equal specificity and
|
||||
does nothing, which is exactly what happened on the first attempt.
|
||||
|
||||
Landscape is where this layout falls apart worst: sized from width, the table came
|
||||
out 765px tall in a 390px-tall window, putting six of the nine seats below the fold
|
||||
and the rest behind the action bar. Sizing it from the height that's actually left
|
||||
makes every seat reachable without scrolling. The table ends up small, but a seat
|
||||
you have to go hunting for is worse than a seat that's small. */
|
||||
@media (orientation: landscape) and (max-height: 560px) {
|
||||
/* Set outright rather than via padding-bottom: a percentage padding resolves
|
||||
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));
|
||||
height: var(--feltRoom);
|
||||
padding-bottom: 0;
|
||||
}
|
||||
|
||||
/* The header ate 148px of a 390px-tall window, which was most of the reason the
|
||||
table started below the fold. Here it only needs to be a title bar. */
|
||||
#holdemHeader {
|
||||
margin-bottom: 0.4rem;
|
||||
gap: 0.35rem;
|
||||
}
|
||||
|
||||
#holdemHeader h1 {
|
||||
font-size: 1.05rem;
|
||||
padding-bottom: 0.15rem;
|
||||
}
|
||||
|
||||
.holdemSubtitle {
|
||||
display: none;
|
||||
}
|
||||
|
||||
/* There's no vertical room left, but plenty either side of a table this narrow,
|
||||
so the toast moves out of the middle and sits beside the felt instead of on
|
||||
top of it. Centred, it was covering up to six seats at once — and it carries
|
||||
an Undo button, so a tap meant for a player was landing on "Undo". */
|
||||
body.hasActionBar #toastHost,
|
||||
#toastHost {
|
||||
left: auto;
|
||||
right: 0.5rem;
|
||||
max-width: 17rem;
|
||||
bottom: calc(var(--actionBarHeight, 0px) + 0.5rem + env(safe-area-inset-bottom, 0px));
|
||||
}
|
||||
|
||||
/* Nine seats around a table this small overlap each other, so they shrink to suit. */
|
||||
.seat {
|
||||
width: 62px;
|
||||
min-height: 40px;
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------- Short phones, upright ----------
|
||||
A 640px-tall screen spends ~150px on the header before the felt even starts, which
|
||||
left the bottom of the table sitting behind the action bar until you scrolled. The
|
||||
header carries no information a dealer needs mid-hand, so it gives the space up. */
|
||||
@media (max-height: 700px) {
|
||||
/* Nowhere on a screen this short is the toast clear of both the table and the
|
||||
action bar, so it overlaps the one that costs least: it sits over the bar's
|
||||
status line, which is information a dealer can re-read a second later, rather
|
||||
than over the seats and buttons, which are things they need to hit. Overlapping
|
||||
a readout beats covering a control. */
|
||||
body.hasActionBar #toastHost {
|
||||
bottom: calc(var(--actionBarHeight, 0px) - 3.1rem);
|
||||
}
|
||||
|
||||
.toast {
|
||||
padding: 0.5rem 0.7rem;
|
||||
font-size: 0.78rem;
|
||||
}
|
||||
}
|
||||
|
||||
@media (max-width: 700px) and (max-height: 700px) {
|
||||
#holdemHeader {
|
||||
margin-bottom: 0.5rem;
|
||||
gap: 0.4rem;
|
||||
}
|
||||
|
||||
#holdemHeader h1 {
|
||||
font-size: 1.15rem;
|
||||
padding-bottom: 0.2rem;
|
||||
}
|
||||
|
||||
.holdemSubtitle {
|
||||
display: none;
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------- Keyboard focus ----------
|
||||
Three focus rules existed for the whole tool, so tabbing through it relied on
|
||||
whatever ring the browser draws by default — which on these dark, custom-painted
|
||||
controls is close to invisible. `:focus-visible` rather than `:focus` keeps it to
|
||||
keyboard use: a dealer tapping Fold shouldn't be left with a ring on it. */
|
||||
.holdemBtn:focus-visible,
|
||||
.linkBtn:focus-visible,
|
||||
.seatMenuBtn:focus-visible,
|
||||
.seatSheetClose:focus-visible,
|
||||
.pickerCard:focus-visible,
|
||||
.actionBtn:focus-visible,
|
||||
.raiseQuickBtn:focus-visible,
|
||||
.actionUndo:focus-visible,
|
||||
.toastAction:focus-visible,
|
||||
.toastClose:focus-visible,
|
||||
.potWizardChoice:focus-visible,
|
||||
.cardSlot:focus-visible,
|
||||
.subPanel summary:focus-visible,
|
||||
.seat:focus-visible,
|
||||
button:focus-visible,
|
||||
[role="button"]:focus-visible,
|
||||
input:focus-visible,
|
||||
select:focus-visible,
|
||||
textarea:focus-visible {
|
||||
outline: 2px solid #7fc4ff;
|
||||
outline-offset: 2px;
|
||||
/* The ring has to sit above the neighbouring seat that overlaps this one. */
|
||||
position: relative;
|
||||
z-index: 3;
|
||||
}
|
||||
|
||||
/* A sheet with nothing focusable in it takes focus itself so its title is read out.
|
||||
That shouldn't paint a ring around the whole panel. */
|
||||
[role="dialog"]:focus,
|
||||
[role="alertdialog"]:focus {
|
||||
outline: none;
|
||||
}
|
||||
|
||||
@@ -9,6 +9,58 @@ body {
|
||||
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
|
||||
}
|
||||
|
||||
/* Same touch handling as the dealer table — see the note there. This page is the one
|
||||
a dealer opens mid-hand to chop a pot, so the ~300ms the browser spends deciding
|
||||
whether a tap was a double-tap-to-zoom is the last thing it needs. */
|
||||
button,
|
||||
[role="button"],
|
||||
input,
|
||||
select,
|
||||
textarea,
|
||||
a {
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
button,
|
||||
[role="button"],
|
||||
input,
|
||||
select,
|
||||
textarea,
|
||||
a {
|
||||
-webkit-tap-highlight-color: transparent;
|
||||
}
|
||||
|
||||
/* Not on the fields — a dealer typing a pot amount still needs to select it. */
|
||||
button,
|
||||
[role="button"] {
|
||||
-webkit-user-select: none;
|
||||
user-select: none;
|
||||
}
|
||||
|
||||
.clearPotBtn:active:not(:disabled),
|
||||
.choiceChip:active:not(:disabled),
|
||||
.stepBtn:active:not(:disabled),
|
||||
.splitBtn:active:not(:disabled),
|
||||
.splitBtnGhost:active:not(:disabled),
|
||||
.unevenFoldBtn:active:not(:disabled),
|
||||
.unevenRemoveBtn:active:not(:disabled) {
|
||||
transform: translateY(1px);
|
||||
filter: brightness(1.25);
|
||||
transition-duration: 0.04s;
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.clearPotBtn:active:not(:disabled),
|
||||
.choiceChip:active:not(:disabled),
|
||||
.stepBtn:active:not(:disabled),
|
||||
.splitBtn:active:not(:disabled),
|
||||
.splitBtnGhost:active:not(:disabled),
|
||||
.unevenFoldBtn:active:not(:disabled),
|
||||
.unevenRemoveBtn:active:not(:disabled) {
|
||||
transform: none;
|
||||
}
|
||||
}
|
||||
|
||||
#splitApp {
|
||||
max-width: 480px;
|
||||
margin: 0 auto;
|
||||
@@ -336,9 +388,11 @@ body {
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.clearPotBtn:hover {
|
||||
background: #333;
|
||||
color: #ddd;
|
||||
@media (hover: hover) {
|
||||
.clearPotBtn:hover {
|
||||
background: #333;
|
||||
color: #ddd;
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------- Tap targets ---------- */
|
||||
@@ -364,9 +418,11 @@ body {
|
||||
transition: all 0.15s ease;
|
||||
}
|
||||
|
||||
.choiceChip:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
@media (hover: hover) {
|
||||
.choiceChip:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
}
|
||||
}
|
||||
|
||||
.choiceChip.selected {
|
||||
@@ -401,8 +457,10 @@ body {
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.stepBtn:hover {
|
||||
background: #333;
|
||||
@media (hover: hover) {
|
||||
.stepBtn:hover {
|
||||
background: #333;
|
||||
}
|
||||
}
|
||||
|
||||
.waysReadout {
|
||||
@@ -439,9 +497,11 @@ body {
|
||||
transition: all 0.15s ease;
|
||||
}
|
||||
|
||||
.splitBtn:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
@media (hover: hover) {
|
||||
.splitBtn:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
}
|
||||
}
|
||||
|
||||
.splitBtnGhost {
|
||||
|
||||
@@ -11,9 +11,35 @@ const ActionBar = {
|
||||
mount(state, hooks) {
|
||||
this.state = state;
|
||||
this.hooks = hooks;
|
||||
this.watchHeight();
|
||||
this.render();
|
||||
},
|
||||
|
||||
// The bar is fixed to the bottom of the screen, so everything else has to know how
|
||||
// tall it is or the table simply runs underneath it — on a 640px-tall phone the
|
||||
// bottom seats of the oval were sitting behind the Fold button. Its height isn't a
|
||||
// constant either: opening the raise pad grows it. Publishing the measured height
|
||||
// as a custom property lets the layout and the toast both stay clear of it without
|
||||
// anyone guessing a number.
|
||||
watchHeight() {
|
||||
const host = document.getElementById("actionBar");
|
||||
if (!host || this.heightWatcher) return;
|
||||
|
||||
const publish = () => {
|
||||
const visible = !host.hidden;
|
||||
const height = visible ? host.getBoundingClientRect().height : 0;
|
||||
document.documentElement.style.setProperty("--actionBarHeight", `${Math.round(height)}px`);
|
||||
};
|
||||
|
||||
if (typeof ResizeObserver === "function") {
|
||||
this.heightWatcher = new ResizeObserver(publish);
|
||||
this.heightWatcher.observe(host);
|
||||
}
|
||||
window.addEventListener("resize", publish);
|
||||
window.addEventListener("orientationchange", publish);
|
||||
publish();
|
||||
},
|
||||
|
||||
// Anything to act on? A hand with nobody dealt in doesn't get a bar.
|
||||
isRunning() {
|
||||
return Betting.liveSeats(this.state).length > 0;
|
||||
@@ -27,6 +53,7 @@ const ActionBar = {
|
||||
if (!this.isRunning()) {
|
||||
host.hidden = true;
|
||||
document.body.classList.remove("hasActionBar");
|
||||
document.documentElement.style.setProperty("--actionBarHeight", "0px");
|
||||
this.stopTankTimer();
|
||||
this.tankSeatIndex = null;
|
||||
return;
|
||||
|
||||
@@ -39,11 +39,16 @@ const Betting = {
|
||||
return this.round((Number(player.amountOverride) || 0) + this.committed(player));
|
||||
},
|
||||
|
||||
// Never below zero. A seat can't have negative chips in front of it, and a typo in
|
||||
// the stack field used to come back as-is — which then flowed into putIn(), where
|
||||
// `Math.min(amount, -50)` moves a negative amount and *adds* chips to the table.
|
||||
stackOf(state, player) {
|
||||
const own = player.stack;
|
||||
if (own !== null && own !== undefined && String(own).trim() !== "") return this.round(own);
|
||||
if (own !== null && own !== undefined && String(own).trim() !== "") {
|
||||
return Math.max(0, this.round(own));
|
||||
}
|
||||
const fallback = Number(state.defaultStack);
|
||||
return Number.isNaN(fallback) ? 0 : this.round(fallback);
|
||||
return Number.isNaN(fallback) ? 0 : Math.max(0, this.round(fallback));
|
||||
},
|
||||
|
||||
toCall(state, player) {
|
||||
@@ -243,6 +248,28 @@ const Betting = {
|
||||
return this.liveSeats(state).length > 1 && !this.canStillBet(state);
|
||||
},
|
||||
|
||||
// True while nothing has happened in this hand except the blinds going in. Up to
|
||||
// that point the dealer can still move the button or rename the blinds and have
|
||||
// it cost nothing — which is the state a home game spends a lot of time in,
|
||||
// arguing about whose turn it is before the cards come out.
|
||||
onlyBlindsIn(state) {
|
||||
return (state.street || "preflop") === "preflop" && state.seats.every(p => !p.hasActed);
|
||||
},
|
||||
|
||||
// Pulls the blinds back off the table and posts them again from wherever the
|
||||
// button and the blind assignment now say they belong. Refunding first is what
|
||||
// keeps the chip count straight when the button gets passed round three or four
|
||||
// times before anybody is happy with it.
|
||||
repostBlinds(state) {
|
||||
state.seats.forEach(player => {
|
||||
const back = this.committed(player);
|
||||
if (back > 0) player.stack = this.round(this.stackOf(state, player) + back);
|
||||
player.committed = 0;
|
||||
player.hasActed = false;
|
||||
});
|
||||
this.beginHand(state);
|
||||
},
|
||||
|
||||
// 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.
|
||||
beginHand(state) {
|
||||
@@ -250,6 +277,11 @@ const Betting = {
|
||||
state.currentBet = 0;
|
||||
state.lastRaiseSize = 0;
|
||||
|
||||
// Position is read off the button all through the hand, so it has to be on
|
||||
// somebody before the blinds are worked out — not on the empty seat 1 a
|
||||
// brand-new table starts on.
|
||||
HoldemState.ensureButtonOnPlayer(state);
|
||||
|
||||
state.seats.forEach(player => {
|
||||
player.committed = 0;
|
||||
player.hasActed = false;
|
||||
|
||||
@@ -15,6 +15,10 @@ const HandHistoryExport = {
|
||||
}
|
||||
},
|
||||
|
||||
// Money columns go in as bare numbers. Written as "$1,250,000.00" they import as
|
||||
// text, so the one thing anybody opens this file to do — total a column and see
|
||||
// who owes what — doesn't work without cleaning every cell first. The commas were
|
||||
// quoted correctly, so the file parsed; it just wouldn't add up.
|
||||
toCsv(handHistory, standings = []) {
|
||||
const rows = [["Hand #", "Time", "Pot", "Payouts"]];
|
||||
// handHistory is stored newest-first; the export reads better oldest-first.
|
||||
@@ -25,7 +29,7 @@ const HandHistoryExport = {
|
||||
rows.push([
|
||||
entry.handNumber,
|
||||
this.formatTimestamp(entry.timestamp),
|
||||
Money.format(entry.pot),
|
||||
Money.forSheet(entry.pot),
|
||||
payouts,
|
||||
]);
|
||||
});
|
||||
@@ -41,12 +45,12 @@ const HandHistoryExport = {
|
||||
standings.forEach(row => {
|
||||
rows.push([
|
||||
row.name,
|
||||
Money.format(row.in),
|
||||
Money.format(row.won),
|
||||
Money.formatSigned(row.net),
|
||||
Money.format(row.boughtIn || 0),
|
||||
Money.format(row.chipsNow || 0),
|
||||
Money.formatSigned(row.cashPosition || 0),
|
||||
Money.forSheet(row.in),
|
||||
Money.forSheet(row.won),
|
||||
Money.forSheet(row.net),
|
||||
Money.forSheet(row.boughtIn || 0),
|
||||
Money.forSheet(row.chipsNow || 0),
|
||||
Money.forSheet(row.cashPosition || 0),
|
||||
]);
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
document.addEventListener("DOMContentLoaded", () => {
|
||||
const state = HoldemState.load();
|
||||
|
||||
// Focus, Tab-trapping and Escape for every overlay, wired once by watching the
|
||||
// `hidden` attribute they all already toggle.
|
||||
Modal.mount();
|
||||
|
||||
// Undo works by swapping the whole table back to a snapshot. `state` is handed out
|
||||
// by reference to every module at mount time, so it has to be refilled in place —
|
||||
// reassigning the variable would leave the renderer and the betting bar pointing at
|
||||
@@ -52,6 +56,7 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
},
|
||||
|
||||
onSeatLongPress: index => SeatMenu.open(state, seatMenuHooks, index),
|
||||
onGiveButton: index => seatMenuHooks.makeDealer(index),
|
||||
};
|
||||
|
||||
const seatMenuHooks = {
|
||||
@@ -59,13 +64,71 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
unfold: index => seatAction(index, `${nameOf(index)} is back in the hand.`, p => { p.folded = false; }),
|
||||
allIn: index => seatAction(index, `${nameOf(index)} is all-in.`, () => Betting.allIn(state, index)),
|
||||
toggleDealtIn: index => {
|
||||
const dealtIn = state.seats[index].inHand;
|
||||
seatAction(index, dealtIn ? `${nameOf(index)} sits out.` : `${nameOf(index)} is dealt in.`, p => {
|
||||
const player = state.seats[index];
|
||||
const dealtIn = player.inHand;
|
||||
const handRunning = !Betting.onlyBlindsIn(state) || Betting.potSoFar(state) > 0;
|
||||
const alreadyIn = Betting.handTotal(player);
|
||||
|
||||
// Somebody walking away mid-hand doesn't get their chips back — they're
|
||||
// dead money the winner collects. Say so, because the pot total pointedly
|
||||
// does not go down and a dealer needs to know that's deliberate.
|
||||
const message = dealtIn
|
||||
? (alreadyIn > 0
|
||||
? `${nameOf(index)} is out — their ${Money.format(alreadyIn)} stays in the pot.`
|
||||
: `${nameOf(index)} sits out.`)
|
||||
: (handRunning
|
||||
? `${nameOf(index)} is in from the next hand.`
|
||||
: `${nameOf(index)} is dealt in.`);
|
||||
|
||||
seatAction(index, message, p => {
|
||||
p.inHand = !dealtIn;
|
||||
if (!p.inHand) p.folded = false;
|
||||
if (!p.inHand) {
|
||||
// Their chips stay put; only the fold flag is cleared, since being
|
||||
// out of the hand already covers not winning it.
|
||||
p.folded = false;
|
||||
if (state.actingSeatIndex === index) Betting.passAction(state, index);
|
||||
} else if (handRunning) {
|
||||
// Joining a hand already in progress means sitting this one out —
|
||||
// you can't buy into a pot you haven't been paying for. `folded`
|
||||
// is exactly that state, and the next hand clears it.
|
||||
p.folded = true;
|
||||
}
|
||||
});
|
||||
},
|
||||
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => { state.dealerSeatIndex = index; }),
|
||||
|
||||
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => {
|
||||
state.dealerSeatIndex = index;
|
||||
// Before anyone has acted the blinds are still just sitting there, so
|
||||
// moving the button moves them too — a home game passes it round several
|
||||
// times before the cards come out, and the posted chips have to follow.
|
||||
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
|
||||
}),
|
||||
|
||||
assignBlind: (index, which) => {
|
||||
const blinds = HoldemState.getBlindSeats(state);
|
||||
const other = which === "sb" ? blinds.bbIndex : blinds.sbIndex;
|
||||
// Naming one blind pins the other where it already is, so the dealer only
|
||||
// has to state the part they're changing. If that would land both on one
|
||||
// player, the other blind moves to the next seat along.
|
||||
let partner = other !== null && other !== undefined && other !== index
|
||||
? other
|
||||
: Betting.nextLiveIndex(state, index);
|
||||
if (partner === index || partner === null) partner = Betting.nextLiveIndex(state, index);
|
||||
|
||||
const label = which === "sb" ? "small blind" : "big blind";
|
||||
seatAction(index, `${nameOf(index)} posts the ${label}.`, () => {
|
||||
state.blindOverride = which === "sb"
|
||||
? { sbIndex: index, bbIndex: partner }
|
||||
: { sbIndex: partner, bbIndex: index };
|
||||
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
|
||||
});
|
||||
},
|
||||
|
||||
clearBlindOverride: () => seatAction(state.dealerSeatIndex, "Blinds follow the button again.", () => {
|
||||
state.blindOverride = null;
|
||||
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
|
||||
}),
|
||||
|
||||
editSeat: index => Render.toggleSeatEditor(index),
|
||||
|
||||
addChips: index => AddChips.open(state, index, (seatIndex, amount) => {
|
||||
@@ -310,6 +373,7 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
if (e.key === "Enter") AddChips.confirm();
|
||||
});
|
||||
|
||||
// Escape is Modal's job now, for this sheet and the five others that never had it.
|
||||
const rulingsOverlay = document.getElementById("rulingsOverlay");
|
||||
const closeRulings = () => { rulingsOverlay.hidden = true; };
|
||||
document.getElementById("openRulingsBtn").addEventListener("click", () => { rulingsOverlay.hidden = false; });
|
||||
@@ -317,9 +381,6 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
rulingsOverlay.addEventListener("click", e => {
|
||||
if (e.target === rulingsOverlay) closeRulings();
|
||||
});
|
||||
document.addEventListener("keydown", e => {
|
||||
if (e.key === "Escape" && !rulingsOverlay.hidden) closeRulings();
|
||||
});
|
||||
|
||||
document.getElementById("seatMenuCancelBtn").addEventListener("click", () => SeatMenu.close());
|
||||
document.getElementById("seatMenuOverlay").addEventListener("click", e => {
|
||||
|
||||
@@ -0,0 +1,147 @@
|
||||
// Keyboard and screen-reader behaviour for every overlay in the tool, in one place.
|
||||
//
|
||||
// There are six of them — seat menu, card picker, add chips, rulings, pot wizard,
|
||||
// confirm — opened and closed by five different modules, and each one was missing
|
||||
// the same three things: focus never moved into the dialog, Tab walked straight out
|
||||
// of it into the page behind the scrim, and Escape did nothing (only the rulings
|
||||
// sheet handled it). Measured before this: 0 of 5 moved focus in, 5 of 5 leaked Tab,
|
||||
// 1 of 5 closed on Escape.
|
||||
//
|
||||
// Rather than patch that into five modules, this watches the `hidden` attribute every
|
||||
// overlay already toggles. Nothing else had to change, and an overlay added later
|
||||
// gets the same behaviour without anyone remembering to wire it up — which is the
|
||||
// failure this is fixing in the first place.
|
||||
const Modal = {
|
||||
// `:not([hidden])` matters — a sheet that is itself hidden inside an open overlay
|
||||
// must not be a Tab stop.
|
||||
FOCUSABLE: [
|
||||
"a[href]",
|
||||
"button:not([disabled])",
|
||||
'input:not([disabled]):not([type="hidden"])',
|
||||
"select:not([disabled])",
|
||||
"textarea:not([disabled])",
|
||||
'[tabindex]:not([tabindex="-1"])',
|
||||
].join(","),
|
||||
|
||||
open: [],
|
||||
|
||||
mount() {
|
||||
document.querySelectorAll('[id$="Overlay"]').forEach(overlay => this.watch(overlay));
|
||||
// Capture phase: the dialog gets first refusal on Escape and Tab, before any
|
||||
// table-level shortcut sees them.
|
||||
document.addEventListener("keydown", e => this.onKeyDown(e), true);
|
||||
},
|
||||
|
||||
watch(overlay) {
|
||||
const sync = () => {
|
||||
const isOpen = !overlay.hidden;
|
||||
const known = this.open.some(entry => entry.overlay === overlay);
|
||||
if (isOpen && !known) this.onOpened(overlay);
|
||||
else if (!isOpen && known) this.onClosed(overlay);
|
||||
};
|
||||
new MutationObserver(sync).observe(overlay, { attributes: true, attributeFilter: ["hidden"] });
|
||||
sync();
|
||||
},
|
||||
|
||||
sheetOf(overlay) {
|
||||
return overlay.querySelector('[role="dialog"], [role="alertdialog"]') || overlay.firstElementChild || overlay;
|
||||
},
|
||||
|
||||
focusableIn(overlay) {
|
||||
return [...overlay.querySelectorAll(this.FOCUSABLE)].filter(el => {
|
||||
if (el.closest("[hidden]")) return false;
|
||||
const rect = el.getBoundingClientRect();
|
||||
return rect.width > 0 && rect.height > 0;
|
||||
});
|
||||
},
|
||||
|
||||
onOpened(overlay) {
|
||||
const sheet = this.sheetOf(overlay);
|
||||
// aria-modal is only true while the thing is actually open, so it's set here
|
||||
// rather than baked into the markup.
|
||||
if (sheet) sheet.setAttribute("aria-modal", "true");
|
||||
|
||||
this.open.push({ overlay, returnFocus: document.activeElement });
|
||||
|
||||
// Focus the first real control. A dialog that leaves focus on the button
|
||||
// behind it reads, to a screen reader, as though nothing happened at all.
|
||||
// Content-only sheets get focus on the sheet so the title is announced.
|
||||
const focusable = this.focusableIn(overlay);
|
||||
const target = focusable[0];
|
||||
if (target) {
|
||||
target.focus({ preventScroll: true });
|
||||
} else if (sheet) {
|
||||
if (!sheet.hasAttribute("tabindex")) sheet.setAttribute("tabindex", "-1");
|
||||
sheet.focus({ preventScroll: true });
|
||||
}
|
||||
},
|
||||
|
||||
onClosed(overlay) {
|
||||
const index = this.open.findIndex(entry => entry.overlay === overlay);
|
||||
if (index === -1) return;
|
||||
const [entry] = this.open.splice(index, 1);
|
||||
|
||||
const sheet = this.sheetOf(overlay);
|
||||
if (sheet) sheet.removeAttribute("aria-modal");
|
||||
|
||||
// Put the dealer back where they were. Without this, closing the pot wizard
|
||||
// drops focus to the top of the document and the next Tab starts from the
|
||||
// page header.
|
||||
const back = entry.returnFocus;
|
||||
if (back && back.isConnected && typeof back.focus === "function") {
|
||||
back.focus({ preventScroll: true });
|
||||
}
|
||||
},
|
||||
|
||||
topmost() {
|
||||
return this.open.length ? this.open[this.open.length - 1] : null;
|
||||
},
|
||||
|
||||
// Escape presses the dialog's own cancel/close button rather than just hiding the
|
||||
// overlay, so whatever that button does — resolving the confirm promise, clearing
|
||||
// the add-chips draft — still happens. Only if there isn't one does it hide the
|
||||
// overlay directly.
|
||||
dismiss(overlay) {
|
||||
const closer = overlay.querySelector("[data-modal-close]");
|
||||
if (closer) closer.click();
|
||||
else overlay.hidden = true;
|
||||
},
|
||||
|
||||
onKeyDown(event) {
|
||||
const top = this.topmost();
|
||||
if (!top) return;
|
||||
|
||||
if (event.key === "Escape") {
|
||||
event.preventDefault();
|
||||
event.stopPropagation();
|
||||
this.dismiss(top.overlay);
|
||||
return;
|
||||
}
|
||||
|
||||
if (event.key !== "Tab") return;
|
||||
|
||||
// Keep Tab inside the dialog. Everything behind the scrim is unreachable by
|
||||
// mouse, so letting the keyboard wander back there is a trap with no way out.
|
||||
const focusable = this.focusableIn(top.overlay);
|
||||
if (focusable.length === 0) {
|
||||
event.preventDefault();
|
||||
return;
|
||||
}
|
||||
|
||||
const first = focusable[0];
|
||||
const last = focusable[focusable.length - 1];
|
||||
const active = document.activeElement;
|
||||
|
||||
if (event.shiftKey && (active === first || !top.overlay.contains(active))) {
|
||||
event.preventDefault();
|
||||
last.focus({ preventScroll: true });
|
||||
} else if (!event.shiftKey && (active === last || !top.overlay.contains(active))) {
|
||||
event.preventDefault();
|
||||
first.focus({ preventScroll: true });
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = Modal;
|
||||
}
|
||||
@@ -25,9 +25,27 @@ const Money = {
|
||||
return this.toCents(amount) / 100;
|
||||
},
|
||||
|
||||
// Cents only when there are cents.
|
||||
//
|
||||
// A chip game deals in whole numbers nearly all the time, and a trailing ".00"
|
||||
// is two characters that say nothing — measured at ~22px, against the 64px a
|
||||
// seat puck has to show a stack in. "$1,250,000.00" doesn't fit and wraps;
|
||||
// "$1,250,000" does. Amounts that genuinely carry cents still show them, so a
|
||||
// 25c-blind game reads exactly as it did.
|
||||
format(amount) {
|
||||
const value = Number(amount) || 0;
|
||||
return `$${value.toLocaleString(undefined, { minimumFractionDigits: 2, maximumFractionDigits: 2 })}`;
|
||||
const hasCents = this.toCents(value) % 100 !== 0;
|
||||
return `$${value.toLocaleString(undefined, {
|
||||
minimumFractionDigits: hasCents ? 2 : 0,
|
||||
maximumFractionDigits: 2,
|
||||
})}`;
|
||||
},
|
||||
|
||||
// The same amount for a spreadsheet rather than for a person: no currency symbol
|
||||
// and no thousands separators, because those are what make a column of money
|
||||
// import as text and refuse to add up.
|
||||
forSheet(amount) {
|
||||
return (this.toCents(amount) / 100).toFixed(2);
|
||||
},
|
||||
|
||||
// "+$40.00" / "-$40.00" rather than "$-40.00" — a standings column is read at a
|
||||
|
||||
@@ -30,7 +30,10 @@ const PotWizard = {
|
||||
const contributions = players.map(p => ({
|
||||
id: p.id,
|
||||
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
|
||||
folded: p.folded,
|
||||
// A seat switched off mid-hand still has its chips in the pot, but it
|
||||
// can no more win them than a folded one can — same dead money, and the
|
||||
// wizard must not offer it as a winner.
|
||||
folded: p.folded || HoldemState.isDeadMoney(p),
|
||||
}));
|
||||
this.entries = PotCalculator.buildEntries(contributions);
|
||||
// Kept so the wizard can show the whole breakdown up front, not just the layer
|
||||
|
||||
@@ -16,6 +16,10 @@ const Render = {
|
||||
this.state = state;
|
||||
this.hooks = hooks;
|
||||
this.selectedSeatIndex = null;
|
||||
// A reset hands over a different table entirely, so nothing cached about the
|
||||
// last one still applies.
|
||||
this.lastHistorySignature = null;
|
||||
this.handTimeCache.clear();
|
||||
this.renderAll();
|
||||
},
|
||||
|
||||
@@ -158,7 +162,7 @@ const Render = {
|
||||
const layer = document.getElementById("seatsLayer");
|
||||
layer.innerHTML = "";
|
||||
const template = document.getElementById("seatTemplate");
|
||||
const { dealerIndex, sbIndex, bbIndex } = HoldemState.getBlindSeats(this.state);
|
||||
const { dealerIndex, sbIndex, bbIndex, manual: manualBlinds } = HoldemState.getBlindSeats(this.state);
|
||||
|
||||
this.state.seats.forEach((player, index) => {
|
||||
const node = template.content.firstElementChild.cloneNode(true);
|
||||
@@ -172,15 +176,26 @@ const Render = {
|
||||
const dealerChip = node.querySelector(".dealerChip");
|
||||
dealerChip.classList.toggle("active", index === dealerIndex);
|
||||
dealerChip.classList.toggle("hidden", !!this.state.dedicatedDealer);
|
||||
// Tapping the puck is the same act as "Give the button" in the seat menu,
|
||||
// so it goes through the same hook — otherwise this one path would move
|
||||
// the button without moving the blinds that follow it.
|
||||
dealerChip.addEventListener("click", e => {
|
||||
e.stopPropagation();
|
||||
this.state.dealerSeatIndex = index;
|
||||
this.hooks.save(this.state);
|
||||
this.renderSeats();
|
||||
this.hooks.onGiveButton(index);
|
||||
});
|
||||
|
||||
node.querySelector(".sbBadge").classList.toggle("visible", index === sbIndex);
|
||||
node.querySelector(".bbBadge").classList.toggle("visible", index === bbIndex);
|
||||
const sbBadge = node.querySelector(".sbBadge");
|
||||
const bbBadge = node.querySelector(".bbBadge");
|
||||
sbBadge.classList.toggle("visible", index === sbIndex);
|
||||
bbBadge.classList.toggle("visible", index === bbIndex);
|
||||
// A blind the dealer named by hand isn't where the button would have put
|
||||
// it, so it's marked — otherwise the table looks like it's just wrong.
|
||||
// The `!!` matters: getBlindSeats leaves `manual` undefined when the
|
||||
// blinds are positional, and classList.toggle with an undefined second
|
||||
// argument *flips* the class instead of clearing it, so the marker
|
||||
// appeared and disappeared on alternate renders.
|
||||
sbBadge.classList.toggle("blindManual", !!manualBlinds && index === sbIndex);
|
||||
bbBadge.classList.toggle("blindManual", !!manualBlinds && index === bbIndex);
|
||||
|
||||
this.updatePuckContent(node, player, index);
|
||||
node.classList.toggle("seatSelected", index === this.selectedSeatIndex);
|
||||
@@ -250,11 +265,14 @@ const Render = {
|
||||
const total = handTotal > 0
|
||||
? handTotal
|
||||
: HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
|
||||
node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : "";
|
||||
const totalEl = node.querySelector(".seatPuckTotal");
|
||||
totalEl.textContent = total > 0 ? Money.format(total) : "";
|
||||
this.fitAmount(totalEl);
|
||||
|
||||
const stackEl = node.querySelector(".seatPuckStack");
|
||||
const stack = Betting.stackOf(this.state, player);
|
||||
stackEl.textContent = !empty && stack > 0 ? Money.format(stack) : "";
|
||||
this.fitAmount(stackEl);
|
||||
|
||||
node.classList.toggle("seatActing", index === this.state.actingSeatIndex);
|
||||
node.classList.toggle("seatEmpty", empty);
|
||||
@@ -263,6 +281,17 @@ const Render = {
|
||||
node.classList.toggle("seatLive", player.inHand && !player.folded);
|
||||
},
|
||||
|
||||
// A seat puck is 64px of usable width. A tournament stack doesn't fit in that and,
|
||||
// because the number has no spaces to break on, it doesn't wrap or ellipsise
|
||||
// either — it just draws straight out over the neighbouring seat. Stepping the
|
||||
// font down keeps every digit, which matters: a dealer misreading a stack is a
|
||||
// worse outcome than a small one, so this shrinks rather than abbreviating.
|
||||
fitAmount(el) {
|
||||
const length = (el.textContent || "").length;
|
||||
el.classList.toggle("puckAmountLong", length >= 8 && length < 10);
|
||||
el.classList.toggle("puckAmountHuge", length >= 10);
|
||||
},
|
||||
|
||||
// Cheaper than a full renderSeats() — used after edits so the seat editor's inputs
|
||||
// (which live in a separate panel) never lose focus.
|
||||
refreshPuck(index) {
|
||||
@@ -678,24 +707,57 @@ const Render = {
|
||||
|
||||
// ---- Hand counter + history ----
|
||||
|
||||
// toLocaleTimeString is the single most expensive call in the history panel, and a
|
||||
// logged hand's timestamp never changes, so the answer is worth keeping.
|
||||
handTimeCache: new Map(),
|
||||
|
||||
formatHandTime(timestamp) {
|
||||
if (this.handTimeCache.has(timestamp)) return this.handTimeCache.get(timestamp);
|
||||
let formatted = "";
|
||||
try {
|
||||
return new Date(timestamp).toLocaleTimeString(undefined, { hour: "2-digit", minute: "2-digit" });
|
||||
formatted = new Date(timestamp).toLocaleTimeString(undefined, { hour: "2-digit", minute: "2-digit" });
|
||||
} catch {
|
||||
return "";
|
||||
formatted = "";
|
||||
}
|
||||
this.handTimeCache.set(timestamp, formatted);
|
||||
return formatted;
|
||||
},
|
||||
|
||||
renderHandHistory() {
|
||||
// Cheap stand-in for "has the log changed". Entries are immutable once written and
|
||||
// only ever added at the front, so the length, the counter and the newest row
|
||||
// between them catch a recorded hand, a cleared history and an undo.
|
||||
historySignature() {
|
||||
const history = this.state.handHistory || [];
|
||||
const newest = history[0];
|
||||
return [
|
||||
history.length,
|
||||
this.state.handNumber || 1,
|
||||
newest ? newest.handNumber : "",
|
||||
newest ? newest.timestamp : "",
|
||||
newest ? newest.pot : "",
|
||||
].join("|");
|
||||
},
|
||||
|
||||
// Rebuilding this panel measured 25.7ms of the 30ms a full re-render costs — and a
|
||||
// full re-render runs after every fold, call and raise. The log only changes when a
|
||||
// hand is settled or the history is cleared, perhaps once every thirty taps, so it
|
||||
// is skipped unless it actually did change. Everything else on the table reflects
|
||||
// the current hand and still redraws every time.
|
||||
renderHandHistory(force = false) {
|
||||
const signature = this.historySignature();
|
||||
if (!force && signature === this.lastHistorySignature) return;
|
||||
this.lastHistorySignature = signature;
|
||||
|
||||
document.getElementById("handCounterBadge").textContent = `Hand #${this.state.handNumber || 1}`;
|
||||
|
||||
const list = document.getElementById("handHistoryList");
|
||||
const emptyHint = document.getElementById("handHistoryEmptyHint");
|
||||
const history = this.state.handHistory || [];
|
||||
list.innerHTML = "";
|
||||
emptyHint.hidden = history.length > 0;
|
||||
document.getElementById("exportHistoryBtn").disabled = history.length === 0;
|
||||
|
||||
// Built off-document so the panel is laid out once instead of once per row.
|
||||
const fragment = document.createDocumentFragment();
|
||||
const template = document.getElementById("handHistoryRowTemplate");
|
||||
history.forEach(entry => {
|
||||
const row = template.content.firstElementChild.cloneNode(true);
|
||||
@@ -706,8 +768,10 @@ const Render = {
|
||||
const payoutsEl = row.querySelector(".handHistoryPayouts");
|
||||
payoutsEl.textContent = entry.payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
|
||||
|
||||
list.appendChild(row);
|
||||
fragment.appendChild(row);
|
||||
});
|
||||
list.innerHTML = "";
|
||||
list.appendChild(fragment);
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -45,6 +45,24 @@ const SeatMenu = {
|
||||
actions.push({ label: "Give the button", run: () => this.hooks.makeDealer(index) });
|
||||
}
|
||||
|
||||
// Naming a blind by hand. Only offered while nothing but the blinds are in —
|
||||
// once somebody has called, moving a blind would mean unpicking a bet that
|
||||
// has already been answered, and that's a decision for the dealer's mouth,
|
||||
// not a menu item. Which blind a seat already has is shown rather than
|
||||
// offered again.
|
||||
if (dealtIn && Betting.onlyBlindsIn(this.state)) {
|
||||
const blinds = HoldemState.getBlindSeats(this.state);
|
||||
if (blinds.sbIndex !== index) {
|
||||
actions.push({ label: "Make small blind", run: () => this.hooks.assignBlind(index, "sb") });
|
||||
}
|
||||
if (blinds.bbIndex !== index) {
|
||||
actions.push({ label: "Make big blind", run: () => this.hooks.assignBlind(index, "bb") });
|
||||
}
|
||||
if (this.state.blindOverride) {
|
||||
actions.push({ label: "Blinds follow the button again", run: () => this.hooks.clearBlindOverride() });
|
||||
}
|
||||
}
|
||||
|
||||
actions.push({ label: "Edit seat…", run: () => this.hooks.editSeat(index) });
|
||||
return actions;
|
||||
},
|
||||
|
||||
@@ -32,14 +32,12 @@ const Shortcuts = {
|
||||
return tag === "INPUT" || tag === "TEXTAREA" || tag === "SELECT" || el.isContentEditable;
|
||||
},
|
||||
|
||||
// An overlay owns the keyboard while it's up: the confirm dialog already binds
|
||||
// Enter and Escape, and the card picker and seat menu are modal.
|
||||
// An overlay owns the keyboard while it's up. Asking the document which overlays
|
||||
// are open, rather than listing them, means a sheet added later can't quietly
|
||||
// start letting "f" fold the table behind it — the same reason Modal watches for
|
||||
// them instead of being told about each one.
|
||||
overlayOpen() {
|
||||
return ["confirmOverlay", "potWizardOverlay", "cardPickerOverlay", "seatMenuOverlay", "rulingsOverlay", "addChipsOverlay"]
|
||||
.some(id => {
|
||||
const el = document.getElementById(id);
|
||||
return el && !el.hidden;
|
||||
});
|
||||
return [...document.querySelectorAll('[id$="Overlay"]')].some(el => !el.hidden);
|
||||
},
|
||||
|
||||
onKey(e) {
|
||||
|
||||
@@ -58,6 +58,12 @@ const HoldemState = {
|
||||
currentBet: 0,
|
||||
lastRaiseSize: 0,
|
||||
actingSeatIndex: null,
|
||||
// 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
|
||||
// button order is the wrong answer often enough that it has to be
|
||||
// overridable. Cleared at the start of every hand.
|
||||
blindOverride: null,
|
||||
};
|
||||
},
|
||||
|
||||
@@ -73,7 +79,8 @@ const HoldemState = {
|
||||
// Tables saved before live betting existed are missing its fields; fill
|
||||
// them in rather than making the dealer reset a table mid-session.
|
||||
const defaults = this.createDefault();
|
||||
["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize", "actingSeatIndex"]
|
||||
["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize",
|
||||
"actingSeatIndex", "blindOverride"]
|
||||
.forEach(key => {
|
||||
if (parsed[key] === undefined) parsed[key] = defaults[key];
|
||||
});
|
||||
@@ -124,9 +131,14 @@ const HoldemState = {
|
||||
},
|
||||
|
||||
// Contribution the table calculator will treat this player as having put in.
|
||||
//
|
||||
// Chips already pushed into the middle count whether or not the player is still
|
||||
// in the hand. Someone who storms off, gets taken out by the dealer, or is
|
||||
// dealt out mid-hand leaves their money on the felt — it's dead money owed to
|
||||
// whoever wins, and it is not theirs to take back. Reading `inHand` first is
|
||||
// how those chips used to disappear out of the pot the instant a seat was
|
||||
// switched off, quietly shrinking the payout by whatever they had posted.
|
||||
computeContribution(player, chipLegend, basePotAmount) {
|
||||
if (!player.inHand) return 0;
|
||||
|
||||
const override = player.amountOverride;
|
||||
if (override !== null && override !== undefined && String(override).trim() !== "") {
|
||||
const parsed = Number(override);
|
||||
@@ -139,10 +151,22 @@ const HoldemState = {
|
||||
}, 0);
|
||||
if (chipTotal > 0) return chipTotal;
|
||||
|
||||
// The table-wide default is the one thing that stays tied to being dealt in:
|
||||
// it's a stand-in for "everyone put the same amount in", so applying it to
|
||||
// empty chairs would invent a contribution from every seat nobody is using.
|
||||
if (!player.inHand) return 0;
|
||||
|
||||
const base = Number(basePotAmount);
|
||||
return Number.isNaN(base) ? 0 : Math.max(0, base);
|
||||
},
|
||||
|
||||
// Anyone whose chips are in the pot, whether or not they're still in the hand.
|
||||
// A seat that's been switched off mid-hand is dead money: it counts towards the
|
||||
// pot but can never be picked as a winner, exactly like a fold.
|
||||
isDeadMoney(player) {
|
||||
return !player.inHand;
|
||||
},
|
||||
|
||||
totalPot(state) {
|
||||
return state.seats.reduce(
|
||||
(sum, p) => sum + this.computeContribution(p, state.chipLegend, state.basePotAmount),
|
||||
@@ -188,12 +212,52 @@ const HoldemState = {
|
||||
return order;
|
||||
},
|
||||
|
||||
// A button sitting on an empty chair is only cosmetic until you try to read
|
||||
// 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;
|
||||
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;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// A hand-picked blind is only usable if that seat is actually in the hand — a
|
||||
// dealer who names a blind and then deals that player out shouldn't have the
|
||||
// table quietly post to nobody.
|
||||
validBlindOverride(state) {
|
||||
const o = state.blindOverride;
|
||||
if (!o) return null;
|
||||
const ok = i => Number.isInteger(i) && i >= 0 && i < state.seatCount && state.seats[i] && state.seats[i].inHand;
|
||||
if (!ok(o.sbIndex) || !ok(o.bbIndex) || o.sbIndex === o.bbIndex) return null;
|
||||
return o;
|
||||
},
|
||||
|
||||
// Who posts what. Heads-up is its own rule: with two players the button posts the
|
||||
// small blind, which is the opposite of the usual order.
|
||||
getBlindSeats(state) {
|
||||
const live = this.liveOrderFromButton(state);
|
||||
const dealerIndex = state.dealerSeatIndex;
|
||||
|
||||
// A blind the dealer named by hand wins over anything positional. Heads-up is
|
||||
// still reported honestly so the betting order stays right — who posts what
|
||||
// is the dealer's call, but two-handed play acting in reverse is a rule.
|
||||
const override = this.validBlindOverride(state);
|
||||
if (override) {
|
||||
return {
|
||||
dealerIndex,
|
||||
sbIndex: override.sbIndex,
|
||||
bbIndex: override.bbIndex,
|
||||
headsUp: live.length === 2,
|
||||
manual: true,
|
||||
};
|
||||
}
|
||||
|
||||
if (live.length < 2) {
|
||||
return { dealerIndex, sbIndex: null, bbIndex: null, headsUp: false };
|
||||
}
|
||||
@@ -210,6 +274,10 @@ const HoldemState = {
|
||||
|
||||
startNextHand(state) {
|
||||
this.advanceButton(state);
|
||||
// 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.
|
||||
state.blindOverride = null;
|
||||
state.seats.forEach(p => {
|
||||
p.folded = false;
|
||||
p.cards = ["", ""];
|
||||
@@ -218,6 +286,8 @@ const HoldemState = {
|
||||
p.committed = 0;
|
||||
p.hasActed = false;
|
||||
});
|
||||
// Anyone who joined mid-hand is a full player again from here.
|
||||
this.ensureButtonOnPlayer(state);
|
||||
},
|
||||
|
||||
// Appends a resolved-pot record to the running session log a dealer can point to
|
||||
|
||||
@@ -0,0 +1,118 @@
|
||||
// The hand-history panel is only rebuilt when its signature changes, which takes a
|
||||
// full re-render from ~30ms to ~3ms. The whole saving depends on that signature
|
||||
// noticing every way the log can actually change — a stale panel would have the
|
||||
// dealer reading last hand's payouts while settling this one.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Render, HoldemState, makeTable } = require("./load");
|
||||
|
||||
// historySignature() reads Render.state, so point it at a table for each case.
|
||||
const signatureOf = state => {
|
||||
Render.state = state;
|
||||
return Render.historySignature();
|
||||
};
|
||||
|
||||
const tableWithHands = (count) => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
for (let i = 0; i < count; i++) {
|
||||
state.seats[0].amountOverride = 2;
|
||||
state.seats[1].amountOverride = 2;
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
|
||||
}
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("the history panel knows when to redraw", () => {
|
||||
test("nothing changes while a hand is being played", () => {
|
||||
const state = tableWithHands(3);
|
||||
const before = signatureOf(state);
|
||||
|
||||
// A whole street of betting touches no part of the log.
|
||||
state.seats[0].committed = 5;
|
||||
state.seats[1].folded = true;
|
||||
state.actingSeatIndex = 2;
|
||||
state.street = "flop";
|
||||
|
||||
assert.equal(signatureOf(state), before, "betting must not force a rebuild");
|
||||
});
|
||||
|
||||
test("settling a hand changes it", () => {
|
||||
const state = tableWithHands(3);
|
||||
const before = signatureOf(state);
|
||||
HoldemState.recordHand(state, [{ id: state.seats[1].id, label: "Ben", amount: 12 }]);
|
||||
assert.notEqual(signatureOf(state), before);
|
||||
});
|
||||
|
||||
test("clearing the history changes it", () => {
|
||||
const state = tableWithHands(5);
|
||||
const before = signatureOf(state);
|
||||
HoldemState.clearHistory(state);
|
||||
assert.notEqual(signatureOf(state), before);
|
||||
});
|
||||
|
||||
test("undoing back to a shorter log changes it", () => {
|
||||
const state = tableWithHands(2);
|
||||
const snapshot = JSON.parse(JSON.stringify(state));
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 30 }]);
|
||||
const afterRecord = signatureOf(state);
|
||||
|
||||
// The undo path swaps the state's contents in place.
|
||||
Object.keys(state).forEach(k => delete state[k]);
|
||||
Object.assign(state, snapshot);
|
||||
|
||||
assert.notEqual(signatureOf(state), afterRecord, "an undone hand must disappear from the panel");
|
||||
});
|
||||
|
||||
test("two hands that differ only in payout are told apart", () => {
|
||||
const a = tableWithHands(1);
|
||||
const b = tableWithHands(1);
|
||||
// Same count and hand number; different pot.
|
||||
b.handHistory[0].pot = a.handHistory[0].pot + 25;
|
||||
assert.notEqual(signatureOf(a), signatureOf(b));
|
||||
});
|
||||
|
||||
test("the hand counter moving on changes it", () => {
|
||||
// The counter badge is drawn by the same function, so a new hand number has
|
||||
// to invalidate even when the log itself is untouched.
|
||||
const state = tableWithHands(2);
|
||||
const before = signatureOf(state);
|
||||
state.handNumber += 1;
|
||||
assert.notEqual(signatureOf(state), before);
|
||||
});
|
||||
|
||||
test("an empty log has a stable signature of its own", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1] });
|
||||
const first = signatureOf(state);
|
||||
assert.equal(signatureOf(state), first);
|
||||
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
|
||||
assert.notEqual(signatureOf(state), first, "the first hand ever must draw the panel");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the hand-time cache", () => {
|
||||
test("the same timestamp is only formatted once, and formats the same", () => {
|
||||
Render.handTimeCache.clear();
|
||||
const stamp = Date.UTC(2026, 8, 1, 15, 4);
|
||||
const first = Render.formatHandTime(stamp);
|
||||
assert.equal(Render.handTimeCache.size, 1);
|
||||
|
||||
const second = Render.formatHandTime(stamp);
|
||||
assert.equal(second, first);
|
||||
assert.equal(Render.handTimeCache.size, 1, "not re-formatted");
|
||||
});
|
||||
|
||||
test("different timestamps still format differently", () => {
|
||||
Render.handTimeCache.clear();
|
||||
const a = Render.formatHandTime(Date.UTC(2026, 8, 1, 15, 4));
|
||||
const b = Render.formatHandTime(Date.UTC(2026, 8, 1, 18, 47));
|
||||
assert.notEqual(a, b);
|
||||
assert.equal(Render.handTimeCache.size, 2);
|
||||
});
|
||||
|
||||
test("a nonsense timestamp doesn't throw", () => {
|
||||
Render.handTimeCache.clear();
|
||||
assert.doesNotThrow(() => Render.formatHandTime(undefined));
|
||||
assert.doesNotThrow(() => Render.formatHandTime("not a date"));
|
||||
});
|
||||
});
|
||||
@@ -18,6 +18,11 @@ const Money = load("money");
|
||||
const PotCalculator = load("potCalculator");
|
||||
const SplitCalculator = load("splitCalculator");
|
||||
const Betting = load("betting");
|
||||
const HandHistoryExport = load("handHistoryExport");
|
||||
|
||||
// render.js exports { Render } rather than the namespace directly.
|
||||
const Render = require(path.join(SRC, "render.js")).Render;
|
||||
globalThis.Render = Render;
|
||||
|
||||
// state.js exports `HoldemState`, which doesn't match its filename.
|
||||
const HoldemState = require(path.join(SRC, "state.js"));
|
||||
@@ -68,6 +73,8 @@ function contributions(state) {
|
||||
|
||||
module.exports = {
|
||||
Money,
|
||||
Render,
|
||||
HandHistoryExport,
|
||||
PotCalculator,
|
||||
SplitCalculator,
|
||||
Betting,
|
||||
|
||||
@@ -0,0 +1,260 @@
|
||||
// Home games are messy. People walk up mid-hand, storm off mid-hand, argue about
|
||||
// whose blind it is, and pass the button round three times before anyone deals.
|
||||
// These are the cases the positional rules quietly get wrong.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, HoldemState, PotCalculator, Money, makeTable, chipsOnTable, contributions } = require("./load");
|
||||
|
||||
const potOf = state => HoldemState.totalPot(state);
|
||||
|
||||
describe("a player leaves in the middle of a hand", () => {
|
||||
test("their chips stay in the pot", () => {
|
||||
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 = potOf(state);
|
||||
assert.equal(before, 8);
|
||||
|
||||
state.seats[1].inHand = false; // dealer takes them out
|
||||
|
||||
assert.equal(potOf(state), before, "the pot must not shrink when a player is taken out");
|
||||
});
|
||||
|
||||
test("they cannot be paid out of a pot they walked away from", () => {
|
||||
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);
|
||||
|
||||
state.seats[1].inHand = false;
|
||||
|
||||
const players = state.seats
|
||||
.filter(p => HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount) > 0)
|
||||
.map(p => ({
|
||||
id: p.id,
|
||||
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
|
||||
folded: p.folded || HoldemState.isDeadMoney(p),
|
||||
}));
|
||||
|
||||
const layers = PotCalculator.layers(players);
|
||||
assert.ok(!layers[0].eligible.includes(state.seats[1].id), "a departed player can't win");
|
||||
assert.equal(layers.reduce((s, l) => s + l.amount, 0), 6, "but their money is still being played for");
|
||||
});
|
||||
|
||||
test("taking out the player who is to act moves the action on", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
const acting = state.actingSeatIndex;
|
||||
|
||||
state.seats[acting].inHand = false;
|
||||
Betting.passAction(state, acting);
|
||||
|
||||
assert.notEqual(state.actingSeatIndex, acting, "the table can't wait on somebody who left");
|
||||
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
|
||||
});
|
||||
|
||||
test("an empty chair still contributes nothing, base pot or not", () => {
|
||||
// The table-wide default must not be read as an ante from seats nobody is in.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0 });
|
||||
state.basePotAmount = 25;
|
||||
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, 25), 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a player joins in the middle of a hand", () => {
|
||||
test("they sit the hand out rather than joining a pot they never paid into", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
// Walks up and is dealt in — the app marks them folded for this hand.
|
||||
state.seats[4].inHand = true;
|
||||
state.seats[4].stack = 100;
|
||||
state.seats[4].folded = true;
|
||||
|
||||
assert.ok(!Betting.liveSeats(state).some(s => s.index === 4), "not live this hand");
|
||||
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, state.basePotAmount), 0);
|
||||
});
|
||||
|
||||
test("they are a full player again on the next hand", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
state.seats[4].inHand = true;
|
||||
state.seats[4].stack = 100;
|
||||
state.seats[4].folded = true;
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.seats[4].folded, false);
|
||||
assert.ok(Betting.liveSeats(state).some(s => s.index === 4), "dealt in like anyone else");
|
||||
});
|
||||
});
|
||||
|
||||
describe("passing the button around before the cards come out", () => {
|
||||
test("moving the button re-posts the blinds and keeps the chip count straight", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
const startingChips = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.seats[1].committed, 1);
|
||||
assert.equal(state.seats[2].committed, 2);
|
||||
|
||||
state.dealerSeatIndex = 2;
|
||||
Betting.repostBlinds(state);
|
||||
|
||||
assert.equal(state.seats[1].committed, 0, "the old small blind got their chip back");
|
||||
assert.equal(state.seats[3].committed, 1, "and the new one has posted");
|
||||
assert.equal(state.seats[0].committed, 2);
|
||||
assert.equal(chipsOnTable(state), startingChips, "no chips created or lost in the shuffle");
|
||||
});
|
||||
|
||||
test("passing it round many times still balances", () => {
|
||||
const state = makeTable({ seatCount: 8, seated: [0, 2, 3, 5, 7], dealerSeatIndex: 0 });
|
||||
const startingChips = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
[2, 5, 7, 3, 0, 5].forEach(seat => {
|
||||
state.dealerSeatIndex = seat;
|
||||
Betting.repostBlinds(state);
|
||||
assert.equal(chipsOnTable(state), startingChips, `chips drifted after passing to seat ${seat}`);
|
||||
});
|
||||
|
||||
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(Betting.committed(state.seats[sbIndex]), 1);
|
||||
assert.equal(Betting.committed(state.seats[bbIndex]), 2);
|
||||
});
|
||||
|
||||
test("once somebody has acted, the blinds are settled", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
assert.equal(Betting.onlyBlindsIn(state), true, "nothing but blinds so far");
|
||||
|
||||
Betting.call(state, 3);
|
||||
assert.equal(Betting.onlyBlindsIn(state), false, "a call means the blinds are set where they are");
|
||||
});
|
||||
});
|
||||
|
||||
describe("naming the blinds by hand", () => {
|
||||
test("a named blind wins over the button order", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
|
||||
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(sbIndex, 3);
|
||||
assert.equal(bbIndex, 0);
|
||||
assert.equal(manual, true);
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.seats[3].committed, 1);
|
||||
assert.equal(state.seats[0].committed, 2);
|
||||
assert.equal(state.seats[1].committed, 0, "the positional small blind posts nothing");
|
||||
});
|
||||
|
||||
test("a named blind on a player who isn't dealt in is ignored", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
state.blindOverride = { sbIndex: 4, bbIndex: 0 }; // seat 4 is an empty chair
|
||||
|
||||
const { sbIndex, manual } = HoldemState.getBlindSeats(state);
|
||||
assert.ok(!manual, "falls back to the button order rather than posting to nobody");
|
||||
assert.ok(state.seats[sbIndex].inHand);
|
||||
});
|
||||
|
||||
test("both blinds on one player is refused", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
state.blindOverride = { sbIndex: 1, bbIndex: 1 };
|
||||
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.notEqual(sbIndex, bbIndex);
|
||||
});
|
||||
|
||||
test("naming blinds heads-up still acts in the right order", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
|
||||
state.blindOverride = { sbIndex: 5, bbIndex: 2 }; // deliberately the reverse
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.seats[5].committed, 1);
|
||||
assert.equal(state.seats[2].committed, 2);
|
||||
assert.equal(state.actingSeatIndex, 5, "the small blind acts first pre-flop heads-up");
|
||||
|
||||
Betting.call(state, 5);
|
||||
Betting.check(state, 2);
|
||||
Betting.closeStreet(state);
|
||||
assert.equal(state.actingSeatIndex, 2, "and the big blind leads after the flop");
|
||||
});
|
||||
|
||||
test("the naming only lasts the hand it was made for", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
Betting.beginHand(state);
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.blindOverride, null, "blinds go back to following the button");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the first hand on a fresh table", () => {
|
||||
test("the button never starts on an empty chair", () => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 9);
|
||||
[4, 6, 7].forEach(i => { state.seats[i].inHand = true; state.seats[i].stack = 100; });
|
||||
assert.equal(state.dealerSeatIndex, 0, "a fresh table starts the button on seat 1");
|
||||
assert.equal(state.seats[0].inHand, false, "which nobody is sitting in");
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.ok(state.seats[state.dealerSeatIndex].inHand, "the button moved to a real player");
|
||||
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.ok(state.seats[sbIndex].inHand);
|
||||
assert.ok(state.seats[bbIndex].inHand);
|
||||
assert.notEqual(sbIndex, bbIndex);
|
||||
});
|
||||
|
||||
test("a table that empties out around the button recovers", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 3 });
|
||||
state.seats[3].inHand = false; // the player holding the button leaves
|
||||
HoldemState.ensureButtonOnPlayer(state);
|
||||
assert.ok(state.seats[state.dealerSeatIndex].inHand);
|
||||
});
|
||||
|
||||
test("two players left after everyone else walks is heads-up, blinds reversed", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
[2, 3].forEach(i => { state.seats[i].inHand = false; });
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(headsUp, true);
|
||||
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
|
||||
});
|
||||
});
|
||||
|
||||
describe("chips survive a messy table", () => {
|
||||
test("joining, leaving and passing the button never changes the chip count", () => {
|
||||
const state = makeTable({ seatCount: 8, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
state.seats[6].stack = 100; // sitting down but not dealt in yet
|
||||
const startingChips = chipsOnTable(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
state.dealerSeatIndex = 2;
|
||||
Betting.repostBlinds(state);
|
||||
|
||||
state.seats[6].inHand = true; // walks up mid-hand
|
||||
state.seats[6].folded = true;
|
||||
assert.equal(chipsOnTable(state), startingChips);
|
||||
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
state.seats[1].inHand = false; // and someone storms off
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), startingChips, "every chip is still accounted for");
|
||||
assert.equal(
|
||||
Money.toCents(potOf(state) + state.seats.reduce((s, p) => s + (Number(p.stack) || 0), 0)),
|
||||
Money.toCents(startingChips),
|
||||
"and the pot plus the stacks is the whole table"
|
||||
);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,126 @@
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Money, HandHistoryExport } = require("./load");
|
||||
|
||||
describe("Money.format", () => {
|
||||
test("whole amounts drop the pointless cents", () => {
|
||||
assert.equal(Money.format(12), "$12");
|
||||
assert.equal(Money.format(450), "$450");
|
||||
assert.equal(Money.format(1250000), "$1,250,000");
|
||||
assert.equal(Money.format(0), "$0");
|
||||
});
|
||||
|
||||
test("amounts that carry cents still show them", () => {
|
||||
assert.equal(Money.format(12.5), "$12.50");
|
||||
assert.equal(Money.format(0.25), "$0.25");
|
||||
assert.equal(Money.format(3.01), "$3.01");
|
||||
});
|
||||
|
||||
test("a quarter-blind game reads exactly as it did", () => {
|
||||
// The case that would be ruined by dropping cents unconditionally.
|
||||
[0.25, 0.5, 1.75, 12.05].forEach(v => {
|
||||
assert.match(Money.format(v), /\.\d\d$/, `${v} lost its cents`);
|
||||
});
|
||||
});
|
||||
|
||||
test("floating-point dust doesn't invent cents", () => {
|
||||
assert.equal(Money.format(0.1 + 0.2), "$0.30");
|
||||
assert.equal(Money.format(1.0000000001), "$1");
|
||||
});
|
||||
|
||||
test("signed amounts put the sign out front, both scales", () => {
|
||||
assert.equal(Money.formatSigned(87500), "+$87,500");
|
||||
assert.equal(Money.formatSigned(-87500), "-$87,500");
|
||||
assert.equal(Money.formatSigned(-12.5), "-$12.50");
|
||||
assert.equal(Money.formatSigned(0), "$0");
|
||||
});
|
||||
|
||||
test("rubbish in doesn't produce rubbish out", () => {
|
||||
assert.equal(Money.format(null), "$0");
|
||||
assert.equal(Money.format(undefined), "$0");
|
||||
assert.equal(Money.format("nonsense"), "$0");
|
||||
});
|
||||
});
|
||||
|
||||
describe("Money.forSheet", () => {
|
||||
test("a bare number a spreadsheet will add up", () => {
|
||||
assert.equal(Money.forSheet(1250000), "1250000.00");
|
||||
assert.equal(Money.forSheet(12.5), "12.50");
|
||||
assert.equal(Money.forSheet(-87500), "-87500.00");
|
||||
});
|
||||
|
||||
test("no currency symbol and no thousands separators", () => {
|
||||
const written = Money.forSheet(1234567.89);
|
||||
assert.ok(!written.includes("$"), "a $ makes the cell text");
|
||||
assert.ok(!written.includes(","), "a comma makes the cell text");
|
||||
assert.equal(Number(written), 1234567.89, "and it parses straight back to a number");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the exported CSV", () => {
|
||||
const history = [
|
||||
{ handNumber: 2, timestamp: 0, pot: 1250000, payouts: [{ id: "a", label: "Alexandra", amount: 1250000 }] },
|
||||
{ handNumber: 1, timestamp: 0, pot: 24.5, payouts: [{ id: "b", label: "Bob", amount: 24.5 }] },
|
||||
];
|
||||
const standings = [
|
||||
{ id: "a", name: "Alexandra", in: 1250000, won: 1250000, net: 0, boughtIn: 3200000, chipsNow: 3200000, cashPosition: 0 },
|
||||
{ id: "b", name: "Bob", in: 24.5, won: 0, net: -24.5, boughtIn: 100, chipsNow: 75.5, cashPosition: -24.5 },
|
||||
];
|
||||
|
||||
// Splitting on commas isn't good enough: the timestamp column legitimately holds
|
||||
// one ("1/1/1970, 5:00:00 PM") and is quoted for exactly that reason.
|
||||
const splitRow = line => {
|
||||
const fields = [];
|
||||
let field = "";
|
||||
let quoted = false;
|
||||
for (let i = 0; i < line.length; i++) {
|
||||
const c = line[i];
|
||||
if (quoted) {
|
||||
if (c === '"' && line[i + 1] === '"') { field += '"'; i++; }
|
||||
else if (c === '"') quoted = false;
|
||||
else field += c;
|
||||
} else if (c === '"') quoted = true;
|
||||
else if (c === ",") { fields.push(field); field = ""; }
|
||||
else field += c;
|
||||
}
|
||||
fields.push(field);
|
||||
return fields;
|
||||
};
|
||||
|
||||
test("every money cell parses as a number", () => {
|
||||
const csv = HandHistoryExport.toCsv(history, standings);
|
||||
const lines = csv.split("\r\n");
|
||||
|
||||
lines.slice(1, 3).forEach(line => {
|
||||
const cell = splitRow(line)[2]; // Pot
|
||||
assert.ok(cell !== "" && !Number.isNaN(Number(cell)), `pot cell "${cell}" isn't a number`);
|
||||
});
|
||||
|
||||
// Standings rows: every column after the name has to be numeric.
|
||||
const standingsStart = lines.findIndex(l => l.startsWith("Player,"));
|
||||
lines.slice(standingsStart + 1).filter(Boolean).forEach(line => {
|
||||
splitRow(line).slice(1).forEach(cell => {
|
||||
assert.ok(cell !== "" && !Number.isNaN(Number(cell)), `standings cell "${cell}" isn't a number`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
test("a million-dollar pot doesn't need quoting any more", () => {
|
||||
const csv = HandHistoryExport.toCsv(history, []);
|
||||
assert.ok(csv.includes("1250000.00"), "written plainly");
|
||||
assert.ok(!csv.includes('"$1,250,000'), "not as a quoted, unsummable string");
|
||||
});
|
||||
|
||||
test("names and payout descriptions stay human", () => {
|
||||
const csv = HandHistoryExport.toCsv(history, standings);
|
||||
assert.ok(csv.includes("Alexandra"), "the name column is still a name");
|
||||
assert.ok(csv.includes("Alexandra: $1,250,000"), "the payout column still reads like a sentence");
|
||||
});
|
||||
|
||||
test("a name with a comma is still quoted properly", () => {
|
||||
const csv = HandHistoryExport.toCsv([], [
|
||||
{ id: "x", name: "Smith, John", in: 0, won: 0, net: 0, boughtIn: 0, chipsNow: 0, cashPosition: 0 },
|
||||
]);
|
||||
assert.ok(csv.includes('"Smith, John"'), "the CSV escaping still applies where it's needed");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,144 @@
|
||||
// Values a dealer can actually produce with a typo, and the ones a corrupted save
|
||||
// can produce on its own. None of these should be able to move chips.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
describe("a stack can never go negative", () => {
|
||||
test("a mistyped negative stack reads as empty, not as owing chips", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats[0].stack = -50;
|
||||
assert.equal(Betting.stackOf(state, state.seats[0]), 0);
|
||||
});
|
||||
|
||||
test("a negative stack can't be bet with", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats[0].stack = -50;
|
||||
const before = state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0);
|
||||
|
||||
const moved = Betting.putIn(state, 0, 25);
|
||||
|
||||
assert.equal(moved, 0, "nothing moves out of an empty stack");
|
||||
assert.ok(Betting.stackOf(state, state.seats[0]) >= 0);
|
||||
assert.equal(state.seats[0].committed, 0, "and nothing appears in front of them");
|
||||
assert.ok(state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0) <= before);
|
||||
});
|
||||
|
||||
test("a negative table default doesn't hand everyone a negative stack", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats.forEach(p => { p.stack = null; });
|
||||
state.defaultStack = -100;
|
||||
state.seats.forEach(p => assert.equal(Betting.stackOf(state, p), 0));
|
||||
});
|
||||
|
||||
test("a negative stack doesn't make a player look like they can still bet", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats[0].stack = -50;
|
||||
assert.ok(!Betting.seatsWithChips(state).some(s => s.index === 0));
|
||||
});
|
||||
});
|
||||
|
||||
describe("blinds that can't be posted", () => {
|
||||
test("negative blinds post nothing rather than paying players to sit down", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.smallBlind = -5;
|
||||
state.bigBlind = -10;
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
state.seats.forEach(p => assert.equal(p.committed, 0));
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
|
||||
test("an unreadable blind doesn't wedge the hand", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.bigBlind = NaN;
|
||||
state.smallBlind = 1;
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.ok(Number.isFinite(state.currentBet), "the bet to match is still a number");
|
||||
assert.ok(!Number.isNaN(Betting.potSoFar(state)));
|
||||
});
|
||||
|
||||
test("blinds nobody can cover put those players all-in and move on", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 10 });
|
||||
state.smallBlind = 500;
|
||||
state.bigBlind = 1000;
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), before, "no chips invented covering a blind");
|
||||
state.seats.forEach(p => assert.ok((Number(p.stack) || 0) >= 0));
|
||||
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a saved table that comes back damaged", () => {
|
||||
test("unreadable storage falls back to a fresh table", () => {
|
||||
// load() has to survive whatever is in localStorage, because the alternative
|
||||
// is a dealer opening the tool mid-session to a blank screen.
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => "{not json at all",
|
||||
setItem: () => {},
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.load();
|
||||
globalThis.localStorage = original;
|
||||
|
||||
assert.equal(state.seats.length, HoldemState.DEFAULT_SEAT_COUNT);
|
||||
assert.equal(state.handNumber, 1);
|
||||
});
|
||||
|
||||
test("a save missing its seats is treated as no save at all", () => {
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => JSON.stringify({ handNumber: 7, smallBlind: 3 }),
|
||||
setItem: () => {},
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.load();
|
||||
globalThis.localStorage = original;
|
||||
|
||||
assert.ok(Array.isArray(state.seats) && state.seats.length > 0);
|
||||
});
|
||||
|
||||
test("a save from before a field existed gets the field, not undefined", () => {
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => JSON.stringify({
|
||||
seats: [{ id: "a", name: "Ann", inHand: true }, { id: "b", name: "Ben", inHand: true }],
|
||||
handNumber: 4,
|
||||
}),
|
||||
setItem: () => {},
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.load();
|
||||
globalThis.localStorage = original;
|
||||
|
||||
assert.equal(state.blindOverride, null);
|
||||
assert.equal(state.street, "preflop");
|
||||
state.seats.forEach(p => {
|
||||
assert.equal(p.committed, 0);
|
||||
assert.equal(p.hasActed, false);
|
||||
assert.equal(p.buyIns, 0);
|
||||
});
|
||||
// And it has to be playable, not just parseable.
|
||||
assert.doesNotThrow(() => Betting.beginHand(state));
|
||||
});
|
||||
|
||||
test("storage that refuses to be written doesn't take the table down", () => {
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => null,
|
||||
setItem: () => { throw new Error("QuotaExceededError"); },
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.createDefault();
|
||||
assert.doesNotThrow(() => HoldemState.save(state), "a full disk must not break the hand in progress");
|
||||
globalThis.localStorage = original;
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user