Compare commits
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4f72dda6fa |
@@ -1480,12 +1480,6 @@ body.hasActionBar #holdemSidebar {
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font-variant-numeric: tabular-nums;
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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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margin-left: auto;
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color: #9c9c9c;
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@@ -74,16 +74,6 @@ const ActionBar = {
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players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
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row.appendChild(players);
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// Nobody is being asked to act because nobody can — say so, or the bar just
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// looks like it's waiting for something.
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if (Betting.isRunningOut(this.state) && !Betting.isHandOver(this.state)) {
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const runout = document.createElement("span");
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runout.className = "actionRunout";
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const stillIn = Betting.liveSeats(this.state).length;
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runout.textContent = `All-in — running out the board (${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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if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
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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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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) 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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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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@@ -168,7 +156,7 @@ const Betting = {
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},
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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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// ---- 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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state.street = this.STREETS[nextStreetIndex] || "river";
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// It takes two players with chips to have a bet. Once everyone left is all-in
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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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state.actingSeatIndex = this.liveSeats(state).length > 1
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? this.nextLiveIndex(state, state.dealerSeatIndex)
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: null;
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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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},
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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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// 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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@@ -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.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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// Winners get their share put back in front of them.
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@@ -183,10 +183,38 @@ document.addEventListener("DOMContentLoaded", () => {
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});
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};
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document.getElementById("seatCountInput").addEventListener("change", e => {
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HoldemState.resizeSeats(state, Number(e.target.value));
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hooks.save(state);
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Render.renderAll();
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// A seat that has anything of a player in it — a name, chips, cash in, or a hand
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// in progress. Shrinking the table throws these away permanently, and it also
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// orphans them in the session standings, where they keep their winnings but lose
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// the stack and buy-in the settle-up is worked out from.
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const seatHasSomeoneIn = player =>
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!!(player.name && player.name.trim()) ||
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player.inHand ||
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(Number(player.stack) || 0) > 0 ||
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(Number(player.buyIns) || 0) > 0 ||
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(Number(player.amountOverride) || 0) > 0;
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document.getElementById("seatCountInput").addEventListener("change", async e => {
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const requested = Math.max(2, Math.min(24, Math.floor(Number(e.target.value)) || state.seatCount));
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const losing = state.seats.slice(requested).filter(seatHasSomeoneIn);
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if (losing.length > 0) {
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const who = losing
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.map((p, i) => HoldemState.displayName(p, requested + state.seats.slice(requested).indexOf(p)))
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.join(", ");
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const ok = await Dialog.confirm({
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title: `Remove ${losing.length} ${losing.length === 1 ? "player" : "players"}?`,
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message: `Going down to ${requested} seats takes ${who} off the table along with their chips and buy-ins, and their session totals stop adding up.`,
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confirmLabel: "Remove them",
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danger: true,
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});
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if (!ok) {
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e.target.value = state.seatCount;
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return;
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}
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}
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runUndoable(`Table set to ${requested} seats.`, () => HoldemState.resizeSeats(state, requested));
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});
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document.getElementById("directionSelect").addEventListener("change", e => {
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Block a user