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18bb23ad6d |
@@ -1480,12 +1480,6 @@ body.hasActionBar #holdemSidebar {
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font-variant-numeric: tabular-nums;
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font-variant-numeric: tabular-nums;
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}
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}
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.actionRunout {
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margin-left: auto;
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color: #d8b46a;
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font-size: 0.74rem;
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}
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.actionWho {
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.actionWho {
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margin-left: auto;
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margin-left: auto;
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color: #9c9c9c;
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color: #9c9c9c;
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@@ -74,16 +74,6 @@ const ActionBar = {
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players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
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players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
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row.appendChild(players);
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row.appendChild(players);
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// Nobody is being asked to act because nobody can — say so, or the bar just
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// looks like it's waiting for something.
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if (Betting.isRunningOut(this.state) && !Betting.isHandOver(this.state)) {
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const runout = document.createElement("span");
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runout.className = "actionRunout";
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const stillIn = Betting.liveSeats(this.state).length;
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runout.textContent = `All-in — running out the board (${stillIn} players)`;
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row.appendChild(runout);
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}
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const index = this.state.actingSeatIndex;
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const index = this.state.actingSeatIndex;
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if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
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if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
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const player = this.state.seats[index];
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const player = this.state.seats[index];
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@@ -70,19 +70,7 @@ const Betting = {
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for (let step = 1; step <= count; step++) {
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for (let step = 1; step <= count; step++) {
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const index = this.seatAt(state, fromIndex, step);
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const index = this.seatAt(state, fromIndex, step);
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const player = state.seats[index];
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const player = state.seats[index];
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if (player.inHand && !player.folded) return index;
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if (player.inHand && !player.folded && this.stackOf(state, player) >= 0) return index;
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}
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return null;
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},
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// Who the dealer asks next. A player who is all-in is still in the hand and still
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// wins pots, but has no decision left, so the action passes over them.
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nextToAct(state, fromIndex) {
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const count = state.seatCount;
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for (let step = 1; step <= count; step++) {
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const index = this.seatAt(state, fromIndex, step);
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const player = state.seats[index];
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if (player.inHand && !player.folded && this.stackOf(state, player) > this.EPSILON_CHIPS) return index;
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}
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}
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return null;
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return null;
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},
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},
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@@ -168,7 +156,7 @@ const Betting = {
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},
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},
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passAction(state, index) {
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passAction(state, index) {
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state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextToAct(state, index);
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state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextLiveIndex(state, index);
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},
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},
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// ---- Street and hand boundaries ----
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// ---- Street and hand boundaries ----
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@@ -196,13 +184,8 @@ const Betting = {
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const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
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const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
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state.street = this.STREETS[nextStreetIndex] || "river";
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state.street = this.STREETS[nextStreetIndex] || "river";
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state.actingSeatIndex = this.liveSeats(state).length > 1
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// It takes two players with chips to have a bet. Once everyone left is all-in
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? this.nextLiveIndex(state, state.dealerSeatIndex)
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// — or only one player still has anything behind — the rest of the board is
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// just dealt out, and asking someone to check when they have nothing to check
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// with only slows the dealer down.
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state.actingSeatIndex = this.canStillBet(state)
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? this.nextToAct(state, state.dealerSeatIndex)
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: null;
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: null;
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},
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},
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@@ -210,24 +193,6 @@ const Betting = {
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return this.liveSeats(state).length <= 1;
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return this.liveSeats(state).length <= 1;
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},
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},
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// Players still in the hand who have chips left to put in. Fewer than two of them
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// means the betting is finished even though the hand isn't.
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seatsWithChips(state) {
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return this.liveSeats(state).filter(s => this.stackOf(state, s.player) > this.EPSILON_CHIPS);
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},
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EPSILON_CHIPS: 0.004,
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canStillBet(state) {
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return this.liveSeats(state).length > 1 && this.seatsWithChips(state).length > 1;
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},
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// True when the hand is still live but nobody can bet again — the dealer is just
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// running the board out.
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isRunningOut(state) {
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return this.liveSeats(state).length > 1 && !this.canStillBet(state);
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},
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// Deals a fresh betting round: blinds posted, action to the seat after the big
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// Deals a fresh betting round: blinds posted, action to the seat after the big
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// blind, which is where a dealer expects to be looking when the cards go out.
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// blind, which is where a dealer expects to be looking when the cards go out.
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beginHand(state) {
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beginHand(state) {
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@@ -250,7 +215,7 @@ const Betting = {
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state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
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state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
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state.lastRaiseSize = bb || 0;
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state.lastRaiseSize = bb || 0;
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state.actingSeatIndex = this.nextToAct(state, bbIndex);
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state.actingSeatIndex = this.nextLiveIndex(state, bbIndex);
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},
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},
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// Winners get their share put back in front of them.
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// Winners get their share put back in front of them.
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@@ -159,7 +159,20 @@ const HoldemState = {
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return ((fromIndex + delta) % count + count) % count;
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return ((fromIndex + delta) % count + count) % count;
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},
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},
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// The button passes to the next player, not the next chair. Moving it one seat at
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// a time parks it on empty chairs — with four players spread around ten seats it
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// sits on nobody most hands — and that isn't only untidy: position and blinds are
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// supposed to come round to each player at the same rate, and they don't if the
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// button is rotating past chairs nobody is sitting in.
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advanceButton(state) {
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advanceButton(state) {
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for (let step = 1; step <= state.seatCount; step++) {
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const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
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if (state.seats[index].inHand) {
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state.dealerSeatIndex = index;
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return;
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}
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}
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// Nobody is dealt in; move it along anyway so it doesn't look stuck.
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state.dealerSeatIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
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state.dealerSeatIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
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},
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},
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