Compare commits

...
Author SHA1 Message Date
jheapsandClaude Opus 5 8aa90e90a4 Give a phone on its side the table shape it needs
The last two rounds left one thing failing and said so: a landscape phone with
six or twelve seats stacked two of them 25px apart at each end of the felt, with
pucks 64px tall. It has been there since seats were first spaced by distance
rather than by angle. Three things were wrong at once, and it needed all three.

The rim is the wrong shape when the table is very flat. An ellipse 616px wide and
96px tall has nowhere to put the seats near its ends: the curve doubles back on
itself, so two seats a long walk apart come out one above the other. Past two and
a half times wider than tall the rim is now a stadium — two straight rails with a
half-round cap at each end, which is how a real poker table is built and exactly
why it is built that way. A cap is a half-circle of the felt's own height, so an
end takes one seat and the rest is rail. Only past that ratio: measured, the
cut-off lands between a landscape phone at 4.4 and every other layout the tool
has, 1.45 at 1280x900 and 1.0 to 1.4 upright, so no working table changes shape.

The ring had less height than the felt did. The seat layer is inset by half a
puck to keep the outermost seats on screen, and 26px off the top and bottom of a
96px felt left 44px to work with — less than half the table, which is why no rim
shape could have fixed it alone. The inset is a percentage where the felt is
short. The landscape branch never had that rule at all, because it is matched on
height while the inset lives in a width query, so an 844px-wide phone on its side
drew its ring against the felt's whole box; with a flat-topped stadium rail that
put a dealer button over Resolve Pot in the header.

And the puck was a line too tall. In the tight state the hole cards give up their
row: of the four things on a puck, the cards are the one the dealer is holding in
their other hand, and the seat editor still shows them. That took the puck from
64px to 55px, which is what finally cleared the ends.

Measured across 36 combinations of nine viewports and 2, 6, 9 and 12 seats: the
closest two seats at 640x360 go from 25px apart to 55px, and every combination is
clean. Then 216 audits across thirteen viewports, three seat counts and both a
mouse and a thumb: no failures, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 04:58:59 -06:00
jheapsandClaude Opus 5 dc5db16ffd Let the phone table use the width it has
Last round capped the felt so the ring would clear the action bar, and capped the
wrong dimension. The wide layout sizes the felt from its width, so capping the
width is how you shorten it there — on a phone the felt is already the full width
of the column, and capping that threw away 96px of a 360px screen: a 240x240
table inside a 336px space, with nine pucks crowding it.

A max-height instead leaves the width alone and lets the aspect ratio give way,
which turns a short screen into a wide oval — the shape a poker table is. At
360x640: 336x240 rather than 240x240, same clearance over the bar, and the
twelve-seat ring that was crowded at 240 comes out clean, which closes the one
combination left failing last round. Where the room isn't the binding constraint,
390x844 and up, nothing changes and the table stays round. The landscape branch
now says max-height: none, because it already spends the same measured room on
its own height and applying it twice took the felt to the floor value.

The measurement that decides whether pucks shrink was also wrong, in a way that
only showed up once it was asked a hard question. Rim length per seat measures
the walk between two seats, not the gap between them, and on a long oval the rim
doubles back at the ends: twelve seats at 640x360 had 193px of rim each and sat
60px apart. It now measures the closest two neighbours directly, off the ring
itself — and off the seat layer rather than the felt, because the layer is inset
by half a puck on a phone and the felt's box put the answer out by 30px.

That makes the rule geometric rather than about screen size, so it is no longer
scoped to a phone media query: a wide landscape felt crowds at its ends while its
rim claims there is room, and now it is told so.

Pucks still touch at nine and twelve seats on a small screen. Tried 46px against
58px: on a roomy phone 46 cleared every overlap where 58 left two, but in a hand
with a side pot, where the bar has grown and the felt has shrunk to suit, 46
overlapped four times and 58 twice. That is the felt being small, not the puck
being wide, and paying for it with an ellipsis on every long name buys nothing.
What has to hold is that each seat keeps its own centre, and that is measured at
every size.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 04:33:25 -06:00
jheapsandClaude Opus 5 b9b2237dbe Run the two checks the audit had and never used
runAll() did not include the contrast check — it simply wasn't in the list — and
touch targets sat behind an opt-in flag nothing passed. So "the audit is clean"
has meant nine checks rather than eleven for a long run of rounds, and the two
left out are the two whose faults a dealer meets in a dim room with their thumb.
Both were written, tested, and then never called; the contrast checker was built
across two rounds and every sweep since has been silent about colour.

The standalone runner had a second version of the same hole: the 44px rule
stands itself down where `hover: hover` says there's a pointer, and a headless
desktop browser is a pointer, so a single pass had never measured a touch target
at any viewport. It now runs every viewport twice, once with a mouse and once
with a thumb.

A check that decides it doesn't apply now says so, rather than reporting an empty
offenders list — which reads exactly like a pass.

Faded text is measured instead of filed as unchecked. `opacity` on a box fades
the box and its text together onto whatever is behind it, so a dimmed seat is not
grey text on a dark puck: it is a faded puck and faded text both landing on the
page. Both halves are composited that way now. Two exemptions remain and both say
so out loud: a disabled control, which WCAG itself excuses, and a link inside a
sentence, whose size is set by the line it sits in.

What running them found, and this round fixes:

  - the chair number on every seat: #8a8a8a at 9px, 3.39:1 once the empty seat's
    fade is composited, on the label that answers "which seat is that?";
  - Quick Split's amount field at 37px tall and its delete button at 30px across,
    on a page whose targets had never been measured;
  - and on a 360x640 phone with the bar grown by a side pot, the bottom seat
    sitting 38px inside it.

That last one brings back a cap this project measured and rejected once: capping
the felt to the room left fixed the six-seat ring and broke the nine-seat one.
That trade was real then and isn't now — seats are spaced by distance around the
rim rather than by angle, so a shorter felt no longer piles them up. Re-measured
across 30 combinations of five phone sizes and 2 to 12 seats: every one clean
except twelve seats at 360x640, where a 240px felt and a 64px puck cannot both be
true. Where the rim can't give each seat a puck's width, the pucks come down a
size, measured from the rim itself rather than from a media query.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 04:02:43 -06:00
jheapsandClaude Opus 5 fc866597eb Deal the straddle, instead of leaving the dealer to fake it
A straddle is 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 the tool had no
idea they existed — so a dealer's only way through was to deal the hand and have
the straddler "raise" to $4, which gets the money right and the other two rules
wrong.

There are three at once:

  - the amount doubles as it goes left, and re-straddles carry on doubling;
  - first to act is left of the *straddler*, not left of the big blind, and the
    straddler keeps the option when it comes back round even if nobody raised;
  - the minimum raise is twice the straddle. Measured off the big blind
    underneath it, a $2/$4 game prices the next raise at $6, and every player at
    the table will argue — correctly.

Tap Straddle on the deal prompt and the tool posts it, puts the right player on
the clock and prices the raise. The seat wears an STR badge for the hand, read
off what the deal actually posted rather than off the count, so the badge can't
outlive the chips it stands for. It's a one-hand decision, like posting in, and
it clears when the button moves.

The control sits on the deal row rather than a line of its own: measured at
390x844, its own line cost 44px of felt on every deal prompt, straddle or no
straddle, and this bar is docked over the seats. Three buttons across a 360px
phone want to wrap, which made the bar 64px taller and put the bottom seat three
fifths behind it — this layout deliberately doesn't shrink the felt to suit, so
the deal button is given a 7rem floor instead, which keeps the row to one line
and the cost to nothing.

20 new tests, checked by breaking each of the three rules on purpose first: the
wrong first-to-act, the minimum measured off the big blind, and a flat rather
than doubling chain each fail a different one.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 03:32:17 -06:00
jheapsandClaude Opus 5 b97453fba1 Seat the table properly on a phone held sideways
Landscape is the one shape this layout has never really fitted, and the audit
was calling two separate faults there.

The felt worked its own height out as `100vh - bar - 7rem`, guessing that
everything above it came to 7rem. That is 108px at 640x360, which the guess
covers, and 119px at 844x390, which it doesn't — so on an iPhone on its side the
bottom row of seats sat up to 26px inside the action bar. The measurement it
needed was already being published for the wide layout: the bar's real height,
the wrap's real offset and the bottom seat's overhang, all taken off the window.
It uses that now. The floor under it drops from 220px to 96px, because 220 was
not a size a 390px-tall window has to give — holding out for it was itself how
seats ended up behind the Fold button, which is the one thing the floor exists
to prevent.

That still left the header taking two rows, and the second row is 44px of the
390. The title block and the five buttons came to 829px inside a 765px header,
missing one line by 64px. The page title goes — the one thing on this screen a
dealer already knows — hidden from the eye rather than removed, so the heading
is still there for a screen reader. The buttons tighten across but never down:
they stay a 44px thumb target.

The seats themselves were spaced by angle, which is only even spacing on a
circle. On a 601x126 felt, ten seats at 36° apart put four of them down each
steep end, 20px apart, with pucks 72px tall — a seat's centre belonged to its
neighbour, so tapping a player got the wrong one. They now walk the rim by
distance instead, which puts them along the two long rails the way a real table
seats people. Closest neighbours go from 33px apart to 59px.

Measured at 640x360, 667x375 and 844x390 with 9-, 10- and 12-seat tables: every
combination the audit used to fail is clean, bar a 10-seat table at 640x360,
where two seats at the end of a rim that flat still overlap. Portrait, tablet
and desktop are unchanged — the floor never bound there, and on a rounder felt
walking the rim gives back the same angles it always did.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 03:13:00 -06:00
14 changed files with 1338 additions and 92 deletions
@@ -208,6 +208,7 @@
<button class="dealerChip" type="button" title="Make this seat the dealer button">D</button>
<span class="blindBadge sbBadge">SB</span>
<span class="blindBadge bbBadge">BB</span>
<span class="blindBadge strBadge" title="Straddled — the action comes back to this seat">STR</span>
<div class="seatPuckName"></div>
<div class="seatPuckCards"></div>
<div class="seatPuckTotal"></div>
@@ -360,6 +361,23 @@
</p>
</section>
<section class="ruling" data-short="Straddle">
<h3>A straddle is a blind raise</h3>
<p>
The player left of the big blind may put out twice it before the cards,
without looking. It is a blind bet, not a raise made in turn, so it does
three things at once: everyone else acts first, the minimum raise becomes
twice the straddle, and the straddler still has the option when the
action comes back — they may raise even if nobody raised into them.
</p>
<p>
Re-straddles carry on to the left, each doubling again, and stop before
the small blind. Tap <em>Straddle</em> on the deal prompt and the tool
posts it, puts the right player on the clock and prices the raise;
the seat wears an <em>STR</em> badge for the hand.
</p>
</section>
<section class="ruling" data-short="Short all-in">
<h3>A short all-in doesn't reopen the betting</h3>
<p>
+188 -16
View File
@@ -586,12 +586,16 @@ button,
box-shadow: 0 0 0 2px rgba(9, 255, 0, 0.4), 0 4px 14px rgba(0, 0, 0, 0.5);
}
/* The chair number is 9px, and on an empty seat it is 9px behind a 0.7 fade: #8a8a8a
came out at 3.39:1 once the fade was composited, for the label a dealer reads to
answer "which seat is seat 6?". Lifted until it passes with a little to spare —
measured 4.5:1 at #a5a5a5 exactly, so it sits above that. */
.seatChairNumber {
position: absolute;
top: 2px;
left: 6px;
font-size: 0.58rem;
color: #8a8a8a;
color: #aeaeae;
}
.seatPuckName {
@@ -796,6 +800,19 @@ button,
color: #241a05;
}
/* The straddle. It takes the big blind's slot on the puck, which is free by
construction: the chain starts left of the big blind and stops short of the small
one, so no seat ever wears two of these.
Violet rather than a third shade of gold or blue, because the badge a dealer is
looking for mid-hand is the one telling them where the action comes back to.
Dark text on the light end of the ramp, measured 5.76:1 against the darker stop. */
.strBadge {
left: 22px;
background: linear-gradient(180deg, #cbaaf0, #a97fd6);
color: #1b1030;
}
/* 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 {
@@ -803,6 +820,43 @@ button,
outline-offset: 1px;
}
/* Seats close enough together that full-size pucks would overlap. The class is set
from a measurement render.js takes off the ring itself — the closest two neighbours,
straight line — because no media query can see it: the same 390px phone is roomy at
six seats and crowded at nine, and a wide landscape felt crowds at its ends while
its rim says there is space. Not scoped to a screen size for the same reason. */
.seatsTight .seat {
/* 58 was chosen by measurement and 46 was tried against it. On a roomy phone 46
cleared every overlap at nine seats where 58 left two — but in the state that
actually matters, a hand with a side pot where the bar has grown and the felt has
shrunk to suit, 46 overlapped four times and 58 twice. Pucks touching at that
density is the felt being small, not the puck being wide, and paying for it with
an ellipsis on every long name buys nothing. What has to hold is that each seat
keeps its own centre, so a tap lands on the player it was aimed at, and that is
measured at every size. */
width: 58px;
min-height: 38px;
padding: 3px 4px;
}
.seatsTight .seatPuckName {
margin-top: 0.35rem;
font-size: 0.62rem;
}
.seatsTight .seatPuckStack {
font-size: 0.55rem;
}
/* The hole cards give up their line here. A puck this close to its neighbours is 64px
tall and the seats at the ends of a landscape felt are 55px apart, so the line has to
come from somewhere — and of the four things on a puck, the cards are the one the
dealer is holding in their other hand. Name, bet and stack stay. The seat editor
still shows the cards in full. */
.seatsTight .seatPuckCards {
display: none;
}
/* ---------- Seat editor panel (sidebar form for the selected seat) ---------- */
.seatEditorPanel {
@@ -2893,14 +2947,31 @@ body.hasActionBar #toastHost {
}
@media (max-width: 700px) {
/* The narrow layout already had an answer for the bar: it reserves the bar's height
as scroll room below the table, and a phone is a thing you scroll. Capping the
felt here as well was measured and rejected — at 360x640 it took the table from
321px to 226px, which fixed the six-seat ring but broke the nine-seat one, two
covered seats traded for two seats whose centre landed on a neighbour. The cap is
for the wide layout, which never consulted the bar's height at all. */
/* The cap lives here now, and the reason it didn't is worth keeping.
It was measured and rejected once: at 360x640 it took the table from 321px to
226px, which fixed the six-seat ring but broke the nine-seat one — two covered
seats traded for two seats whose centre landed on a neighbour. The narrow layout
fell back on reserving the bar's height as scroll room, on the grounds that a
phone is a thing you scroll.
That trade was real then and isn't now: seats are spaced by distance around the
rim rather than by angle, so a shorter felt no longer piles them up. Re-measured
at 360x640 with the bar grown by a side pot, where the bottom seat sat 38px
inside it: the ring now clears the bar by 50. Scroll room is not an answer for a
seat that is covered rather than merely below the fold.
The room is spent on height, not on both. Capping the *width* by it — the wide
layout's way, because there the felt is sized from its width — kept the table
square and threw away 96px of a 360px screen: 240x240 inside a 336px column. A
max-height leaves the width alone and lets the aspect ratio give way, so a short
screen gets a wide oval, which is the shape a poker table is anyway. Measured at
360x640: 336x240 rather than 240x240, same clearance, and the twelve-seat ring
that was crowded at 240 comes out clean. Where the room isn't the binding
constraint — 390x844 and up — nothing changes and the table stays round. */
#pokerTableWrap {
max-width: none;
max-height: var(--feltRoomPx, 100vh);
}
/* Stacked, with the action that ends the hand furthest from a stray thumb. */
@@ -2972,10 +3043,18 @@ body.hasActionBar #toastHost {
}
/* Keeps every puck inside the viewport: the ring is drawn within this box,
so half a puck of padding is exactly enough to stop the overhang. */
so half a puck of padding is exactly enough to stop the overhang.
Half a puck is the right answer when the felt is tall enough to spare it. On a
phone held sideways it isn't: the felt is 96px tall there once the action bar has
grown, and 26px off the top and bottom left the ring 44px of height to work with
— less than half the table. That is what kept the seats at the ends stacked no
matter what shape the rim was.
Above about 216px of felt the flat 26px still wins, so nothing upright changes. */
#seatsLayer,
#betsLayer {
inset: 26px 44px;
inset: min(26px, 12%) 44px;
}
/* Narrower than the desktop puck: at a full ten-handed table the ring is
@@ -3247,28 +3326,79 @@ body.hasActionBar #toastHost {
why a seat's centre belonged to its neighbour.
Landscape has width and no height, so the table takes the width it has and
is only as tall as the room left over. */
--feltRoom: calc(100vh - var(--actionBarHeight, 0px) - 7rem);
is only as tall as the room left over.
The height comes from --feltRoomPx, the same measured value the wide layout
caps its width by: the bar's real height, the wrap's real offset and the
bottom seat's overhang, all taken off the window. This branch used to work
it out itself as `100vh - bar - 7rem`, guessing that everything above the
felt came to 7rem. It comes to 108px at 640x360, which the guess covers, and
119px at 844x390, which it doesn't — so on an iPhone on its side the bottom
three seats sat up to 26px inside the action bar. Nothing here needs to
guess; the measurement was already being published. */
width: 100%;
height: var(--feltRoom);
min-height: 7rem;
height: var(--feltRoomPx, calc(100vh - var(--actionBarHeight, 0px) - 7rem));
/* This branch sets its own height outright, so neither the aspect ratio nor the
cap derived from it has anything to say here — and the cap would only narrow
a table that is already as short as the screen allows. */
aspect-ratio: auto;
max-width: none;
/* This branch already spends the measured room on its own height. The phone
block's max-height is the same number arriving twice, and applying it here
took the felt down to the floor value and crowded the ring — measured at
640x360, two seats lost their centres to their neighbours. */
max-height: none;
}
/* The page's own top padding is 32px of nothing, on the screen that has the least
to spare. */
#holdemApp {
padding-top: 0.5rem;
}
/* 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. */
table started below the fold. Here it only needs to be a title bar.
It still wrapped to two rows, and that second row is 44px of the 390 — the title
block and the five buttons came to 829px inside a 765px header at 844x390, so
they missed sharing one line by 64px, and at 640x360 by rather more. What goes is
the page title: the one thing on this screen a dealer already knows. It is hidden
from the eye rather than removed, so the page keeps its heading for a screen
reader and for the browser's own outline. The hand number stays — nothing else on
the screen says which hand this is. */
#holdemHeader {
margin-bottom: 0.4rem;
gap: 0.35rem;
flex-wrap: nowrap;
align-items: center;
}
#holdemHeader h1 {
font-size: 1.05rem;
padding-bottom: 0.15rem;
position: absolute;
width: 1px;
height: 1px;
margin: -1px;
padding: 0;
overflow: hidden;
clip-path: inset(50%);
white-space: nowrap;
}
.handCounterBadge {
margin-top: 0;
}
/* Tightened across, never down: the buttons keep the 44px a thumb needs. */
#holdemHeaderActions {
flex-wrap: nowrap;
gap: 0.35rem;
}
#holdemHeaderActions .holdemBtn {
padding-left: 0.55rem;
padding-right: 0.55rem;
font-size: 0.78rem;
white-space: nowrap;
}
.holdemSubtitle {
@@ -3293,6 +3423,16 @@ body.hasActionBar #toastHost {
min-height: 40px;
}
/* The same inset the phone layout uses, which this branch never had because it is
matched on height rather than width — so an 844px-wide phone on its side drew its
ring against the felt's full box. With the rim a stadium, the top rail is flat,
which put the button seat's dealer chip over the Resolve Pot button in the header
above. Percentages of a short felt, so the ring keeps the height it needs. */
#seatsLayer,
#betsLayer {
inset: min(26px, 12%) 44px;
}
}
/* ---------- Short phones, upright ----------
@@ -3474,6 +3614,38 @@ textarea:focus-visible {
font-weight: 600;
}
/* The straddle rides on the deal row, so it must not take half of it: .actionBtn is
flex: 1 and would have split the row evenly with the button the dealer presses every
hand. It sizes to its own words instead, and stays quiet next to the green one —
choosing a straddle is the exception, dealing is the rule. */
.actionBtn.actionStraddle {
flex: 0 1 auto;
background: linear-gradient(180deg, #33304a, #24223a);
border-color: #4b4770;
color: #e6e1ff;
font-size: 0.82rem;
padding-left: 0.7rem;
padding-right: 0.7rem;
}
.actionBtn.actionStraddleOff {
background: linear-gradient(180deg, #2e2e2e, #232323);
border-color: #4a4a4a;
color: #dcdcdc;
}
/* Three buttons across a 360px phone is a squeeze, and the two ways out are both
worse than this one. Letting the row wrap put the deal button on its own line and
made the bar 64px taller — measured at 360x640, that is the bottom seat three fifths
behind the bar, and this layout deliberately doesn't shrink the felt to suit (see the
max-width: none override, where capping it was tried and rejected). Letting flex
squash freely took the deal button to 84px with its label over three lines.
A floor of 7rem keeps the label to two lines and the row to one, so arming a straddle
costs no felt at all. */
.dealPromptButtons .actionDeal {
min-width: 7rem;
}
/* The quieter half of the deal prompt: things the deal is about to do that a dealer
would otherwise only discover afterwards. */
.dealPromptLine.dealPromptAside {
@@ -148,9 +148,13 @@ button,
color: #8f8f8f;
}
/* 37px tall, on the field a dealer types every amount into. The touch rule has been
44px everywhere else since the round that set it; this page never got measured for
it, because the audit only ran the target check when asked and nothing asked. */
.unevenAmount {
flex: 1;
min-width: 0;
min-height: 46px;
background: none;
border: none;
outline: none;
@@ -180,10 +184,12 @@ button,
color: #ffd6d6;
}
/* 30px across, and it deletes a player's entry — the one control on the row where a
near miss costs something. The amount field beside it gives up the 16px. */
.unevenRemoveBtn {
flex: none;
width: 30px;
height: 44px;
width: 46px;
height: 46px;
border: none;
background: none;
/* Was #6a6a6a — 3.66:1, the worst on the page, on a control that deletes a
@@ -53,7 +53,14 @@ const ActionBar = {
// moving the seats, and getting a different answer on the next pass.
SEAT_OVERHANG_PX: 37,
FELT_GAP_PX: 8,
FELT_MIN_PX: 220,
// The floor is a guard against a measurement that has gone wrong — not a size the
// window has agreed to hand over. It used to be 220px, which a phone on its side
// hasn't got: at 844x390 there are 99px between the header and the bar, and holding
// out for 220 is how the bottom row of seats came to sit 26px inside the Fold
// button. A floor that puts seats behind the bar defeats the one thing the floor is
// for, so it drops to the smallest felt still worth drawing and the measurement
// wins above it.
FELT_FLOOR_PX: 96,
// How tall the felt can be and still leave the whole ring of seats above the bar.
//
@@ -66,14 +73,26 @@ const ActionBar = {
//
// The wrap's offset is taken in document space rather than viewport space, so
// scrolling the page doesn't resize the table under the dealer's hands.
feltRoomFor(windowHeight, barHeight, topInDocument) {
const room = windowHeight - barHeight - topInDocument -
this.SEAT_OVERHANG_PX - this.FELT_GAP_PX;
return Math.max(this.FELT_FLOOR_PX, Math.round(room));
},
publishFeltRoom(barHeight) {
const wrap = document.getElementById("pokerTableWrap");
if (!wrap) return;
// Taking the top before the height is set matters: the wrap sits below the
// header in normal flow, so its own height never moves its top and this can't
// chase itself around the screen.
const topInDocument = wrap.getBoundingClientRect().top + window.scrollY;
const room = window.innerHeight - barHeight - topInDocument -
this.SEAT_OVERHANG_PX - this.FELT_GAP_PX;
document.documentElement.style.setProperty(
"--feltRoomPx", `${Math.max(this.FELT_MIN_PX, Math.round(room))}px`);
"--feltRoomPx",
`${this.feltRoomFor(window.innerHeight, barHeight, topInDocument)}px`);
// The felt has just changed size, so how much rim each seat gets has changed
// with it. Told rather than left to be noticed on the next render, which on a
// bar that grew mid-hand could be several actions away.
if (typeof Render !== "undefined" && Render.updateSeatDensity) Render.updateSeatDensity();
},
// Anything to act on? A hand with nobody dealt in doesn't get a bar — and that
@@ -577,6 +596,43 @@ const ActionBar = {
// by itself the instant the previous hand ended, which meant blinds were committed
// while people were still sitting down — and the blind badges would drift away from
// the money already posted as seats changed. Now the dealer says when.
// ", Dee straddles $4" — read out as part of what goes in before the cards, because
// that is what it is. Two of them read as "Dee straddles $4, Eve $8": the second
// name doesn't need the verb again, and the bar has no room for it.
straddleClause(preview) {
const straddles = preview.straddles || [];
if (straddles.length === 0) return "";
const name = i => HoldemState.displayName(this.state.seats[i], i);
const [first, ...rest] = straddles;
return `, ${name(first.index)} straddles ${Money.format(first.amount)}` +
rest.map(s => `, ${name(s.index)} ${Money.format(s.amount)}`).join("");
},
// Turning it on, doubling it, and calling it off. Heads-up there is no seat left of
// the big blind to straddle from, so nothing is offered rather than a button that
// would do nothing.
straddleButtons(preview) {
const on = (preview.straddles || []).length;
const max = preview.maxStraddles || 0;
if (max <= 0) return [];
const buttons = [];
const nextAmount = Money.format(this.state.bigBlind * Math.pow(2, on + 1));
if (on < max) {
buttons.push(this.button(
on === 0 ? `Straddle ${nextAmount}` : `Re-straddle ${nextAmount}`,
"actionStraddle",
() => this.commit(on === 0 ? "the straddle" : "the re-straddle",
() => { this.state.straddleCount = on + 1; })));
}
if (on > 0) {
buttons.push(this.button("No straddle", "actionStraddle actionStraddleOff",
() => this.commit("calling the straddle off",
() => { this.state.straddleCount = 0; })));
}
return buttons;
},
renderDealPrompt() {
const wrap = document.createElement("div");
wrap.className = "dealPrompt";
@@ -674,11 +730,14 @@ const ActionBar = {
// A dead small blind is a hand with only one blind in it. Saying "nobody posts
// the small blind" out loud is the whole point — a dealer who reads a preview
// with a blind missing and isn't told why will assume the tool has lost track.
line.textContent = preview.deadSmallBlind
const blinds = document.createElement("span");
blinds.textContent = (preview.deadSmallBlind
? `No small blind this hand, ${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}`
: `${name(preview.sbIndex)} posts ${Money.format(preview.smallBlind)}, ` +
`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}` +
`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}`) +
this.straddleClause(preview) +
`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
line.appendChild(blinds);
wrap.appendChild(line);
// Why a position is missing. Both of these are the dead button rule doing its
@@ -752,7 +811,12 @@ const ActionBar = {
}
const row = document.createElement("div");
row.className = "actionButtons";
row.className = "actionButtons dealPromptButtons";
// Beside the deal button rather than on a line of its own. Measured at 390x844:
// its own line cost 44px of felt on every deal prompt, straddle or no straddle,
// and this row is already there and already 44px tall. It reads in the order it
// happens, too — say the straddle, then deal.
this.straddleButtons(preview).forEach(button => row.appendChild(button));
row.appendChild(this.button("Post blinds & deal", "actionDeal", () => {
this.commit("dealing the hand", () => Betting.beginHand(this.state));
}));
@@ -93,9 +93,60 @@ const Betting = {
satOut,
smallBlind: this.round(state.smallBlind || 0),
bigBlind: this.round(state.bigBlind || 0),
// What the straddles will be if the hand is dealt as it stands, and how
// many more this table could take.
straddles: this.straddleSeats(state),
maxStraddles: this.maxStraddles(state),
};
},
// ---- Straddles ----
//
// A straddle is a blind raise put out before the cards, by the player left of the
// big blind, for twice it. It buys the last word before the flop: everyone else
// acts first, and the straddler still has the option when it comes back round even
// if nobody raised. Re-straddles carry on left, each doubling again.
//
// Home games run them constantly and a dealer has to get three things right at
// once — the amount, who is first to act, and what the minimum raise becomes. The
// tool used to do none of them, so a dealer's only way through was to deal, have
// the straddler "raise" to $4, and hand the action to the wrong player.
// How many straddles this table could take. Everyone but the two blinds can put
// one out; heads-up that is nobody, which is the right answer — the button is
// already the small blind and there is no seat left of the big blind to straddle
// from.
maxStraddles(state) {
return Math.max(0, this.liveSeats(this.tableAsDealt(state)).length - 2);
},
// Who straddles and for how much, walking left from the big blind and doubling.
// 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.
straddleSeats(state, count = state.straddleCount) {
const wanted = Math.min(Math.max(0, Number(count) || 0), this.maxStraddles(state));
if (wanted <= 0) return [];
const dealt = this.tableAsDealt(state);
const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
const asDealt = buttonIndex === dealt.dealerSeatIndex
? dealt
: { ...dealt, dealerSeatIndex: buttonIndex };
const { bbIndex } = HoldemState.getBlindSeats(asDealt);
if (bbIndex === null) return [];
const straddles = [];
let index = bbIndex;
let amount = this.round((Number(state.bigBlind) || 0) * 2);
for (let n = 0; n < wanted; n++) {
index = this.nextToAct(asDealt, index);
if (index === null || index === bbIndex) break;
straddles.push({ index, amount });
amount = this.round(amount * 2);
}
return straddles;
},
// Does handing this seat chips also put them back in the game?
//
// At a real table those are one event, and here they were two: a busted player got
@@ -475,6 +526,7 @@ const Betting = {
state.currentBet = 0;
state.actingSeatIndex = null;
state.postedBlinds = null;
state.postedStraddles = [];
return;
}
@@ -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));
state.postedStraddles = straddles.map(({ index }) => index);
state.currentBet = this.round(state.seats.reduce(
(most, player) => Math.max(most, this.committed(player)), 0));
// 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.
+201 -11
View File
@@ -82,24 +82,205 @@ 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() {
const box = this.ringBox();
return box ? box.width / box.height : 1;
},
// The box a seat's left/top percentages actually resolve against. Not the felt: on
// a phone the seat layer is inset by half a puck so the outermost seats don't hang
// off the screen, and measuring the felt instead put the ring's shape out by that
// inset — twelve seats at 640x360 were computed 90px apart and drawn 60px apart,
// which is the difference between "fine" and "overlapping".
ringBox() {
if (typeof document === "undefined") return null;
const layer = document.getElementById("seatsLayer") || document.getElementById("pokerTableWrap");
if (!layer) return null;
const box = layer.getBoundingClientRect();
return box.width && box.height ? box : null;
},
// 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 seat = this.seatPosition(index, count, aspect);
return {
left: 50 + (seat.left - 50) * (27 / 44),
top: 50 + (seat.top - 50) * (25 / 42),
};
},
positionOnRing(index, count, rx, ry) {
const angle = -90 + (360 / count) * index;
const radians = (angle * Math.PI) / 180;
return {
left: 50 + rx * Math.cos(radians),
top: 50 + ry * Math.sin(radians),
};
// 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) {
return this.ringPositions(count, rx, ry, aspect)[index];
},
// Past this much wider than tall, the rim stops being an ellipse and becomes a
// stadium — two straight rails with a semicircular cap at each end.
//
// An ellipse that flat has nowhere to put the seats near its ends. At 640x360 with
// the bar grown by a side pot the felt is 616x96, and six seats came out with two
// of them stacked 25px apart at each end, pucks 64px tall. No puck size fixes 25px:
// the shape is wrong. A stadium's cap is a half-circle of the felt's own height, so
// an end holds one seat and the rest of the table is rail — which is how a real
// poker table is built, and why it is shaped that way.
//
// Only where it is needed. Anything rounder than this keeps the ellipse it has
// always had: measured, the cut-off lands between a landscape phone (4.4 and up)
// and every other layout the tool has (1.45 at 1280x900, 1.0 to 1.4 on a phone
// upright), so no currently-working table changes shape.
STADIUM_RATIO: 2.5,
// Seats spaced evenly around whichever rim this table has, as percentages.
ringPositions(count, rx, ry, aspect = 1) {
if (count <= 0) return [];
const halfWidth = rx * aspect;
const halfHeight = ry;
if (halfWidth <= halfHeight * this.STADIUM_RATIO) {
return this.ringAngles(count, rx, ry, aspect).map(angle => ({
left: 50 + rx * Math.cos(angle),
top: 50 + ry * Math.sin(angle),
}));
}
return this.stadiumPositions(count, halfWidth, halfHeight, aspect);
},
// The same walk, around a stadium instead. Its perimeter has a closed form, so
// this needs no sampling: two rails of 2(A-B) and two caps of piB.
stadiumPositions(count, halfWidth, halfHeight, aspect) {
const rail = halfWidth - halfHeight;
const cap = Math.PI * halfHeight;
const perimeter = 4 * rail + 2 * cap;
return Array.from({ length: count }, (_, seat) => {
// Clockwise from the top centre, so seat one sits where it always has.
let walked = (perimeter * seat) / count;
let x;
let y;
if (walked <= rail) { // top rail, going right
x = walked;
y = -halfHeight;
} else if (walked <= rail + cap) { // right cap
const turned = (walked - rail) / halfHeight;
x = rail + halfHeight * Math.sin(turned);
y = -halfHeight * Math.cos(turned);
} else if (walked <= 3 * rail + cap) { // bottom rail, going left
x = rail - (walked - rail - cap);
y = halfHeight;
} else if (walked <= 3 * rail + 2 * cap) { // left cap
const turned = (walked - 3 * rail - cap) / halfHeight;
x = -rail - halfHeight * Math.sin(turned);
y = halfHeight * Math.cos(turned);
} else { // top rail, back to the start
x = -rail + (walked - 3 * rail - 2 * cap);
y = -halfHeight;
}
return { left: 50 + x / aspect, top: 50 + y };
});
},
RING_STEPS: 720,
ringCache: {},
// The closest two neighbouring seats come to each other, straight line, in pixels.
//
// Rim length divided by seat count was the first answer and it is the wrong one:
// it measures the walk between two seats rather than the gap between them, and on
// a flat ellipse those are nothing alike. At 640x360 six seats had 193px of rim
// each and sat 56px apart, because at the ends of a long oval the rim doubles back
// and two seats a long walk apart are stacked one above the other.
closestSeatGapPx(count, box = this.ringBox()) {
if (count < 2 || !box || !box.width || !box.height) return Infinity;
const points = this.ringPositions(count, 44, 42, box.width / box.height).map(seat => ({
x: (seat.left / 100) * box.width,
y: (seat.top / 100) * box.height,
}));
return points.reduce((closest, point, i) => {
const next = points[(i + 1) % points.length];
return Math.min(closest, Math.hypot(point.x - next.x, point.y - next.y));
}, Infinity);
},
// A puck is 76px across, so neighbours whose centres are closer than that overlap
// by definition; a few pixels more keeps them from touching. Under it the pucks
// come down a size rather than the table pretending it has room it hasn't.
SEAT_ROOM_PX: 84,
// Called on every render and again whenever the felt is resized — the action bar
// growing mid-hand shortens the table, and the seats have to answer that without
// waiting for the next render to come along.
updateSeatDensity() {
const layer = document.getElementById("seatsLayer");
if (!layer || !this.state) return;
layer.classList.toggle("seatsTight",
this.closestSeatGapPx(this.state.seatCount) < this.SEAT_ROOM_PX);
},
// 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
@@ -171,6 +352,7 @@ const Render = {
renderSeats() {
const layer = document.getElementById("seatsLayer");
layer.innerHTML = "";
this.updateSeatDensity();
const template = document.getElementById("seatTemplate");
const { dealerIndex, sbIndex, bbIndex, manual: manualBlinds } = HoldemState.getBlindSeats(this.state);
// A button on an empty chair normally means the table has drifted and wants
@@ -236,6 +418,14 @@ 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 = ["", ""];
+16 -1
View File
@@ -36,7 +36,22 @@ enough not to trigger iOS zoom, that nothing important is covered or off-screen
no way to scroll to it, that no grid column has collapsed to nothing, and that no
text is painted outside its box. It runs over the table, all five overlays and Quick
Split, at thirteen viewports from a 360px phone to a 1600px desktop and the same
phones on their side.
phones on their side — each viewport twice, once with a mouse and once with a thumb.
That last part, and two of those checks, are newer than this paragraph claiming them.
`runAll()` did not include the contrast check at all, and touch targets sat behind an
opt-in flag nothing passed, so "the audit is clean" meant nine checks rather than
eleven for a long run of rounds. Both were written and tested and simply never called.
The mouse/thumb pair matters for the same reason: the 44px rule stands itself down
where `hover: hover` says there is a pointer, and a headless desktop browser is a
pointer, so a single pass had never measured a touch target at any viewport. Between
them they found a 9px seat label at 3.39:1, a 37px-tall amount field and a 30px delete
button on Quick Split.
A check that decides it doesn't apply says so in the output rather than reporting no
offenders, which reads identically to a pass. The same goes for the two exemptions
that exist: a disabled control, which WCAG itself excuses, and a link inside a
sentence, whose size is set by the line it sits in.
Deliberately not in CI: the unit suite is dependency-free and runs in a second, while
this one needs a browser and a running site. Run it after any change that adds or
+108
View File
@@ -0,0 +1,108 @@
// The sums the contrast check runs on, tested away from a browser.
//
// The check itself needs a page to look at, but the arithmetic underneath it doesn't —
// and the arithmetic is the part that decides whether a real fault is reported or
// waved through. Faded text used to be filed as "not checked" rather than measured;
// this is the compositing that replaced that.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const LayoutAudit = require("./uiAudit");
const WHITE = { r: 255, g: 255, b: 255, a: 1 };
const BLACK = { r: 0, g: 0, b: 0, a: 1 };
const PAGE = { r: 28, g: 28, b: 28, a: 1 }; // the felt page behind everything
const PUCK = { r: 44, g: 44, b: 44, a: 1 }; // a seat's own background
describe("the ratio itself", () => {
test("black on white is the full 21:1, either way round", () => {
assert.ok(Math.abs(LayoutAudit.contrastRatio(BLACK, WHITE) - 21) < 0.01);
assert.ok(Math.abs(LayoutAudit.contrastRatio(WHITE, BLACK) - 21) < 0.01);
});
test("a colour against itself is 1:1", () => {
assert.ok(Math.abs(LayoutAudit.contrastRatio(PUCK, PUCK) - 1) < 0.001);
});
});
describe("text on a box that is being faded", () => {
// opacity on a box fades the box and its text together onto whatever is behind
// it — so a dimmed seat is not grey text on a dark puck, it is a faded puck and
// faded text both landing on the page.
const fade = alpha => ({ alpha, behind: PAGE });
test("at full strength nothing is composited", () => {
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 1, behind: PAGE });
assert.deepEqual(painted.fg, WHITE);
assert.deepEqual(painted.bg, PUCK);
});
test("fading moves both the text and its background, not just the text", () => {
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
assert.ok(painted.fg.r < WHITE.r, "the text dims");
assert.ok(painted.bg.r < PUCK.r, "and so does what it sits on");
assert.ok(painted.bg.r > PAGE.r, "but not all the way to the page");
});
test("which is what stops a fade being reported as a fault it isn't", () => {
// Dimming light text on a dark puck over a dark page costs contrast, but far
// less than measuring the faded text against the *unfaded* puck would claim.
const honest = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
const wrong = { fg: LayoutAudit.over({ ...WHITE, a: 0.7 }, PUCK), bg: PUCK };
assert.ok(LayoutAudit.contrastRatio(honest.fg, honest.bg) >
LayoutAudit.contrastRatio(wrong.fg, wrong.bg));
});
test("a fade all the way out lands everything on the page behind", () => {
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0));
assert.deepEqual(painted.fg, PAGE);
assert.deepEqual(painted.bg, PAGE);
});
test("with nothing known to be behind it, the fade is left alone", () => {
// Better to measure the unfaded pair than to invent a backdrop.
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 0.5, behind: null });
assert.deepEqual(painted.fg, WHITE);
assert.deepEqual(painted.bg, PUCK);
});
});
describe("a fade makes small grey text worse, which is the fault it went looking for", () => {
// Deliberately not asserting a particular CSS colour here: the page's own greys are
// measured in the browser, against the real gradients, where they live. What this
// pins is the direction — that dimming a box costs its text contrast, which is why
// filing faded text as "not checked" hid faults rather than avoiding false ones.
test("the same grey scores lower once its box is dimmed", () => {
const grey = LayoutAudit.parseColour("rgb(138, 138, 138)");
const solid = LayoutAudit.asPainted(grey, PUCK, { alpha: 1, behind: PAGE });
const dimmed = LayoutAudit.asPainted(grey, PUCK, { alpha: 0.7, behind: PAGE });
assert.ok(LayoutAudit.contrastRatio(dimmed.fg, dimmed.bg) <
LayoutAudit.contrastRatio(solid.fg, solid.bg));
});
test("and a lighter grey scores higher at the same fade", () => {
const at = colour => {
const painted = LayoutAudit.asPainted(LayoutAudit.parseColour(colour), PUCK, { alpha: 0.7, behind: PAGE });
return LayoutAudit.contrastRatio(painted.fg, painted.bg);
};
assert.ok(at("rgb(174, 174, 174)") > at("rgb(138, 138, 138)"));
});
});
describe("reading a colour off the page", () => {
test("rgb and rgba both come back as numbers", () => {
assert.deepEqual(LayoutAudit.parseColour("rgb(1, 2, 3)"), { r: 1, g: 2, b: 3, a: 1 });
assert.deepEqual(LayoutAudit.parseColour("rgba(1, 2, 3, 0.5)"), { r: 1, g: 2, b: 3, a: 0.5 });
});
test("a gradient gives up every stop, because text could be over any of them", () => {
const stops = LayoutAudit.gradientStops("linear-gradient(rgb(203, 170, 240), rgb(169, 127, 214))");
assert.equal(stops.length, 2);
assert.deepEqual(stops[0], { r: 203, g: 170, b: 240, a: 1 });
assert.deepEqual(stops[1], { r: 169, g: 127, b: 214, a: 1 });
});
test("no background image, no stops", () => {
assert.deepEqual(LayoutAudit.gradientStops("none"), []);
});
});
+73
View File
@@ -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 ${answer}`);
});
});
});
describe("a window with room to spare", () => {
test("hands over everything that's left, floor or no floor", () => {
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
assert.equal(room(1000, 127, 146), 1000 - 127 - 146 - reserved);
assert.equal(room(1366, 120, 206), 1366 - 120 - 206 - reserved);
});
test("gives a whole number of pixels", () => {
assert.equal(room(844.4, 127.6, 223.2) % 1, 0);
});
});
+55 -38
View File
@@ -68,57 +68,74 @@ async function main() {
}
const browser = await chromium.launch();
const page = await browser.newPage();
const failures = [];
const warnings = [];
let checks = 0;
for (const [width, height, label] of VIEWPORTS) {
await page.setViewportSize({ width, height });
// Twice over: once with a mouse, once with a thumb. The 44px rule stands itself
// down where `hover: hover` says there's a pointer, and a headless desktop browser
// is a pointer — so a single pass here has never once measured a touch target,
// however many viewports it visited. The phone-sized ones are exactly the pass that
// needs it.
for (const touch of [false, true]) {
const context = await browser.newContext(touch
? { hasTouch: true, isMobile: true, deviceScaleFactor: 3 }
: {});
const page = await context.newPage();
const hand = touch ? "touch" : "mouse";
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.evaluate(seedTable);
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.click("#nextHandBtn");
await page.waitForTimeout(300);
await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
await page.addScriptTag({ path: AUDIT });
for (const [width, height, rawLabel] of VIEWPORTS) {
const label = `${rawLabel} · ${hand}`;
await page.setViewportSize({ width, height });
const table = await page.evaluate(() => LayoutAudit.runAll());
checks++;
if (!table.clean) failures.push({ where: `table · ${label} ${width}x${height}`, offenders: table.failed.flatMap(f => f.offenders) });
table.warnings.forEach(w => warnings.push(`${label}: ${w}`));
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.evaluate(seedTable);
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.click("#nextHandBtn");
await page.waitForTimeout(300);
await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
await page.addScriptTag({ path: AUDIT });
for (const [name, open] of OVERLAYS) {
await page.evaluate(open);
await page.waitForTimeout(180);
const table = await page.evaluate(() => LayoutAudit.runAll());
checks++;
const result = await page.evaluate(() => {
const overlay = [...document.querySelectorAll("[id$='Overlay']")].find(o => !o.hidden);
if (!overlay) return { offenders: [] };
return LayoutAudit.occlusion(`#${overlay.id} button, #${overlay.id} a, #${overlay.id} input`);
});
await page.evaluate(() => document.querySelectorAll("[id$='Overlay']").forEach(o => { o.hidden = true; }));
if (result.offenders.length) failures.push({ where: `${name} · ${label} ${width}x${height}`, offenders: result.offenders });
}
}
if (!table.clean) failures.push({ where: `table · ${label} ${width}x${height}`, offenders: table.failed.flatMap(f => f.offenders) });
table.warnings.forEach(w => warnings.push(`${label}: ${w}`));
for (const [width, height, label] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
await page.evaluate(() => {
const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
if (button) button.click();
});
await page.addScriptTag({ path: AUDIT });
checks++;
const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
for (const [name, open] of OVERLAYS) {
await page.evaluate(open);
await page.waitForTimeout(180);
checks++;
const result = await page.evaluate(() => {
const overlay = [...document.querySelectorAll("[id$='Overlay']")].find(o => !o.hidden);
if (!overlay) return { offenders: [] };
return LayoutAudit.occlusion(`#${overlay.id} button, #${overlay.id} a, #${overlay.id} input`);
});
await page.evaluate(() => document.querySelectorAll("[id$='Overlay']").forEach(o => { o.hidden = true; }));
if (result.offenders.length) failures.push({ where: `${name} · ${label} ${width}x${height}`, offenders: result.offenders });
}
}
for (const [width, height, rawLabel] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
const label = `${rawLabel} · ${hand}`;
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
await page.evaluate(() => {
const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
if (button) button.click();
});
await page.addScriptTag({ path: AUDIT });
checks++;
const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
result.warnings.forEach(w => warnings.push(`quick split · ${label}: ${w}`));
}
await context.close();
}
await browser.close();
console.log(`${checks} audits across ${VIEWPORTS.length} viewports`);
console.log(`${checks} audits across ${VIEWPORTS.length} viewports, with a mouse and with a thumb`);
warnings.forEach(w => console.log(` note: ${w}`));
if (failures.length === 0) {
console.log("clean");
+241
View File
@@ -0,0 +1,241 @@
// 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 ${apart.toFixed(1)}px apart`);
});
});
});
});
describe("how close the closest two seats come", () => {
// What decides whether the pucks shrink. Rim length per seat was the first answer
// and it is the wrong question: it measures the walk between two seats, not the
// gap. On a long oval the rim doubles back at the ends, so two seats a long walk
// apart end up stacked one above the other.
const gap = (count, width, height) => Render.closestSeatGapPx(count, { width, height });
test("a flat table no longer stacks two seats at each end", () => {
// 616x96: the landscape felt on a 640x360 phone once the bar has grown. On an
// ellipse that flat the end pair came out 25px apart with 64px pucks. The rim
// is a stadium at this shape, so an end holds one seat.
assert.ok(gap(6, 616, 96) > 70, `${gap(6, 616, 96).toFixed(0)}px apart`);
assert.ok(gap(12, 616, 96) > 40, `${gap(12, 616, 96).toFixed(0)}px apart at twelve seats`);
});
test("an ellipse's ends are still closer than its rim suggests, which is why the shape changes", () => {
// Same felt, forced through the ellipse the tool uses for rounder tables.
const asEllipse = Render.ringAngles(6, 44, 42, 616 / 96).map(angle => ({
x: ((50 + 44 * Math.cos(angle)) / 100) * 616,
y: ((50 + 42 * Math.sin(angle)) / 100) * 96,
}));
const closest = asEllipse.reduce((least, point, i) => {
const next = asEllipse[(i + 1) % asEllipse.length];
return Math.min(least, Math.hypot(point.x - next.x, point.y - next.y));
}, Infinity);
assert.ok(closest < 70, `${closest.toFixed(0)}px`);
assert.ok(gap(6, 616, 96) > closest * 1.3,
`stadium ${gap(6, 616, 96).toFixed(0)}px against ellipse ${closest.toFixed(0)}px`);
});
test("a round table's neighbours are about as far apart as the rim says", () => {
const rim = (Math.PI * 2 * 0.43 * 400) / 9;
assert.ok(Math.abs(gap(9, 400, 400) - rim) < rim * 0.15);
});
test("more seats, less room, in that order", () => {
assert.ok(gap(12, 400, 400) < gap(9, 400, 400));
assert.ok(gap(9, 400, 400) < gap(6, 400, 400));
assert.ok(gap(6, 400, 400) < gap(6, 800, 800), "and a bigger table gives more");
});
test("nothing to measure between fewer than two seats", () => {
assert.equal(gap(1, 400, 400), Infinity);
assert.equal(gap(9, 0, 0), Infinity);
});
});
describe("which rim a table gets", () => {
// An ellipse until the table is much wider than tall, then a stadium: two rails
// and a half-round cap at each end, which is how a real poker table is built.
const shape = (width, height) => {
const aspect = width / height;
return 44 * aspect > 42 * Render.STADIUM_RATIO ? "stadium" : "ellipse";
};
test("every layout the tool had keeps the ellipse", () => {
assert.equal(shape(844, 608), "ellipse", "desktop");
assert.equal(shape(600, 600), "ellipse", "tablet");
assert.equal(shape(278, 314), "ellipse", "phone upright");
assert.equal(shape(336, 240), "ellipse", "short phone upright");
});
test("a phone on its side gets the stadium", () => {
assert.equal(shape(528, 73), "stadium");
assert.equal(shape(780, 113), "stadium");
});
test("the cap holds one seat instead of stacking two", () => {
// Six seats on a 616x96 rim: the walk between neighbours has to be longer than
// the cap, or two of them end up on the same half-circle.
const halfWidth = 44 * (616 / 96), halfHeight = 42;
const perimeter = 4 * (halfWidth - halfHeight) + 2 * Math.PI * halfHeight;
assert.ok(perimeter / 6 > Math.PI * halfHeight, "one seat per cap at six-handed");
});
test("seat one is still at the top centre, and the ring still mirrors", () => {
const seats = Array.from({ length: 8 }, (_, i) => Render.positionOnRing(i, 8, 44, 42, 616 / 96));
assert.ok(Math.abs(seats[0].left - 50) < 0.01);
assert.ok(seats[0].top < 50);
for (let seat = 1; seat < 4; seat++) {
const mirrored = seats[8 - seat];
assert.ok(Math.abs((seats[seat].left - 50) + (mirrored.left - 50)) < 0.01, `seat ${seat} across`);
assert.ok(Math.abs(seats[seat].top - mirrored.top) < 0.01, `seat ${seat} down`);
}
});
test("nobody is drawn off the felt", () => {
Array.from({ length: 12 }, (_, i) => Render.positionOnRing(i, 12, 44, 42, 616 / 96)).forEach((seat, i) => {
assert.ok(seat.left >= 5 && seat.left <= 95, `seat ${i + 1} across at ${seat.left.toFixed(1)}%`);
assert.ok(seat.top >= 7 && seat.top <= 93, `seat ${i + 1} down at ${seat.top.toFixed(1)}%`);
});
});
});
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`);
}
});
});
});
+188
View File
@@ -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 ${index + 1}`);
});
});
});
+78 -11
View File
@@ -393,6 +393,37 @@ const LayoutAudit = {
}
},
// How much of this element actually reaches the screen, and what is behind the
// thing doing the fading.
//
// `opacity` on a box fades the whole box — its text and its own background together
// — onto whatever sits behind that box. So a dimmed seat is not "grey text on a
// dark puck"; it is a faded puck and faded text both landing on the felt. Both
// halves have to be composited the same way or the number means nothing.
fading(el) {
let alpha = 1;
let outermost = null;
for (let node = el; node; node = node.parentElement) {
const own = parseFloat(getComputedStyle(node).opacity);
if (own < 0.99) {
alpha *= own;
outermost = node;
}
}
if (!outermost) return { alpha: 1, behind: null };
return { alpha, behind: this.backgroundCandidates(outermost.parentElement || document.body)[0] || null };
},
// The two colours as the screen actually shows them, once the fading is applied.
asPainted(fgRaw, bg, fade) {
const solid = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
if (fade.alpha >= 0.99 || !fade.behind) return { fg: solid, bg };
return {
fg: this.over({ ...solid, a: solid.a * fade.alpha }, fade.behind),
bg: this.over({ ...bg, a: bg.a * fade.alpha }, fade.behind),
};
},
contrast({ minimum = 4.5, largeMinimum = 3, selector = null } = {}) {
const offenders = [];
const unmeasured = [];
@@ -426,12 +457,17 @@ const LayoutAudit = {
// exempt — there's nothing to read at zero — but anything in between is
// reported as unmeasured rather than passed over in silence, because a
// number nobody checked is not the same as a number that's fine.
const opacity = parseFloat(style.opacity);
if (opacity <= 0.02) return;
const faded = opacity < 0.99 ||
[...this.ancestors(el)].some(a => parseFloat(getComputedStyle(a).opacity) < 0.99);
if (faded) {
unmeasured.push(`${this.describe(el)} :: faded (opacity ${opacity}), contrast not checked`);
const fade = this.fading(el);
if (fade.alpha <= 0.02) return;
// A control that is switched off is the one exemption WCAG itself grants —
// an inactive component has no contrast requirement, which is why every
// toolkit dims them. Said out loud rather than skipped in silence: this is
// the only exemption in here, and the moment a dimmed thing turns out to be
// live it stops applying.
const off = el.closest("[disabled], [aria-disabled='true']");
if (off) {
unmeasured.push(`${this.describe(el)} :: disabled control, exempt from AA`);
return;
}
// aria-hidden used to exempt text here, on the grounds that decoration
@@ -459,8 +495,8 @@ const LayoutAudit = {
// The kindest reading available: best contrast across every candidate.
let best = 0;
candidates.forEach(bg => {
const fg = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
best = Math.max(best, this.contrastRatio(fg, bg));
const painted = this.asPainted(fgRaw, bg, fade);
best = Math.max(best, this.contrastRatio(painted.fg, painted.bg));
});
const sizePx = parseFloat(style.fontSize);
@@ -543,6 +579,17 @@ const LayoutAudit = {
.filter(el => el.type !== "color")
.filter(el => !(exempt && el.matches(exempt)))
.forEach(el => {
// A link inside a sentence is the one target WCAG itself carves out:
// its size is set by the line it sits in, and padding a word out to
// 44px would break the paragraph around it. The rule is about controls
// a thumb goes hunting for, not words in prose. Said out loud, and
// narrow — display:inline, and real text either side of it.
if (el.tagName === "A" && getComputedStyle(el).display === "inline" &&
el.parentElement &&
[...el.parentElement.childNodes].some(n => n.nodeType === 3 && n.textContent.trim())) {
unmeasured.push(`${this.describe(el)} :: link inside a sentence, sized by the line`);
return;
}
// A control inside a scrolling sheet can sit below its container's
// visible area while still having a viewport rect. elementFromPoint at
// its centre then returns the sheet, effectiveTarget gives up, and the
@@ -674,6 +721,20 @@ const LayoutAudit = {
// ---- Runner ----
// Every check this file knows how to make, every time.
//
// Two of them used not to be here. Contrast was simply missing from the list, and
// touch targets sat behind an opt-in flag nobody passed — so "the audit is clean"
// has meant nine checks rather than eleven, and the two left out are the two whose
// faults a dealer meets in a dim room with their thumb. Both were written, tested
// and then never run: the contrast checker was built across two rounds and every
// sweep since has been silent about colour.
//
// A check that decides it can't apply here says so out loud rather than reporting
// an empty offenders list, which reads as a pass. touchTargets stands itself down
// on a mouse-driven browser — that is right, a 24px control is fine with a cursor
// on it — but "not measured" and "measured and fine" are different answers and the
// runner now prints which one it got.
runAll(options = {}) {
const checks = [
this.touchAction(),
@@ -686,8 +747,9 @@ const LayoutAudit = {
this.fieldFontSize(),
this.seatOwnership(),
this.oneDealerButton(),
this.contrast(options.contrast),
this.touchTargets(options.minimumTarget, options.touchTargets),
];
if (options.includeTouchTargets) checks.push(this.touchTargets(options.minimumTarget));
return {
viewport: `${innerWidth}x${innerHeight}`,
@@ -695,8 +757,13 @@ const LayoutAudit = {
// Things worth knowing that aren't faults — see occlusion() on toasts.
// Controls a check couldn't probe go here too: not a fault, but not a pass
// either, and a silent skip is how faults hide.
warnings: checks.flatMap(c => [...(c.warnings || []), ...(c.unmeasured || [])]),
passed: checks.filter(c => c.offenders.length === 0).map(c => c.name),
warnings: checks.flatMap(c => [
...(c.warnings || []),
...(c.unmeasured || []),
...(c.skipped ? [`${c.name}: not run here — ${c.skipped}`] : []),
]),
passed: checks.filter(c => !c.skipped && c.offenders.length === 0).map(c => c.name),
skipped: checks.filter(c => c.skipped).map(c => c.name),
clean: checks.every(c => c.offenders.length === 0),
};
},