Compare commits
2
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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fc866597eb | ||
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b97453fba1 |
@@ -208,6 +208,7 @@
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<button class="dealerChip" type="button" title="Make this seat the dealer button">D</button>
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<span class="blindBadge sbBadge">SB</span>
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<span class="blindBadge bbBadge">BB</span>
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<span class="blindBadge strBadge" title="Straddled — the action comes back to this seat">STR</span>
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<div class="seatPuckName"></div>
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<div class="seatPuckCards"></div>
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<div class="seatPuckTotal"></div>
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@@ -360,6 +361,23 @@
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</p>
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</section>
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<section class="ruling" data-short="Straddle">
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<h3>A straddle is a blind raise</h3>
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<p>
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The player left of the big blind may put out twice it before the cards,
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without looking. It is a blind bet, not a raise made in turn, so it does
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three things at once: everyone else acts first, the minimum raise becomes
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twice the straddle, and the straddler still has the option when the
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action comes back — they may raise even if nobody raised into them.
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</p>
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<p>
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Re-straddles carry on to the left, each doubling again, and stop before
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the small blind. Tap <em>Straddle</em> on the deal prompt and the tool
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posts it, puts the right player on the clock and prices the raise;
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the seat wears an <em>STR</em> badge for the hand.
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</p>
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</section>
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<section class="ruling" data-short="Short all-in">
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<h3>A short all-in doesn't reopen the betting</h3>
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<p>
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@@ -796,6 +796,19 @@ button,
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color: #241a05;
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}
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/* The straddle. It takes the big blind's slot on the puck, which is free by
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construction: the chain starts left of the big blind and stops short of the small
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one, so no seat ever wears two of these.
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Violet rather than a third shade of gold or blue, because the badge a dealer is
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looking for mid-hand is the one telling them where the action comes back to.
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Dark text on the light end of the ramp, measured 5.76:1 against the darker stop. */
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.strBadge {
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left: 22px;
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background: linear-gradient(180deg, #cbaaf0, #a97fd6);
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color: #1b1030;
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}
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/* A blind the dealer named by hand rather than one the button handed out. Without
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the ring the table just looks like it's put the blinds in the wrong place. */
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.blindBadge.blindManual {
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@@ -3247,11 +3260,18 @@ body.hasActionBar #toastHost {
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why a seat's centre belonged to its neighbour.
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Landscape has width and no height, so the table takes the width it has and
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is only as tall as the room left over. */
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--feltRoom: calc(100vh - var(--actionBarHeight, 0px) - 7rem);
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is only as tall as the room left over.
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The height comes from --feltRoomPx, the same measured value the wide layout
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caps its width by: the bar's real height, the wrap's real offset and the
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bottom seat's overhang, all taken off the window. This branch used to work
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it out itself as `100vh - bar - 7rem`, guessing that everything above the
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felt came to 7rem. It comes to 108px at 640x360, which the guess covers, and
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119px at 844x390, which it doesn't — so on an iPhone on its side the bottom
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three seats sat up to 26px inside the action bar. Nothing here needs to
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guess; the measurement was already being published. */
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width: 100%;
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height: var(--feltRoom);
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min-height: 7rem;
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height: var(--feltRoomPx, calc(100vh - var(--actionBarHeight, 0px) - 7rem));
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/* This branch sets its own height outright, so neither the aspect ratio nor the
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cap derived from it has anything to say here — and the cap would only narrow
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a table that is already as short as the screen allows. */
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@@ -3259,16 +3279,55 @@ body.hasActionBar #toastHost {
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max-width: none;
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}
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/* The page's own top padding is 32px of nothing, on the screen that has the least
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to spare. */
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#holdemApp {
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padding-top: 0.5rem;
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}
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/* The header ate 148px of a 390px-tall window, which was most of the reason the
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table started below the fold. Here it only needs to be a title bar. */
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table started below the fold. Here it only needs to be a title bar.
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It still wrapped to two rows, and that second row is 44px of the 390 — the title
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block and the five buttons came to 829px inside a 765px header at 844x390, so
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they missed sharing one line by 64px, and at 640x360 by rather more. What goes is
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the page title: the one thing on this screen a dealer already knows. It is hidden
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from the eye rather than removed, so the page keeps its heading for a screen
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reader and for the browser's own outline. The hand number stays — nothing else on
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the screen says which hand this is. */
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#holdemHeader {
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margin-bottom: 0.4rem;
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gap: 0.35rem;
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flex-wrap: nowrap;
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align-items: center;
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}
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#holdemHeader h1 {
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font-size: 1.05rem;
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padding-bottom: 0.15rem;
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position: absolute;
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width: 1px;
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height: 1px;
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margin: -1px;
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padding: 0;
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overflow: hidden;
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clip-path: inset(50%);
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white-space: nowrap;
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}
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.handCounterBadge {
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margin-top: 0;
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}
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/* Tightened across, never down: the buttons keep the 44px a thumb needs. */
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#holdemHeaderActions {
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flex-wrap: nowrap;
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gap: 0.35rem;
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}
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#holdemHeaderActions .holdemBtn {
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padding-left: 0.55rem;
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padding-right: 0.55rem;
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font-size: 0.78rem;
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white-space: nowrap;
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}
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.holdemSubtitle {
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@@ -3474,6 +3533,38 @@ textarea:focus-visible {
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font-weight: 600;
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}
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/* The straddle rides on the deal row, so it must not take half of it: .actionBtn is
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flex: 1 and would have split the row evenly with the button the dealer presses every
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hand. It sizes to its own words instead, and stays quiet next to the green one —
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choosing a straddle is the exception, dealing is the rule. */
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.actionBtn.actionStraddle {
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flex: 0 1 auto;
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background: linear-gradient(180deg, #33304a, #24223a);
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border-color: #4b4770;
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color: #e6e1ff;
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font-size: 0.82rem;
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padding-left: 0.7rem;
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padding-right: 0.7rem;
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}
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.actionBtn.actionStraddleOff {
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background: linear-gradient(180deg, #2e2e2e, #232323);
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border-color: #4a4a4a;
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color: #dcdcdc;
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}
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/* Three buttons across a 360px phone is a squeeze, and the two ways out are both
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worse than this one. Letting the row wrap put the deal button on its own line and
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made the bar 64px taller — measured at 360x640, that is the bottom seat three fifths
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behind the bar, and this layout deliberately doesn't shrink the felt to suit (see the
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max-width: none override, where capping it was tried and rejected). Letting flex
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squash freely took the deal button to 84px with its label over three lines.
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A floor of 7rem keeps the label to two lines and the row to one, so arming a straddle
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costs no felt at all. */
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.dealPromptButtons .actionDeal {
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min-width: 7rem;
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}
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/* The quieter half of the deal prompt: things the deal is about to do that a dealer
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would otherwise only discover afterwards. */
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.dealPromptLine.dealPromptAside {
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@@ -53,7 +53,14 @@ const ActionBar = {
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// moving the seats, and getting a different answer on the next pass.
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SEAT_OVERHANG_PX: 37,
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FELT_GAP_PX: 8,
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FELT_MIN_PX: 220,
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// The floor is a guard against a measurement that has gone wrong — not a size the
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// window has agreed to hand over. It used to be 220px, which a phone on its side
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// hasn't got: at 844x390 there are 99px between the header and the bar, and holding
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// out for 220 is how the bottom row of seats came to sit 26px inside the Fold
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// button. A floor that puts seats behind the bar defeats the one thing the floor is
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// for, so it drops to the smallest felt still worth drawing and the measurement
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// wins above it.
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FELT_FLOOR_PX: 96,
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// How tall the felt can be and still leave the whole ring of seats above the bar.
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//
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@@ -66,14 +73,22 @@ const ActionBar = {
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//
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// The wrap's offset is taken in document space rather than viewport space, so
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// scrolling the page doesn't resize the table under the dealer's hands.
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feltRoomFor(windowHeight, barHeight, topInDocument) {
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const room = windowHeight - barHeight - topInDocument -
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this.SEAT_OVERHANG_PX - this.FELT_GAP_PX;
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return Math.max(this.FELT_FLOOR_PX, Math.round(room));
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},
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publishFeltRoom(barHeight) {
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const wrap = document.getElementById("pokerTableWrap");
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if (!wrap) return;
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// Taking the top before the height is set matters: the wrap sits below the
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// header in normal flow, so its own height never moves its top and this can't
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// chase itself around the screen.
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const topInDocument = wrap.getBoundingClientRect().top + window.scrollY;
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const room = window.innerHeight - barHeight - topInDocument -
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this.SEAT_OVERHANG_PX - this.FELT_GAP_PX;
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document.documentElement.style.setProperty(
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"--feltRoomPx", `${Math.max(this.FELT_MIN_PX, Math.round(room))}px`);
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"--feltRoomPx",
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`${this.feltRoomFor(window.innerHeight, barHeight, topInDocument)}px`);
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},
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// Anything to act on? A hand with nobody dealt in doesn't get a bar — and that
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@@ -577,6 +592,43 @@ const ActionBar = {
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// by itself the instant the previous hand ended, which meant blinds were committed
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// while people were still sitting down — and the blind badges would drift away from
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// the money already posted as seats changed. Now the dealer says when.
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// ", Dee straddles $4" — read out as part of what goes in before the cards, because
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// that is what it is. Two of them read as "Dee straddles $4, Eve $8": the second
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// name doesn't need the verb again, and the bar has no room for it.
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straddleClause(preview) {
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const straddles = preview.straddles || [];
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if (straddles.length === 0) return "";
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const name = i => HoldemState.displayName(this.state.seats[i], i);
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const [first, ...rest] = straddles;
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return `, ${name(first.index)} straddles ${Money.format(first.amount)}` +
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rest.map(s => `, ${name(s.index)} ${Money.format(s.amount)}`).join("");
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},
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// Turning it on, doubling it, and calling it off. Heads-up there is no seat left of
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// the big blind to straddle from, so nothing is offered rather than a button that
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// would do nothing.
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straddleButtons(preview) {
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const on = (preview.straddles || []).length;
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const max = preview.maxStraddles || 0;
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if (max <= 0) return [];
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const buttons = [];
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const nextAmount = Money.format(this.state.bigBlind * Math.pow(2, on + 1));
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if (on < max) {
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buttons.push(this.button(
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on === 0 ? `Straddle ${nextAmount}` : `Re-straddle ${nextAmount}`,
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"actionStraddle",
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() => this.commit(on === 0 ? "the straddle" : "the re-straddle",
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() => { this.state.straddleCount = on + 1; })));
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}
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if (on > 0) {
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buttons.push(this.button("No straddle", "actionStraddle actionStraddleOff",
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() => this.commit("calling the straddle off",
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() => { this.state.straddleCount = 0; })));
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}
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return buttons;
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},
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renderDealPrompt() {
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const wrap = document.createElement("div");
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wrap.className = "dealPrompt";
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@@ -674,11 +726,14 @@ const ActionBar = {
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// A dead small blind is a hand with only one blind in it. Saying "nobody posts
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// the small blind" out loud is the whole point — a dealer who reads a preview
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// with a blind missing and isn't told why will assume the tool has lost track.
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line.textContent = preview.deadSmallBlind
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const blinds = document.createElement("span");
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blinds.textContent = (preview.deadSmallBlind
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? `No small blind this hand, ${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}`
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: `${name(preview.sbIndex)} posts ${Money.format(preview.smallBlind)}, ` +
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`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}` +
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`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
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`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}`) +
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this.straddleClause(preview) +
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`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
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line.appendChild(blinds);
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wrap.appendChild(line);
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// Why a position is missing. Both of these are the dead button rule doing its
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@@ -752,7 +807,12 @@ const ActionBar = {
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}
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const row = document.createElement("div");
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row.className = "actionButtons";
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row.className = "actionButtons dealPromptButtons";
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// Beside the deal button rather than on a line of its own. Measured at 390x844:
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// its own line cost 44px of felt on every deal prompt, straddle or no straddle,
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// and this row is already there and already 44px tall. It reads in the order it
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// happens, too — say the straddle, then deal.
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this.straddleButtons(preview).forEach(button => row.appendChild(button));
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row.appendChild(this.button("Post blinds & deal", "actionDeal", () => {
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this.commit("dealing the hand", () => Betting.beginHand(this.state));
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}));
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@@ -93,9 +93,60 @@ const Betting = {
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satOut,
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smallBlind: this.round(state.smallBlind || 0),
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bigBlind: this.round(state.bigBlind || 0),
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// What the straddles will be if the hand is dealt as it stands, and how
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// many more this table could take.
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straddles: this.straddleSeats(state),
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maxStraddles: this.maxStraddles(state),
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};
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},
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// ---- Straddles ----
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//
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// A straddle is a blind raise put out before the cards, by the player left of the
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// big blind, for twice it. It buys the last word before the flop: everyone else
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// acts first, and the straddler still has the option when it comes back round even
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// if nobody raised. Re-straddles carry on left, each doubling again.
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//
|
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// Home games run them constantly and a dealer has to get three things right at
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// once — the amount, who is first to act, and what the minimum raise becomes. The
|
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// tool used to do none of them, so a dealer's only way through was to deal, have
|
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// the straddler "raise" to $4, and hand the action to the wrong player.
|
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|
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// How many straddles this table could take. Everyone but the two blinds can put
|
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// one out; heads-up that is nobody, which is the right answer — the button is
|
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// already the small blind and there is no seat left of the big blind to straddle
|
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// from.
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maxStraddles(state) {
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return Math.max(0, this.liveSeats(this.tableAsDealt(state)).length - 2);
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},
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||||
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// Who straddles and for how much, walking left from the big blind and doubling.
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// Asked of the table as it will be dealt, so a seat about to be sat out for having
|
||||
// no chips is never handed a straddle it can't post.
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straddleSeats(state, count = state.straddleCount) {
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const wanted = Math.min(Math.max(0, Number(count) || 0), this.maxStraddles(state));
|
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if (wanted <= 0) return [];
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||||
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||||
const dealt = this.tableAsDealt(state);
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const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
|
||||
const asDealt = buttonIndex === dealt.dealerSeatIndex
|
||||
? dealt
|
||||
: { ...dealt, dealerSeatIndex: buttonIndex };
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const { bbIndex } = HoldemState.getBlindSeats(asDealt);
|
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if (bbIndex === null) return [];
|
||||
|
||||
const straddles = [];
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||||
let index = bbIndex;
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||||
let amount = this.round((Number(state.bigBlind) || 0) * 2);
|
||||
for (let n = 0; n < wanted; n++) {
|
||||
index = this.nextToAct(asDealt, index);
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if (index === null || index === bbIndex) break;
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||||
straddles.push({ index, amount });
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||||
amount = this.round(amount * 2);
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||||
}
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||||
return straddles;
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||||
},
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||||
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||||
// Does handing this seat chips also put them back in the game?
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||||
//
|
||||
// At a real table those are one event, and here they were two: a busted player got
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||||
@@ -475,6 +526,7 @@ const Betting = {
|
||||
state.currentBet = 0;
|
||||
state.actingSeatIndex = null;
|
||||
state.postedBlinds = null;
|
||||
state.postedStraddles = [];
|
||||
return;
|
||||
}
|
||||
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||||
@@ -505,17 +557,35 @@ const Betting = {
|
||||
// from one who has just walked up and had the blinds go past them.
|
||||
state.dealtLastHand = state.seats.filter(p => p.inHand).map(p => p.id);
|
||||
|
||||
state.currentBet = this.round(Math.max(
|
||||
sbIndex === null ? 0 : this.committed(state.seats[sbIndex]),
|
||||
this.committed(state.seats[bbIndex])));
|
||||
state.lastRaiseSize = bb || 0;
|
||||
// Straddles go out after the blinds and before the cards, each one left of the
|
||||
// last. Posted here rather than left to the dealer to fake as a raise, because
|
||||
// a raise from that seat would hand the action to the wrong player.
|
||||
const straddles = this.straddleSeats(state);
|
||||
straddles.forEach(({ index, amount }) => this.putIn(state, index, amount));
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state.postedStraddles = straddles.map(({ index }) => index);
|
||||
|
||||
state.currentBet = this.round(state.seats.reduce(
|
||||
(most, player) => Math.max(most, this.committed(player)), 0));
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||||
// A straddle is a blind raise, so what has to be matched to raise again is the
|
||||
// straddle itself, not the big blind underneath it: $2 blinds with a $4
|
||||
// straddle make the next raise $8, the same way the $2 blind makes it $4.
|
||||
// Left alone, the minimum would come out at $6 and the dealer would be talked
|
||||
// out of it by every player at the table.
|
||||
state.lastRaiseSize = straddles.length > 0 ? state.currentBet : (bb || 0);
|
||||
|
||||
// Heads-up the button is the small blind and acts first before the flop; with
|
||||
// three or more it's the seat after the big blind. Either way, a blind big
|
||||
// enough to put that player all-in leaves them nothing to decide.
|
||||
//
|
||||
// A straddle moves that seat along: first to act is left of the last straddler,
|
||||
// and the straddler keeps the option, which falls out of nobody having acted
|
||||
// yet.
|
||||
const lastPosted = straddles.length > 0
|
||||
? straddles[straddles.length - 1].index
|
||||
: bbIndex;
|
||||
state.actingSeatIndex = headsUp
|
||||
? (this.stackOf(state, state.seats[sbIndex]) > this.EPSILON_CHIPS ? sbIndex : this.nextToAct(state, sbIndex))
|
||||
: this.nextToAct(state, bbIndex);
|
||||
: this.nextToAct(state, lastPosted);
|
||||
},
|
||||
|
||||
// What a pot-sized raise actually is, as a "raise to" total.
|
||||
|
||||
@@ -82,26 +82,100 @@ const Render = {
|
||||
|
||||
// ---- Seats around the table (compact pucks) ----
|
||||
|
||||
seatPosition(index, count) {
|
||||
return this.positionOnRing(index, count, 44, 42);
|
||||
seatPosition(index, count, aspect = this.feltAspect()) {
|
||||
return this.positionOnRing(index, count, 44, 42, aspect);
|
||||
},
|
||||
|
||||
// How many times wider than tall the felt actually is, which is the one thing the
|
||||
// ring needs from the layout and can't work out from percentages. Falls back to a
|
||||
// circle when there's nothing to measure — the same answer the ring gave before it
|
||||
// asked.
|
||||
feltAspect() {
|
||||
if (typeof document === "undefined") return 1;
|
||||
const wrap = document.getElementById("pokerTableWrap");
|
||||
if (!wrap) return 1;
|
||||
const box = wrap.getBoundingClientRect();
|
||||
if (!box.width || !box.height) return 1;
|
||||
return box.width / box.height;
|
||||
},
|
||||
|
||||
// Bets sit on the felt between their player and the pot, the way chips actually
|
||||
// do — closer in than the seats, on the same spoke. The bets layer is inset to
|
||||
// match the seat ring (see the CSS), so this one radius holds at every size.
|
||||
betPosition(index, count) {
|
||||
return this.positionOnRing(index, count, 27, 25);
|
||||
//
|
||||
// The angle is the seat's own rather than one walked again round a tighter ellipse.
|
||||
// The two answers are within half a degree of each other, so this is not a fix for
|
||||
// anything visible — it is just the honest way to say "on that player's spoke",
|
||||
// and it saves the second walk.
|
||||
betPosition(index, count, aspect = this.feltAspect()) {
|
||||
const angle = this.ringAngles(count, 44, 42, aspect)[index];
|
||||
return { left: 50 + 27 * Math.cos(angle), top: 50 + 25 * Math.sin(angle) };
|
||||
},
|
||||
|
||||
positionOnRing(index, count, rx, ry) {
|
||||
const angle = -90 + (360 / count) * index;
|
||||
const radians = (angle * Math.PI) / 180;
|
||||
// Seats spaced evenly around the rim — by the distance between them, not by the
|
||||
// angle they sit at.
|
||||
//
|
||||
// Equal angles are only equal spacing on a circle. The felt is an ellipse, and a
|
||||
// phone on its side makes it a very flat one: 601x126 at 640x360. Ten seats at 36°
|
||||
// apart then put four of them down each steep side, where 36° of turn is barely any
|
||||
// distance — seats 3 and 4 came out at the same x and 20px apart vertically, each
|
||||
// puck 72px tall. Their centres landed on each other, so tapping a player got their
|
||||
// neighbour, and the layout audit had been calling it at 640x360 and 667x375.
|
||||
//
|
||||
// Walking the perimeter instead puts the seats where a real table has them: along
|
||||
// the two long rails, one at each end. The arc length is summed numerically because
|
||||
// an ellipse's has no closed form — 720 steps is far more than enough for a rim a
|
||||
// few hundred pixels long, and it runs once per render.
|
||||
positionOnRing(index, count, rx, ry, aspect = 1) {
|
||||
const target = this.ringAngles(count, rx, ry, aspect)[index];
|
||||
return {
|
||||
left: 50 + rx * Math.cos(radians),
|
||||
top: 50 + ry * Math.sin(radians),
|
||||
left: 50 + rx * Math.cos(target),
|
||||
top: 50 + ry * Math.sin(target),
|
||||
};
|
||||
},
|
||||
|
||||
RING_STEPS: 720,
|
||||
ringCache: {},
|
||||
|
||||
// The angles that cut the rim into `count` equal lengths, starting at the top.
|
||||
// Every seat on a ring wants the same answer, so it is worked out once per shape
|
||||
// and kept — the ring only changes when the table is resized or the window is.
|
||||
ringAngles(count, rx, ry, aspect) {
|
||||
if (count <= 0) return [];
|
||||
const key = `${count}:${rx}:${ry}:${aspect.toFixed(3)}`;
|
||||
if (this.ringCache[key]) return this.ringCache[key];
|
||||
|
||||
const start = -Math.PI / 2;
|
||||
// Percentages of the width and of the height are not the same distance, so the
|
||||
// horizontal radius is scaled into the vertical one's units before measuring.
|
||||
const a = rx * aspect;
|
||||
const b = ry;
|
||||
const step = (2 * Math.PI) / this.RING_STEPS;
|
||||
const cumulative = [0];
|
||||
for (let i = 1; i <= this.RING_STEPS; i++) {
|
||||
const from = start + (i - 1) * step;
|
||||
const to = start + i * step;
|
||||
const dx = a * (Math.cos(to) - Math.cos(from));
|
||||
const dy = b * (Math.sin(to) - Math.sin(from));
|
||||
cumulative.push(cumulative[i - 1] + Math.hypot(dx, dy));
|
||||
}
|
||||
|
||||
const perimeter = cumulative[this.RING_STEPS];
|
||||
const angles = [];
|
||||
let walked = 0;
|
||||
for (let seat = 0; seat < count; seat++) {
|
||||
const wanted = (perimeter * seat) / count;
|
||||
while (walked < this.RING_STEPS && cumulative[walked + 1] < wanted) walked++;
|
||||
// Interpolate inside the step the seat falls in, so the answer doesn't
|
||||
// jump in 0.5° increments.
|
||||
const spanned = cumulative[walked + 1] - cumulative[walked];
|
||||
const into = spanned > 0 ? (wanted - cumulative[walked]) / spanned : 0;
|
||||
angles.push(start + (walked + into) * step);
|
||||
}
|
||||
this.ringCache[key] = angles;
|
||||
return angles;
|
||||
},
|
||||
|
||||
// Colour a bet by the biggest chip that fits it, so a table with a chip legend
|
||||
// gets bets that look like the chips actually being pushed out.
|
||||
chipColorFor(amount) {
|
||||
@@ -236,6 +310,14 @@ const Render = {
|
||||
sbBadge.classList.toggle("blindManual", !!manualBlinds && index === sbIndex);
|
||||
bbBadge.classList.toggle("blindManual", !!manualBlinds && index === bbIndex);
|
||||
|
||||
// A straddle is a blind too, and the seat wearing it is the one the action
|
||||
// comes back to. Marked from what the deal actually posted rather than from
|
||||
// the count, so the badge can't outlive the chips it stands for — before
|
||||
// the cards there is nothing out there yet.
|
||||
const straddleBadge = node.querySelector(".strBadge");
|
||||
const straddled = (this.state.postedStraddles || []).includes(index);
|
||||
straddleBadge.classList.toggle("visible", this.state.bettingOpen && straddled);
|
||||
|
||||
this.updatePuckContent(node, player, index);
|
||||
node.classList.toggle("seatSelected", index === this.selectedSeatIndex);
|
||||
|
||||
|
||||
@@ -100,6 +100,14 @@ const HoldemState = {
|
||||
// the big blind rather than waiting for it. Cleared every hand: it's a
|
||||
// decision about one deal, not a standing arrangement.
|
||||
postingIn: [],
|
||||
// How many straddles are on for the hand about to be dealt. A straddle is
|
||||
// announced hand by hand, so this is cleared with every other one-deal
|
||||
// decision rather than standing until somebody turns it off.
|
||||
straddleCount: 0,
|
||||
// Which seats actually put a straddle out when the hand was dealt, so the
|
||||
// felt can badge them. Read off the deal rather than worked out again
|
||||
// later, the same way the posted blinds are.
|
||||
postedStraddles: [],
|
||||
// Set when somebody leaves out of the blinds and the rotation has to hold
|
||||
// to the seats to keep the big blind moving one player at a time. The
|
||||
// button then sits on the chair they vacated, and no small blind is posted.
|
||||
@@ -201,6 +209,11 @@ const HoldemState = {
|
||||
// asking the whole table to post.
|
||||
if (!Array.isArray(parsed.dealtLastHand)) parsed.dealtLastHand = [];
|
||||
if (!Array.isArray(parsed.postingIn)) parsed.postingIn = [];
|
||||
// None on is the right reading of a save from before straddles existed:
|
||||
// whatever is in front of those players is already in their committed
|
||||
// chips, and nothing is owed on top of it.
|
||||
if (!(Number(parsed.straddleCount) > 0)) parsed.straddleCount = 0;
|
||||
if (!Array.isArray(parsed.postedStraddles)) parsed.postedStraddles = [];
|
||||
|
||||
// A table saved before dealing and betting were separate has no flag, and
|
||||
// guessing false would show "deal the hand" over a hand already in
|
||||
@@ -643,6 +656,10 @@ const HoldemState = {
|
||||
// Posting to come in is a decision about one deal. Carrying it forward would
|
||||
// charge somebody an extra big blind every hand for the rest of the night.
|
||||
state.postingIn = [];
|
||||
// So is a straddle. It is announced hand by hand at a table, and a straddle
|
||||
// that stayed on would take chips off somebody who never said the word.
|
||||
state.straddleCount = 0;
|
||||
state.postedStraddles = [];
|
||||
state.seats.forEach(p => {
|
||||
p.folded = false;
|
||||
p.cards = ["", ""];
|
||||
|
||||
@@ -0,0 +1,73 @@
|
||||
// How tall the felt is allowed to be.
|
||||
//
|
||||
// The bar is fixed to the bottom of the screen and grows with the hand, so the table
|
||||
// has to be told what is left. Everything below is the arithmetic that decides it —
|
||||
// the part that can be wrong without anyone noticing until a seat is behind the Fold
|
||||
// button.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { ActionBar } = require("./load");
|
||||
|
||||
// window height, bar height, and how far down the page the felt starts.
|
||||
const room = (windowHeight, barHeight, top) => ActionBar.feltRoomFor(windowHeight, barHeight, top);
|
||||
|
||||
describe("the room left for the felt", () => {
|
||||
test("is what the window has after the bar, the header and the bottom seat", () => {
|
||||
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
|
||||
assert.equal(room(900, 127, 146), 900 - 127 - 146 - reserved);
|
||||
});
|
||||
|
||||
test("shrinks when the bar grows mid-hand", () => {
|
||||
// Side pots make the bar taller exactly when the dealer most needs to see who
|
||||
// is still in.
|
||||
const quiet = room(900, 117, 146);
|
||||
const sidePots = room(900, 172, 146);
|
||||
assert.equal(quiet - sidePots, 55);
|
||||
});
|
||||
|
||||
test("leaves the bottom seat's overhang out of it", () => {
|
||||
// The seat pucks hang below the felt's edge; the felt has to stop short by that
|
||||
// much or the ring ends up in the bar even though the felt doesn't.
|
||||
assert.ok(ActionBar.SEAT_OVERHANG_PX > 30, "half a puck");
|
||||
assert.ok(room(900, 127, 146) < 900 - 127 - 146);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a window too short to give what was asked", () => {
|
||||
// A phone on its side: 390px tall, 127px of that is the bar and 119px is
|
||||
// everything above the felt. What's left is under 100.
|
||||
const landscape = () => room(390, 127, 119);
|
||||
|
||||
test("gets the measurement, not a comfortable number", () => {
|
||||
// The floor used to be 220px, which this window hasn't got. Holding out for it
|
||||
// put the bottom row of seats 26px inside the action bar — the exact fault the
|
||||
// measurement exists to prevent.
|
||||
assert.ok(landscape() < 150, `${landscape()}px`);
|
||||
assert.ok(landscape() + 119 + 127 <= 390, "the felt still ends above the bar");
|
||||
});
|
||||
|
||||
test("still draws a table rather than a line", () => {
|
||||
assert.equal(ActionBar.feltRoomFor(200, 160, 100), ActionBar.FELT_FLOOR_PX);
|
||||
assert.equal(ActionBar.feltRoomFor(0, 0, 0), ActionBar.FELT_FLOOR_PX);
|
||||
});
|
||||
|
||||
test("never returns something a browser can't lay out", () => {
|
||||
[[390, 300, 200], [100, 90, 90], [-10, 0, 0]].forEach(([h, bar, top]) => {
|
||||
const answer = ActionBar.feltRoomFor(h, bar, top);
|
||||
assert.ok(Number.isFinite(answer) && answer > 0, `${h}/${bar}/${top} gave ${answer}`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("a window with room to spare", () => {
|
||||
test("hands over everything that's left, floor or no floor", () => {
|
||||
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
|
||||
assert.equal(room(1000, 127, 146), 1000 - 127 - 146 - reserved);
|
||||
assert.equal(room(1366, 120, 206), 1366 - 120 - 206 - reserved);
|
||||
});
|
||||
|
||||
test("gives a whole number of pixels", () => {
|
||||
assert.equal(room(844.4, 127.6, 223.2) % 1, 0);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,147 @@
|
||||
// Where the seats sit on the rim.
|
||||
//
|
||||
// The ring used to space seats by angle, which is only the same as spacing them evenly
|
||||
// when the felt is a circle. On a phone held sideways the felt is 601x126, and equal
|
||||
// angles put four seats down each steep end, 20px apart, with pucks 72px tall — so a
|
||||
// seat's centre belonged to its neighbour and tapping a player got the wrong one.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Render } = require("./load");
|
||||
|
||||
// The seats as a dealer sees them: pixels on a felt of a given size.
|
||||
const ringPixels = (count, width, height, rx = 44, ry = 42) => {
|
||||
const aspect = width / height;
|
||||
return Array.from({ length: count }, (_, i) => {
|
||||
const pos = Render.positionOnRing(i, count, rx, ry, aspect);
|
||||
return { x: (pos.left / 100) * width, y: (pos.top / 100) * height };
|
||||
});
|
||||
};
|
||||
|
||||
const gaps = (points) => points.map((p, i) => {
|
||||
const next = points[(i + 1) % points.length];
|
||||
return Math.hypot(next.x - p.x, next.y - p.y);
|
||||
});
|
||||
|
||||
// What the ring did before: one turn cut into equal angles.
|
||||
const byAngle = (index, count, rx, ry) => {
|
||||
const radians = ((-90 + (360 / count) * index) * Math.PI) / 180;
|
||||
return { left: 50 + rx * Math.cos(radians), top: 50 + ry * Math.sin(radians) };
|
||||
};
|
||||
|
||||
describe("a round table", () => {
|
||||
test("still spaces seats by angle, because on a circle that is the same thing", () => {
|
||||
for (let seat = 0; seat < 9; seat++) {
|
||||
const now = Render.positionOnRing(seat, 9, 40, 40, 1);
|
||||
const before = byAngle(seat, 9, 40, 40);
|
||||
assert.ok(Math.abs(now.left - before.left) < 0.2, `seat ${seat} left`);
|
||||
assert.ok(Math.abs(now.top - before.top) < 0.2, `seat ${seat} top`);
|
||||
}
|
||||
});
|
||||
|
||||
test("seat one is at the top, whatever shape the felt is", () => {
|
||||
[[600, 600], [601, 126], [351, 351], [949, 683]].forEach(([w, h]) => {
|
||||
const first = Render.positionOnRing(0, 10, 44, 42, w / h);
|
||||
assert.ok(Math.abs(first.left - 50) < 0.01, `${w}x${h} left`);
|
||||
assert.ok(first.top < 50, `${w}x${h} is above the middle`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("a felt wider than it is tall", () => {
|
||||
// 640x360 landscape: the size the audit was failing at.
|
||||
const wide = () => ringPixels(10, 601, 126);
|
||||
|
||||
const byAnglePixels = () => Array.from({ length: 10 }, (_, i) => {
|
||||
const pos = byAngle(i, 10, 44, 42);
|
||||
return { x: (pos.left / 100) * 601, y: (pos.top / 100) * 126 };
|
||||
});
|
||||
|
||||
// The two seats at the right-hand end, which is where they crowd.
|
||||
const endPairApart = (seats) => {
|
||||
const rightmost = [...seats].sort((a, b) => b.x - a.x).slice(0, 2);
|
||||
return Math.abs(rightmost[0].y - rightmost[1].y);
|
||||
};
|
||||
|
||||
test("pulls the pair at each end apart", () => {
|
||||
// They still share the end — ten seats on a rim this flat have nowhere else to
|
||||
// be — but they stop sitting on top of each other.
|
||||
const now = endPairApart(wide());
|
||||
const before = endPairApart(byAnglePixels());
|
||||
assert.ok(now > before * 1.4, `${now.toFixed(1)}px now, ${before.toFixed(1)}px before`);
|
||||
});
|
||||
|
||||
test("nearly doubles the room between the closest two neighbours", () => {
|
||||
// Not equal spacing in a straight line — at the ends the rim turns back on
|
||||
// itself, so the same walk along it covers less ground across. Even there the
|
||||
// gap goes from a third of a puck to most of one.
|
||||
const now = Math.min(...gaps(wide()));
|
||||
const before = Math.min(...gaps(byAnglePixels()));
|
||||
assert.ok(now > before * 1.7, `${now.toFixed(1)}px now, ${before.toFixed(1)}px before`);
|
||||
assert.ok(now > 55, `${now.toFixed(1)}px`);
|
||||
});
|
||||
|
||||
test("never sits two seats on the same spot", () => {
|
||||
const seats = wide();
|
||||
seats.forEach((seat, i) => {
|
||||
seats.slice(i + 1).forEach((other, j) => {
|
||||
const apart = Math.hypot(seat.x - other.x, seat.y - other.y);
|
||||
assert.ok(apart > 50, `seats ${i + 1} and ${i + j + 2} are ${apart.toFixed(1)}px apart`);
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("the shape of the ring", () => {
|
||||
test("is a mirror image left to right", () => {
|
||||
const seats = ringPixels(10, 601, 126);
|
||||
for (let seat = 1; seat < 5; seat++) {
|
||||
const mirrored = seats[10 - seat];
|
||||
assert.ok(Math.abs((seats[seat].x - 300.5) + (mirrored.x - 300.5)) < 0.5, `seat ${seat} across`);
|
||||
assert.ok(Math.abs(seats[seat].y - mirrored.y) < 0.5, `seat ${seat} down`);
|
||||
}
|
||||
});
|
||||
|
||||
test("holds for the smallest and largest tables the seat count allows", () => {
|
||||
[2, 3, 4, 9, 12, 24].forEach(count => {
|
||||
const seats = ringPixels(count, 601, 126);
|
||||
assert.equal(seats.length, count);
|
||||
seats.forEach((seat, i) => {
|
||||
assert.ok(Number.isFinite(seat.x) && Number.isFinite(seat.y), `${count}-handed seat ${i + 1}`);
|
||||
assert.ok(seat.x >= 0 && seat.x <= 601, `${count}-handed seat ${i + 1} is on the felt`);
|
||||
});
|
||||
assert.ok(Math.min(...gaps(seats)) > 0, `${count}-handed seats are distinct`);
|
||||
});
|
||||
});
|
||||
|
||||
test("shares the rim out equally on a round table at any size", () => {
|
||||
[3, 6, 9, 10, 24].forEach(count => {
|
||||
const spacing = gaps(ringPixels(count, 500, 500, 40, 40));
|
||||
const shortest = Math.min(...spacing);
|
||||
const longest = Math.max(...spacing);
|
||||
assert.ok(longest - shortest < 0.5,
|
||||
`${count}-handed gaps ran ${shortest.toFixed(1)}-${longest.toFixed(1)}px`);
|
||||
});
|
||||
});
|
||||
|
||||
test("asked for no seats, offers no positions", () => {
|
||||
assert.deepEqual(Render.ringAngles(0, 44, 42, 1), []);
|
||||
});
|
||||
|
||||
test("puts each bet between its own player and the pot", () => {
|
||||
// Where a dealer pushes the chips: on that player's line to the middle, short
|
||||
// of the seat.
|
||||
const bearing = (point) => Math.atan2(point.top - 50, point.left - 50);
|
||||
const outFromMiddle = (point) => Math.hypot(point.left - 50, point.top - 50);
|
||||
|
||||
[[601, 126], [810, 583], [351, 351]].forEach(([w, h]) => {
|
||||
for (let seat = 0; seat < 9; seat++) {
|
||||
const player = Render.seatPosition(seat, 9, w / h);
|
||||
const bet = Render.betPosition(seat, 9, w / h);
|
||||
const offBy = Math.abs(bearing(bet) - bearing(player)) * (180 / Math.PI);
|
||||
assert.ok(offBy < 1, `${w}x${h} seat ${seat + 1} is ${offBy.toFixed(1)}° off its spoke`);
|
||||
assert.ok(outFromMiddle(bet) < outFromMiddle(player), `${w}x${h} seat ${seat + 1} is short of the seat`);
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,188 @@
|
||||
// The straddle: a blind raise put out before the cards by the player left of the big
|
||||
// blind, for twice it.
|
||||
//
|
||||
// Home games run them constantly, and it is three rules at once — the amount, who is
|
||||
// first to act, and what the minimum raise becomes. Faking one by dealing and having
|
||||
// the straddler "raise" gets the last of those right and the other two wrong.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
// Six seats, everyone in, button on seat 0: small blind seat 1, big blind seat 2,
|
||||
// straddle seat 3.
|
||||
const table = (straddles = 0, extra = {}) => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0, ...extra });
|
||||
state.straddleCount = straddles;
|
||||
return state;
|
||||
};
|
||||
|
||||
const dealt = (straddles = 0, extra = {}) => {
|
||||
const state = table(straddles, extra);
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("what goes in the middle", () => {
|
||||
test("the seat left of the big blind puts out twice it", () => {
|
||||
const state = dealt(1);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 0, 0]);
|
||||
});
|
||||
|
||||
test("a re-straddle doubles again, one seat further round", () => {
|
||||
const state = dealt(2);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 8, 0]);
|
||||
});
|
||||
|
||||
test("none of it comes from anywhere but the straddler's stack", () => {
|
||||
const before = chipsOnTable(table(2));
|
||||
assert.equal(chipsOnTable(dealt(2)), before);
|
||||
});
|
||||
|
||||
test("the felt is told who straddled, not left to work it out", () => {
|
||||
assert.deepEqual(dealt(2).postedStraddles, [3, 4]);
|
||||
assert.deepEqual(dealt(0).postedStraddles, []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("who is on the clock", () => {
|
||||
test("action starts left of the straddler, not left of the big blind", () => {
|
||||
assert.equal(dealt(0).actingSeatIndex, 3, "without a straddle it is the seat after the big blind");
|
||||
assert.equal(dealt(1).actingSeatIndex, 4);
|
||||
assert.equal(dealt(2).actingSeatIndex, 5);
|
||||
});
|
||||
|
||||
test("the straddler still has the option when it comes back to them", () => {
|
||||
const state = dealt(1);
|
||||
// Everyone calls the straddle round to the big blind.
|
||||
[4, 5, 0, 1, 2].forEach(seat => {
|
||||
assert.equal(state.actingSeatIndex, seat, `expected seat ${seat} to be up`);
|
||||
Betting.call(state, seat);
|
||||
});
|
||||
assert.equal(state.actingSeatIndex, 3, "back to the straddler");
|
||||
assert.equal(Betting.toCall(state, state.seats[3]), 0, "nothing to call");
|
||||
assert.equal(Betting.isStreetComplete(state), false, "and the street isn't over until they say so");
|
||||
});
|
||||
|
||||
test("the straddler checking closes it", () => {
|
||||
const state = dealt(1);
|
||||
[4, 5, 0, 1, 2].forEach(seat => Betting.call(state, seat));
|
||||
Betting.check(state, 3);
|
||||
assert.equal(Betting.isStreetComplete(state), true);
|
||||
assert.equal(state.actingSeatIndex, null);
|
||||
});
|
||||
|
||||
test("the big blind acts in turn, not last", () => {
|
||||
const state = dealt(1);
|
||||
Betting.call(state, 4);
|
||||
Betting.call(state, 5);
|
||||
Betting.call(state, 0);
|
||||
Betting.call(state, 1);
|
||||
assert.equal(state.actingSeatIndex, 2, "the big blind is up before the straddler");
|
||||
assert.equal(Betting.toCall(state, state.seats[2]), 2, "and owes the difference to the straddle");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it costs to raise", () => {
|
||||
test("the minimum raise is twice the straddle, not the straddle plus a blind", () => {
|
||||
// $2 blinds, $4 straddle: the next raise is to $8. Measured off the big blind
|
||||
// instead it comes out at $6, and every player at the table would argue.
|
||||
assert.equal(Betting.minRaiseTo(dealt(1)), 8);
|
||||
assert.equal(Betting.minRaiseTo(dealt(2)), 16);
|
||||
assert.equal(Betting.minRaiseTo(dealt(0)), 4);
|
||||
});
|
||||
|
||||
test("what the table owes is measured off the straddle", () => {
|
||||
const state = dealt(1);
|
||||
assert.equal(state.currentBet, 4);
|
||||
assert.equal(Betting.toCall(state, state.seats[4]), 4, "a fresh player calls the straddle");
|
||||
assert.equal(Betting.toCall(state, state.seats[1]), 3, "the small blind owes the rest");
|
||||
assert.equal(Betting.toCall(state, state.seats[2]), 2, "so does the big blind");
|
||||
assert.equal(Betting.toCall(state, state.seats[3]), 0, "the straddler is already good");
|
||||
});
|
||||
|
||||
test("a raise over the straddle is a raise, and the straddler can still re-raise", () => {
|
||||
const state = dealt(1);
|
||||
Betting.raiseTo(state, 4, 12);
|
||||
assert.equal(state.currentBet, 12);
|
||||
assert.equal(Betting.minRaiseTo(state), 20, "twice again over a raise of eight");
|
||||
assert.equal(state.seats[3].hasActed, false, "the straddler has not acted yet");
|
||||
});
|
||||
});
|
||||
|
||||
describe("how many a table can take", () => {
|
||||
test("everyone but the two blinds", () => {
|
||||
assert.equal(Betting.maxStraddles(table(0)), 4);
|
||||
assert.equal(Betting.maxStraddles(table(0, { seatCount: 3, seated: [0, 1, 2] })), 1);
|
||||
});
|
||||
|
||||
test("heads-up, none — there is no seat left of the big blind to straddle from", () => {
|
||||
const heads = table(1, { seatCount: 6, seated: [0, 1] });
|
||||
assert.equal(Betting.maxStraddles(heads), 0);
|
||||
assert.deepEqual(Betting.straddleSeats(heads), []);
|
||||
Betting.beginHand(heads);
|
||||
assert.deepEqual(heads.seats.map(p => p.committed), [1, 2, 0, 0, 0, 0]);
|
||||
});
|
||||
|
||||
test("asking for more than the table has stops at the last seat", () => {
|
||||
const state = table(0, { seatCount: 4, seated: [0, 1, 2, 3] });
|
||||
state.straddleCount = 99;
|
||||
assert.equal(Betting.straddleSeats(state).length, 2);
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [8, 1, 2, 4]);
|
||||
assert.equal(state.actingSeatIndex, 1, "round to the small blind, who is first to act");
|
||||
});
|
||||
|
||||
test("a seat with no chips is never handed one", () => {
|
||||
const state = table(1);
|
||||
state.seats[3].stack = 0;
|
||||
// Seat 3 is sat out for the deal, so the straddle passes to seat 4.
|
||||
assert.deepEqual(Betting.straddleSeats(state), [{ index: 4, amount: 4 }]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it doesn't outlive", () => {
|
||||
test("the hand it was called for", () => {
|
||||
const state = dealt(1);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.straddleCount, 0, "nobody straddles again by accident");
|
||||
assert.deepEqual(state.postedStraddles, []);
|
||||
});
|
||||
|
||||
test("but it survives the button being pushed around before the deal", () => {
|
||||
// repostBlinds takes every posted chip back and deals again; a straddle that
|
||||
// vanished there would have been paid once and never returned.
|
||||
const state = dealt(1);
|
||||
const before = chipsOnTable(state);
|
||||
Betting.repostBlinds(state);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 0, 0]);
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
|
||||
test("a table saved before straddles existed reads as having none", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
|
||||
delete parsed.straddleCount;
|
||||
delete parsed.postedStraddles;
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.equal(migrated.straddleCount, 0);
|
||||
assert.deepEqual(migrated.postedStraddles, []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what the dealer is shown before dealing", () => {
|
||||
test("the straddles that are coming, and how many more it could take", () => {
|
||||
const preview = Betting.blindPreview(table(1));
|
||||
assert.deepEqual(preview.straddles, [{ index: 3, amount: 4 }]);
|
||||
assert.equal(preview.maxStraddles, 4);
|
||||
});
|
||||
|
||||
test("and the preview matches what dealing actually does", () => {
|
||||
const state = table(2);
|
||||
const preview = Betting.blindPreview(state);
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(preview.straddles.map(s => s.index), state.postedStraddles);
|
||||
preview.straddles.forEach(({ index, amount }) => {
|
||||
assert.equal(state.seats[index].committed, amount, `seat ${index + 1}`);
|
||||
});
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user