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Author SHA1 Message Date
jheapsandClaude Opus 5 0e2821257f Run the clock on a player, instead of counting in your head
The bar has had a stopwatch on the acting seat for a while: how long this player
has been thinking, so the dealer knows when it's worth a nudge. What it never had
was the thing a dealer actually does about it. Calling the clock is a procedure —
a player asks, the dealer grants it, the player gets a set time and then a
countdown said out loud, and if they still haven't acted the hand is decided for
them. Running that from this tool meant counting in your head while the table
argued about whether it had been thirty seconds yet.

Thirty and then ten, which is the common form and what the TDA writes down. The
countdown is the part the table hears, so it is marked apart rather than being
ten more seconds of the same: the readout switches to a bare number and turns
red. At zero the bar says the ruling in the dealer's own words and offers it as
one button.

The ruling depends on what they were facing, and getting that backwards is the
part worth being careful about. Facing a bet, the hand is dead. Facing nothing,
it is checked — nobody gets folded for being slow when checking was free.

Three things about where it sits. The button appears only once somebody has been
thinking long enough for the table to start asking, which is the same threshold
the stopwatch already marks, so an ordinary hand costs no room at all: measured
at 390x844, the bar is 152px with or without it. It is 44px like everything else
a thumb has to find — it was drawn at 36 and the audit called it at every touch
viewport the moment the check ran, which is the rule doing its job on a control
that kills a hand. And once the count is over the Stop button goes, because there
is nothing left to stop: at 640x360 its 94px pushed the undo control onto a
second line and the taller bar covered the two bottom seats.

The ordinary Fold/Check/Raise stay underneath the ruling. A player who speaks up
as the count ends is still acting, and whether it was in time is the dealer's
call, not the tool's.

11 new tests, and both halves of the ruling were inverted on purpose to check
they catch it. Watched end to end in the browser at shortened intervals: the
button appears, the count runs down, the ruling lands, and the hand is killed —
or checked — with the undo control naming what happened.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 05:40:06 -06:00
jheapsandClaude Opus 5 c19575ab10 Count the house's cut instead of calling it missing chips
A game that takes a rake has chips leaving the table every hand, and the bank
check had no idea. It added up the buy-ins, added up the chips on the felt, and
told the dealer somebody had been paid for chips they were never given — a
shortfall that grows all night and points at a miscount that never happened.
Every home game that takes a drop for the beer fund hits this on hand one.

So the tool takes it, rather than watching it go. Under Table Setup: a
percentage, an optional cap, and "no flop, no drop" — the rule almost everyone
plays, on by default, where a hand that ends before the flop pays nothing. Zero
percent is a game that doesn't rake, which is most of them and the default, and
nothing about that game changes.

Where it shows up is the point. The pot wizard says "House takes $2 of $40 — 5%,
capped at $5" above the payouts, before a chip moves, because the summary is the
dealer's last chance to disagree with the arithmetic and money taken quietly is
the one thing a tool like this must never do. The bank check gets a House take
line and says "balanced ... once the $2 in the house's cut is counted". The hand
log keeps the pot as the table saw it with the cut recorded beside it, and the
export has a column for it, so the night's total is one sum in a spreadsheet.

Two decisions worth stating. The rake rounds *down* to a chip the table actually
has: a house that can't make 40c takes nothing and the players keep it, which is
the only way to be wrong about this that nobody argues with. And on a split pot
it comes off the top, then what is left is shared in proportion — with the
rounding leftovers going back to the winners rather than to the house, which
asked for a number and gets that number, not that number plus dust.

Measured end to end through the UI: 5% capped at $5 on a $40 pot pays $38 and
banks $2; four stacks plus the cut come to exactly the $800 bought in; the bank
check reads balanced. With no-flop-no-drop on, a hand folded round pre-flop pays
the full $15 and takes nothing; with it off the same hand pays $14 and takes $1.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 05:12:33 -06:00
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
jheapsandClaude Opus 5 419852a1f4 Let a dealer take the table off the device it's stuck on
The night lives in one browser's localStorage and nowhere else. A dealer whose phone
dies, or who wants to carry on from the tablet after the break, loses the stacks, the
buy-ins, where the button is and the whole hand log. The CSV export can't bring any of
it back: it records what happened, not where the table stands.

The table can now be written to a file and read back. Round-tripped through the real
UI, a hand in progress comes back mid-hand — blinds posted, the same seat on the
clock, the button where it was.

Loading replaces everything, so it asks first and names both sides rather than saying
"are you sure": how many players are in the file and when it was saved, against how
many players and how many logged hands are about to go. It goes through the same
undoable path as the header buttons, so the toast offers the way back, and the
confirm says so instead of overstating it.

Reading a file goes through exactly the same migration a save from storage does —
load() had that logic inline and it is now a function both call. A second, looser path
for imports is how a format grows two meanings of the same field.

What it refuses, each with something a dealer can act on and never a half-loaded
table: anything that isn't JSON, JSON with no seats in it, a save from some other tool
that happens to carry a `kind`, and a file from a newer version — that last one
because loading it risks reading a field whose meaning has changed, and the dealer
would find out from the money. What it accepts anyway: a bare table with no envelope,
for somebody who copied the storage value out by hand.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 01:07:13 -06:00
jheapsandClaude Opus 5 8a2fc3e540 Give undo and the card picker's buttons a fingertip to land on
The first thing the repaired audit found, run on a real touch context at 44px: three
controls a dealer taps on a phone that are too small to tap.

    .actionUndo             145x30   the "I recorded that wrong" pill
    #cardPickerClearBtn      50x40   wipes a player's cards
    #cardPickerCloseBtn      50x40   closes the picker

Undo is the worst of them. It is the control a dealer reaches for having just entered
the wrong action with five people waiting, and it was fourteen pixels short of a
fingertip. The picker's two are short because the touch rule that fixes every other
small button is scoped to .panelBody, and the picker is a sheet — it never reached
them. One of them is destructive.

All three now sit at 44px on touch. Nothing changes on a pointer device.

I tried an invisible hit-area pad on undo first, to avoid spending bar height, and the
measurement said it did nothing: the pill clips its overflow to keep a long label on
one line, and giving it a positioning context made it clip the pad too. Growing the
box is the honest fix, and it turned out to cost nothing anyway — the bar goes from
138px to 152px and the felt stays at 366px, because the felt had slack against its
220px floor rather than sitting on it as I had assumed.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 00:55:56 -06:00
jheapsandClaude Opus 5 b64da7a787 Make the layout audit usable inside modals, and stop it passing what it can't measure
Last round turned up that Quick Split had never been audited. Chasing that, the reason
the dealer table's modals had never been audited either turns out to be the harness,
not neglect: it reported the pot wizard covering the seats as ten faults and the
rulings sheet as seven. A modal covering the page is what a modal is for, and an
instrument that calls that a fault is one nobody can use in those states.

It now finds whatever is open on top and scopes the reachability checks to it — the
overlays, plus the phone seat sheet, which is a body class rather than an element. The
seat-ownership check is skipped outright while a sheet is open: seats behind it aren't
fighting each other for taps, nothing is meant to reach them at all.

Two worse faults came out of proving the fix rather than assuming it. Injecting a 20x14
button into the open wizard, the contrast check caught it and the touch-target check
did not:

  * effectiveTarget returns null when elementFromPoint can't find the control, and the
    check treated that as a pass. Silent skips are how faults hide — the same lesson as
    the aria-hidden and faded-text exemptions before this. Unmeasurable controls are
    now reported as warnings.
  * The probe failed on anything scrolled out of its container. That was hiding a real
    control: "Confirm Winner(s)", the button that pays the pot out, had gone unmeasured
    for thirty-six rounds. It is scrolled into view before probing, and passes.

A checkbox inside a label is now measured by its label, since tapping the label is what
activates it. Without that, the dedicated-dealer toggle read as an unprobeable 24px
target when it has a 335x44 label around it.

The tool itself came out clean: no failures and no warnings across the table, the pot
wizard, the rulings sheet and the seat editor, on a real touch context at 44px. The
value here is that those states can be checked at all from now on — verified by
injection, which the fixed check catches and the old one did not.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 00:37:47 -06:00
jheapsandClaude Opus 5 3be93cdadf Chop a side pot on the screen that worked it out, and fix Quick Split's contrast
Quick Split lists the pots when somebody is all-in — main, sides, uncalled — and then
leaves the dealer there. Two players tying for a side pot is ordinary, and working out
each one's share meant switching to the other mode and retyping an amount the screen
had just calculated. Retyping a number with money on it is a transcription error
waiting to happen, and the number was already on screen.

Each pot with two or more people who can win it now carries a Chop, opening underneath
its own row: as many ways as there are contenders by default, a stepper for a chop
between fewer of them, and the same odd-chip and dust wording the main split uses,
because it is the same rule and the dealer shouldn't have to notice they are reading a
different screen. Per-row state, so opening the main pot's chop doesn't disturb what
the side pot below it says. Not offered on the uncalled row, which goes back to one
player, nor on the total.

Separately, this page had never been through the layout audit the dealer table gets
every round, and it was carrying nine contrast failures:

    .unevenCurrency   4.11:1   the $ beside every amount typed
    .unevenRemoveBtn  3.66:1   the ✕ that deletes a player's entry
    .splitFootnote    3.94:1   the instruction for what to do with the pot list

All under the 4.5:1 small-text minimum, the worst of them on a destructive control.
Lifted to pass. The large $ on the even-mode pot input is left alone: at 1.6rem it is
large text, where 3:1 is the bar and 4.11:1 clears it.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 00:24:07 -06:00
jheapsandClaude Opus 5 40fa16920b Offer bet sizes the table's chips can actually make
Half the pot lands on a half chip constantly. Pre-flop at 1/2 the honest half-pot is
$4.50, and the smallest chip in the default legend is a dollar — the tool's own chip
breakdown calls it "4×$1, $0.50 no chip covers". The button offered it anyway, so the
dealer rounded it themselves every single time.

The pot-derived quick amounts now round up to something the table can build. Up, not
down or nearest: these are bet sizes, a pot-sized bet that has been shaved is no
longer a pot-sized bet, and rounding up cannot drop an amount below a legal minimum
the way rounding the other way can.

Only when the legend describes this game. A smallest chip larger than the big blind
means the denominations were never set for these stakes, and rounding a 5c/10c table
up to whole dollars would be the tool doing real damage on the strength of a field
somebody forgot to fill in. Those tables keep exact amounts, and the wrong legend
stays visible rather than being quietly applied. A table with no legend at all is
told nothing about chips and so has nothing applied either.

Verified across five tables: default dollar chips at 1/2 give $4/$5/$7, cent chips at
5c/10c keep $0.20/$0.23/$0.35, five-dollar chips at 5/10 give $20/$25/$35, and both
the stale-legend and no-legend tables are left exact.

The minimum raise is deliberately not rounded. It is what the rules require, and
moving it to suit the chip tray would change what is legal rather than what is
convenient.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 00:05:26 -06:00
jheapsandClaude Opus 5 09eac536b5 Make the pot button offer a pot-sized raise
The raise pad worked its quick amounts out as "the current bet plus the pot as it
stands". That leaves out the raiser's own call, which is in the pot before the raise
is measured off it, so every amount came out short. Measured pre-flop at 1/2:

    offered:  Min $4    ½ pot $4    Pot $5
    correct:  Min $4    ½ pot $4.50  Pot $7

A pot raise there is: call the $2, which makes the pot $5, then raise $5. And the
half-pot was so short it clamped up to the minimum and sat next to the Min button
showing the same $4 twice, which is how it went unnoticed — it looked like a table
where those two happened to coincide.

"Pot" is not a suggestion. It is a definite number players say out loud, and a dealer
tapping the button that claims to be it should be recording what was actually said.

The rule moves into Betting.potRaiseTo, next to the other rules and testable on its
own, rather than living as arithmetic inside a DOM renderer:

    raise to = the current bet + (pot + what they owe) × fraction

Facing no bet it comes out as a plain pot-sized bet, because both the bet and the
amount owed are zero. Facing a bet it comes out as three times the bet plus the dead
money, which is the shape a player checks it against.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 23:51:41 -06:00
jheapsandClaude Opus 5 8efc14f61f Show the banker the amount to count out, not just whether the player is up
The standings had a column headed "Cash out" and it did not hold an amount to pay.
It held the difference against the player's buy-in. Measured on a table where Ann
bought in for $200 and sits behind $340:

    PLAYER   NET   CASH OUT
    Ann      $0     +$140

She is handed $340. The column called "Cash out" says $140, under a heading that
invites reading it as the payout, at the exact moment somebody is counting money onto
the table. The number a banker's hands actually follow — what the player is holding —
was computed all along and written to the CSV, and never shown on screen.

Three columns now, and they say what they are: Player, Chips, Up/down. Chips is a
plain amount and never signed, because it is a quantity of money to hand over. Up/down
keeps the sign and the colour, because it is a result. The two differ by exactly the
buy-in, which is asserted rather than assumed.

Chips counts what is out in the middle for the hand in progress as still theirs, for
the same reason the up/down figure does: the panel is read mid-hand constantly and a
stack that drops by the size of a bet looks like money going missing.

Net — won less paid in, from the hand log — comes off the screen to make room. It is
the weakest of the three: it only moves when a pot is resolved through the wizard, so
at a table where the dealer settles pots by hand it reads $0 all night beside two
columns that don't, and up/down already answers "how are they doing". It stays in the
CSV export, which loses nothing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 23:36:14 -06:00
jheapsandClaude Opus 5 c70cb150db Stop telling a brand-new table its players are broke, and give it a way out
Following on from seating the table: a dealer who names six people and hasn't yet
said what a buy-in is gets told

    Nobody at the table has chips left. Add a buy-in to deal.

with no buttons on the bar at all. Both halves are wrong for that table. "Left" says
the chips were had and lost, which sends the dealer looking for a rebuy — and a
blocked prompt with nothing to press is a dead end, when the fix is one field in the
sidebar the message never pointed at.

A table where nobody has ever bought in is now told what is actually true, and given
the way out:

    Nobody has bought in yet. Set what everyone starts with, or give each seat
    their chips.                                      [ Set starting stack ]

The button opens Table Setup, scrolls the starting stack into view and selects it, so
the next thing typed is the answer. A seat with no stack of its own falls back to the
table default, which is why one number is enough to seat everybody's chips at once.

A table that genuinely busted out is a different situation and still says so, with no
starting-stack button — there the fix is a rebuy, not a default.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 23:20:13 -06:00
jheapsandClaude Opus 5 e9bc9afcdb Seat a player when the dealer names one, and stop hiding the bar on a full table
The first thing anybody does with this tool is seat the table, and it didn't work.
Measured on a fresh table: click a seat, type a name, repeat six times — six names on
the felt, six seats still not in the hand, and no action bar at all. No "post blinds
and deal", no explanation, nothing to press. Six people at the table and a blank
screen with no way forward.

Three things were wrong and each hid the next.

Naming a chair and dealing that chair in were separate acts. Putting a name on an
empty chair is somebody sitting down, so it now deals them in. Only a chair that was
empty — no name and nobody in it: renaming someone who is sitting out is a correction,
not an arrival, and dealing them back in over a typo would be the tool overruling the
dealer.

The action bar hid itself whenever no seat was live, which was written for an empty
felt and caught a named one too. A table with names on it is not an empty table; it's
a table the dealer needs to be told something about.

And the seat editor never redrew the bar. It refreshes narrowly on purpose — a full
render on every keystroke would take the name field out from under the dealer
mid-word — but the bar answers "is there a table here at all", and seating somebody is
exactly what changes that answer. Even ticking "In hand" by hand left the bar hidden
until something else happened to redraw. Verified the fix keeps focus and the caret
where they were, typing a character at a time.

For the states that can still reach it — a table where everyone was sat out, a save
from before naming seated people — the prompt names them and offers "Deal in all 6"
rather than a hunt through six seat editors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 23:08:42 -06:00
jheapsandClaude Opus 5 9f3d0dce4b Call who shows first at the showdown, instead of leaving the dealer to remember
Every showdown that isn't a fold needs somebody to turn over first, and it is the one
call at the table nobody volunteers for — everyone would rather see a hand than show
one. The tool held both facts the rule needs, who last raised and who sits left of
the button, and said neither. The dealer worked it out from memory while five people
waited, every hand.

The action bar now names the seat and the reason above the resolve button:

    Dee shows first — last to bet or raise.
    Ben shows first — checked round, first left of the button.
    Dee shows first — last to put money in; nobody could bet the river.

The reason is there so the call can be repeated to whoever argues with it, which is
half of what makes it stick.

Three cases, in the order the rule asks them. Somebody bet or raised on the final
round: they show. Nobody did: first live player left of the button. Nobody *could*,
because the chips were already in: it falls to whoever last put money in, on whichever
street that was — "no bet on the final round" isn't a choice anybody made when there
was no round to bet in, so the seat left of the button hasn't earned it.

Aggression is tracked per street and per hand, because those two answers differ
exactly when it matters. A short all-in counts: not reopening the betting is a rule
about who may raise, and says nothing about who shows. Posting a blind doesn't — a
hand limped and checked all the way down has no aggressor at all, which is the case
that goes to the button.

A matching ruling goes in Common rulings, since the dealer will be asked.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 22:53:14 -06:00
jheapsandClaude Opus 5 01f5139740 Let the dealer find one hand in the log instead of scrolling the night
The hand log exists for one moment: somebody at the rail says they won a pot an hour
ago and wants it looked up. A night runs to sixty hands or more and the panel showed
five of them at a time, in a box fixed at 260px whether the dealer was on a phone or
a 27" screen with room for twenty. There was no way to ask for a hand — only to
scroll and read every row.

A filter box over the list now takes a name, an amount or a hand number. Matching is
loose on purpose: "fay" whatever case it's typed in, "190" for a $190 pot or a $190
payout, "$1,90" for the same typed badly, "#12" when the dealer knows the hand and
wants that exact one. Beside it, how much of the night is hidden — "8 of 60" — since
a filter matching one hand otherwise looks like a table that only played one.

The list also takes the room it has: clamp(200px, 42vh, 560px) rather than a flat
260, which is seven or eight rows instead of five on a desktop and no worse on a
phone.

Export stays the whole night, always. A CSV quietly missing the hands scrolled past
would be a record with holes in it and nothing on the file to say so — if a filter is
up when it's exported, the toast says how many went in.

Matching deliberately covers only what the row displays. Searching the full ledger as
well was the first attempt, so the hand that broke somebody could be found under the
loser's name — but the ledger holds everyone who put a chip in, and measured on a
seven-handed night where nobody folded, "Fay" returned 60 of 60. A filter that
searches text the panel doesn't show looks broken even when it's right.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 22:39:55 -06:00
jheapsandClaude Opus 5 c76ebf4d18 Say when somebody is being dealt in for free, and give the dealer the post
Sitting down between the button and the big blind means the blinds have gone past
you. The tool dealt those players straight in, silently. Measured: Eve takes a seat,
and the next hand she is dealt cards in late position having put nothing in — a free
hand, out of everyone else's night a couple of dollars at a time, with nothing
anywhere on screen to tell the dealer it had happened.

At a table there are two answers and the player picks one: post the big blind and
come in now, or wait for the blind to reach them. The tool did neither and named
neither.

The deal prompt now names anyone about to be dealt in who has not paid for it, and
carries the post as one tap. Nothing is forced — a home game that doesn't care can
deal as before, and the sentence is still worth having on its own, because the
dealer at least knows. The post goes in as a big blind out of that player's own
stack, is live like any blind, and is spent at the end of the hand rather than
becoming a standing charge.

Somebody back from sitting out is owed one the same as a newcomer. The big blind of
the hand isn't — they're already paying — and neither is anyone at a table that has
not dealt a hand yet, where the whole table is new and nobody has been skipped.

Deliberately one line for however many have walked up, not one each: the bar is
docked over the felt and the felt has already shrunk as far as it goes on a phone,
so every line costs seat area. A line apiece put the bar over two fifths of the
bottom seat at 390x844.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 22:27:22 -06:00
jheapsandClaude Opus 5 cc060b29b8 Keep the big blind moving one player at a time when somebody leaves out of the blinds
Passing the button to the next player is right until a chair between the button and
the blinds empties. Then it pulls the whole blind order forward a place. Measured,
four-handed, button on Ben, blinds Cal and Dee, with Cal cashing out:

    tool:    button Dee, small blind Ann, big blind Ben
    correct: dead button on Cal's chair, small blind Dee, big blind Ann

Ann is never asked for the big blind she owes, and Ben pays one a full orbit early.
That is a real big blind out of a real stack, and it happens every time somebody
stands up out of the blinds — which in a cash game is constantly. It is also the
kind of thing the dealer gets blamed for, because the tool is the thing everyone at
the table is reading position off.

The dead button rule holds the rotation to the seats for one hand instead of to the
players. The button follows the small blind round, which at a table with nobody
missing is the same next-player-along it always was; when that player has gone the
button rests on their empty chair for a hand, and when the big blind has gone no
small blind is posted. Either way the big blind advances exactly one player, which
is the whole point of it.

Worked out from who actually posted last hand rather than from the seating as it
stands, because by the time the question is asked the people it turns on are the
ones who have left. Heads-up is exempt — the button is the small blind there and
there is no position to leave dead — as is a table too sparse to have a rotation to
hold to, and a dealer who moves the button or names a blind by hand overrules it.

Both dead positions are said out loud rather than left to look like a fault: the
deal prompt explains them in a sentence, and the dead button goes hollow and dashed
so the felt agrees with the words.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 22:04:57 -06:00
jheapsandClaude Opus 5 3149b48c14 Remember the pots the dealer throws away, so the bank check stops blaming them
Starting the next hand with money still in the middle destroys it. The tool asks
first, and says afterwards how much went. Nothing wrote it down, though, so when
the bank check came round at cash-out it saw only that chips were gone:

    $5 more cash than chips in play. Someone has paid for chips they haven't
    been given.

and settle-up told the dealer to fix it before anyone cashed out. Both were
accusing the dealer of a miscount for money the tool itself had removed, at the
dealer's instruction, minutes earlier — the one kind of shortfall that isn't a
mistake, reported as the one kind that is.

Discards are now recorded on the table as they happen (undoably, with the rest
of the Next Hand step), the reconciliation counts them alongside the chips, and
the panel shows a "Taken off the table" line so the number is visible rather
than merely subtracted. A genuine shortfall on top of a discard still reports,
at its true size — the discard accounts for its own $5 and not a cent more.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 20:27:46 -06:00
jheapsandClaude Opus 5 cb057b5159 Stop the think-clock claiming things it can't know
The clock beside the acting player told two lies, in opposite directions.

Refresh mid-hand and it restarts at 0:00. The clock lives in memory, so a reload wipes
it, and the bar then says the player has just started thinking when they might have
been in the tank for two minutes. It is the one number in the bar whose whole job is to
tell a dealer when to nudge somebody, and a refresh reset it to "no need".

It cannot know that time -- the action moved before this session existed -- so it does
not guess. It shows a dash until the action next moves, and says why if you hover:

  "The action was already on this seat when the page loaded, so there's nothing to
   time from yet. The clock starts when the action next moves."

The moment the action moves it is measuring something it saw, and it counts from zero
again.

And past an hour it read "65:03". A table left open on a hand really does get there --
the state survives a refresh by design -- and sixty-five minutes written as though it
were minutes and seconds is a number the eye gets wrong. It reads 1:05:03 now.

Checked in the browser rather than reasoned about: dealt in this session it counts 0:00
then 0:02; refreshed mid-hand it shows the dash and keeps showing it rather than
drifting up from an invented zero; one action later it is back to a real 0:00; and with
the clock wound forward it reads 1:05:04 with the slow-tank styling still applied.

5 tests (283 total) on the formatting, including that minutes are padded once there are
hours and not before, and that a day reads 25:00:00 rather than wrapping.

Also checked and correct already: a backgrounded tab does not lose time -- four minutes
away reads 4:01 on return, because the clock is a timestamp difference rather than a
count of ticks -- and the timer disappears entirely once the hand is over.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 20:06:42 -06:00
jheapsandClaude Opus 5 ab92259e3e Put the dealer's own notes in the file they hand over
The CSV export carries the hands, the standings and the settle-up. It carried neither
of the two places a dealer types context.

Each seat can hold custom fields -- "IOU: $20 to Ann", "Seat rent: paid to 2am",
"Venmo: @ann" -- and the table has a notes box for the rest: side bets, a high-hand
promo, who owes the box from last week. Both are typed precisely because they matter to
settling up, and both were visible only inside the tool. The one place the context was
written down was the one place it could not leave.

Now the standings rows end with a Notes column carrying that seat's fields, and the
table's notes go in a section of their own at the end.

  Player,Paid In,Won,Net,Bought In,Chips Now,Up/Down,Notes
  Ann,20.00,60.00,40.00,200.00,150.00,-50.00,Seat rent: paid to 2am; Venmo: @ann
  Ben,20.00,0.00,-20.00,200.00,200.00,0.00,IOU: $20 to Ann
  Cal,20.00,0.00,-20.00,200.00,250.00,50.00,

  Table Notes
  "High-hand promo until midnight.
  Mo owes the box $15, from last week."

Notes go last so the money columns keep the shape a spreadsheet expects, and the
multi-line note is quoted as one cell rather than becoming rows that read as more
players.

An existing test caught this, correctly

"every money cell parses as a number" asserted that every column after the name was
numeric, and a Notes column is text by definition. The invariant it protects is real --
the file exists so somebody can total a column -- so it now names the six money columns
and checks those, rather than "everything after the first". That is the assertion it
always meant.

9 tests (278 total): a seat's fields ride along, the money columns keep their order, a
seat with nothing written gets an empty cell rather than the word undefined, a blank
field does not leave a stray colon, a multi-line note survives as one cell, no notes
means no section rather than an empty heading, and asking for the standings does not
change the seats.

Driven through the real Export CSV button, not just the function: the downloaded file
carries both seats' notes and the table's. Audit and contrast clean, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 19:52:20 -06:00
jheapsandClaude Opus 5 65f201cdfd Show each stack as the chips that make it
The chip legend has only ever read chips *into* an amount -- counting what is in front
of somebody. Colouring up at the end of a level is the same question backwards, and it
is the one the dealer answers with a rack in one hand: $205 is two hundreds and a five.
So is counting a stack out for a player who is leaving.

The arithmetic already existed. Payouts have been shown in chips since #73; this points
the same function at the stacks.

  Stacks in chips
    Ann — $205        2×$100, 1×$5
    Ben — $1,337      2×$500, 3×$100, 1×$25, 2×$5, 2×$1
    Cal — $40         1×$25, 3×$5
    Eve — $88         3×$25, 2×$5, 3×$1
    Fay — $500        1×$500

Sits under the chip legend, because that is where the denominations it works from are
set, and it only appears when there is both a legend to work from and somebody with
chips. A table that never set its chip colours up gets nothing, which is what it had
before. A seat on zero is left out rather than listed as nothing.

Driven at five sizes across touch and pointer contexts, with a 26-character name and a
$1,337,000 stack: no row spills, no page overflow, contrast clean, layout audit clean
but for the landscape phone already known from #63, no console errors. Every breakdown
checked by hand against its total -- 500+200+75+2 = 777 and so on.

The breakdown itself is covered by the twelve tests from #73; what is new here is which
seats are listed, which the browser run covers: with a legend and stacks it lists five
of six seats, with the legend emptied it disappears, and with every stack zeroed it
disappears. 269 tests still passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 19:36:29 -06:00
jheapsandClaude Opus 5 d297c1a2c9 Close two blind spots in the contrast check
Last change found a folded player's stack sitting at 2.22:1, hidden for twenty rounds
behind an exemption. So I went looking for the other exemptions rather than waiting for
the next one to surface. There were two, and neither is hiding a live fault today --
which is worth saying plainly, because it means this is a fix to the instrument and not
to the tool.

Leaf elements only

    if (el.children.length > 0) return;   // leaf text only

An element's own text stopped being measured the moment a child was added to it. The
undo control went that way two changes ago, the day a <kbd> was appended to it: its
label became invisible to this check with no sign that anything had changed. Now it
measures an element's own text nodes and leaves the descendants to their own turn,
against their own colours.

aria-hidden as a contrast exemption

The bets layer is aria-hidden because the amounts on the chips are already announced by
the seat and the action bar, and repeating them would be noise. That is a good reason
to hide them from a screen reader and no reason at all to stop checking whether a
sighted dealer can read them -- and the chips are exactly what the felt is read for.
Two different questions were being answered by one attribute.

Nothing is exempt now. If something genuinely decorative turns up, it should say so in
its own words rather than borrowing an attribute that means something else. The
watermark that the exemption was written for is gone as of the change before last.

What the widened check finds

Nothing. Zero offenders at six viewports across touch and pointer contexts, and with
the sidebar panels and the rulings sheet open. Measured from rendered pixels, the two
things that had been invisible are comfortable: the bet chip amounts read 12.65 to
13.74:1 and the undo label 8.06:1.

So the fix is proved by injection instead. Colouring the bet chip amounts #3a3a3a now
reports three offenders at 1.80:1, and colouring the undo control #2f2f2f reports it at
1.13:1. Neither was reported before.

269 tests still passing, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 19:21:06 -06:00
jheapsandClaude Opus 5 f0cfd24647 Make the seats that are out of the hand readable again
A folded player's stack measured 2.22:1.

The contrast audit has been reporting clean for twenty rounds, and it never looked at
these seats: the check skipped anything with opacity below 0.99 as "faded on purpose",
and folded and sat-out seats faded their whole box -- 0.5 and 0.58. Opacity on a box
fades the text you still have to read along with the box you wanted to push back.

Measured off rendered pixels, 11.5px text, where AA asks 4.5:1:

                  name    stack
  live            13.28   4.75
  folded           4.75   2.22
  sitting out      7.00   3.22

A folded player's stack is not decoration. It is what they will have next hand and the
answer to "how much has Ben got?", and at 2.22 it was barely there.

So the box recedes and the text does not: a flatter, darker background and a muted
border, with name and stack colours that measure.

                  name    stack
  live            13.28   4.75   (unchanged)
  folded           7.60   4.55
  sitting out      7.60   4.71

Taking the fade away took the signal with it, which the screenshot showed and the
numbers did not: a sat-out seat became almost indistinguishable from a live one. A
folded seat still says so twice, with a red border and a line through the name, but
sitting out had only faintness. It wears a dashed edge now -- the same thing an empty
chair wears, which is right, because neither is in this hand, and the name and stack
tell the two apart.

The same fault, found once the audit stopped hiding it

The key hints on the action bar are 9.6px and were measuring 2.97 to 3.33 against
their buttons -- a fade chosen for looks pushing text a dealer is meant to read under
the threshold, exactly like the seats. They are 4.93 to 7.63 now, still quieter than
the labels they sit beside.

And the audit no longer passes over faded text in silence. Something invisible is still
exempt, since there is nothing to read at zero opacity, but anything in between is
reported as unmeasured -- a number nobody checked is not the same as a number that is
fine. It now lists five: the four key caps and the disabled Export CSV button, which is
disabled and therefore genuinely exempt.

269 tests still passing. Contrast offenders zero, layout audit clean, no console
errors; the folded seat's red line-through and the sat-out seat's dashed edge both
confirmed in cropped screenshots rather than assumed.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 19:10:06 -06:00
jheapsandClaude Opus 5 95fd46ee99 Take the broken wordmark off the felt
The felt carried "TEXAS HOLD'EM" across its middle, and the pot badge sat on top of
it. Measured at every seat count from two to ten, the middle 20% of the word was
covered, so the table read

  TEXAS  LD'EM

That is not a watermark, it is a rendering fault, and it looked like one.

I tried to move it before removing it. Four placements, measured across six viewports
and two seat counts each, as the share of the word covered by a seat, a bet chip or
the pot badge:

                        desktop   tablet   phone     phone     landscape
                        1280x900  768x1024 390x844   360x640   844x390
  centred (before)        20%      20%      20%       20%        20%
  30% down, full size      0-7%     0-12%   43-60%    48-70%     20-23%
  20% down, smaller        0%       0%      40-67%    53-70%     40%
  78% down, smaller        0%       0%      77-97%    90-100%*   27-37%

  * and off the oval entirely at 360px

Desktop and tablet can be made clean. A phone cannot: below 900px the felt is square,
and a square felt with six to nine seats has no clear horizontal band wide enough for
a word. The best phone result of any placement was 40% covered.

So it is gone rather than special-cased per device for a decoration. The felt still has
its gradient, its rim, the inner gold line and its shadow to be a table with, and the
page header says "Texas Hold'em Dealer" a few inches above it.

The reasoning and the numbers are left in the CSS where the element used to be, so
whoever thinks of adding one back finds out what happened first.

269 tests still passing. Seven viewports: contrast clean, layout audit clean everywhere
but the landscape phone already known from #63, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 18:54:52 -06:00
jheapsandClaude Opus 5 4cc8faf8cb Notice when the same table is open twice
Opening the tool in a second tab -- tapping the bookmark again rather than hunting for
the tab you already had -- silently throws away whatever the first one is doing.

Each tab holds its own copy in memory and each save writes the whole table, so the
second one to act wins. Driven with two tabs on one profile:

  tab A: deal, and Ann calls    stored -> bettingOpen true, committed [0,1,2,2]
  tab B: type a name in seat 5  stored -> bettingOpen false, committed [0,0,0,0]

The deal, the blinds and the call are gone, and neither tab said anything. That is the
same silent shape as the save and load failures either side of this change.

The browser already tells us: a storage event fires in every other tab when the key
changes, and never in the one that wrote. So a tab that sees its table move underneath
it now says so, once, with the way out attached:

  toast:  "This table is open in another tab. Whichever acts last wins."  [Reload]
  panel:  "This table is open in another tab, and both are writing to it — whichever
           acts last wins, so work done in the other one can vanish. Close one, then
           reload this tab to pick up the table as it stands."

Watched rather than merged, deliberately. Replacing the table under a dealer's hands
in the middle of a hand would be its own hazard, and reloading is the only resolution
that does not throw somebody's work away -- so it is offered rather than taken.

6 tests (269 total): a write from elsewhere is noticed, another app's key and our own
recovery key are not our business, ten writes produce one warning, watching twice
listens once, no listener is not an error, and no window at all is not an error.

Driven with two live tabs: both quiet at first, A deals and B warns with the reload
offer, A stays quiet about its own writes, two more actions in A add no further toasts
in B, and reloading B picks up A's table -- bettingOpen true, committed [2,1,2,2] --
with the warning cleared. Audit and contrast clean, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 18:35:27 -06:00
jheapsandClaude Opus 5 cfb83a2ba6 Don't quietly write over a save that couldn't be read
Last change made a failing save say so. This is the other direction, and it turned out
to be worse.

load() is well defended -- try/catch, a shape check, sensible fallbacks -- and every
one of those paths ends in `return this.createDefault()`. So an unreadable save becomes
an empty table. Driven with a save truncated to 70% of its length, the way an
interrupted write leaves one:

  1762 bytes stored, 1233 after truncating
  loaded: 0 named seats, hand #1 instead of #34
  toast: none.  warning: none.  anything on the page: no.

A dealer mid-session sees an empty felt and cannot tell whether they mis-tapped Reset,
whether the browser lost the night, or what.

And then the first edit destroys the evidence. I typed a name into a seat and storage
went from the 1233 unreadable bytes to 2549 bytes of fresh default state. Whatever a
person could have picked out of that JSON -- the names, the buy-ins, the standings --
was gone one tap after the tool decided it could not read it.

Now the unreadable value is moved aside to its own key before the fallback, and the
table says what happened:

  toast:  "The saved table couldn't be read, so this one started empty."
  panel:  "The saved table couldn't be read, so this one started empty. The
           unreadable copy has been kept rather than written over."

It is deliberately not offered as a restore. Half a JSON document is not a table, and
pretending otherwise would be worse than an empty one. It just stops being destroyed.

The two warnings share the Session panel line and both can show at once -- a browser
having trouble with storage tends to have it in both directions -- with the load
message first, because "why is my table empty" is the question the dealer is standing
there asking.

8 tests (263 total): nothing stored is a new table rather than a failure, a good save
loads clean, a truncated one is reported, valid JSON of the wrong shape counts too, the
copy is kept, a later save does not touch it, the listener fires once across three
reads, and storage with no room to keep the copy is not a crash -- which is exactly the
storage most likely to hand back half a value in the first place.

Driven through the UI: warning and toast on a corrupted save, the set-aside copy still
1233 bytes intact after editing a seat, and nothing shown at all on a healthy table.

One audit correction rides along. The collapsed-column check measured inside hidden
elements, so the standings header -- hidden with its table until somebody buys in --
was reported as three collapsed columns on every empty table. It skips hidden subtrees
now, and still catches a real one: squeezing a visible column reports the header and
all three rows.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 18:22:31 -06:00
jheapsandClaude Opus 5 4071be5329 Say so when the browser refuses to save
Every save goes through one try/catch, and the catch was empty:

    } catch {
        // Storage full/unavailable (private browsing, etc.) — the table still works
        // for the rest of the session, it just won't survive a refresh.
    }

The comment is accurate and the behaviour is right -- the chips have already moved in
memory and refusing to continue would be worse. What was missing is anybody being
told. Driven with setItem throwing: two saves failed, no toast, nothing on the page,
and a refresh came back to before the hand was dealt with the dealer none the wiser.

That is the same shape of fault the bank reconciliation exists for. Silent until it is
too late to act on, and the way you find out is the last two players cashing out.

Now it says so twice, in the two places that suit the two timescales.

A toast the first time, and only the first time -- a dealer taps this bar thirty times
a hand and does not need thirty warnings. Measured: four failed saves, one toast.

  "This table isn't being saved — refreshing would lose it. Keep this tab open."

And a standing line at the top of the Session panel, because a toast is a moment and
this is a fact about the rest of the night. The raise pad dismisses toasts, and the one
warning that must not be missed is not the one to leave to a toast.

  "This table isn't being saved — the browser refused. It'll keep working, but
   closing or refreshing this tab loses the session. Export CSV below keeps a copy."

Amber, like the bank check's disagreement, because both mean the same thing: your
record of the night is wrong and you can still do something about it. The export is
named because it is the thing that helps.

6 tests (255 total): a good save reports success and leaves no mark, a failing one
reports failure rather than throwing, the listener fires exactly once across twenty
failures, it is handed the error so the reason can be reported later, a failing save
still does not stop the table, and no listener at all is not an error.

Driven through the UI with setItem throwing: hidden while saving works, toast on the
first failure, zero further toasts across three more actions, the panel line present
and readable. Contrast clean, layout audit clean, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 18:08:05 -06:00
jheapsandClaude Opus 5 8a7d7b09bf Print the two shortcuts a dealer had no way to find
Seven keys drive this tool. Five of them are printed on the control they press -- F on
Fold, C on Call, R on Raise, the return arrow on Deal and on Raise to, esc on Cancel.
Two were printed on nothing at all:

  A   opens the amount pad on All-in
  U   takes back the last action

A dealer who learned F, C and R from the buttons had no way to discover the other two
existed. They are the two worth knowing: A is the fastest action in the tool and U is
the one that saves a misclick.

Both are on their controls now. The key lookup matches any of a button's classes, so
the raise pad's four quick amounts can share one class for their looks while only
All-in carries a key.

And a legend in the sidebar, listing all seven with what they do, built from the same
list the handlers are keyed off. There is a test that every key in the map has a line
in the legend and that every line names a key that really is bound -- a shortcut with
no line is one nobody can find, which is the whole bug this fixes.

The panel is hidden on a touch device. A phone has no keys to press, and it is the
same pointer question the touch-target rules ask rather than a guess about width.

One thing I broke and fixed on the way. .actionKey pins itself to the top-right corner
of a big action button. The undo control is a 30px pill with overflow hidden and no
positioning context, so the U escaped it and floated above the action bar -- visible in
the screenshot before I looked properly. It has its own inline class now, checked at
six sizes: the cap sits inside the pill and inside the bar, and the pill is not
clipped.

5 tests (249 total). Driven at six sizes across touch and pointer contexts: the undo
pill shows U, the raise pad shows A on All-in and nothing on Min, half pot and Pot, the
legend lists all seven, and it is display:none on a phone. Contrast clean, layout audit
clean but for the landscape phone already known from #63, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 17:52:52 -06:00
jheapsandClaude Opus 5 ebf22e3153 Shorten the rulings index to the words a dealer would say
Last change added an index to the rulings sheet and I wrote down what it cost: 342px
at the top of a 390px-wide sheet, so a dealer reading straight through scrolls past
the whole thing first. That was an honest trade at the time. It is also fixable.

The index was labelled with the section headings, which are sentences -- "A short
all-in doesn't reopen the betting" -- so nine of them stacked one per row. A dealer
hunting for that ruling is looking for the words "short all-in", not the sentence.

  Misdeal          Board card early    Out of turn
  Short all-in     Uncalled bet        Oversized chip
  Minimum raise    Odd chip            String bet

  phone       342px -> 143px   9 rows -> 3
  desktop      ~200 -> 70px            -> 2
  landscape          -> 94px           -> 2

The first ruling now starts 309px into the sheet on a phone rather than 440.

Each short label lives on its own section as data-short, next to the heading it
shortens, and the index falls back to the heading when there is not one -- so a ruling
added later still appears, still without anyone having to write it twice. The full
sentence stays as the button's aria-label, so the short label never costs a screen
reader the heading.

Checked at four sizes across touch and pointer contexts: nine labels, nine aria-labels,
every chip 44px on touch, jumping still lands and focuses the right heading, contrast
clean, no console errors. 244 tests still passing.

Also looked at, and left alone: the card picker refuses a card already dealt --
disabled, titled "Already dealt to Ann" -- and every one of its 52 buttons clears 44px.
A messy nine-seat table with 25/50 blinds, two folded players, a busted seat, accented
and hyphenated names, a $125,000 stack and a filled notes field audits clean at every
size but the landscape phone already known from #63.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 17:36:37 -06:00
jheapsandClaude Opus 5 f0994a8aed Get to the right ruling in one tap, and cover the string bet
The rulings sheet is opened mid-argument, with players waiting. It was eight rulings
of prose in a row with no way in. Reaching the last one meant scrolling:

  1.6 screens on a desktop
  2.1 on a phone
  3.5 on a phone held sideways

A dealer looking for the odd-chip rule had to read past seven others to find it.

There is an index across the top now, one chip per ruling, and tapping one scrolls its
section into view and puts the keyboard and a screen reader on its heading. Built from
the sections rather than written out beside them, so a ruling added later turns up in
the index without anyone having to remember to add it twice.

And the missing ruling

I went looking for what home games actually argue about rather than guessing, and the
answer that kept coming back alongside misdeals -- which were already here -- was the
string bet. It was the one common dispute the sheet had nothing to say about.

  Betting in one motion - the string bet

  A bet is whatever goes in on the first trip to the stack, unless the amount was
  said out loud first. Reaching back for more chips without having said "raise" is a
  string bet, and only the first motion stands. Saying the number is always enough on
  its own: "raise to sixty" binds whatever order the chips arrive in.

  It's the rule home games invoke most and enforce least, and both are fine -- the
  point is that a player can't watch the table react and then decide how much to bet.
  Say it, or push it all at once.

That second paragraph is deliberate. The sheet's whole stance is that house rules win,
so a ruling that tells a home game it must enforce something would be the wrong voice.

What it costs: the index is 342px at the top of a 390px-wide sheet, so a dealer who
wants to read straight through now scrolls past it first. That is the trade -- it is a
jump table you use once and then read, and the alternative was scrolling blind.

Driven through at four sizes across touch and pointer contexts: nine rulings, nine
index entries, every one of them 44px on touch, tapping the last one lands it on screen
and focused. Focus stays inside the sheet across fourteen tabs, Enter on a chip jumps,
Escape closes, and opening it three times still builds nine entries rather than
twenty-seven. Contrast clean, no console errors, 244 tests still passing.

Sources: cardplayerlifestyle.com and pokernews on string bets; the sheet still follows
the TDA rules it cites.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 17:21:40 -06:00
jheapsandClaude Opus 5 ddb3907ace Say the payout in chips, not just in money
"Ann - $135" is the answer to the arithmetic. The dealer's actual job at that moment
is working out that $135 is a black, a green and two reds, while four people watch
them do it.

The chip legend has known the denominations all along. It was only being used to read
chips *into* an amount -- counting a seat's stack -- and never to turn an amount back
into chips.

  Final Payouts
    Ann - $135
    1x$100, 1x$25, 2x$5

Largest first, which is greedy and so not optimal for an arbitrary set of values. Poker
chips are not arbitrary: every real set is canonical -- each denomination divides the
next, 1/5/25/100/500 -- and greedy is exactly optimal on those. A dealer who invents a
3-and-7 chip set still gets a valid answer, possibly one chip longer than it needed to
be, which is a fair trade for not solving a knapsack in a modal.

Two cases where saying nothing is the right answer, and one where it is not.

A table with no chip legend gets the amount on its own -- it has not told us its
denominations, so there is no advice to give. But a legend that exists and cannot reach
the amount does say so: "$3 no chip covers" when the smallest chip is $5. Half a dollar
in a dollar-chip game is the dealer's problem to solve and they can only solve it if
they are told, so it is never rounded away.

12 tests (244 total): the breakdown adds up to the amount across eight amounts, cent
chips make cent amounts exactly, a jumbled legend still pays largest first, the colour
comes along for a future caller, and the two no-advice cases are told apart from the
cannot-reach one.

Driven through a real all-in hand at four sizes: $135 reads "1x$100, 1x$25, 2x$5" and
a tournament-sized $1,350 reads "2x$500, 3x$100, 2x$25", fitting without spill down to
360px. With the legend emptied the line disappears and the payout stands alone.
Contrast clean, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 17:08:49 -06:00
jheapsandClaude Opus 5 3fe16fa7f2 Let a phone move a player to another seat
The hint under the table has said this on every screen since the gestures went in:

  Tap a seat to edit - double-tap to fold - press and hold for quick actions -
  drag to swap seats.

Three of those work on a phone. The fourth never has. Swapping seats is HTML5
drag-and-drop -- draggable="true", dragstart, drop -- and a touch screen does not
generate drag events at all. So the one clause written in the same breath as "tap"
and "press and hold" was the one thing a thumb could never do.

I found it by dragging seat 1 onto seat 4 with real touch pointer events and watching
nothing happen: no swap, no menu, no error.

Moving a seat is in the long-press menu now, which is the route a thumb already takes
for everything else. "Move to..." replaces the action list with the other chairs, by
number and name, and picking one makes the move:

  Move Ben to...
  Their chips, cards and bet go with them. The button and the blinds stay on the chair.
    Seat 1 - Ann     Seat 3 - Cal     Seat 4 - Dee     Seat 5 - empty ...

That subtitle is the rule, and it is the one a card room uses: the whole seat travels,
while everything naming a position stays put. Somebody who sits down in the big
blind's chair is the big blind.

Driven through on a phone: Ben, small blind, $109 behind with $1 posted, moves to
seat 5 with both numbers; seat 2 goes empty; the button stays on seat 1; the toast
reads "Ben moved to seat 5" and undo puts it all back. Reopening the menu on another
seat shows actions again rather than the chair list it closed on.

The hint tells the truth per device now -- dragging is only mentioned where a mouse
exists. Dragging still works there, checked.

8 tests (232 total): the whole seat moves, the bet moves with it, chips are conserved,
the button and the blinds stay on their chairs, swapping twice is a no-op, and a chair
that is not there is refused rather than swallowed.

One audit fix rides along. The "one dealer button" check counted the empty slot that a
hovered seat deliberately fades in, so it reported two buttons whenever a mouse
happened to rest on the table -- which is most of the time a mouse exists. It ignores
the hovered seat now, and still catches the real fault: with the pre-#62 behaviour put
back it reports six, or five while hovering.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 14:54:03 -06:00
jheapsandClaude Opus 5 f199148046 A pre-filled amount is a suggestion, so reaching for the box replaces it
Every amount box in this tool opens pre-filled: the raise pad offers the minimum, Add
chips offers a buy-in, the seat editor offers the stack a player already has. A dealer
taps one because they want a different number -- and a tap puts the caret after the
suggestion rather than over it.

Driven on an emulated phone:

  raise pad shows 4      tap, type "60"    -> 460
  add chips shows 200    tap, type "50"    -> 20050
  seat stack shows 200   tap, type "175"   -> 200175

The raise pad is the most time-critical control in the tool, and 460 is a number the
dealer never said. The all-in warning happens to catch that one against a $200 stack;
against a deeper stack it is simply accepted, and the pot is wrong from then on.

Number boxes now select what is in them when they take focus, so the first digit
typed replaces the suggestion.

  raise pad     4 -> "60"
  add chips   200 -> "50"
  seat stack  200 -> "175"
  a name      Cal -> "CalX"

That last line is the point of the rule. Only number boxes: type=number, or the
type=text/inputmode=decimal pair the raise pad uses to get a keypad without spinner
arrows. A name or a note is a thing you edit, and selecting all of it on focus would
be the same mistake pointing the other way.

Delegated from the document rather than wired per field. The raise pad, the add-chips
sheet and the seat editor all rebuild their inputs on every render, and a box added
later should not have to remember to ask for this.

The select is deferred a tick. Doing it inside the focus handler loses the race with
the browser placing its own caret, and the selection collapses again the moment the
tap completes.

10 tests (224 total) on the predicate, including the ones that must stay false --
name, note, colour swatch, checkbox, select, and an input with no type stated.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 14:40:04 -06:00
jheapsandClaude Opus 5 38536a5c0c Ask about the thumb, not the window width
There is a careful touch-target pass in this stylesheet -- 44px fields, 44px delete
buttons, a padded hit area for the rulings link. Every rule in it sits behind
`max-width: 700px`.

A phone held sideways is 844px wide.

So none of that work applied to the device it was written for, half the time. Measured
on an emulated touch device with the sidebar open -- twelve controls under 44px at
844x390 and again at 915x412:

  the rulings link            91x14
  the dedicated-dealer box    13x13
  chip-colour delete          28px wide
  blinds-direction select     32px tall
  five panel headers          38px

The rules are restated against `pointer: coarse`. The width-scoped block keeps its
layout changes -- one column, stacked dialogs -- because those really are about how
much room there is. This is only about what a thumb can hit, so it asks about the
thumb.

  844x390 touch   12 controls under 44px -> 1
  915x412 touch   12 -> 1
  390x844 touch    6 -> 1
  360x640 touch    6 -> 1

The one left is the bare 24x24 checkbox, whose row is 44px tall -- the row is the
target, which is the existing design and the only thing that works for a checkbox.

Two things were too small on every device, not just touch, and are fixed outright.
The panel headers -- the sidebar's entire navigation -- were 38px everywhere, phones
included; the pass below never reached them. And the rulings link was 91x14, which
misses the 24px minimum with a mouse as well as with a thumb. Under 24px anywhere is
now zero, at every size measured.

Two traps worth recording. A <summary> only draws its disclosure triangle while it is
display: list-item, so the headers get there on padding rather than a flex box. And a
<summary> is content-box, so `min-height: 44px` was *added* to the padding and gave
71px -- the same box-model trap as the header buttons one PR ago, in a different tag.
Both are stated in the CSS where the next person will hit them.

214 tests still passing; layout audit and contrast clean at six sizes across touch and
pointer contexts; no console errors; panels still toggle and the triangle is still
there.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 14:24:07 -06:00
jheapsandClaude Opus 5 286a924fe4 Give buttons and links the same box
The header on a portrait phone was 227px -- a quarter of the screen -- before the
table started, and at 360x640 the bottom of the table sat 16px behind the action bar
with the gesture hint off screen entirely.

Chasing where the pixels went turned up something better than a tight header.

.holdemBtn is worn by three <button>s and two <a>s. The class never stated a box
model, and the browser does not give those two tags the same one: Chromium makes a
button border-box and leaves a link content-box. So `min-height: 46px` on the header
row came out as 46px on the buttons and 46 + 16 padding + 2 border = 64px on the
links -- and a flex row is as tall as its tallest item, so all five became 64px.

A 46px touch target was costing 64px of screen, twice over, because the header wraps
to two rows on a phone.

  390x844   header 227 -> 191   buttons 64 -> 46
  412x915   header 227 -> 191
  430x932   header 227 -> 191
  360x640   header 173 -> 137   table clearance -16px -> +20px, so the felt now
                                clears the action bar instead of running under it

The other half is the one I did not go looking for. The 46px floor only exists under
the 700px breakpoint, and the accidental stretch was the only reason anything above
it was big enough to press. Once the boxes agree, a landscape phone -- wider than the
breakpoint, still a thumb -- would have been left with 42px buttons. So the 44px
floor is stated on the class itself. Measured across the page:

  844x390   13 .holdemBtn under 44px -> 0
  915x412   13 -> 0
  1280x900  13 -> 0

That is every button on the page, not just the header: the panel buttons, the pot
wizard, the confirm dialogs.

What it costs: 844x390 loses 2px of table clearance, -5 to -7, because its header
grows with the buttons. That size already has the bottom seat behind the bar (#63),
and 13 unpressable controls was the worse of the two problems.

214 tests still passing; layout audit and contrast clean at 9 sizes; no console
errors; every header button still hit-testable at 46x121 and 46x112.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 14:14:04 -06:00
jheapsandClaude Opus 5 3e9e2e899d Stop the big blind's own chip from covering the BB badge
On a phone the badge marking the big blind was not hard to read. It was not there.
The chip showing their $2 sat on top of it.

Both live on the same spoke. Bets sit between a seat and the pot, so on the bottom
half of the ring the chip comes down onto the seat's top edge, which is exactly where
the badge was -- and the chip is a layer above it.

  390x844, six seats:  badge 24x12 = 288px², chip covered 196px² of it
                       badge z-index 2, chip z-index 3
                       the badge's own centre hit-tested as the chip

So seats on the bottom of the ring wear their badge underneath instead, on the edge
the pot is not on. And badges now outrank chips regardless, so a layout this does not
anticipate cannot hide one again: which blind a seat is posting is the one thing on
that puck nothing else on the felt repeats, while a bet chip's amount is on the seat's
own total line as well.

Measured across 20 table sizes -- badge area lost to bet chips:

  430x932, 390x844, 360x640 at 2 and 6 seats    35% -> 0%
  8 seats                                        4-12%, unchanged: the blinds land
                                                 on the top arc there, where the
                                                 badge was already out of the way
  desktop and tablet                             0% either way, more room

Two other placements were measured and rejected. Tucking the badge inside the seat's
bottom edge put 38-42% of it on the seat's own stack line at every size including
desktop -- trading a chip covering the badge for the badge covering the money. Leaving
it on top and only raising its z-index worked everywhere, but leaves the badge sitting
on the chip rather than clear of it; the z-index is kept as a backstop, the move is
what does the work.

What it costs

At 360x640 heads-up the bottom seat's badge moves down into the action bar, where it
was visible before. That seat is already substantially behind the bar at that size --
the narrow layout reserves scroll room rather than capping the felt, which #63
measured and settled on -- but this change is what put the badge there, so I am
saying so rather than leaving it to be found. Every other size and seat count is
clean, including 360x640 at six and nine seats.

An instrument note, because it nearly became a finding. Bet chips are
pointer-events: none above 900px and auto below it, so elementFromPoint reports them
as covering things on a phone and as invisible on a desktop. The 35% figures above
are geometric overlap and a cropped screenshot of the rendered pixels, not hit tests.
Three "chip covered by DIV" results I saw earlier were that quirk and are not real.

214 tests still passing; layout audit and contrast clean at 8 sizes x 3 seat counts;
no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 14:00:34 -06:00
jheapsandClaude Opus 5 96cd7684f0 Buying chips puts you back in the game
Handing over cash and being dealt in are one event at a real table. Here they were
two, and the second one was easy to miss.

Last change deals a busted player around until they rebuy. So the dealer takes their
money, taps Add chips, and:

  Ben:  inHand false -> false     stack 0 -> 100     buyIns 100 -> 200
  toast: "Ben added $100."

He has chips, he is not in the game, and nothing on screen says so. He gets skipped
hand after hand until somebody notices and finds "Deal in" in the seat menu.

Now the buy-in does both, and says which:

  mid-hand:      "Ben added $100 - in from the next hand."   inHand true, folded true
  between hands: "Ben added $100 - dealt in."                inHand true, folded false

Folding him for the hand in progress is the rule "Deal in" already follows -- you
can't buy into a pot you have not been paying for -- so the two doors into the game
behave the same way. It is one undoable step: undo takes back the chips, the cash
record and the seat.

Not for a seat that was sat out while holding chips. That is a dealer who sat someone
out on purpose and is topping them up, and dealing them back in would be the tool
guessing at something it was not told. The test reads the seat's own recorded stack
rather than stackOf(), which substitutes the table's starting stack and would make a
seat with nothing recorded look like it was holding chips.

  busted, sat out          -> back in
  new chair, no stack yet  -> in
  sat out holding $100     -> stays out
  already in the hand      -> nothing to do, including an all-in at zero chips

8 tests (214 total).

Driven through the UI: the rebuy, the toast, the next hand actually dealing him in
(4 players, live 4), and undo putting all three fields back.

Found on the way, not fixed here

Buying in on a seat with no stack of its own credits the table's starting stack *plus*
the buy-in. A new player handed $100 on a table with a $100 default ends up with $200
of chips against $100 of recorded cash.

I am leaving it because the right answer is genuinely unclear and it is not mine to
pick. A blank stack means "no chips recorded" to the bank check, which counts it as
zero, and "the table's starting stack" to the betting code and the felt, which show
it as $100. Both are defensible for their own job, and which one a buy-in should
follow decides whether a casual dealer who never types stacks gets $200 or $100 after
a rebuy. Worth saying out loud rather than quietly picking one.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 13:39:56 -06:00
jheapsandClaude Opus 5 1af82dfddf Call a bet a bet and a raise a raise
The bar decided which word to use from what the acting player still owes. That gets
the big blind's option backwards -- they owe nothing, so it offered "Bet", but their
own blind is a live bet and putting more in is a raise. And it gets the other half
wrong too: open the pad to make a first bet on the flop and the confirm button said
"Raise to", then wrote "Ann's raise to $10" into the undo control for it.

  preflop, action back to the big blind
    was:  Fold | Check | Bet        pad: "Raise to"
    now:  Fold | Check | Raise      pad: "Raise to"
  flop, nobody has bet
    was:  Fold | Check | Bet        pad: "Raise to"   undo: "Ann's raise to $10"
    now:  Fold | Check | Bet        pad: "Bet"        undo: "Ann's bet of $10"

The arithmetic was always right -- minRaiseTo returns two big blinds for the big
blind's option and one for an opening bet, and I checked both before touching
anything. This is only what it is called. For a tool a dealer announces the action
from, that is not a small thing: a dealer who says "bet" when the big blind puts more
in gets corrected by the table.

The test is whether there is a live bet to raise, not whether this player owes
anything, and it is one helper rather than a condition written out five times.

The warnings follow the same word. Under-minimum with a bet in front of you leaves
you calling it; with an empty pot there is nothing to call:

  "$3 is under the $4 minimum. A legal raise is $4 or more -- otherwise it's a
   call, or all-in."
  "$1 is under the $2 minimum. A legal bet is $2 or more -- otherwise it's a
   check, or all-in."

Also the field's screen-reader label, which announced "Raise to amount" for a bet.

8 tests (206 total), including a table playing without blinds -- which opens with a
bet, and is the one preflop case where the old condition happened to be right.

Driven through the UI at seven viewports in both spots: every label correct, contrast
clean, no console errors.

One thing found and deliberately not touched. Fuzzing 40 hands with random actions
and rebuys -- chips stayed conserved to the cent throughout, no negative stacks, and
the acting seat was always a seat that could act -- turned up one disagreement:
isStreetComplete returns false during an all-in run-out where one player still has
chips and hasn't acted, while actingSeatIndex is correctly null. It has no symptom,
because the bar picks its layout from actingSeatIndex and shows "Deal Turn" as it
should. Changing a betting-round predicate with no observable fault behind it is a
worse trade than leaving it written down.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 13:23:02 -06:00
jheapsandClaude Opus 5 2cc2c66976 Deal around a player who busted and hasn't rebought
The most ordinary thing that happens in a home game: somebody stacks off, and they
don't buy back in that second. The table dealt them in anyway, and the result was a
hand nobody could finish.

Three players, two of them busted:

  bar before dealing:
    "Pot $0 | 3 players | All-in - running out the board (3 players)
     | Cal posts $1, Ann posts $2 | Post blinds & deal"
  after dealing:
    Cal posted nothing -- no chips to post with
    Ann posted $2 and was asked to check or bet against her own money
    liveSeats 3, isStreetComplete false, isHandOver false

Every line of that is wrong. It announced a board being run out over a felt with no
cards on it, promised a small blind from a seat that couldn't post one, took it from
nobody, and then sat on a hand with no way forward.

So a seat with no chips and nothing in the pot is dealt around. Their seat, name and
buy-in record are untouched -- sat out, not folded, because they didn't muck anything
-- and adding chips puts them straight back in the next hand.

  four players, Ben busted, button on Ann:
    "3 players | Cal posts $1, Dee posts $2
     | Ben has no chips - sitting out this hand. | Post blinds & deal"
    -> Ben inHand false, folded false; blinds exactly as promised; Ann to act

Said before it happens, for the same reason the button move is: a dealer shouldn't
find out from the felt. And the preview computes it on a view of the table rather
than by changing it, so the promise and the deal ask the same question -- the fault
these two lines exist to prevent.

When it can't be dealt at all, it says who has to buy in rather than pretending it's
a seating problem:

  "Only Ann has chips - Ben and Cal need to buy in."
  "Nobody at the table has chips left. Add a buy-in to deal."

Two smaller things fall out. The run-out banner is now gated on the betting actually
being open -- before the deal, a table of busted players is indistinguishable from a
table of all-ins to that test. And the bar's player count reads the table as it will
be dealt, so someone waiting on a rebuy isn't announced as one of the players.

Not the same as all-in, and the code says so: an all-in player has money riding on
the hand. A seat with no stack recorded isn't broke either -- those fall back to the
table's starting stack.

13 tests (198 total), and 5 of them fail with the sit-out and the run-out guard taken
back out.

Driven through the UI at seven viewports in both states: layout and contrast clean
everywhere but the landscape phone already known from #63, and no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 13:08:21 -06:00
jheapsandClaude Opus 5 a92a389245 Work out who pays whom
I went looking for what home-game dealers actually struggle with rather than reading
the code again, and the answer that kept coming up was the end of the night: hosts
reach for a separate app to finish a game "knowing exactly who owes whom in seconds
rather than minutes".

This tool already had every number that answer needs. The standings panel knows what
each player is up or down -- chips in front of them less the cash they handed over --
and then stops. Which leaves the dealer with six signed numbers at 2am and the actual
job still to do. That last step is the part people get wrong, not the poker.

  Ann  +$75    Dee  +$110      Fay -> Dee   $70
  Ben  -$10    Eve   -$40      Cal -> Dee   $40
  Cal  -$65    Fay   -$70      Cal -> Ann   $25
                               Eve -> Ann   $40
                               Ben -> Ann   $10

Largest debt against largest win, repeatedly. Greedy rather than optimal, which is
the right trade here: the true minimum number of transfers is NP-hard, while this
needs at most one payment fewer than there are people and each one it emits clears
somebody out of the list entirely. A dealer wants a short list to read down, not a
proof. Payers are the outer loop so everything one person owes prints together --
the list gets read out one player at a time.

All of it in integer cents. A settlement that has to come out exactly right is the
last place to let a float land on 41.99999999.

When the chips on the table don't match the cash taken

Then the payments can't all be made, and that is reported rather than quietly spread
across them. It is never rounding -- the arithmetic is integer cents -- so it is
always what the bank check sitting right above it is already warning about: a rebuy
nobody wrote down, or a miscount. Inventing a transfer to make the columns agree is
how a real person ends up short.

  $100 of winnings has nothing to pay it -- there are more chips on the table than
  cash was taken for. Fix that above before anyone cashes out.

The payment list goes into the CSV export too, under the standings it came from,
with the caveat if there is one. Whoever opens that file wants the answer, not to
redo the arithmetic in a spreadsheet.

13 tests (185 total): everyone ends up square, at most n-1 payments, a payer's lines
stay together, cents survive, nobody pays themselves, no payment is ever for zero,
both directions of an unbalanced bank, and one that settles a real table's standings
rather than hand-made numbers.

Driven through the UI at six viewports, balanced and not: clean layout audit and
contrast everywhere but the landscape phone already known from #63. Checked with
26-character names and seven-figure stacks on a 360px screen -- names wrap, amounts
stay whole and right-aligned, nothing overflows.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 12:52:56 -06:00
jheapsandClaude Opus 5 3d1ce1f45c Keep the table above the action bar on wide screens
The bar publishes its height so the layout can stay clear of it. Only the phone and
landscape rules ever read it. The wide layout sized the felt from its own width -- a
box 72% as tall as it is wide -- and so had no idea what was underneath it.

That was survivable while the bar was a constant. It isn't: it grows from 117px to
172px the moment a hand needs a side pot, which is exactly the hand where the dealer
most needs to see who is still in. Measured with two side pots, six seats, the bottom
seat sat this far behind the bar:

  1280x900    22px      1600x1000   54px
  768x1024    23px      1024x768    clear
  360x640     39px      390x844     clear

The first attempt at this didn't work and the failure is worth recording: the wrap was
a padding-bottom: 72% box, and percentage padding resolves against the containing
block's width rather than the element's own. Capping the width narrowed the felt from
822px to 746px and left it exactly 617px tall, so the seat stayed where it was. It is
an aspect-ratio box now, and the shape is stated once as --feltAspect so the height
and the cap both derive from it.

  1280x900   felt 857x617 -> 746x537   seat 22px behind the bar -> 51px clear
  1600x1000       ...760 -> 885x637              54px behind -> 59px clear
  768x1024   felt 689x689 -> 603x603              23px behind -> 56px clear

Six-seat tables at 1280x900, 1600x1000, 1024x768 and 768x1024 all go from one covered
seat to a clean audit.

Not applied below 700px. The narrow layout already had an answer -- it reserves the
bar's height as scroll room under the table, and a phone is a thing you scroll -- and
capping there was measured and rejected: at 360x640 it took the felt from 321px to
226px, which fixed the six-seat ring and broke the nine-seat one, two covered seats
traded for two seats whose centre landed on a neighbour.

Landscape phones opt out too. They set their own height from the bar already and are
sitting on their 7rem floor; 844x390 and 667x375 still have the bottom seat in the
bar, and nothing about a 112px-tall table with 73px seats can fix that.

The seat overhang is a constant rather than something measured off the layout it is
about to change -- a seat is ~73px tall at every width -- so this settles in one pass
instead of asking a different question each time it shrinks the felt.

172 tests still passing; no console errors; contrast clean.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 12:35:15 -06:00
jheapsandClaude Opus 5 29188d6049 Say ALL IN on the felt
A player with nothing behind had a blank where their stack goes. So did a seat whose
stack nobody had entered. On a table with side pots that is the one distinction the
dealer is working from -- who can still be bet at, and who is already in for
everything they have -- and the felt drew the two states identically.

  Ann  $40  $160     has chips
  Ben  $40           all-in for 40
  Cal  $40  $160     has chips
  Dee  $12           all-in for 12

The action bar knew: it had already built "Main pot $48, Ann/Ben/Cal/Dee" and
"Side pot 1 $84, Ann/Ben/Cal". The table it sits under didn't say a word.

Betting.isAllIn is the same stack test nextToAct uses to pass over a player, which is
the point: the seat the felt marks is exactly the seat the dealer will never be asked
to act on again. There's a test asserting that equivalence rather than restating the
condition.

The second half of the condition matters. A seat with an empty stack that has put
nothing in is a busted player who shouldn't have been dealt in, not a player who
moved all-in, so it isn't marked.

"ALL IN" in gold where the stack was, and a warmer border on the seat -- deliberately
quieter than the acting-seat ring, because all-in is a standing fact about a player
rather than a request for attention.

9 tests (172 total). They fail on a naive condition: dropping the committed-chips and
folded checks fails 4 of them.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 12:34:53 -06:00
jheapsandClaude Opus 5 4c1ac222a8 Give Enter and Space back to the control that has focus
Found while checking the keyboard could still reach the dealer button: it could
reach it and then couldn't press it.

Enter and Space were bound to "advance" for the whole document, with an exception
only for text fields. Those two keys are how a keyboard presses the control it is
sitting on, so every button on the page lost them -- and not to nothing. Measured:

  Tab to Resolve Pot, press Enter   ->  the table dealt the next hand
  Tab to Resolve Pot, press Space   ->  Resolve Pot, correctly
  Tab to a dealer button, Enter     ->  nothing at all

The inconsistency is the shortcut handler's return value. It calls preventDefault
only when it handled the key, so when "advance" applied it ran instead of the button,
and when it didn't apply the browser's own activation got through. A control that
does something else every other press is worse than one that does nothing.

Enter and Space now go to a focused button, [role=button], link or summary, and the
shortcut only claims them when nothing pressable has focus. The letters stay live
with a button focused -- a button does nothing with "f", and a dealer whose hand is
on the keys shouldn't lose them to a stray focus ring.

Space still advances the street: dealt, f, f, c, c, Space -> flop. The action bar
rebuilds itself after every press, so focus falls back to the body and the dealer's
Space is never quietly aimed at the Fold they just clicked.

11 tests (163 total), and they fail on the old handler -- 4 of them, exactly the
Enter/Space-on-a-control cases.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 12:16:15 -06:00
jheapsandClaude Opus 5 784315f2ea Put one dealer button on the table
A poker table has one dealer button. This one drew nine.

Every seat carried a puck: the real one in gold, and eight ghosts at 0.32 opacity
that existed to be pressed. Measured on a nine-seat table -- eight pale discs, all
eight showing the letter D, one of them the button. Finding it meant comparing nine
identical shapes for the one that's gold, when it should be the only thing of its
kind on the felt.

The ghosts also sat on their neighbours. Every remaining "something important is
covered" offender on a crowded table was a live seat covered by the seat-next-door's
ghost puck: 844x390, 915x412, 360x640 and 640x360 each reported one, and they were
all the same thing.

And a screen reader heard nine buttons named "D".

So a seat without the button doesn't draw one. Hovering a seat fades its slot in --
a preview of where the button would go, one click as before -- and on touch, where
there is no hover, "Give the button" has been in the seat's long-press menu all
along. Keyboard reaches it by focus, where the slot appears too.

pointer-events matters as much as the opacity: an invisible puck that still took
taps would be worse than a visible one.

  visible pucks    9 -> 1 at every size
  layout offenders 915x412 1->0, 360x640 1->0, 844x390 3->2, 640x360 3->2
  clean viewports  4 of 9 -> 6 of 9
  labels           nine "D" -> "Ann has the dealer button" and
                              "Give the dealer button to Ben"

The audit now checks it, because this is a rule about the table rather than about
CSS: one puck drawn, and no two announcing themselves the same way. Verified against
the old behaviour put back -- it reports 9 and 9.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 12:16:00 -06:00
jheapsandClaude Opus 5 0c6cd55951 Let the landscape table use the width it has
Last round I left a residual and said it wanted its own fix: on a phone held
sideways, seats overlapped so badly that a seat's centre belonged to the seat next
door. Here's the cause.

The landscape rule capped the felt's width by its height to hold the portrait
aspect ratio. At 640x360 that produced a table 135px wide inside a 601px column --
22% of the screen -- with 366px of rim for nine seats needing 662px. Adjacent seat
centres ended up 13px apart for seats rendering 74px wide.

Landscape has width and no height, so the table now takes the width it has and is
only as tall as the room left over. A wide ellipse, which is what a real poker
table is anyway.

  640x360   felt 135x97  ->  601x121   rim 366 -> 1263   centres 13px -> 33px
  844x390   felt 176x127 ->  765x151   rim 480 -> 1605   centres 37px -> 59px
  915x412   felt 207x149 ->  492x173   rim 563 -> 1106   centres 44px -> 55px

Seat ownership went from 8 seats wrong at 640x360 and 2 at 844x390 to zero at
844x390, zero at 915x412, and two at the very smallest. Nine of eleven sizes clean,
portrait and desktop untouched.

Two things I tried and threw away

Spacing seats by arc length instead of by angle. It sounds obviously right -- even
distance around the rim rather than even angle -- and it made things worse: 640x360
went from 2 wrong to 3, closest centres 33px to 21px, and even the desktop table
dropped from 180px to 155px. Even arc spacing packs seats through the tight turns
at the ends of an ellipse, where a fixed distance along the rim covers much less
straight-line distance. Equal angles happen to separate them better. Reverted.

Shrinking seats on the tightest landscape phones. Took the rendered seat from 74px
to 64px and moved closest centres not at all -- still 33px -- while the covered
count at 844x390 went from 3 to 4. A change that measures as nothing but costs CSS
and legibility isn't worth keeping. Reverted.

So this is one CSS rule, which is all the measurements supported.

What's left

640x360 and 667x375 still have two seats whose centre lands on a neighbour. Nine
seats on a ring 121px tall is a genuine physical constraint rather than a layout
mistake, and both remaining fixes I tried made it worse rather than better. It is
reported by the audit rather than hidden, and a dealer on a 360px-tall screen has
the seat menu and the action bar for everything that matters.

152 tests passing; contrast clean at every size; dealing still works in landscape.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 10:39:45 -06:00
jheapsandClaude Opus 5 e01d8e7c49 Tapping a seat gives you that seat
Went to audit the seat editor and couldn't open it: Playwright refused to click the
middle of seat 1 because seat 9's dealer chip was sitting there. On a nine-seat
table, tapping the centre of one player handed the button to another.

I shipped that. The enlarged chip hit area grew outward from a chip already hung
over its seat's corner at -10px/-10px -- and on an oval, a seat's corner is the
seat next to it. Measured on the nine-seat table:

  seat 1  10 of 49 sampled points taken by seat 9's chip, including its centre
  seat 4   9 of 49 taken by seat 5's chip
  seat 5   3 of 49 taken by seat 6's chip

I claimed at the time that no seat tap was stolen, and I had checked -- with an
audit that exempted anything inside a `.seat` as harmless crowding. The thief was
inside a seat. The check walked straight past it.

Two fixes, and the second matters more

The chip sits inside its seat now rather than on the rim, and its hit area grows
inward over its own seat, which is a big target that can spare a corner. Padding
inward alone wasn't enough -- I tried it and the numbers didn't move, because the
chip's own box was the problem, not just the pad. Isolating that took disabling the
pad and then the overhang separately: pad off gave 2 seats affected, overhang off
gave zero.

And the audit now asks whether a seat's centre belongs to that seat, as its own
check. The occlusion check couldn't answer it: it was built for overlays on top of
the table, and this was two pieces of the table fighting over a tap. It exempts a
neighbour's body -- seats do overlap by design -- but not a neighbour's controls,
which was the exact hole.

Seven of eight sizes now have no seat whose centre goes elsewhere, and all four
seats I tap open their own editor.

What's left, stated rather than buried

At 360x640 and 375x667 one seat still loses a single sample point of its rim to a
neighbour's chip. Centres are correct; this is the rim of a crowded oval.

At 844x390 two seats have centres belonging to the seat next door -- and those are
seat bodies, not chips. Nine seats on a 163px-tall landscape table overlap almost
completely. That's the landscape felt sizing, it predates all of this, and it wants
fixing on its own terms rather than being folded in here.

Both are now reported by the audit instead of hidden by it, which is the part I
actually trust.

152 tests still passing; contrast clean at every size.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 10:24:14 -06:00
jheapsandClaude Opus 5 c77161c3e9 Stop the last two things the table did behind the dealer's back
Your bug report was about a category, not one button, so I went looking for the
rest of the guessing rather than picking a new topic. Two left, both about the
button -- and one of them was in the fix I'd just shipped.

The deal preview lied

The prompt added last time promises who will post. With the button parked on an
empty chair it promised the wrong pair: it read the button where it currently sat,
while dealing relocates the button onto a player first and only then works out the
blinds.

  three players in seats 2-4, button parked on empty seat 1
    preview said:  s2 posts $1, s3 posts $2
    dealing gave:  s3 posts $1, s4 posts $2

Exactly the fault you reported -- the display and the thing it describes computed
from different moments -- inside the change meant to remove it. buttonSeatForDeal
answers where the button will be without moving it, so the preview asks the same
question the deal will answer. And the move is now stated before it happens:
"Button moves to Ben - seat 1 is empty."

Moving the button after the deal moved the blinds silently

Once the blinds are posted, moving the button takes them back and re-posts them,
because otherwise the badges and the money disagree. That's the right behaviour
and it was completely silent. The toast says so now: "Button on Dee - blinds taken
back and re-posted."

It also only does it when there is actually something posted to move. Before the
deal there is nothing committed, so passing the button is just moving a marker --
which is the whole point of the setup step.

Checked and deliberately left alone

Streets still advance one press at a time during an all-in run-out, which is right
-- the dealer is physically dealing the board between them. A player who joins
mid-hand is still marked folded for that hand and plays the next one. The
base-pot-amount shorthand still stands in for "everyone antes the same". Nothing
mutates state during a render.

4 tests (152 total): the preview matches what dealing produces with the button on
an empty chair, asking where the button will be doesn't move it, a button already
on a player is left alone, and an empty table doesn't break the question.

Driven through the UI: the prompt warns about the move and then the deal matches
it exactly; moving the button after the deal announces the re-post; and the blinds
survive being passed around three seats with the chip count fixed at 400. Layout
and contrast audits clean.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 10:06:58 -06:00
jheapsandClaude Opus 5 843ef9cd42 Wait to be told to deal, instead of guessing
Dealing and betting were one button. "Next Hand" moved the button and posted the
blinds in the same breath, so the moment between hands -- the one where people are
still sitting down, standing up and arguing about whose turn it is -- was spent
with money already committed.

That's where the guessing came from. The blind badges recompute from `inHand`
every render, but the posted chips are frozen from whenever beginHand ran, so the
two drift apart the instant the table changes:

  seat a fourth player after Next Hand
    badges said sb=s3 bb=s4, money on the table was s1=$2 s3=$1
    s4 was shown as the big blind having posted nothing

  take out the big blind after Next Hand
    badges moved to bb=s1, s4's $2 stayed in the pot, s1 had posted nothing

  press Next Hand twice
    burned a hand, moved the button twice, chips went 300 -> 297

Now the dealer says when. Next Hand advances the button and clears the table, and
stops. The bar shows who will post -- "Ben posts $1, Cal posts $2" -- and waits on
"Post blinds & deal". Enter does it too, so a dealer can carry a hand from setup
through the streets to showdown without reaching for the trackpad.

Until that press nothing is committed, so setting the table is free: seat someone,
take someone out, pass the button around, name the blinds by hand. The preview
follows every change and the chip count never moves. Settling a pot ends the hand
rather than starting the next one, for the same reason -- people cash out between
hands.

The preview is honest about what it can't do: fewer than two players and there's
no button at all, just what's missing.

A table saved before this existed has no flag, and guessing "not dealt" would
offer to deal over a live hand. Anything already committed, or anyone already on
the clock, means the betting was open when the tab was closed.

11 tests (148 total): the table waits, no money moves until the deal, seating and
unseating and passing the button all cost nothing, what the preview promises is
what gets posted, and a mid-hand save comes back mid-hand.

Driven through the real UI: seat a player and move the button while waiting, watch
the preview follow with the chip count fixed at 400, deal, play it out, settle, and
land back in setup. Triple-tapping Next Hand now costs nothing but button position
-- it used to cost a hand and three chips. Layout and contrast audits clean in both
the new setup state and after dealing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 09:51:43 -06:00
jheaps e5d5b515ba Merge pull request 'Hold'em dealer: nine polish rounds released together' (#57) from feature/casino-holdem-acting-seat into master
Build and Deploy / build-deploy (push) Successful in 1m22s
Releases #49-#57 in one go: pot safety, the banker's cash reconciliation, the short all-in rule, the standings name column, the layout and contrast audits, dealer puck hit area, illegal-raise warnings, and the acting-seat highlight.
2026-09-01 09:31:52 -06:00
jheaps a14087fa7d Merge pull request 'Stop rebuilding the hand log after every fold, call and raise' (#48) from feature/casino-holdem-render-perf into master
Build and Deploy / build-deploy (push) Successful in 1m27s
2026-09-01 09:30:13 -06:00
jheaps 76f1952d61 Merge pull request 'Make the overlays usable from a keyboard' (#47) from feature/casino-holdem-keyboard-focus into master
Build and Deploy / build-deploy (push) Canceled after 10s
2026-09-01 09:30:07 -06:00
jheaps f464e6f2e2 Merge pull request 'Make big numbers readable, and make the export add up' (#46) from feature/casino-holdem-resilience into master
Build and Deploy / build-deploy (push) Canceled after 5s
2026-09-01 09:30:02 -06:00
jheaps f5108de288 Merge pull request 'Handle the messy table: joining, leaving, and arguing about blinds' (#45) from feature/casino-holdem-messy-tables into master
Build and Deploy / build-deploy (push) Canceled after 0s
2026-09-01 09:29:58 -06:00
jheaps ee37cf7bd9 Merge pull request 'Make every tap in the dealer land instantly on a phone' (#44) from feature/casino-holdem-touch-mobile into master
Build and Deploy / build-deploy (push) Canceled after 10s
2026-09-01 09:29:53 -06:00
jheaps 0d1218fa53 Merge pull request 'Hold'em dealer: a test suite, one implementation each, and a pot-announcement fix' (#43) from chore/casino-holdem-tech-debt into master
Build and Deploy / build-deploy (push) Canceled after 0s
2026-09-01 09:29:49 -06:00
jheapsandClaude Opus 5 a72f199139 Light up the seat that's holding the game up
Asked what actually slows a home game down and the answer from people who deal
them is consistent: not how fast the cards come out, but players not noticing the
action is on them. "Waiting for shuffling and players not realizing it's their
action is going to cost much more time than how quickly you spread the flop."

So I measured how obvious the acting seat is, and it was distinguished by a rim
colour and nothing else -- a gold border and a 2px ring where a live seat has a
green border and a 1px one. Same fill, same size, nothing moving. That is a subtle
thing to ask a dealer to spot across a table on a phone, for the one state the
whole pace of the game hangs on.

It reads as lit now rather than merely outlined: a solid gold ring at full
strength, a warm glow separating it from the felt, a warmer fill, and it sits
above its neighbours so the ring is never clipped by the seat next to it.

There's also a slow two-and-a-half second breath, which stops entirely under
prefers-reduced-motion -- the ring carries the whole job on its own for anyone who
would rather nothing moved, and that was checked rather than assumed.

The lift is box-shadow, not transform. A seat's transform is what positions it
around the felt, so setting one here would throw it off its spot -- the same trap
that nearly shipped a 38px seat displacement a few rounds ago.

One measurement I'm not claiming: the acting and live fills differ by only 1.1:1,
because the change is a hue shift rather than a lightness one. The ring and the
glow do the work; the fill just stops it looking like the same chip.

Checked at eight viewports: layout and contrast audits clean, exactly one acting
seat everywhere, and the lit seat is the same size as its neighbours at every
size -- the ring adds no layout. renderAll is 1.8ms with the pulse running, so it
costs nothing. Text on the warmer fill still passes contrast at every size.
137 tests passing.

Sources: pokerchipforum.com/threads/as-a-dealer-how-do-increase-more-hands-per-hour.114914/,
forumserver.twoplustwo.com/27/casino-amp-cardroom-poker/tips-advice-faster-better-dealer-241644/

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 09:20:46 -06:00
jheapsandClaude Opus 5 e0eb0d2079 Say something when the raise isn't a legal raise
Web search turned up the oversized-chip rule described as the single most common
cause of floor disputes, and specifically a home-game problem. Chasing that led to
checking what the bar does with an illegal raise, and the answer was: nothing.

With the minimum at $18 and a player holding $200, typing 13 was accepted without
a word. The engine then treated it as a short raise and correctly declined to
reopen the betting -- right for an all-in, wrong for somebody who just misheard
the bet, and either way the dealer was never told.

The raise entry now says what's wrong and still lets it through. This tool records
what the humans at the table actually did, and a dealer overruling the arithmetic
is right more often than the arithmetic is, so Confirm stays enabled in every case:

  $13 is under the $18 minimum. A legal raise is $18 or more -- otherwise
    it's a call, or all-in.
  All-in for less than a full raise. Legal, but it doesn't reopen the
    betting -- anyone who has already acted owes the difference or folds.
  More than they have. This goes in as all-in for $200.
  $10 is not above the $10 already bet -- that's a call, not a raise.

The second one surfaces the rule fixed two rounds ago at the moment it decides
something, rather than only in the rulings sheet.

Two minimums, which is where the first attempt went wrong

The pad already had a minimum, clamped to what the player can actually put in --
correct for the Min button, wrong for the warnings. For a short stack the clamped
minimum equals their all-in, so neither warning could ever fire for exactly the
player the rule exists for. Kept separate now: one for the button, the rules one
for the warnings.

A regression the audit caught, in the same round that introduced it

The note makes the raise pad taller, --actionBarHeight grows, and the toast --
which floats just above the bar since the occlusion round -- got pushed up over
the table. Measured at 360x640: bar 122px closed, 178px with the pad, 217px with a
note, and the toast climbing from y506 to y411, covering seats outright.

A toast is transient news about the action just taken; the pad is the dealer
deciding the next one. The older one gets out of the way when the pad opens --
nothing is lost, its Undo is also the bar's own undo control. The note is tighter
on short screens, and the pot breakdown hides during entry, since which side pots
exist isn't what's being read while typing an amount. Net: 210px rather than 217px,
and no seat covered that the pad wasn't already covering at 178px.

Two rulings entries, from the same search

The oversized chip -- a single big chip pushed out silently is a call, not a raise,
however big it is; to raise you say so before it lands. And what a full raise is,
which the pad now enforces in words.

137 tests passing. Raise warnings verified across four amounts on a deep stack and
three on a short one, at eight viewports: note shows, pad stays reachable, contrast
clean, Confirm never disabled. Toast still behaves normally when the pad is closed.

Sources: cardplayer.com/.../contracts-and-poker-the-oversized-chip-rule,
pokernews.com/strategy/be-careful-when-betting-essential-wsop-rules-to-remember

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 09:12:17 -06:00
jheapsandClaude Opus 5 d66abda05a Make the dealer puck hittable without making it bigger
Ran the touch-target check that had been sitting in the audit unused. The dealer
puck is 22x22 — half what a fingertip needs — in ten places on the table, and
tapping it hands the button to that seat and re-posts the blinds. Not a cosmetic
control.

It stays 22x22. A puck should look like a puck sitting on the rim of its seat, and
growing it would take area from the seat itself, which a dealer taps far more
often. Instead an invisible pad around it catches the tap: 43x44 hittable on every
phone size, close to four times the area, with the pad pushed down and left away
from the seat the chip juts towards. Verified that no seat tap is stolen — the
occlusion audit is clean at every size.

Three things the check itself got wrong, all found before acting on them

It read element boxes, and boxes lie in both directions. A control padded out with
a transparent ::after responds well past its painted size, and a checkbox wrapped
in a label is hit by tapping anywhere on the label — so it reported the dedicated
dealer toggle as a 24px fault when it sits inside a 320x44 label that already
forwards the tap. It probes outward with elementFromPoint now, which is what a
finger actually experiences.

The probe walked a fixed 40px each way, so everything wider than 80px reported
exactly 80. Every header button came back a suspiciously round "80x42".

And it enforced 44px on desktop, where there is no fingertip. Those same header
buttons are 64px tall on a phone and 42px with a mouse, which is not a defect.
Keyed off hover:none now, the same signal used for the tablet field sizing.

Also removed a ::after pad on the dedicated-dealer checkbox that was both inert --
pseudo-elements don't render on replaced elements -- and unnecessary, since the
label already does the job.

The puck is the one documented exemption: it is deliberately small and "Give the
button" is in the seat menu at full size, so it's a shortcut rather than the only
way through. The reason sits in the code next to the exemption.

Phone sizes: dealer chip 22x22 drawn / 43x44 hittable, zero undersized controls
even with the exemption and the pointer rule forced off. Layout and contrast
audits clean at all seven sizes. 137 tests passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:54:07 -06:00
jheapsandClaude Opus 5 6fa4532781 Fix the contrast the audit could finally measure
Contrast is the one check I've got wrong twice, both times by being clever about
backgrounds. The first version read only background-color, so text on any of the
gradient-painted sheets was measured against transparency and the dealer puck's
dark "D" was reported at 1.2:1 against nothing. The second over-corrected and
treated low-alpha gradient stops as opaque, scoring white-on-dark at 1.0:1.

So this one is built to be incapable of false positives rather than exact.
Backgrounds composite through alpha; where a gradient is involved every colour stop
is tried and the most flattering one used. A finding means the text fails even
under the reading most generous to it.

It's checked against known answers before being believed: black on white at 21:1,
white on white at 1:1, #767676 on white at the 4.54:1 AA boundary, white over a
dark gradient, dark text on that same gradient, white over a 6% white wash on a
near-black page. Nine cases, all correct — and building them found a real bug in
the check, which walked past an opaque gradient and offered the page background as
a candidate. That made it too lenient, which is as bad as the old false positives.

What it found:

Both blind badges failed against their own gradients, in 9px bold text a dealer
reads at a glance across a table. At the worst stop: small blind 3.52:1, big blind
2.15:1. The small blind keeps its blue and darkens to 4.77:1. The big blind flips
to dark text on brighter gold, 5.84:1 — how a gold chip is marked anyway, and it
makes the two badges far easier to tell apart at speed.

Quick Split's footnote names a control the dealer is told to reach for, and that
name inherited the muted grey of the surrounding aside: 3.39:1. Emphasised text
carrying an instruction gets its own colour now.

The felt watermark came back at 1.19:1 and is meant to. It's decoration; holding it
to a reading threshold would mean making it not a watermark. It's aria-hidden now,
which says the same thing where it also does some good, and the audit skips
aria-hidden subtrees.

32 contrast passes over the table, all five overlays and Quick Split at five
viewports: zero findings, zero unmeasured. Layout audit still clean. 137 tests pass.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:39:07 -06:00
jheapsandClaude Opus 5 2f6d63400a Stop re-typing the layout audit into a console every round
Last round I found a regression I'd shipped two rounds earlier: the standings
table's player-name column was zero pixels wide, at every viewport, and nobody
noticed because the audit that would have caught it only ever existed in a
previous session's scrollback. These checks have been re-written by hand at least
six times, and each time they covered only whatever had just changed.

So they're a file now. uiAudit.js runs in the page — no build step, no
package.json, no dependency — and checks touch-action and tap highlights, that
fields stay selectable and are big enough not to trigger iOS zoom, that nothing
important is covered or stranded off-screen, that no grid column has collapsed to
nothing, and that no text is painted outside its box. runUiAudit.js drives it over
the table, all five overlays and Quick Split at thirteen viewports. Deliberately
outside CI: the unit suite is dependency-free and runs in a second, this one needs
a browser and a running site.

Three real faults it found on its first run

Fields were 13.3px on every iPad. The 16px minimum that stops iOS zooming the page
on focus went in inside a max-width:700px block, and every iPad is wider than
that — so a dealer on a tablet, which is the device this is most likely to be
propped up on, got the table zoomed every time they touched the blind amount. The
reason for that rule was never "narrow screen", it was "iOS". Font size applies at
all widths now, and the 44px touch targets key off hover:none, which is what
actually distinguishes a finger from a mouse.

The seat menu couldn't be scrolled. It had no height limit and no overflow, so on
a phone held sideways its first two actions — Fold and All-in — sat below the
bottom of the screen with no way to reach them. A dealer in landscape could
long-press a seat and then not fold it.

The pot wizard sat under the action bar. Every other overlay is z-index 90-98; the
wizard alone was at 50, below both the action bar at 55 and the toast at 80. In
landscape one of its inputs was completely covered by the Fold button, and a toast
could sit over "Confirm Winner(s)". It was the odd one out rather than a decision.

Three faults in the audit itself, found by checking before acting

Worth recording, because each would have had me "fix" something that wasn't broken:

- an ellipsised name was reported as painting outside its seat. A Range measures
  laid-out text, which runs past the element while overflow:hidden quietly clips
  it. Only overflow that is actually visible can paint over a neighbour.
- every link below the fold was reported as off-screen. Something under the fold on
  a page that scrolls is reachable; the check now asks whether scrolling can bring
  it into view, which is the thing that actually matters.
- a button in the newly-scrollable seat menu came back "covered by null".
  elementFromPoint returns null for a point outside a scrollable ancestor's clip —
  scrolled out of view, not covered by anything.

A toast partly over a control is a warning rather than a failure now: it dismisses
itself and carries a close button, and on a desktop it necessarily lands over a
table that fills the content column. Fully covered by a toast is still a failure,
because that was a real bug once — a seat sat exactly under the Undo button.

Final sweep: 13 viewports, 65 overlay checks, 13 full-page audits, 4 Quick Split
audits, zero failures, one warning. 137 unit tests still passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:31:35 -06:00
jheapsandClaude Opus 5 0d6e7e0b5a Give the standings table back its player names
Went looking for more rules bugs and didn't find any — the blind rotation is fair
over an orbit, nobody is double-charged or skipped when players come and go, and
the big blind's option is handled correctly including heads-up and when the blind
puts them all-in. Those probes are written up below.

What I did find was a regression I shipped two rounds ago.

The name column was zero pixels wide

Adding the "Cash out" column in the bank-audit round made five columns. Four of
them are numbers with a 4.5rem minimum, which with gaps needs 320px — and the
sidebar is about 290px. The name column is the only flexible one, so it absorbed
the shortfall and collapsed to nothing. Player names were not truncated, they
were entirely invisible, and the row quietly overflowed.

Measured at 360, 390, 1024, 1280 and 1600 alike, because the sidebar is narrow at
all of them — this was not a phone problem, it was everywhere except the tablet
layout where the sidebar goes full width. Names were already down to 50px with
four columns, so this had been getting worse before I finished it off.

The table earns its columns now instead of assuming them

Narrow: player, net, cash out — the two numbers a banker settles up from. Wide
enough: the per-hand In and Won as well. A container query rather than a viewport
one, because the sidebar is 290px at both 360px and 1600px viewports and the
thing that matters is the space the table actually has. Names get a real minimum
and ellipsis rather than being crushed. Everything stays in the CSV either way.

    360x640    name 0px -> 152px    Player | Net | Cash out
    390x844    name 0px -> 182px    Player | Net | Cash out
    768x1024   name    -> 389px     Player | In | Won | Net | Cash out
    1280x900   name 0px -> 151px    Player | Net | Cash out

Rules probes that came back clean, so nothing changed:

- blind rotation over 12 hands with 4 players: exactly 3 big blinds each
- a player leaving and rejoining mid-session never causes a double or a skip
- the big blind gets their option when everyone limps, can raise with it,
  and checking it ends the street
- a big blind left all-in by the blind itself gets no phantom option
- heads-up, the button acts first pre-flop and the big blind still has the option
- post-flop the minimum bet falls back to the big blind

Re-checked the guarantees from earlier rounds with the sidebar open: 0 of 50
controls on touch-action auto, 0 tap-highlighted, 0 occluded, stacks still inside
their pucks, no sideways scroll, bank panel still fits and reads correctly.
137 tests still passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:07:51 -06:00
jheapsandClaude Opus 5 aeb02d023d A short all-in doesn't reopen the betting
Went looking at dealer procedure again and ended up checking the rule home games
argue about longest. The tool had it wrong.

Blinds 1/2. Seat 4 raises to 10 — a full raise of 8. Seat 1 calls. Seat 2 is
all-in for 13: three more, where a full raise would need eight. Under TDA rule 44
that does not reopen the betting to anyone who has already acted; they owe the
extra three or they fold. Seat 1 and seat 4 were both being handed another go.

Two things were wrong in raiseTo. Any increase at all reset hasActed for every
live player, so a short shove gave the whole table another chance to raise. And
lastRaiseSize was overwritten with the short amount, so the next legal raise was
computed off 3 instead of 8 and came out too small — a second, quieter error that
only shows up when somebody then tries to raise.

Both now key off whether the increase was actually a full raise. A player who had
not yet acted keeps full rights, which falls out naturally because their hasActed
is already false — that distinction is the part of the rule people get wrong in
the other direction.

Everyone still owes the difference: isStreetComplete already asks anyone with
chips left to call, so the short all-in is answered without being re-raiseable.

The rulings sheet now covers what the tool does for you

It had three entries. A dealer challenged on a payout couldn't look up why the
tool did what it did, even for the rules it enforces automatically. Added the
short all-in rule above, uncalled chips coming back rather than being announced
as a side pot, and the odd chip in a chopped pot going to the first player left
of the button — all three are things this tool already decides silently, and all
three are worth being able to point at when somebody objects.

10 tests (137 total): already-acted players aren't reopened but still owe the
difference, a player yet to act keeps full rights, the minimum raise isn't
shrunk, calling it ends the street, no chips are created, and — the other half of
the rule — a full-sized all-in, an ordinary raise, a raise exactly matching the
last one, and a full-sized opening bet all still reopen everyone.

Validated through the real action bar: after the short shove, lastRaiseSize stays
8 and the player who had already called stays settled, while the two who hadn't
acted keep their turn. The longer rulings sheet still fits a phone, scrolls, traps
focus and closes on Escape.

Sources: TDA rules via thelodgepokerclub.com/tda-rules/,
pokernews.com/strategy/deal-with-it-tips-for-mistake-free-dealing-in-home-games-30231.htm

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 07:52:08 -06:00
jheapsandClaude Opus 5 60d192a9ec Let the banker check the cash box against the chips on the table
Ran out of things I could find by auditing the UI, so I went and read what people
who run home games actually complain about. The recurring one isn't a dealing
mistake, it's a banking one: "the last two guys go to cash out at the end of some
all-night game and there isn't enough cash to cover the chips they have."

Every chip on the table is a promise to pay cash for it later. Nothing in here
checked that the promise could be kept, and there's no way to notice by eye —
it's always a rebuy nobody wrote down, or chips taken without paying, and it
stays silent until the box is empty and two people are still holding chips.

The books now add up, or say why not

HoldemState.bankReconciliation compares the cash taken in against every chip that
could be handed back — stacks, chips in front of players, and the pot waiting to
be won. The sidebar shows both numbers and what they mean:

    Balanced — the cash covers every chip on the table.
    $160 more in chips than cash taken. Someone's rebuy probably wasn't
      recorded — the box will be short at cash-out.
    $150 more cash than chips in play. Someone has paid for chips they
      haven't been given.

Money in the middle counts as chips in play, so an open pot isn't reported as a
shortfall — otherwise it would cry wolf during almost every hand.

Players who had bought in were missing from the settle-up

sessionStandings was built from the hand log, so anybody who hadn't yet been in a
recorded hand didn't appear at all. Somebody hands over $200, sits down, folds a
few, and the banker's own record doesn't mention them — then they turn up at
cash-out holding chips the list never accounted for. Anyone with money in the
game is in the list now, whether or not they've played a logged hand.

The settle-up number was already being computed and hidden

cashPosition — chips in front of them less the cash they handed over — was
calculated for every player and written to the CSV, but never shown on screen.
It's the number you read while counting out cash at the end of the night, so it's
a column now.

15 tests (127 total): a buy-in with no hands played still appears and reads as
level rather than a loss, empty chairs stay out, a player who cashed out shows
what they took, both directions of imbalance are caught, an open pot is not a
discrepancy, six played-and-settled hands never knock the books out, a proper
rebuy balances while a chip grab doesn't, and float dust isn't an alarm.

Validated with Playwright through real play — seated, blinds posted, pot open,
hand settled, rebuy — balanced at every step, plus the three seeded verdicts and
a fresh table where the panel stays hidden.

Sources: pokerlistings.com/blog/how-to-run-a-home-poker-game,
chipsoffury.com/learn/how-to-handle-poker-buy-ins-with-friends/

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 07:33:16 -06:00
jheapsandClaude Opus 5 cc6a1902bc Stop the tool from throwing a pot away without saying so
Two ways to lose a hand's money by accident, both found by walking the settle
flow and checking the chip count afterwards.

Next Hand destroyed an unresolved pot silently

Starting the next hand clears every seat's contribution, so money still in the
middle simply vanished. Measured at a four-handed table with $8 in the pot: the
table went from 800 chips to 792, and the toast said "Next hand — button on seat
3. Blinds posted." — not a word about the eight chips that had just left.

It now asks, names the amount, and says what will happen to it. Confirming still
works and the toast says what went. The undo was always there, but a dealer
can't undo something they were never told about.

The wizard's "Close" abandoned a payout that looked finished

After picking winners and confirming, the wizard shows "Final Payouts — Ann $8"
above two buttons: "Start Next Hand" and "Close". Close pays nobody. Under that
heading, with a name and an amount beside it, a dealer taps Close believing the
pot has been pushed — and walks away with the chips still in the middle and the
hand unlogged. The button now says "Cancel — don't pay yet", with a line
underneath spelling out that nothing has been paid.

The warning measures the right thing

The first version counted the pot badge, which was wrong in a way the tests
caught before it shipped: the table-wide base pot is a standing ante for dealers
who don't track stacks, and it re-applies to the next hand rather than being
lost. Quoting it would have put a confirmation in front of those dealers before
every single hand — a nag, on the simplest way to run a table, for money that
wasn't going anywhere.

HoldemState.unresolvedContributions() measures exactly the fields startNextHand
clears: banked contributions, chip counts, and whatever is still in front of
players on this street. Verified both ways in the browser — a base-pot table
showing a $100 pot is not asked at all, a stack-tracking table with $8 live is.

6 tests (115 total): the quoted number equals what actually leaves the table,
mid-street chips are included, a settled hand leaves nothing to warn about, five
settled hands conserve every chip, an empty table has no phantom pot, and a
standing ante is never warned about.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 04:39:51 -06:00
jheapsandClaude Opus 5 a488bbf832 Stop rebuilding the hand log after every fold, call and raise
Profiled a long night at a full table — 24 seats, 200 logged hands — because
that's the state the tool is slowest in and the one a dealer reaches at 2am.

A full re-render cost 30ms, and it runs after every single action. Broken down,
25.7ms of that was renderHandHistory: tearing down and rebuilding 200 rows of a
panel that hadn't changed and that nobody is looking at mid-hand. Everything
else on the table put together came to about 4ms.

The log only changes when a hand is settled or the history is cleared — maybe
once every thirty taps. It now carries a cheap signature (length, hand counter,
and the newest row) and is skipped when that hasn't moved. Entries are immutable
once written and only ever added at the front, so the signature catches a
recorded hand, a cleared history, and an undo that puts a hand back.

    renderAll, every action     30.07ms -> 4.18ms
    renderHandHistory, skipped  25.74ms -> 0ms
    renderHandHistory, rebuild  25.74ms -> 9.05ms

The rebuild got faster too, for the times it does run — once per hand, where
25ms of jank lands exactly on the "next hand" tap. toLocaleTimeString was the
single most expensive call in the loop and a logged hand's timestamp never
changes, so the formatted string is kept; and the rows are built into a fragment
so the panel lays out once instead of two hundred times.

A cache like this is only worth having if it can't go stale — a dealer reading
last hand's payouts while settling this one is worse than a slow panel. 10 tests
cover the invalidation directly: unchanged through a street of betting, changed
by settling, by clearing, by an undo back to a shorter log, by two hands that
differ only in the pot, and by the counter moving on.

Validated with Playwright against the real page: the rendered rows match the
stored history through settling a hand in the wizard, undoing it, clearing the
log and recording again. Touch and layout guarantees from the earlier rounds
still hold — 0 of 87 controls on touch-action auto, 0 tap-highlighted, every
stack still inside its own puck. 109 tests passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 04:24:36 -06:00
jheapsandClaude Opus 5 9ee4816fa4 Make the overlays usable from a keyboard
Measured every overlay in the tool before touching anything. For a dealer running
this on a laptop, all six were broken in the same three ways.

- focus never moved into the dialog: 0 of 5 measured
- Tab walked straight out of the dialog into the page behind the scrim: 5 of 5
- Escape did nothing: only the rulings sheet handled it, 1 of 5
- the pot wizard — the dialog that pays people — had no role and no
  accessible name at all

So opening the pot wizard left focus on the button behind it, tabbing wandered
through a page nobody can see or click, and there was no way back out except the
mouse.

One implementation, not six

The overlays are opened and closed by five different modules, which is why they
each missed the same things. Rather than patch this into all of them, modal.js
watches the `hidden` attribute they already toggle: focus moves to the first real
control on open, Tab and Shift-Tab wrap inside the dialog, Escape closes it, and
focus returns to whatever opened it. `aria-modal` is set while open and removed
on close. An overlay added later gets all of it without anyone remembering to
wire it up, which is the failure being fixed.

Escape presses the dialog's own cancel button rather than just hiding the
overlay, so the confirm dialog still resolves its promise — verified: Escape
resolves it to false rather than leaving an await hanging forever.

Shortcuts.overlayOpen() had the same shape of bug, listing the six overlay ids by
hand. It asks the document now, so a sheet added later can't quietly start
letting "f" fold the table behind it.

Focus you can see

Three focus rules existed for the whole stylesheet, so tabbing relied on the
browser default ring, which on these dark custom-painted controls is close to
invisible. `:focus-visible` keeps it to keyboard use so a dealer tapping Fold
isn't left with a ring on it.

That surfaced something small: `.holdemBtn` used `transition: all`, so the new
outline faded in over 150ms and the ring lagged a step behind the Tab key. The
transition names its properties now. Measured after: 16 of 16 tab stops show a
ring immediately, and the press state from before still animates.

Also

- a mistyped negative stack read back as negative, and flowed into putIn() where
  Math.min(amount, -50) moves a negative amount and adds chips to the table.
  Clamped at zero.
- accessible names for the chip colour, chip value and notes fields, which had none

11 new tests (99 total), covering negative stacks, negative and unreadable
blinds, blinds nobody can cover, and a save that comes back corrupt, truncated,
or from before a field existed.

Playwright: all five overlays re-measured — focus moves in 5/5, Tab and
Shift-Tab trapped 5/5, Escape closes 5/5, focus restored 5/5, role and
aria-modal present 5/5. Shortcuts still fire when no dialog is open and are
still blocked when one is. Touch guarantees from the earlier round unchanged:
0 of 49 controls on touch-action auto, 0 tap-highlighted.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 04:12:55 -06:00
jheapsandClaude Opus 5 db208a1a86 Make big numbers readable, and make the export add up
Seeded a table that looks like a real game — "Mike from work", "Jean-Philippe",
stacks from $12 to $3,200,000 — and measured what the layout does with it.

".00" was costing a third of a seat puck

Every amount rendered with two forced decimal places. Measured, the trailing
".00" is ~22px, against the 64px a seat puck has to show a stack in. So
"$1,250,000.00" needed 102px of a 64px box — and because a number has no spaces
to break on, it neither wrapped nor ellipsised. It drew straight out over the
seat next to it.

Money now shows cents only when there are cents. A chip game deals in whole
numbers nearly all the time, and "$12" says exactly what "$12.00" said in half
the width. A quarter-blind game is untouched: $0.25, $12.50 and $0.75 pots all
still read as before, checked against a 25c/50c table.

That alone took "$1,250,000.00" down to "$1,250,000" — 102px to 80px, still
wider than the 64px puck. The remaining overflow is handled by stepping the font
down on long amounts, which keeps every digit. Abbreviating to "$1.25M" would
have fit more comfortably and was the obvious move, but a dealer reading a
rounded stack off the felt is a worse failure than a small one, and the exact
figure is the entire point of the tool. Measured after: every stack now paints
inside its own puck, nothing spills onto a neighbour.

Because Money.format is the single formatter all 47 call sites go through, this
lands on the seat pucks, action bar, pot breakdown, seat menu, standings and
history at once — the payoff from consolidating it earlier.

The CSV export couldn't be added up

The file exists so a house manager or a disputed chip count has something that
outlives the tab, and every money column in it was written as text:
"$1,250,000.00". The commas were quoted correctly so the file always parsed —
it just imported as strings, so the one thing anyone opens it to do, total a
column, needed every cell cleaned first.

Money columns now go in as bare numbers (1250000.00) with no symbol and no
separators. The columns meant for humans stay human: names are still names,
payouts still read "Alexandra: $1,250,000", and a name with a comma in it is
still quoted.

12 new tests (88 total, all passing), including the case that would be ruined by
dropping cents unconditionally, and a proper quote-aware CSV parser to check
every money cell parses as a number.

Re-ran the occlusion sweep from the previous round at 9 seats, 10 seats and
tournament stacks: still clean, no regression from the font changes.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:54:03 -06:00
jheapsandClaude Opus 5 3d63ba50ee Handle the messy table: people joining, leaving, and arguing about blinds
Home games don't run like a cardroom. People walk up mid-hand, storm off
mid-hand, and pass the button round three times before anyone deals. Probing
each of those found four problems, one of which loses chips.

A player taken out mid-hand took their chips with them

`computeContribution` opened with `if (!player.inHand) return 0`, so the moment
a dealer switched a seat off, everything that seat had already put in vanished
from the pot. Measured: four players in for $2 each, one taken out, pot drops
from $8 to $6. Their $2 was still sitting on the seat record — it just stopped
counting. A dealer following the tool would have paid out $6 of an $8 pot.

Chips already pushed into the middle are dead money. They stay in the pot and go
to whoever wins, whether or not the player is still in the hand, and it is not
theirs to take back. The `inHand` check now guards only the table-wide base-pot
default, which does have to stay tied to being dealt in or every empty chair
would be treated as having anted. The pot wizard counts a departed seat as
folded, so its chips are in the pot but it can never be picked as a winner.

Passing the button before the cards come out

Moving the button left the posted blinds where they were while everything
positional started reading off the new spot, so the money and the blind
positions silently disagreed. While nothing but the blinds are in, moving the
button now refunds them and re-posts from where it lands — pass it round six
times and the chip count is unchanged. Once anybody has acted the blinds are
settled and it stops offering.

Naming the blinds by hand

Blinds were purely positional with no way to overrule them. The seat menu now
offers "Make small blind" / "Make big blind" while only the blinds are in, and a
badge with a ring marks a blind that was named rather than dealt. Naming one
pins the other where it is. It's refused if it would put both blinds on one
player or post to somebody who isn't dealt in, and it lasts one hand — carrying
it forward would freeze the blinds on two people for the night.

The first hand, and a table that empties out

A fresh table puts the button on seat 1 whether or not anyone is sitting there,
and a table can empty out around it. The button is moved onto a real player
before a hand is dealt.

Joining mid-hand

A newcomer was added straight into the live seats and would be asked to act in a
hand they hadn't been paying into. They now sit the hand out and are a full
player from the next one.

Nothing is covered on a phone any more

Swept 13 viewport sizes with elementFromPoint, five points per control, on the
table and every overlay. Before: the action bar covered the bottom seats on
short screens (62px of felt at 360x640), the toast covered up to six seats at
once — Undo button included, so a tap meant for a player hit "Undo" — and in
landscape the table came out 765px tall in a 390px window, putting six of nine
seats off-screen entirely.

- the action bar's real height is published as `--actionBarHeight` and drives
  both the page's bottom padding and the toast, replacing a hardcoded 9rem that
  was wrong the moment the raise pad opened
- landscape sizes the felt from the height that's left, not from width. The
  first attempt did nothing: `padding-bottom` is a percentage of the containing
  block's *width*, so narrowing the wrap left it full height, and a
  `max-width: 900px` rule later in the file was overriding it anyway. It's set
  outright now and lives at the end of the sheet.
- on short screens the toast floats over the action bar's status readout rather
  than over the seats. Nowhere is clear of both; covering something you re-read
  beats covering something you tap.
- headers go compact on short screens, which is where the vertical room came from

13/13 sizes clean, 360x640 through 844x390, portrait and landscape.

Also fixes a marker that flickered: `classList.toggle(cls, undefined)` toggles
rather than clearing, and `manual` is undefined for positional blinds, so the
hand-picked ring appeared on alternate renders.

18 new tests (76 total, all passing).

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:40:02 -06:00
jheapsandClaude Opus 5 073ba9a252 Make every tap in the dealer land instantly on a phone
Four measured problems, all of which only show up under a thumb.

Every tap waited on the browser (53 of 53 controls)

Not one interactive element set `touch-action`, so a mobile browser held every
tap for ~300ms to see whether a second one was coming that would mean "zoom in".
That is on the fold button, the call button, every seat, every card slot.

Worse, this tool uses double-tap on a seat as the fold shortcut — which *is* the
browser's zoom gesture. The dealer's fastest shortcut was fighting the page
zooming under their thumb. A single seat tap cost ~300ms of browser hesitation
before the app's own 220ms double-tap window even started.

`touch-action: manipulation` everywhere keeps panning and pinch-zoom and drops
only double-tap-to-zoom, which is precisely the one that was in the way.

Press feedback was the OS grey box (1 `:active` rule in 2385 lines)

Only `.actionBtn` had a pressed state. Everything else — seats, header buttons,
card slots, picker cards, menu rows, toasts, wizard choices — relied on the
translucent grey rectangle the browser paints on tap. So the tap highlight
couldn't just be switched off; the controls needed real pressed states first.
They press down 1px and brighten, in 0.04s, matching the action bar that already
did. Then the grey box goes.

Hover stuck after every tap (21 unguarded rules)

`:hover` has no meaning on touch, but it still applies — and stays applied until
you tap elsewhere. Tapping "Next hand" left it lifted and lightened as though
still under a cursor, and it would have fought the new pressed states directly.
All of them are behind `@media (hover: hover)` now. The one rule that shared a
block with `:focus-visible` was split so keyboard focus survives.

The notes field zoomed the page (iOS)

`#tableNotes` was 13.3px. iOS zooms the viewport when a field under 16px takes
focus, and the dealer is then pinching back out to see the table. Every other
input here was already 16px; this was the straggler.

Seats deliberately have no `:active` rule

Worth writing down because it nearly went in. A seat's `transform` is what
positions it around the felt, so a pressed state setting `transform` drops the
`translate(-50%, -50%)` and throws every pressed seat ~38px off its spot.
Validation caught it: seats already dip via `.seatPressing`, which `pointerdown`
adds in render.js — earlier than `:active` resolves, and it restates the
translate correctly.

Validated with Playwright at 390x844: 53/53 controls off `touch-action: auto` and
0 tap-highlighted across the table, all four overlays and Quick Split; text
fields still selectable and buttons not; 14/14 hover rules gated; presses
measured live via mouse-down (fold reads translateY(1px)/brightness(1.3), a seat
holds its translate with 2px of drift from the shrink alone). Hand played through
the UI including a double-tap fold. No console errors. Unit tests 58/58.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:11:39 -06:00
jheapsandClaude Opus 5 c1a484b97a Pay down the Hold'em dealer's tech debt and give it a test suite
Every module in the dealer ends with a `module.exports` guard, so they were all
written to be testable, and none of them were ever tested. The correctness fixes
that went in recently were checked by hand in a browser console that has since
been closed. This puts a real safety net under them and clears out the
duplication that made those bugs possible in the first place.

Tests (58, ~300ms, no dependencies)

Node's built-in runner, no package.json and no install step: the modules are
plain script-tag files, so `load.js` just requires them and puts them on
globalThis under the names they use to find each other in the page.

The randomised suite is the part that matters. Every bug found in this tool so
far has been shape-dependent — blinds posted to empty chairs, the button
skipping players, heads-up acting out of order — and none of them show up on the
full six-handed table anyone would write a fixed example for. It deals 1000
hands per property across random seat counts, empty chairs, stack depths and
dealer input, checking that chips are never created or destroyed, that the pot
breakdown plus uncalled returns equals the money in, that paying out settles to
the cent, and that the button and blinds always land on real players. The
generator is seeded so a failure reproduces instead of flaking.

One implementation each

- `Math.round(x * 100) / 100` was written out 16 times across 6 files. It's
  `Money.round` / `toCents` / `fromCents` now, in the module both pages already
  load first.
- The chip epsilon was declared twice with the same value under two names
  (`PotCalculator.EPSILON`, `Betting.EPSILON_CHIPS`). Both now point at
  `Money.EPSILON`.
- `Betting.seatAt` and `HoldemState.nextSeatIndex` were the same modular
  arithmetic written twice. Walking the seats is exactly where the button, the
  blinds and the action drifted apart from each other before, so there is one
  of it now.
- The undo snapshot/restore dance appeared three times in main.js, each one
  re-deleting every key on `state` in place. It's `snapshotState` /
  `restoreState` once, with the reason it can't just reassign written down.

A bug the tests found

`layers()` and `uncalledReturns()` both decide what money was never contested,
separately, and disagreed. `uncalledReturns` measured each player against the
biggest live contribution *including their own*, which makes the biggest bet its
own yardstick — so the one case it exists for came back empty, and `layers()`
announced the overbet as a side pot only the bettor could win.

With Ann shoving 200 into Ben's 60, the dealer was told "main pot 4, side pot 3,
side pot 116, side pot 140" — four pots, one of them fictional. It now reads
"main pot 123, uncalled 140 back to Ann", which is what a dealer says out loud.
Layers are derived from contributions with the uncalled money already removed,
so the two can't disagree again. A band every payer folded out of is now merged
into the pot below rather than dropped, which was quietly shrinking the
announced pot in another edge case.

Validated with Playwright against a real hand on both surfaces — the table's
live pot readout and Quick Split's all-in mode — plus undo, with no console
errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:00:36 -06:00
jheaps 6117886e70 Merge pull request 'Hold'em dealer: five correctness fixes and four polish passes (replaces #33–#41)' (#42) from feature/casino-holdem-dealer-batch into master
Build and Deploy / build-deploy (push) Successful in 1m12s
Reviewed-on: #42
2026-09-01 02:47:00 -06:00
jheaps ae8744672f Merge remote-tracking branch 'origin/feature/casino-quicksplit-side-pots' into feature/casino-holdem-dealer-batch 2026-09-01 02:38:01 -06:00
jheaps 328ef56af5 Merge remote-tracking branch 'origin/feature/casino-holdem-contrast' into feature/casino-holdem-dealer-batch 2026-09-01 02:38:01 -06:00
jheaps 7714e16547 Merge remote-tracking branch 'origin/feature/casino-holdem-touch-audit' into feature/casino-holdem-dealer-batch 2026-09-01 02:38:01 -06:00
jheaps cc31cd033b Merge remote-tracking branch 'origin/feature/casino-holdem-wizard-polish' into feature/casino-holdem-dealer-batch
# Conflicts:
#	JoshHeaps.Net/wwwroot/js/casino/holdem/potWizard.js
2026-09-01 02:38:01 -06:00
jheaps f324793732 Merge remote-tracking branch 'origin/feature/casino-holdem-seat-count-safety' into feature/casino-holdem-dealer-batch 2026-09-01 02:37:41 -06:00
jheaps 56d9d740b5 Merge remote-tracking branch 'origin/feature/casino-holdem-odd-chip' into feature/casino-holdem-dealer-batch 2026-09-01 02:37:41 -06:00
jheaps e5b02b00e4 Merge remote-tracking branch 'origin/feature/casino-holdem-button-moves' into feature/casino-holdem-dealer-batch 2026-09-01 02:37:41 -06:00
jheaps 34cd7dbc59 Merge remote-tracking branch 'origin/feature/casino-holdem-allin-runout' into feature/casino-holdem-dealer-batch
# Conflicts:
#	JoshHeaps.Net/wwwroot/js/casino/holdem/betting.js
2026-09-01 02:37:41 -06:00
jheapsandClaude Sonnet 5 4f72dda6fa Ask before a smaller table deletes the players sitting in it
Typing a smaller number into "Seats at table" silently threw away every seat past
the new count. Nine players down to six removed three of them — names, stacks and
buy-ins gone, no confirmation, no way back.

It also quietly falsified the settle-up. Those players keep their rows in the
session standings, because the hand log remembers who won what, but the seat they
were read from no longer exists — so a player who had just won a pot showed as
having bought in for nothing and holding nothing.

Shrinking now says who it is about to remove and asks, and either way the change
is undoable like the rest of the table's actions. Growing the table, and
shrinking onto chairs nobody is sitting in, still happen without a word.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 02:33:03 -06:00
jheapsandClaude Sonnet 5 cc1b5011a1 Give the odd chip to the player the rule says gets it
Quick Split tells the dealer a leftover chip goes "to the first player left of
the button". The pot wizard, on the same tool, handed it to whoever the dealer
happened to tick first. Two screens, same split, different answer.

The wizard now orders the winners around the table from the button before the
calculator shares the pot out, so the leftover lands where the instruction says
it does. The calculator itself is unchanged — it already gave leftovers to the
front of the list, it was just being handed the list in the order the checkboxes
were clicked.

It's pennies, but it's pennies in front of the person who didn't get them, and a
dealer who has just read the other screen's instruction out loud looks wrong.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 02:05:57 -06:00
jheapsandClaude Sonnet 5 18bb23ad6d Pass the button to the next player, not the next chair
The button moved one seat per hand regardless of whether anyone was sitting
there. At a ten-seat table with four players — an ordinary home game — it spent
five hands out of eight on an empty chair.

That reads as untidy, but the real problem is fairness. Position and the blinds
are meant to come round to each player at the same rate. Rotating past empty
chairs breaks that: a player with three empty seats to their right takes the
button far less often than one sitting in a cluster, while both pay blinds every
time the rotation reaches them.

The button now skips to the next seat that's actually dealt in, so with four
players it visits those four in turn and each takes it once every four hands.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:50:16 -06:00
jheapsandClaude Sonnet 5 ae591e4212 Stop asking all-in players to act
A player who is all-in is still in the hand and still wins pots, but has nothing
left to decide. The engine didn't know that: it picked the next player to act by
walking to whoever was still in the hand, chips or no chips.

So a dealer with three players all-in pre-flop was asked to check for each of
them on the flop, the turn and the river — nine taps to say nothing — and the
action could land mid-street on someone who'd already pushed their last chip in.

Now the action passes over players who are all-in, and once fewer than two
people have chips left the betting is simply over: the bar runs Deal Flop, Turn,
River, Showdown straight through, and says "All-in — running out the board" so
the absence of a question reads as deliberate rather than as a stuck screen.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:37:19 -06:00
jheapsandClaude Sonnet 5 89d79a0f7d Post the blinds to the players rather than to the chairs
Blinds were assigned by seat offset — always button+1 and button+2 — which is
only right when everyone is dealt in and there are three or more of them.

Heads-up it had the blinds backwards. The button posted the big blind and acted
second before the flop; the rule is the opposite on both counts. That's the end
of every home tournament, dealt wrong.

Worse, the offsets don't care whether anyone is sitting in those chairs. With
two players at a nine-handed table, or with the seats left of the button sitting
out, the blinds landed on empty seats and simply weren't posted — no money in
the middle, and SB/BB badges pointing at nobody.

Blinds now walk the players who are actually dealt in, starting from the button,
with heads-up as its own case: the button is the small blind, acts first
pre-flop, and the big blind acts first afterwards. The badges come from the same
function as the money, so what the table shows and what gets posted can't
disagree.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:22:15 -06:00
jheapsandClaude Sonnet 5 d0f75d0c14 Lift the faint greys to something readable in a dim room
This is a dark interface used in poker rooms and kitchens with the lights down,
and I'd been generous with grey-on-black. Measured every piece of text against
what's actually painted behind it: thirteen declarations came in under 4.5:1.

The worst was the empty card slot's "+" at 2.63:1 — an affordance telling the
dealer the slot is tappable, and the least legible thing on the screen. Then a
run of #777 labels around 3.9 to 4.1: the standings header, the time on a logged
hand, the currency mark in the add-chips field. The rulings source line sat at
3.62 and the rulings link itself at 4.39.

All of them move up just far enough to clear 4.5 rather than being flattened to
white, so the hierarchy between a heading, a value and a hint survives.

Worth recording what the measurement can't see: it reads background-color, so
text on a gradient — the pot badge, the dealer button, the blind badges — comes
back as a false result in both directions, and those were checked by eye
instead. The felt watermark is deliberately at 6% and stays that way.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:06:20 -06:00
jheapsandClaude Sonnet 5 6b3a7dc09d Bring every phone target up to size, not just the ones I happened to check
Last round I measured one screen and found the smallest targets in the tool were
on it. So I measured all of them: sixty-four controls at phone width, flagging
anything under 44px. Twenty-three came back.

The sidebar had never had the touch pass the seat form got — its inputs, selects
and small buttons sat at 26 to 30px, and the buttons that delete a chip colour
or a custom field were 28px wide, which is a bad size for something destructive.
The rulings link was a 14px-tall underlined word.

The seat form itself had drifted: its mobile sizing rule named five fields, and
the stack field added two rounds later wasn't one of them, so it sat at 28px
beside its 44px neighbours. Both that rule and the new sidebar one are now
written against the form and the panel rather than a list of field names, so the
next field added inherits the size instead of waiting to be noticed.

The dealer button keeps its 22px disc — it's a chip sitting on a seat, and
drawing it thumb-sized would swallow the puck — but takes taps through an
invisible 44px pad. Verified the seat underneath still gets its own taps.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 00:38:29 -06:00
jheapsandClaude Sonnet 5 38488f2978 Give the pot wizard the same tap targets as everything else
Measured the screen where the money actually gets decided and found the smallest
targets in the tool: 37px winner rows, 13px checkboxes, a 36px confirm. Every
other surface has been held to 44px and up for several rounds — the one place a
mis-tap pays the wrong player was the one place that hadn't been.

Winner rows are now 56px and up, with a 22px box and a green fill when chosen,
because a dealer confirms this with players watching and a small checkbox is
easy to misread across a table. The row already was the tap target; now it looks
like one.

Each row also splits into name, what they can win, and their cards as separate
pieces rather than one run-on sentence, so the hand can be read at a glance. The
confirm takes the full width, and on a phone the summary's buttons stack with
the one that ends the hand furthest from a stray thumb.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 00:22:14 -06:00
jheapsandClaude Sonnet 5 7c64749267 Let Quick Split handle the pot it used to send people away for
Quick Split answered the easy half of the question and printed a footnote for
the hard half: if somebody was all-in for less, go set up the full table. That's
the moment a dealer least wants to be setting up a table.

A second mode takes what each player put in and lists the main pot and each side
pot with who can win it, plus anything uncalled that goes back. Rows can be
marked folded, so dead money lands in the right pot without its owner being able
to win it. The running total is shown so the breakdown can be checked against
the chips actually on the table.

It reuses the same pot maths as the full table rather than growing a second
implementation, which means the two screens can't drift apart and Quick Split
inherits the uncalled-bet and everyone-folded handling that was fixed there.

Also fixes hiding: these sections carry a `display` declaration, which outranks
the browser's own [hidden] rule, so toggling `hidden` on them did nothing and
both modes' controls showed at once.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 00:07:37 -06:00
jheaps e8d6098d39 Merge pull request 'Add chips to a seat without leaving the table' (#32) from feature/casino-holdem-rebuys into master
Build and Deploy / build-deploy (push) Successful in 1m7s
Reviewed-on: #32
2026-08-31 23:57:01 -06:00
jheaps 5d1a6b7399 Merge branch 'master' into feature/casino-holdem-rebuys 2026-08-31 23:56:53 -06:00
jheaps a816b32426 Merge pull request 'A rulings reference for the calls that come up mid-hand' (#30) from feature/casino-holdem-rulings into master
Build and Deploy / build-deploy (push) Canceled after 31s
Reviewed-on: #30
2026-08-31 23:56:40 -06:00
jheaps 5271d5fbad Merge branch 'master' into feature/casino-holdem-rulings 2026-08-31 23:56:32 -06:00
jheapsandClaude Sonnet 5 552ec1a542 Add chips to a seat without leaving the table
Somebody rebuying is the most common interruption in a cash game, and the only
way to record it was to open the seat editor and retype a stack from memory.

Press and hold a seat and there's now "Add chips…": quick amounts off the
table's starting stack — half a buy-in, a buy-in, two — with a keypad for the
times it isn't one of those. It's undoable like every other seat action, and it
records cash handed over as well as chips added, because those answer different
questions. The stack moves every hand; what a player has paid in only moves
when they buy.

The export gains bought in, chips now, and up/down, so settling up at the end of
the night is reading a row rather than reconstructing it.

Getting that last column right needed care. Chips in front of a player disagree
with the hand log for as long as a hand is open — and since blinds post the
instant the previous hand settles, that window is almost always. Counting what a
player already has in the current pot as still theirs makes the cash position
agree with the hand log at any moment, including across a rebuy.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 23:53:15 -06:00
jheaps 5c807d1581 Merge pull request 'Feature/casino holdem sidebar polish' (#31) from feature/casino-holdem-sidebar-polish into master
Build and Deploy / build-deploy (push) Successful in 1m5s
Reviewed-on: #31
2026-08-31 23:36:45 -06:00
jheaps a5b9c26902 Merge branch 'master' into feature/casino-holdem-sidebar-polish 2026-08-31 23:36:37 -06:00
jheapsandClaude Sonnet 5 9a5b974fda Add a rulings reference for the calls that come up mid-hand
The tool handles the money; the other half of dealing is the calls. A home-game
dealer who isn't a pro has to rule on a misdeal or a prematurely turned board
card with a table watching, and the usual outcome is an argument settled by
whoever is loudest.

A "Common rulings" link under the table opens a reference for exactly the
situations that come up: what counts as a misdeal, what to do when the fourth
board card gets turned before the betting is finished, and how acting out of
turn is normally treated. It follows the Tournament Directors Association
rules, and says plainly that house rules win and that a dispute gets settled
between hands rather than during one.

It's a sheet rather than a sixth sidebar panel — a dealer consults this rarely
and needs it immediately, which is the opposite of what a panel is for.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 23:35:59 -06:00
jheaps b563a56563 Merge pull request 'Put bets on the felt as chips instead of numbers in a box' (#29) from feature/casino-holdem-bet-chips into feature/casino-holdem-sidebar-polish
Reviewed-on: #29
2026-08-31 23:35:28 -06:00
jheaps 01a1728971 Merge pull request 'Live betting: tap the action instead of typing totals' (#21) from feature/casino-holdem-live-betting into master
Build and Deploy / build-deploy (push) Successful in 1m11s
Reviewed-on: #21
2026-08-31 19:19:16 -06:00
67 changed files with 13662 additions and 340 deletions
+26
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@@ -0,0 +1,26 @@
# Unit tests for the Texas Hold'em dealer's money logic.
#
# The betting engine, the side-pot calculator and the table state are plain script-tag
# modules with no build step, so they run directly under Node's built-in test runner —
# no package.json, no install step, nothing to keep up to date.
name: Hold'em tests
on:
pull_request:
branches: [ "master" ]
push:
branches: [ "master" ]
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup Node
uses: actions/setup-node@v4
with:
node-version: 20
- name: Run Hold'em unit tests
run: node --test tests/holdem/*.test.js
+313 -19
View File
@@ -25,7 +25,6 @@
<section id="tableSection">
<div id="pokerTableWrap">
<div id="pokerTable">
<div id="tableWatermark">Texas Hold'em</div>
<div id="potBadge">
<span id="potBadgeLabel">Pot</span>
<span id="potBadgeAmount">$0</span>
@@ -35,6 +34,9 @@
<div id="seatsLayer"></div>
</div>
<p id="tableHint" class="tableHint"></p>
<p class="tableHintActions">
<button type="button" id="openRulingsBtn" class="linkBtn">Common rulings</button>
</p>
</section>
<aside id="holdemSidebar">
@@ -84,6 +86,32 @@
</label>
<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
<details class="subPanel">
<summary>House take</summary>
<div class="subPanelBody">
<div class="blindsRow">
<label class="fieldRow">
<span>Rake (%)</span>
<input type="number" id="rakePercentInput" min="0" max="100" step="0.5" placeholder="0" />
</label>
<label class="fieldRow">
<span>Cap ($)</span>
<input type="number" id="rakeCapInput" min="0" step="1" placeholder="none" />
</label>
</div>
<label class="fieldRow">
<span>No flop, no drop</span>
<input type="checkbox" id="rakeNoFlopInput" />
</label>
<p class="fieldHint">
Taken from the pot when it's awarded, and shown before anything is pushed.
Rounded down to a chip the table has, so the players keep what the house
can't make. Leave the percentage at zero for a game that doesn't rake.
</p>
<p class="fieldHint" id="rakeTakenHint" hidden></p>
</div>
</details>
<details class="subPanel">
<summary>Without live betting</summary>
<div class="subPanelBody">
@@ -100,26 +128,74 @@
<details class="sidebarPanel">
<summary>Session</summary>
<div class="panelBody">
<p id="storageWarning" class="storageWarning" hidden></p>
<h3 class="panelSubhead">Standings</h3>
<div id="standingsTable">
<div class="standingsRow standingsHeader">
<span>Player</span>
<span>In</span>
<span>Won</span>
<span>Net</span>
<div class="standingsTableWrap">
<div id="standingsTable">
<div class="standingsRow standingsHeader">
<span>Player</span>
<span class="standingsInHead">In</span>
<span class="standingsWonHead">Won</span>
<span class="standingsNetHead">Net</span>
<span class="standingsChipsHead" title="What they are holding — the cash to count out if they leave now">Chips</span>
<span title="Those chips, less the cash they handed over">Up/down</span>
</div>
<div id="standingsList"></div>
</div>
<div id="standingsList"></div>
</div>
<p id="standingsEmptyHint" class="fieldHint">Once you resolve a pot, everyone's running total for the night shows up here.</p>
<p id="standingsEmptyHint" class="fieldHint">Everyone who has bought in shows up here, with what they'd be owed if the night ended now.</p>
<div id="bankReconcile" class="bankReconcile" hidden>
<div class="bankReconcileRow">
<span>Cash taken</span>
<span id="bankCashIn"></span>
</div>
<div class="bankReconcileRow">
<span>Chips in play</span>
<span id="bankChipsInPlay"></span>
</div>
<div class="bankReconcileRow" id="bankDiscardedRow" hidden>
<span>Taken off the table</span>
<span id="bankDiscarded"></span>
</div>
<div class="bankReconcileRow" id="bankRakedRow" hidden>
<span>House take</span>
<span id="bankRaked"></span>
</div>
<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
</div>
<div id="settleUp" hidden>
<h3 class="panelSubhead">Settle up</h3>
<ul id="settleUpList" class="settleUpList"></ul>
<p id="settleUpNote" class="fieldHint"></p>
</div>
<h3 class="panelSubhead">Hands</h3>
<div class="handHistoryFilterRow">
<input id="handHistoryFilter" type="search" class="handHistoryFilter"
placeholder="Find a hand — name, amount or #" aria-label="Filter the hand log by player, amount or hand number" />
<span id="handHistoryCount" class="handHistoryCount" hidden></span>
</div>
<div id="handHistoryList"></div>
<p id="handHistoryNoMatch" class="fieldHint" hidden></p>
<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots are logged here, in case a chip count is disputed later.</p>
<div class="handHistoryActions">
<button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button>
<button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button>
</div>
<h3 class="panelSubhead">The table itself</h3>
<p class="fieldHint">
The night lives in this browser and nowhere else. Save it to a file to carry it
to another device, or to have something to come back to if this one dies.
</p>
<div class="handHistoryActions">
<button id="saveTableBtn" class="holdemBtn holdemBtnSmall">Save table file</button>
<button id="loadTableBtn" class="holdemBtn holdemBtnSmall">Load table file</button>
<input id="loadTableInput" type="file" accept="application/json,.json" hidden />
</div>
</div>
</details>
@@ -129,13 +205,27 @@
<div id="chipLegendList"></div>
<button id="addChipColorBtn" class="holdemBtn holdemBtnSmall">+ Add chip color</button>
<p class="fieldHint">Give each chip color a value, then count chips on a seat instead of typing a total.</p>
<div id="colourUp" hidden>
<h3 class="panelSubhead">Stacks in chips</h3>
<dl id="colourUpList" class="colourUpList"></dl>
<p class="fieldHint">The fewest chips that make each stack — for colouring up, or counting one out.</p>
</div>
</div>
</details>
<details class="sidebarPanel" id="keyboardPanel">
<summary>Keyboard</summary>
<div class="panelBody">
<dl id="shortcutLegend" class="shortcutLegend"></dl>
<p class="fieldHint">Nothing fires while you're typing in a field, or while a sheet is open over the table.</p>
</div>
</details>
<details class="sidebarPanel">
<summary>Table Notes</summary>
<div class="panelBody">
<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
<textarea id="tableNotes" rows="4" aria-label="Table notes" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
</div>
</details>
</aside>
@@ -145,9 +235,10 @@
<template id="seatTemplate">
<div class="seat" draggable="true">
<div class="seatChairNumber"></div>
<button class="dealerChip" title="Make this seat the dealer button">D</button>
<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>
@@ -179,6 +270,7 @@
<span>Stack</span>
<input type="number" class="stackInput" min="0" step="1" placeholder="table default" />
</label>
<div class="seatBuyIns" hidden></div>
<div class="seatContribution">
<div class="chipCounts"></div>
<label class="fieldRow amountOverrideRow">
@@ -194,8 +286,8 @@
<template id="chipLegendRowTemplate">
<div class="chipLegendRow">
<input type="color" class="chipColorInput" />
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" />
<input type="color" class="chipColorInput" aria-label="Chip colour" />
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" aria-label="Chip value" />
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeChipColorBtn">×</button>
</div>
</template>
@@ -221,6 +313,8 @@
<span class="standingsIn"></span>
<span class="standingsWon"></span>
<span class="standingsNet"></span>
<span class="standingsChips"></span>
<span class="standingsCashOut"></span>
</div>
</template>
@@ -235,6 +329,203 @@
</div>
</template>
<div id="addChipsOverlay" hidden>
<div id="addChipsSheet" role="dialog" aria-labelledby="addChipsTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="addChipsHeader">
<h2 id="addChipsTitle"></h2>
<span id="addChipsSubtitle"></span>
</div>
<div id="addChipsQuick"></div>
<div class="addChipsEntry">
<span class="addChipsCurrency">$</span>
<input type="text" id="addChipsInput" inputmode="decimal" autocomplete="off" aria-label="Amount to add" />
</div>
<div class="addChipsActions">
<button id="addChipsConfirmBtn" class="holdemBtn holdemBtnAccent" type="button">Add to stack</button>
<button id="addChipsCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
</div>
</div>
</div>
<div id="rulingsOverlay" hidden>
<div id="rulingsSheet" role="dialog" aria-labelledby="rulingsTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="rulingsHeader">
<h2 id="rulingsTitle">Common rulings</h2>
<button id="closeRulingsBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
</div>
<p class="rulingsIntro">
The conventions most rooms follow, for the calls that come up mid-hand.
Your house rules always win — and settle a dispute before the next hand,
not during it.
</p>
<nav id="rulingsIndex" class="rulingsIndex" aria-label="Jump to a ruling"></nav>
<section class="ruling" data-short="Misdeal">
<h3>Redeal it — misdeal</h3>
<ul>
<li>The first card goes to the wrong seat.</li>
<li>A seat entitled to a hand gets dealt out, or a seat that isn't entitled gets dealt in.</li>
<li>Two or more boxed cards turn up on the initial deal.</li>
<li>Either of the first two cards is exposed by dealer error.</li>
</ul>
</section>
<section class="ruling" data-short="Board card early">
<h3>A board card turned too early</h3>
<p>
If the fourth board card gets turned before the betting round is finished,
that card is out of play for the round. Finish the betting, then burn and
turn what would have been the fifth card in the fourth card's place.
</p>
</section>
<section class="ruling" data-short="Out of turn">
<h3>Acting out of turn</h3>
<p>
A one-off is usually just backed up if no one has acted behind them.
Doing it repeatedly is what earns a penalty.
</p>
</section>
<section class="ruling" data-short="Clock">
<h3>Calling the clock on a player</h3>
<p>
Any player may ask for a clock once a decision is taking unreasonably
long; it is the dealer, not the table, who grants it. The player then
gets a set time and a countdown out loud — thirty seconds and ten is the
usual form.
</p>
<p>
If the count reaches zero with no action, the hand is <em>dead</em> if
they were facing a bet, and <em>checked</em> if they were not: nobody is
folded for slowness when checking was free. The action bar runs the
count once you tap <em>Call the clock</em>, and offers the ruling as one
button when it ends.
</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>
Somebody shoving in less than a full raise — say $3 more when the last
raise was $8 — does not give the players behind them another go. Anyone
who has already acted owes the difference or folds; they don't get to
raise again because a short stack happened to land between them.
</p>
<p>
A player who hadn't acted yet keeps full rights and may still raise, and
the minimum raise stays measured off the last <em>full</em> raise, not
off the short one. The action bar follows this for you.
</p>
</section>
<section class="ruling" data-short="Uncalled bet">
<h3>Chips nobody called come back</h3>
<p>
Bet more than anyone was able to call and the excess is returned to you
before the showdown — it was never contested, so it isn't part of the
pot. The pot breakdown shows it as "uncalled" rather than pretending it's
a side pot you could win.
</p>
</section>
<section class="ruling" data-short="Oversized chip">
<h3>One big chip, nothing said</h3>
<p>
The most common argument at a home table. A player facing a bet who
pushes out a single oversized chip without saying anything has
<em>called</em> — not raised, however big the chip is. To raise with one
chip you have to say "raise" before it lands; say it without an amount
and the raise is the most that chip allows.
</p>
<p>
Facing no bet, the same silent chip is a bet of the whole chip. And a
clear verbal declaration in turn is binding either way — if words and
chips disagree, whichever came first is the action.
</p>
</section>
<section class="ruling" data-short="Minimum raise">
<h3>A raise has to be a full raise</h3>
<p>
At least as much again as the last raise, or the big blind if there
hasn't been one. Anything between a call and that minimum isn't a raise
a player can make — it's a call, unless they're putting their last chips
in. The raise pad says so if you type one, and won't stop you: your
ruling beats the arithmetic.
</p>
</section>
<section class="ruling" data-short="Who shows first">
<h3>Who turns their hand over first</h3>
<p>
If there was a bet on the river, the last player to bet or raise shows
first. If the river was checked all the way round, it's the first live
player left of the button. Nobody has to be asked twice — a player may
always turn their hand over early if they want to.
</p>
<p>
When everyone is all-in before the river there was no final round to
lead, so it falls to whoever last put money in, on whichever street that
was. The action bar names the seat and the reason at every showdown, so
the call is already made before anyone asks.
</p>
</section>
<section class="ruling" data-short="Odd chip">
<h3>The odd chip in a split pot</h3>
<p>
When a chopped pot won't divide evenly, the odd chip goes to the first
player left of the button, not to whoever the dealer happened to tick
first. Pot payouts here order the winners that way, so the leftover lands
on the right seat every time.
</p>
</section>
<section class="ruling" data-short="String bet">
<h3>Betting in one motion — the string bet</h3>
<p>
A bet is whatever goes in on the first trip to the stack, unless the
amount was said out loud first. Reaching back for more chips without
having said "raise" is a string bet, and only the first motion stands.
Saying the number is always enough on its own: "raise to sixty" binds
whatever order the chips arrive in.
</p>
<p>
It's the rule home games invoke most and enforce least, and both are
fine — the point is that a player can't watch the table react and then
decide how much to bet. Say it, or push it all at once.
</p>
</section>
<p class="rulingsSource">
Follows the Tournament Directors Association rules, which most rooms and
home games take their lead from.
</p>
</div>
</div>
<div id="seatMenuOverlay" hidden>
<div id="seatMenuSheet" role="dialog" aria-labelledby="seatMenuTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
@@ -243,7 +534,7 @@
<span id="seatMenuSubtitle"></span>
</div>
<div id="seatMenuActions"></div>
<button id="seatMenuCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
<button id="seatMenuCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
</div>
</div>
@@ -253,7 +544,7 @@
<div class="cardPickerHeader">
<h2 id="cardPickerTitle"></h2>
<button id="cardPickerClearBtn" class="holdemBtn holdemBtnSmall" type="button">Clear</button>
<button id="cardPickerCloseBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
<button id="cardPickerCloseBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
</div>
<div id="cardPickerSlots"></div>
<div id="cardPickerGrid"></div>
@@ -269,17 +560,17 @@
<h2 id="confirmTitle"></h2>
<p id="confirmMessage"></p>
<div class="confirmActions">
<button id="confirmCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
<button id="confirmCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
<button id="confirmAcceptBtn" class="holdemBtn holdemBtnDanger" type="button">Confirm</button>
</div>
</div>
</div>
<div id="potWizardOverlay" hidden>
<div id="potWizardModal">
<div id="potWizardModal" role="dialog" aria-labelledby="potWizardTitle">
<div class="potWizardHeader">
<h2>Resolve the Pot</h2>
<button id="closePotWizardBtn" class="holdemBtn holdemBtnGhost">✕</button>
<h2 id="potWizardTitle">Resolve the Pot</h2>
<button id="closePotWizardBtn" data-modal-close class="holdemBtn holdemBtnGhost">✕</button>
</div>
<div id="potWizardBody"></div>
</div>
@@ -294,13 +585,16 @@
<script src="~/js/casino/holdem/feedback.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/state.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/settleUp.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/cardPicker.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/seatMenu.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/addChips.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/betting.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/actionBar.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/shortcuts.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/handHistoryExport.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/modal.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
}
@@ -11,6 +11,11 @@
<p class="splitSubtitle">Chop a pot without setting up a table.</p>
</header>
<div id="modeToggle" class="chipRow" role="group" aria-label="How the money went in">
<button type="button" id="modeEvenBtn" class="choiceChip selected">Everyone matched</button>
<button type="button" id="modeUnevenBtn" class="choiceChip">Someone's all-in</button>
</div>
<div id="splitResult" aria-live="polite">
<div id="splitResultLabel">Each player gets</div>
<div id="splitResultAmount">$0.00</div>
@@ -18,7 +23,18 @@
<div id="splitDustNote" hidden></div>
</div>
<section class="splitField">
<div id="unevenResult" hidden aria-live="polite">
<div id="unevenPots"></div>
<p id="unevenEmpty" class="unevenEmpty">Enter what each player put in.</p>
</div>
<section class="splitField unevenOnly" hidden>
<span class="splitLabel">What each player put in</span>
<div id="unevenRows"></div>
<button type="button" id="addPlayerBtn" class="splitBtn splitBtnGhost">+ Add player</button>
</section>
<section class="splitField evenOnly">
<label for="potInput" class="splitLabel">Pot</label>
<div class="potInputWrap">
<span class="potCurrency">$</span>
@@ -28,12 +44,12 @@
</div>
</section>
<section class="splitField">
<section class="splitField evenOnly">
<span class="splitLabel" id="waysLabel">Split between</span>
<div id="waysChoices" class="chipRow" role="group" aria-labelledby="waysLabel"></div>
</section>
<section class="splitField">
<section class="splitField evenOnly">
<span class="splitLabel" id="chipLabel">Smallest chip in play</span>
<div id="chipChoices" class="chipRow" role="group" aria-labelledby="chipLabel"></div>
</section>
@@ -43,12 +59,30 @@
<a href="/casino/texasholdem" class="splitBtn splitBtnGhost">Full dealer table →</a>
</div>
<p class="splitFootnote">
Uneven pots — someone all-in for less — need the side-pot walkthrough on the
<a href="/casino/texasholdem">full table</a>.
<p class="splitFootnote evenOnly">
If somebody was all-in for less than the others, switch to
<strong>Someone's all-in</strong> above.
</p>
<p class="splitFootnote unevenOnly" hidden>
Pots are listed with who can win each. Award them by hand strength, best hand
first. Nothing here is saved — the <a href="/casino/texasholdem">full table</a>
keeps a log.
</p>
</div>
<template id="unevenRowTemplate">
<div class="unevenRow">
<span class="unevenRowLabel"></span>
<div class="unevenAmountWrap">
<span class="unevenCurrency">$</span>
<input type="text" class="unevenAmount" inputmode="decimal" autocomplete="off" placeholder="0" />
</div>
<button type="button" class="unevenFoldBtn" aria-pressed="false">Folded</button>
<button type="button" class="unevenRemoveBtn" aria-label="Remove player">✕</button>
</div>
</template>
@section Styles {
<link href="/css/casino/quicksplit.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
}
@@ -56,5 +90,6 @@
@section Scripts {
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/splitCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/quickSplit.js?v=@ViewData["cssVersion"]"></script>
}
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+339 -12
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@@ -9,6 +9,58 @@ body {
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
}
/* Same touch handling as the dealer table — see the note there. This page is the one
a dealer opens mid-hand to chop a pot, so the ~300ms the browser spends deciding
whether a tap was a double-tap-to-zoom is the last thing it needs. */
button,
[role="button"],
input,
select,
textarea,
a {
touch-action: manipulation;
}
button,
[role="button"],
input,
select,
textarea,
a {
-webkit-tap-highlight-color: transparent;
}
/* Not on the fields — a dealer typing a pot amount still needs to select it. */
button,
[role="button"] {
-webkit-user-select: none;
user-select: none;
}
.clearPotBtn:active:not(:disabled),
.choiceChip:active:not(:disabled),
.stepBtn:active:not(:disabled),
.splitBtn:active:not(:disabled),
.splitBtnGhost:active:not(:disabled),
.unevenFoldBtn:active:not(:disabled),
.unevenRemoveBtn:active:not(:disabled) {
transform: translateY(1px);
filter: brightness(1.25);
transition-duration: 0.04s;
}
@media (prefers-reduced-motion: reduce) {
.clearPotBtn:active:not(:disabled),
.choiceChip:active:not(:disabled),
.stepBtn:active:not(:disabled),
.splitBtn:active:not(:disabled),
.splitBtnGhost:active:not(:disabled),
.unevenFoldBtn:active:not(:disabled),
.unevenRemoveBtn:active:not(:disabled) {
transform: none;
}
}
#splitApp {
max-width: 480px;
margin: 0 auto;
@@ -45,6 +97,256 @@ body {
font-size: 0.85rem;
}
/* ---------- Mode toggle ---------- */
#modeToggle {
margin-bottom: 1.1rem;
}
/* ---------- Uneven amounts ---------- */
#unevenRows {
display: flex;
flex-direction: column;
gap: 0.45rem;
margin-bottom: 0.6rem;
}
.unevenRow {
display: flex;
align-items: center;
gap: 0.45rem;
}
.unevenRowLabel {
flex: none;
width: 2rem;
color: #8f8f8f;
font-size: 0.8rem;
font-weight: 600;
}
.unevenAmountWrap {
flex: 1;
min-width: 0;
display: flex;
align-items: center;
gap: 0.3rem;
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 10px;
padding: 0 0.6rem;
}
.unevenAmountWrap:focus-within {
border-color: #d8b46a;
}
.unevenCurrency {
/* Was #777 — 4.11:1 on this background, under the 4.5:1 small text needs. It sits
against every amount a dealer types, so it is read constantly. */
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;
color: #f2f2f2;
font-family: inherit;
font-size: 16px;
font-variant-numeric: tabular-nums;
padding: 0.6rem 0;
}
.unevenFoldBtn {
flex: none;
min-height: 44px;
padding: 0 0.6rem;
border-radius: 9px;
border: 1px solid #3a3a3a;
background: #232323;
color: #8f8f8f;
font-family: inherit;
font-size: 0.72rem;
cursor: pointer;
}
.unevenFoldBtn.selected {
background: linear-gradient(180deg, #3d1f1f, #2c1515);
border-color: #5b2626;
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: 46px;
height: 46px;
border: none;
background: none;
/* Was #6a6a6a — 3.66:1, the worst on the page, on a control that deletes a
player's entry. A destructive action should not be the faintest thing in view. */
color: #9a9a9a;
font-size: 0.85rem;
cursor: pointer;
}
.unevenRemoveBtn:disabled {
opacity: 0.3;
cursor: not-allowed;
}
#unevenResult {
background: linear-gradient(160deg, #1f2a21, #161c17);
border: 1px solid #2c3a2f;
border-radius: 14px;
padding: 0.9rem 1rem;
margin-bottom: 1.5rem;
}
#unevenResult[hidden] {
display: none;
}
.unevenPot {
display: flex;
align-items: baseline;
/* Wraps so a chop opens underneath its own pot rather than squeezing in beside the
eligible-players list and pushing it off the row. */
flex-wrap: wrap;
gap: 0.6rem;
padding: 0.3rem 0;
font-size: 0.85rem;
}
.unevenChopToggle {
flex: none;
order: 3;
/* 44px on touch: it moves money, like everything else that does. */
min-height: 32px;
padding: 0.2rem 0.6rem;
border: 1px solid rgba(216, 180, 106, 0.45);
border-radius: 999px;
background: rgba(216, 180, 106, 0.1);
color: #e3c887;
font: inherit;
font-size: 0.74rem;
cursor: pointer;
}
.unevenChopToggle:hover {
background: rgba(216, 180, 106, 0.18);
}
.unevenChopToggle:focus-visible {
outline: 2px solid #d8b46a;
outline-offset: 2px;
}
.unevenChopDetail {
order: 4;
flex: 0 0 100%;
/* Or the padding is added on top of the 100% basis and the panel sits wider than
the row it belongs to — measured 328px inside a 309px row on a phone. */
box-sizing: border-box;
margin: 0.15rem 0 0.2rem;
padding: 0.45rem 0.6rem;
border-radius: 8px;
background: rgba(255, 255, 255, 0.04);
}
.unevenChopWays {
display: flex;
align-items: center;
gap: 0.45rem;
margin-bottom: 0.3rem;
}
.unevenChopWaysLabel {
color: #cfcfcf;
font-size: 0.78rem;
font-variant-numeric: tabular-nums;
}
.unevenChopEach {
margin: 0;
color: #f2f2f2;
font-weight: 600;
}
.unevenChopNote {
margin: 0.2rem 0 0;
color: #9a9a9a;
font-size: 0.76rem;
}
.unevenChopDust {
color: #e0b169;
}
@media (max-width: 700px), (pointer: coarse) {
.unevenChopToggle {
min-height: 44px;
padding: 0.4rem 0.9rem;
}
}
.unevenPot + .unevenPot {
border-top: 1px solid rgba(255, 255, 255, 0.06);
}
.unevenPotLabel {
flex: none;
color: #d8b46a;
font-weight: 600;
}
.unevenPotAmount {
flex: none;
color: #f2f2f2;
font-weight: 600;
font-variant-numeric: tabular-nums;
}
.unevenPotWho {
flex: 1;
min-width: 0;
text-align: right;
color: #9a9a9a;
font-size: 0.78rem;
}
.unevenPotReturn .unevenPotLabel,
.unevenPotReturn .unevenPotAmount {
color: #9a9a9a;
font-weight: 500;
}
.unevenPotTotal {
margin-top: 0.15rem;
border-top: 1px solid rgba(255, 255, 255, 0.14) !important;
}
.unevenPotTotal .unevenPotLabel {
color: #8f9d92;
font-weight: 500;
}
.unevenEmpty {
margin: 0;
color: #8f9d92;
font-size: 0.82rem;
line-height: 1.45;
}
/* ---------- The answer ---------- */
#splitResult {
@@ -104,6 +406,12 @@ body {
margin-bottom: 1.35rem;
}
/* A `display` declaration outranks the browser's own [hidden] rule, so anything
given one has to opt back out explicitly or toggling `hidden` does nothing. */
[hidden] {
display: none !important;
}
.splitLabel {
display: block;
margin-bottom: 0.5rem;
@@ -165,9 +473,11 @@ body {
cursor: pointer;
}
.clearPotBtn:hover {
background: #333;
color: #ddd;
@media (hover: hover) {
.clearPotBtn:hover {
background: #333;
color: #ddd;
}
}
/* ---------- Tap targets ---------- */
@@ -193,9 +503,11 @@ body {
transition: all 0.15s ease;
}
.choiceChip:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
@media (hover: hover) {
.choiceChip:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
}
.choiceChip.selected {
@@ -230,8 +542,10 @@ body {
cursor: pointer;
}
.stepBtn:hover {
background: #333;
@media (hover: hover) {
.stepBtn:hover {
background: #333;
}
}
.waysReadout {
@@ -268,9 +582,11 @@ body {
transition: all 0.15s ease;
}
.splitBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
@media (hover: hover) {
.splitBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
}
.splitBtnGhost {
@@ -279,12 +595,23 @@ body {
.splitFootnote {
margin-top: 1.5rem;
color: #6f6f6f;
/* Was #6f6f6f — 3.94:1. It carries the instruction for what to do with the pot
list, which is not a decorative line. */
color: #8d8d8d;
font-size: 0.78rem;
line-height: 1.5;
text-align: center;
}
/* This footnote names a control the dealer is being told to reach for, so the name
itself has to be readable — it was 3.39:1 at its worst, inheriting the muted grey
the surrounding sentence is deliberately set in. Emphasised text carrying the
instruction gets its own colour rather than the aside's. */
.splitFootnote strong {
color: #a8a8a8;
font-weight: 600;
}
.splitFootnote a {
color: #a9782f;
}
@@ -11,12 +11,101 @@ const ActionBar = {
mount(state, hooks) {
this.state = state;
this.hooks = hooks;
// Whoever was already on the clock when this page loaded — see tankUnknownFor.
this.tankUnknownFor = state.bettingOpen &&
state.actingSeatIndex !== null && state.actingSeatIndex !== undefined
? state.actingSeatIndex
: null;
this.watchHeight();
this.render();
},
// Anything to act on? A hand with nobody dealt in doesn't get a bar.
// The bar is fixed to the bottom of the screen, so everything else has to know how
// tall it is or the table simply runs underneath it — on a 640px-tall phone the
// bottom seats of the oval were sitting behind the Fold button. Its height isn't a
// constant either: opening the raise pad grows it. Publishing the measured height
// as a custom property lets the layout and the toast both stay clear of it without
// anyone guessing a number.
watchHeight() {
const host = document.getElementById("actionBar");
if (!host || this.heightWatcher) return;
const publish = () => {
const visible = !host.hidden;
const height = visible ? host.getBoundingClientRect().height : 0;
document.documentElement.style.setProperty("--actionBarHeight", `${Math.round(height)}px`);
this.publishFeltRoom(height);
};
if (typeof ResizeObserver === "function") {
this.heightWatcher = new ResizeObserver(publish);
this.heightWatcher.observe(host);
}
window.addEventListener("resize", publish);
window.addEventListener("orientationchange", publish);
publish();
},
// Half a seat, the gap left under the lowest one, and the smallest felt worth
// drawing. A seat is about 73px tall at every width — the puck is text-sized, not
// table-sized — so the overhang is a constant rather than something read back off
// the layout this is about to change. Measuring it would mean shrinking the felt,
// moving the seats, and getting a different answer on the next pass.
SEAT_OVERHANG_PX: 37,
FELT_GAP_PX: 8,
// 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.
//
// Publishing the bar's height was only half the job. The wide layout never used it:
// the felt sizes itself from its own width — a box 72% as tall as it is wide — and
// so has no idea what is underneath it. The bar meanwhile grows with the hand, from
// 117px to 172px the moment there's a side pot to show, which is exactly when the
// dealer most needs to see who is still in. Measured with two side pots, the bottom
// seat sat 22px into the bar at 1280x900, 54px at 1600x1000, 23px at 768x1024.
//
// 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;
document.documentElement.style.setProperty(
"--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
// still holds during setup, because a seated player is a live seat whether or not
// the betting has been opened. An empty table stays uncluttered.
//
// A *named* table is not an empty one, though, and that was the hole: name six
// people without dealing any of them in and the bar hid itself, leaving a screen
// with six players on it, no way forward and nothing saying why. Anyone with a
// name on the felt is somebody the dealer has to be told about.
isRunning() {
return Betting.liveSeats(this.state).length > 0;
return Betting.liveSeats(this.state).length > 0 ||
this.state.seats.some(p => (p.name || "").trim());
},
render() {
@@ -27,6 +116,7 @@ const ActionBar = {
if (!this.isRunning()) {
host.hidden = true;
document.body.classList.remove("hasActionBar");
document.documentElement.style.setProperty("--actionBarHeight", "0px");
this.stopTankTimer();
this.tankSeatIndex = null;
return;
@@ -39,7 +129,9 @@ const ActionBar = {
const breakdown = this.renderPotBreakdown();
if (breakdown) host.appendChild(breakdown);
if (Betting.isHandOver(this.state)) {
if (!this.state.bettingOpen) {
host.appendChild(this.renderDealPrompt());
} else if (Betting.isHandOver(this.state)) {
host.appendChild(this.renderHandOver());
} else if (this.state.actingSeatIndex === null || this.state.actingSeatIndex === undefined) {
host.appendChild(this.renderStreetDone());
@@ -67,13 +159,27 @@ const ActionBar = {
row.appendChild(pot);
// How many are still in the hand — part of the standard per-street
// announcement, and the number a dealer is asked for most often.
const remaining = Betting.liveSeats(this.state).length;
// announcement, and the number a dealer is asked for most often. Before the
// deal it counts the table as it will be dealt, so a busted player waiting on a
// rebuy isn't announced as one of the players. Read-only: the sitting-out
// itself happens when the hand is dealt, not while the bar is being drawn.
const counted = this.state.bettingOpen ? this.state : Betting.tableAsDealt(this.state);
const remaining = Betting.liveSeats(counted).length;
const players = document.createElement("span");
players.className = "actionPlayers";
players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
row.appendChild(players);
// Nobody is being asked to act because nobody can — say so, or the bar just
// looks like it's waiting for something.
if (Betting.isRunningOut(this.state) && !Betting.isHandOver(this.state)) {
const runout = document.createElement("span");
runout.className = "actionRunout";
const stillIn = Betting.liveSeats(this.state).length;
runout.textContent = `All-in — running out the board (${stillIn} players)`;
row.appendChild(runout);
}
const index = this.state.actingSeatIndex;
if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
const player = this.state.seats[index];
@@ -88,6 +194,32 @@ const ActionBar = {
tank.title = "How long this player has been thinking";
tank.textContent = "0:00";
row.appendChild(tank);
// Rendered every time and shown by the tick once the wait is long enough
// to be worth it, so a clock never costs a re-render at the moment the
// dealer reaches for it — and never occupies the bar in the ordinary case
// where nobody is holding anybody up.
const clock = document.createElement("button");
clock.type = "button";
clock.id = "actionClockBtn";
clock.className = "actionClockBtn";
// Once the count is over there is nothing to stop: the ruling has been
// made, and the dealer either carries it out or takes an ordinary action,
// both of which end the clock themselves. Leaving the button there also
// cost real room — at 640x360 its 94px pushed the undo control onto a
// second line, and the taller bar covered the two bottom seats.
const expiredNow = this.clockRunning() && this.clockLeft() === 0;
clock.hidden = !this.clockRunning() || expiredNow;
if (this.clockRunning()) {
clock.textContent = "Stop the clock";
clock.title = "Put the decision back in the player's own time";
clock.addEventListener("click", () => { this.stopClock(); this.render(); });
} else {
clock.textContent = "Call the clock";
clock.title = `${this.CLOCK_THINK_S} seconds, then a ${this.CLOCK_COUNTDOWN_S}-second countdown`;
clock.addEventListener("click", () => this.callClock());
}
row.appendChild(clock);
}
// A standing control rather than a toast per action: a dealer taps this bar
@@ -100,6 +232,17 @@ const ActionBar = {
undo.className = "actionUndo";
undo.title = `Undo ${undoLabel}`;
undo.textContent = `↶ ${undoLabel}`;
// U undoes, and nothing said so — this control was the only place a dealer
// could have learned it, and it was the one action bar control without its
// key printed on it.
const key = document.createElement("kbd");
// Its own class, not .actionKey: that one pins itself to the top-right
// corner of a big action button, and this control is a 30px pill with
// overflow hidden and no positioning context — the cap escaped it and
// floated above the bar. Here the key belongs inline, after the label.
key.className = "actionUndoKey";
key.textContent = this.KEY_HINTS.actionUndo;
undo.appendChild(key);
undo.addEventListener("click", () => this.hooks.undoLast());
row.appendChild(undo);
}
@@ -116,10 +259,86 @@ const ActionBar = {
NUDGE_AFTER_S: 30,
SLOW_AFTER_S: 60,
// ---- Calling the clock ----
//
// The stopwatch above says how long somebody has been thinking. This is what a
// dealer does about it, and it is a procedure with a shape: a player asks for a
// clock, the dealer grants it, the player gets a set time and then a countdown,
// and if they still haven't acted the hand is decided for them — dead if they were
// facing a bet, checked if they weren't.
//
// The tool knew none of that. A dealer running it had to count in their head while
// the table argued about whether it had been thirty seconds, which is the moment
// the count needs to be somewhere everybody can see.
//
// Thirty seconds and then a ten-second countdown is the common form of the rule and
// what the TDA writes down. The countdown is the part the table hears out loud, so
// it is marked separately rather than being ten more seconds of the same.
CLOCK_THINK_S: 30,
CLOCK_COUNTDOWN_S: 10,
clockSeatIndex: null,
clockStartedAt: null,
clockRunning() {
return this.clockSeatIndex !== null &&
this.clockSeatIndex === this.state.actingSeatIndex &&
this.clockStartedAt !== null;
},
// Seconds left before the hand is decided, or null when no clock is running.
// Negative is impossible: it stops at zero and stays there until the dealer acts.
clockLeft(now = Date.now()) {
if (!this.clockRunning()) return null;
const total = this.CLOCK_THINK_S + this.CLOCK_COUNTDOWN_S;
return Math.max(0, total - Math.floor((now - this.clockStartedAt) / 1000));
},
// What happens when it reaches zero, in the words the dealer says out loud.
// Facing a bet, the hand is dead. Facing none, it is checked — a player who could
// have checked for free is not folded for being slow.
clockRuling() {
const index = this.state.actingSeatIndex;
if (index === null || index === undefined) return null;
const player = this.state.seats[index];
const owed = Betting.toCall(this.state, player);
const who = HoldemState.displayName(player, index);
return owed > 0
? { index, who, verb: "fold", label: `Time — ${who}'s hand is dead`, say: `${who} is facing ${Money.format(owed)}, so the hand is dead.` }
: { index, who, verb: "check", label: `Time — check for ${who}`, say: `${who} had nothing to call, so the hand is checked.` };
},
callClock() {
const index = this.state.actingSeatIndex;
if (index === null || index === undefined) return;
this.clockSeatIndex = index;
this.clockStartedAt = Date.now();
this.clockExpiredShown = false;
this.render();
},
stopClock() {
this.clockSeatIndex = null;
this.clockStartedAt = null;
this.clockExpiredShown = false;
},
// Whether the bar has already been rebuilt into its "time is up" shape, so the
// one-second tick doesn't rebuild it again every second afterwards.
clockExpiredShown: false,
tankSeatIndex: null,
tankStartedAt: null,
tankInterval: null,
// The seat that was already being asked to act when this page loaded, if there was
// one. Its clock is unknowable: the action moved to them before this session
// started — maybe two minutes ago, maybe last night — and starting from zero would
// have the bar say they had just begun thinking. Which it did, every time a dealer
// refreshed mid-hand. Cleared the moment the action moves, because from then on the
// clock is measuring something it actually saw.
tankUnknownFor: null,
// Restarts only when the action actually moves — a re-render for any other reason
// (a chip edit, a name change) must not put a thinking player back to zero.
syncTankTimer() {
@@ -133,8 +352,15 @@ const ActionBar = {
}
if (this.tankSeatIndex !== index) {
// Once the action has moved under our own eyes, nothing is unknown any more.
if (this.tankSeatIndex !== null) this.tankUnknownFor = null;
this.tankSeatIndex = index;
this.tankStartedAt = Date.now();
// A clock belongs to one player's decision. The moment the action moves —
// because they acted, or because the dealer took something back — it is
// over, and leaving it running would put the next player on a countdown
// nobody called on them.
this.stopClock();
}
if (!this.tankInterval) {
@@ -156,13 +382,63 @@ const ActionBar = {
const el = document.getElementById("actionTank");
if (!el || this.tankStartedAt === null) return;
// A clock takes the readout over: the number the table is waiting on is no
// longer how long this has taken but how long is left. At zero the bar has to
// change shape — a ruling and the button that carries it out — so that one
// gets a full render, once, rather than being painted in by the tick.
const left = this.clockLeft();
if (left !== null) {
if (left === 0 && !this.clockExpiredShown) {
this.clockExpiredShown = true;
this.render();
return;
}
el.textContent = left <= this.CLOCK_COUNTDOWN_S ? `${left}` : this.formatTank(left);
el.title = "Time left before the hand is decided";
el.classList.toggle("tankNudge", left > this.CLOCK_COUNTDOWN_S);
el.classList.toggle("tankSlow", left <= this.CLOCK_COUNTDOWN_S);
return;
}
// The button that starts a clock is offered once somebody has been thinking
// long enough for the table to start asking — which is the same threshold the
// stopwatch already marks. Before that it is a control nobody needs, and this
// bar is docked over the seats.
const nudge = document.getElementById("actionClockBtn");
if (nudge && !this.clockRunning()) {
const waited = Math.floor((Date.now() - this.tankStartedAt) / 1000);
nudge.hidden = this.tankUnknownFor === this.tankSeatIndex
? false
: waited < this.NUDGE_AFTER_S;
}
if (this.tankUnknownFor !== null && this.tankSeatIndex === this.tankUnknownFor) {
el.textContent = "—";
el.title = "The action was already on this seat when the page loaded, so there's nothing to time from yet. The clock starts when the action next moves.";
el.classList.remove("tankNudge", "tankSlow");
return;
}
const seconds = Math.floor((Date.now() - this.tankStartedAt) / 1000);
const mins = Math.floor(seconds / 60);
el.textContent = `${mins}:${String(seconds % 60).padStart(2, "0")}`;
el.title = "How long this player has been thinking";
el.textContent = this.formatTank(seconds);
el.classList.toggle("tankNudge", seconds >= this.NUDGE_AFTER_S && seconds < this.SLOW_AFTER_S);
el.classList.toggle("tankSlow", seconds >= this.SLOW_AFTER_S);
},
// "0:07", "4:01", and past the hour "1:05:03" rather than "65:03" — a table left
// open on a hand does reach that, and sixty-five minutes written as though it were
// a minutes-and-seconds reading is a number the eye gets wrong.
formatTank(seconds) {
const pad = value => String(value).padStart(2, "0");
const hours = Math.floor(seconds / 3600);
const minutes = Math.floor((seconds % 3600) / 60);
const rest = seconds % 60;
return hours > 0
? `${hours}:${pad(minutes)}:${pad(rest)}`
: `${minutes}:${pad(rest)}`;
},
// Shown only once someone is all-in and the money has actually split — a single
// undivided pot needs no announcement, and a line that's always there stops being
// read.
@@ -205,6 +481,8 @@ const ActionBar = {
actionAdvance: "↵",
raiseConfirm: "↵",
raiseCancel: "esc",
raiseAllIn: "A",
actionUndo: "U",
},
button(label, className, onClick, sublabel) {
@@ -217,7 +495,10 @@ const ActionBar = {
main.textContent = label;
btn.appendChild(main);
const hint = this.KEY_HINTS[className];
// Looked up by any of the button's classes, so a button can carry a shared
// class for its looks and a specific one for its key — the raise pad's four
// quick amounts are all raiseQuickBtn, but only All-in has a key.
const hint = className.split(/\s+/).map(name => this.KEY_HINTS[name]).find(Boolean);
if (hint) {
const kbd = document.createElement("kbd");
kbd.className = "actionKey";
@@ -253,6 +534,36 @@ const ActionBar = {
const stack = Betting.stackOf(this.state, player);
const who = HoldemState.displayName(player, index);
// Time is up. The ruling goes on the bar in the words the dealer says out loud,
// with the one action that carries it out — and the ordinary buttons stay
// underneath, because a player who speaks up as the count ends is still acting
// and the dealer is the one who decides whether it was in time.
const expired = this.clockLeft() === 0 ? this.clockRuling() : null;
const wrap = document.createElement("div");
if (expired) {
const line = document.createElement("p");
line.className = "clockExpired";
// The ruling in one sentence. `label` is the same call in three words for
// the button beside it; saying both left the line doubling back on itself
// — "Time — Dee's hand is dead — Dee is facing $2, so the hand is dead."
line.textContent = `Time — ${expired.say}`;
wrap.appendChild(line);
const enforce = document.createElement("div");
enforce.className = "actionButtons";
enforce.appendChild(this.button(
expired.verb === "fold" ? `Kill ${expired.who}'s hand` : `Check for ${expired.who}`,
"actionEnforceClock",
() => this.commit(
expired.verb === "fold" ? `${expired.who}'s hand killed on the clock` : `${expired.who}'s check on the clock`,
() => {
this.stopClock();
if (expired.verb === "fold") Betting.fold(this.state, index);
else Betting.check(this.state, index);
})));
wrap.appendChild(enforce);
}
const row = document.createElement("div");
row.className = "actionButtons";
@@ -269,25 +580,44 @@ const ActionBar = {
}
if (stack > owed) {
row.appendChild(this.button(owed > 0 ? "Raise" : "Bet", "actionRaise", () => {
// Not "does this player owe anything" — the big blind owes nothing and is
// still raising. It's whether there is a live bet to raise.
const raising = Betting.wagerVerb(this.state) === "raise";
row.appendChild(this.button(raising ? "Raise" : "Bet", "actionRaise", () => {
this.raiseOpen = true;
this.raiseDraft = Math.min(Betting.minRaiseTo(this.state), Betting.committed(player) + stack);
this.render();
}));
}
return row;
if (!expired) return row;
wrap.appendChild(row);
return wrap;
},
// Quick amounts first, keypad second — a dealer calling "raise to sixty" wants a
// button, and only reaches for digits when the table does something odd.
renderRaisePad() {
// A toast is transient news about the action just taken; the raise pad is the
// dealer deciding the next one. On a short screen they compete for the same
// strip: the pad makes the bar 217px tall on a 640px phone, and the toast —
// which floats just above the bar — gets pushed up over the table, covering
// seats outright. Rather than squeeze both in, the older one gets out of the
// way. Nothing is lost: the toast's Undo is also the bar's own undo control.
if (typeof Toast !== "undefined" && Toast.dismiss) Toast.dismiss();
const index = this.state.actingSeatIndex;
const player = this.state.seats[index];
const stack = Betting.stackOf(this.state, player);
const maxTo = Betting.round(Betting.committed(player) + stack);
const pot = Betting.potSoFar(this.state);
const minTo = Math.min(Betting.minRaiseTo(this.state), maxTo);
// Two different minimums, and conflating them was a bug. `minTo` is clamped to
// what this player can actually put in, which is what the Min button should
// offer. `legalMin` is what the rules require — for a short stack the two are
// different, and it's the rules one the warnings have to be measured against,
// or a player whose whole stack is under a full raise never gets told that.
const legalMin = Betting.minRaiseTo(this.state);
const minTo = Math.min(legalMin, maxTo);
const raising = Betting.wagerVerb(this.state) === "raise";
const wrap = document.createElement("div");
wrap.className = "raisePad";
@@ -295,15 +625,21 @@ const ActionBar = {
const quick = document.createElement("div");
quick.className = "raiseQuick";
// The pot amounts come from Betting, which knows that a pot raise is measured
// off the pot as it stands *after* the caller's own call goes in. The pad used
// to work it out here as "the bet plus the pot", which left the call out and
// made both amounts short: pre-flop at 1/2 it offered "Pot $5" where a pot
// raise is $7, and a half-pot that clamped up to the minimum and sat next to
// the Min button showing the same $4 twice.
const options = [
{ label: "Min", value: minTo },
{ label: "½ pot", value: Betting.round(this.state.currentBet + pot / 2) },
{ label: "Pot", value: Betting.round(this.state.currentBet + pot) },
{ label: "½ pot", value: Betting.potRaiseTo(this.state, index, 0.5) },
{ label: "Pot", value: Betting.potRaiseTo(this.state, index, 1) },
{ label: "All-in", value: maxTo },
];
options.forEach(option => {
const value = Math.max(minTo, Math.min(option.value, maxTo));
const btn = this.button(option.label, "raiseQuickBtn", () => {
const btn = this.button(option.label, `raiseQuickBtn${option.label === "All-in" ? " raiseAllIn" : ""}`, () => {
this.raiseDraft = value;
this.render();
}, Money.format(value));
@@ -320,9 +656,10 @@ const ActionBar = {
input.inputMode = "decimal";
input.className = "raiseInput";
input.value = this.raiseDraft ?? minTo;
input.setAttribute("aria-label", "Raise to amount");
input.setAttribute("aria-label", raising ? "Raise to amount" : "Bet amount");
input.addEventListener("input", () => {
this.raiseDraft = input.value.replace(/[^0-9.]/g, "");
this.updateRaiseNote(wrap, legalMin, maxTo);
});
entry.appendChild(input);
@@ -331,24 +668,359 @@ const ActionBar = {
this.render();
}));
entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
// "Raise to $60" and "Bet $10" — a bet isn't *to* anything, there's nothing
// under it to raise past.
entry.appendChild(this.button(raising ? "Raise to" : "Bet", "raiseConfirm", () => {
const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
this.raiseOpen = false;
const who = HoldemState.displayName(player, index);
this.commit(`${who}'s raise to ${Money.format(target)}`, () => Betting.raiseTo(this.state, index, target));
const label = raising
? `${who}'s raise to ${Money.format(target)}`
: `${who}'s bet of ${Money.format(target)}`;
this.commit(label, () => Betting.raiseTo(this.state, index, target));
}));
wrap.appendChild(entry);
const note = document.createElement("p");
note.className = "raiseNote";
note.hidden = true;
wrap.appendChild(note);
this.updateRaiseNote(wrap, legalMin, maxTo);
return wrap;
},
renderStreetDone() {
// Says something when the amount typed isn't a legal raise. It never blocks —
// a dealer overruling the arithmetic is right more often than the arithmetic is,
// and the whole tool is built on tapping what the humans actually did.
//
// But an under-minimum raise from a player with chips behind them is the single
// most common thing that stops a home game dead, and until now the bar took it
// without a word: type 13 when the minimum is 18 and it was simply accepted. The
// engine then treats it as a short raise and correctly doesn't reopen the betting,
// which is right for an all-in and wrong for somebody who just misheard the bet.
updateRaiseNote(wrap, minTo, maxTo) {
const note = wrap.querySelector(".raiseNote");
if (!note) return;
const typed = Number(this.raiseDraft);
const current = this.state.currentBet || 0;
const raising = Betting.wagerVerb(this.state) === "raise";
if (!Number.isFinite(typed) || typed <= 0) { note.hidden = true; return; }
// Going all-in for less than a full raise is perfectly legal, and worth saying
// out loud because of what follows from it.
const isAllIn = Math.abs(typed - maxTo) < Betting.EPSILON_CHIPS;
if (typed > current && typed < minTo - Betting.EPSILON_CHIPS && !isAllIn) {
// The way out of an under-minimum differs: with a bet in front of you the
// alternative is calling it, and with an empty pot there's nothing to call.
note.textContent = raising
? `${Money.format(typed)} is under the ${Money.format(minTo)} minimum. A legal raise is ${Money.format(minTo)} or more — otherwise it's a call, or all-in.`
: `${Money.format(typed)} is under the ${Money.format(minTo)} minimum. A legal bet is ${Money.format(minTo)} or more — otherwise it's a check, or all-in.`;
note.className = "raiseNote raiseNoteWarn";
note.hidden = false;
return;
}
if (isAllIn && typed > current && typed < minTo - Betting.EPSILON_CHIPS) {
note.textContent = raising
? `All-in for less than a full raise. Legal, but it doesn't reopen the betting — anyone who has already acted owes the difference or folds.`
: `All-in for less than a full bet. Legal, but it doesn't reopen the betting — anyone who has already checked can call it or fold, not raise.`;
note.className = "raiseNote raiseNoteInfo";
note.hidden = false;
return;
}
if (typed > current && typed < current + Betting.EPSILON_CHIPS) { note.hidden = true; return; }
if (typed > maxTo + Betting.EPSILON_CHIPS) {
note.textContent = `More than they have. This goes in as all-in for ${Money.format(maxTo)}.`;
note.className = "raiseNote raiseNoteInfo";
note.hidden = false;
return;
}
if (typed <= current) {
note.textContent = `${Money.format(typed)} is not above the ${Money.format(current)} already bet — that's a call, not a raise.`;
note.className = "raiseNote raiseNoteWarn";
note.hidden = false;
return;
}
note.hidden = true;
},
// The table is set but the cards aren't out. This is the step that used to happen
// 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 ${nextAmount}`,
"actionStraddle",
() => this.commit(on === 0 ? "the straddle" : "the re-straddle",
() => { this.state.straddleCount = on + 1; })));
}
if (on > 0) {
buttons.push(this.button("No straddle", "actionStraddle actionStraddleOff",
() => this.commit("calling the straddle off",
() => { this.state.straddleCount = 0; })));
}
return buttons;
},
renderDealPrompt() {
const wrap = document.createElement("div");
wrap.className = "dealPrompt";
const preview = Betting.blindPreview(this.state);
const seated = Betting.liveSeats(this.state).length;
const broke = Betting.brokeSeats(this.state);
const name = i => HoldemState.displayName(this.state.seats[i], i);
const listNames = indexes => indexes.length === 1
? name(indexes[0])
: `${indexes.slice(0, -1).map(name).join(", ")} and ${name(indexes[indexes.length - 1])}`;
const line = document.createElement("p");
line.className = "dealPromptLine";
if (!preview) {
// Two players is the least you can deal. Say what's missing rather than
// offering a button that would quietly do nothing — and say the *right*
// thing: "only one player is dealt in" is wrong when four are sitting there
// and three of them are just out of chips.
const withChips = seated - broke.length;
// "Nobody has chips left" is the wrong story for a table that never had
// any. A dealer who has just named six people and not yet said what a
// buy-in is gets told their players are busted, which sends them looking
// for a rebuy button instead of the one field that fixes it.
const nobodyHasEverBoughtIn = this.state.seats.every(p =>
!(Number(p.buyIns) > 0) && !(Number(p.stack) > 0));
if (broke.length > 0 && withChips < 2) {
line.textContent = withChips === 1
? `Only ${listNames(Betting.liveSeats(this.state).map(s => s.index).filter(i => !broke.includes(i)))} has chips — ${listNames(broke)} ${broke.length === 1 ? "needs" : "need"} to buy in.`
: nobodyHasEverBoughtIn
? "Nobody has bought in yet. Set what everyone starts with, or give each seat their chips."
: "Nobody at the table has chips left. Add a buy-in to deal.";
} else {
line.textContent = seated === 0
? "Nobody is dealt in yet. Tap a seat to add a player."
: "Only one player is dealt in — a hand needs two.";
}
line.classList.add("dealPromptBlocked");
wrap.appendChild(line);
// A blocked prompt with nothing to press is a dead end, and this was the
// one a first-time dealer hits: six players named, a sentence saying they
// have no chips, and no button anywhere on the bar. The starting stack is a
// single field in the sidebar and the message never pointed at it.
if (nobodyHasEverBoughtIn && seated > 0) {
const row = document.createElement("div");
row.className = "actionButtons";
row.appendChild(this.button("Set starting stack", "actionDeal", () => {
const field = document.getElementById("defaultStackInput");
if (!field) return;
const panel = field.closest("details");
if (panel) panel.open = true;
field.scrollIntoView({ block: "center", behavior: "smooth" });
field.focus();
field.select();
}));
wrap.appendChild(row);
return wrap;
}
// Named seats that aren't in the hand. Naming a chair now seats whoever is
// in it, so reaching this takes something else — a table where everyone was
// sat out, or a save from before that was true — but the way out of it
// should still be one tap rather than a hunt through six seat editors.
const benched = this.state.seats
.map((player, index) => ({ player, index }))
.filter(({ player }) => (player.name || "").trim() && !player.inHand)
.map(({ index }) => index);
if (benched.length > 0) {
const aside = document.createElement("p");
aside.className = "dealPromptLine dealPromptAside dealPromptDebt";
const text = document.createElement("span");
text.textContent = benched.length === 1
? `${listNames(benched)} is sitting out.`
: `${listNames(benched)} are sitting out.`;
aside.appendChild(text);
aside.appendChild(this.button(
benched.length === 1 ? "Deal them in" : `Deal in all ${benched.length}`,
"dealPromptDebtBtn",
() => this.commit("dealing everybody in", () => {
benched.forEach(index => {
this.state.seats[index].inHand = true;
this.state.seats[index].folded = false;
});
})
));
wrap.appendChild(aside);
}
return wrap;
}
// 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.
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 ${Money.format(preview.bigBlind)}`) +
this.straddleClause(preview) +
`${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
// job, and both look like a bug until somebody says otherwise.
if (preview.deadButton || preview.deadSmallBlind) {
const dead = document.createElement("p");
dead.className = "dealPromptLine dealPromptAside";
dead.textContent = preview.deadButton
? `Dead button — seat ${preview.buttonIndex + 1} is empty. Its player left out of the blinds, so the button waits a hand rather than moving the big blind on twice.`
: `Dead small blind — the player due to post it left the table. The big blind still moves on one player, so nobody pays two in an orbit.`;
wrap.appendChild(dead);
}
// Dealing relocates a button sitting on an empty chair. That has to be said
// before it happens rather than discovered afterwards — a fresh table starts
// the button on seat 1 whether or not anyone is sitting there.
if (preview.buttonMoves) {
const moved = document.createElement("p");
moved.className = "dealPromptLine dealPromptAside";
moved.textContent =
`Button moves to ${name(preview.buttonIndex)} — seat ${this.state.dealerSeatIndex + 1} is empty.`;
wrap.appendChild(moved);
}
// Dealing sits out anyone with nothing behind. Said before it happens, for the
// same reason the button move is: a dealer shouldn't find out from the felt.
if (preview.satOut.length > 0) {
const out = document.createElement("p");
out.className = "dealPromptLine dealPromptAside";
out.textContent = `${listNames(preview.satOut)} ${preview.satOut.length === 1 ? "has" : "have"} no chips — ` +
`${preview.satOut.length === 1 ? "sitting" : "they sit"} out this hand.`;
wrap.appendChild(out);
}
// Somebody who has just sat down between the button and the big blind has had
// the blinds go past them, and dealing them in there is a free hand in late
// position. At a table the answer is that they post the big blind to come in
// now, or wait for it to reach them. The tool used to do neither and say
// nothing: it dealt them in for free, and the dealer had no way to know it had
// happened. Both answers are offered here; neither is forced, because a home
// game that doesn't care shouldn't have to argue with its own scoreboard.
// One line for however many have walked up, not one each. The bar is docked
// over the felt and the felt has already shrunk as far as it will go on a
// phone, so every line here is taken out of the ring of seats: measured at
// 390x844 with two newcomers, a line apiece put the bar over two fifths of the
// bottom seat. They post together or they wait together, which is what happens
// at a table anyway when two people sit down at once.
if (preview.debtors.length > 0) {
const ids = preview.debtors.map(i => this.state.seats[i].id);
const posting = ids.every(id => preview.posting.includes(id));
const who = listNames(preview.debtors);
const each = preview.debtors.length > 1 ? " each" : "";
const line = document.createElement("p");
line.className = "dealPromptLine dealPromptAside dealPromptDebt";
const text = document.createElement("span");
text.textContent = posting
? `${who} posting ${Money.format(preview.bigBlind)}${each} to come in.`
: `${who} sat down after the blinds — ${preview.debtors.length > 1 ? "free hands" : "a free hand"} unless they post.`;
line.appendChild(text);
line.appendChild(this.button(
posting ? "Don't post" : `Post ${Money.format(preview.bigBlind)}${each}`,
"dealPromptDebtBtn",
() => this.commit(
posting ? `${who} waiting for the blind` : `${who} posting to come in`,
() => { this.state.postingIn = posting ? [] : ids; })
));
wrap.appendChild(line);
}
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));
}));
wrap.appendChild(row);
return wrap;
},
// "Dee shows first — last to raise." The call the dealer has to make at every
// showdown and that nobody at the table volunteers for, said out loud with the
// reason attached so it can be repeated to whoever argues with it.
showdownCall() {
const call = Betting.showdownOrder(this.state);
if (!call) return null;
const who = HoldemState.displayName(this.state.seats[call.index], call.index);
const because = {
aggressor: "last to bet or raise",
// Semicolon, not a second dash: the sentence already spends its dash on
// "shows first —", and two of them in one line reads as a stutter.
allInAggressor: "last to put money in; nobody could bet the river",
leftOfButton: "checked round, first left of the button",
}[call.reason];
const line = document.createElement("p");
line.className = "showdownCall";
line.textContent = `${who} shows first — ${because}.`;
return line;
},
renderStreetDone() {
const wrap = document.createElement("div");
const isRiver = this.state.street === "river";
const label = isRiver ? "Showdown — resolve pot" : `Deal ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1])}`;
if (isRiver) {
const call = this.showdownCall();
if (call) wrap.appendChild(call);
}
const row = document.createElement("div");
row.className = "actionButtons";
row.appendChild(this.button(label, "actionAdvance", () => {
if (isRiver) {
this.hooks.resolvePot();
@@ -356,22 +1028,33 @@ const ActionBar = {
}
this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
}));
wrap.appendChild(row);
return row;
return wrap;
},
renderHandOver() {
const row = document.createElement("div");
row.className = "actionButtons";
const wrap = document.createElement("div");
const live = Betting.liveSeats(this.state);
const winner = live.length === 1 ? HoldemState.displayName(live[0].player, live[0].index) : null;
// Two or more still in with the betting finished is a showdown however it was
// arrived at — including everyone all-in on the flop, where the cards go on
// their backs and the order still decides who turns over first.
if (!winner) {
const call = this.showdownCall();
if (call) wrap.appendChild(call);
}
const row = document.createElement("div");
row.className = "actionButtons";
row.appendChild(this.button(
winner ? `Award pot to ${winner}` : "Resolve pot",
"actionAdvance",
() => this.hooks.resolvePot()
));
return row;
wrap.appendChild(row);
return wrap;
},
};
@@ -0,0 +1,92 @@
// "Add chips" — a rebuy, a top-up, or the first buy-in of the night.
//
// Quick amounts come off the table's starting stack, because a rebuy is almost
// always one buy-in, sometimes half or two. The keypad is there for the times it
// isn't. Recorded as cash in as well as chips, so at the end of the night the
// dealer can say what each player actually handed over.
const AddChips = {
state: null,
onConfirm: null,
seatIndex: null,
draft: "",
open(state, seatIndex, onConfirm) {
this.state = state;
this.seatIndex = seatIndex;
this.onConfirm = onConfirm;
this.draft = String(this.baseAmount());
this.render();
document.getElementById("addChipsOverlay").hidden = false;
},
close() {
document.getElementById("addChipsOverlay").hidden = true;
},
// The table's starting stack if there is one, otherwise something sane to nudge
// rather than an empty box.
baseAmount() {
const configured = Number(this.state.defaultStack);
if (!Number.isNaN(configured) && configured > 0) return configured;
const bb = Number(this.state.bigBlind) || 0;
return bb > 0 ? bb * 100 : 100;
},
quickAmounts() {
const base = this.baseAmount();
return [
{ label: "½ buy-in", value: Money.round(base / 2) },
{ label: "Buy-in", value: base },
{ label: "2 buy-ins", value: base * 2 },
];
},
render() {
const player = this.state.seats[this.seatIndex];
document.getElementById("addChipsTitle").textContent =
`Add chips — ${HoldemState.displayName(player, this.seatIndex)}`;
const stack = Betting.stackOf(this.state, player);
const boughtIn = Number(player.buyIns) || 0;
document.getElementById("addChipsSubtitle").textContent = boughtIn > 0
? `${Money.format(stack)} in front · ${Money.format(boughtIn)} in so far`
: `${Money.format(stack)} in front`;
const quick = document.getElementById("addChipsQuick");
quick.innerHTML = "";
this.quickAmounts().forEach(option => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "addChipsQuickBtn";
btn.classList.toggle("selected", Number(this.draft) === option.value);
const label = document.createElement("span");
label.className = "addChipsQuickLabel";
label.textContent = option.label;
const amount = document.createElement("span");
amount.className = "addChipsQuickAmount";
amount.textContent = Money.format(option.value);
btn.appendChild(label);
btn.appendChild(amount);
btn.addEventListener("click", () => {
this.draft = String(option.value);
this.render();
});
quick.appendChild(btn);
});
const input = document.getElementById("addChipsInput");
input.value = this.draft;
},
confirm() {
const amount = Math.max(0, Number(document.getElementById("addChipsInput").value) || 0);
this.close();
if (amount > 0) this.onConfirm(this.seatIndex, Money.round(amount));
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = AddChips;
}
+469 -24
View File
@@ -18,7 +18,7 @@ const Betting = {
},
round(amount) {
return Math.round((Number(amount) || 0) * 100) / 100;
return Money.round(amount);
},
// ---- Reading the table ----
@@ -29,6 +29,162 @@ const Betting = {
.filter(s => s.player.inHand && !s.player.folded);
},
// Who would post if the hand were dealt right now. Used to preview the blinds
// while the table is still being set, so a dealer can see where they'll land
// before any money moves.
// A seat that is dealt in, has nothing in the pot, and has no chips behind.
//
// Not the same as all-in: an all-in player has money riding on the hand. This is
// somebody who busted and hasn't bought back in yet, which a home game produces
// about once an hour. A seat with no stack *recorded* isn't broke either —
// stackOf falls back to the table's starting stack for those — only an explicit
// zero counts.
brokeSeats(state) {
const broke = [];
state.seats.forEach((player, index) => {
if (!player.inHand) return;
if (this.handTotal(player) > this.EPSILON_CHIPS) return;
if (this.stackOf(state, player) > this.EPSILON_CHIPS) return;
broke.push(index);
});
return broke;
},
// The table as it will be once the seats that can't post are dealt around. A view,
// not a change: the preview has to ask the same question the deal will answer, and
// asking it of a different shape of table is how the two came apart last time.
tableAsDealt(state) {
const broke = this.brokeSeats(state);
if (broke.length === 0) return state;
const skip = new Set(broke);
return {
...state,
seats: state.seats.map((player, index) =>
skip.has(index) ? { ...player, inHand: false, folded: false } : player),
};
},
blindPreview(state) {
// Dealing relocates a button parked on an empty chair before it works out who
// posts, so the preview has to answer for the button where it *will* be. Asking
// from where it currently sits gave a different pair of blinds than the deal
// produced — the preview promising one thing and doing another is exactly the
// guessing this whole step exists to remove. Same reason the broke seats come
// out first: the preview once promised a small blind from a seat with no chips.
const dealt = this.tableAsDealt(state);
const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
const asDealt = buttonIndex === dealt.dealerSeatIndex
? dealt
: { ...dealt, dealerSeatIndex: buttonIndex };
const satOut = this.brokeSeats(state);
const { sbIndex, bbIndex, headsUp, manual, deadSmallBlind } = HoldemState.getBlindSeats(asDealt);
if (bbIndex === null) return null;
return {
sbIndex, bbIndex, headsUp, manual: !!manual, deadSmallBlind: !!deadSmallBlind,
deadButton: !!asDealt.deadButton && !asDealt.seats[buttonIndex].inHand,
// Asked of the table as it will be dealt, for the same reason the blinds
// are: someone sitting out for having no chips isn't owed a blind, and the
// big blind of the hand about to go out isn't either.
debtors: HoldemState.blindDebtors(asDealt, bbIndex),
posting: (state.postingIn || []).slice(),
buttonIndex,
buttonMoves: buttonIndex !== state.dealerSeatIndex,
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
// their chips and stayed sat out, silently skipped hand after hand until somebody
// noticed and found "Deal in" in the seat menu. Nothing said so — the toast just
// read "Ben added $100".
//
// Not for a seat that was sat out while *holding* chips. That's a dealer who sat
// somebody out on purpose and is topping them up, and dealing them back in would be
// the tool guessing at something it wasn't told. Only a seat with no stack of its
// own: busted at zero, or a chair being bought into for the first time.
//
// Deliberately reads player.stack rather than stackOf(), which substitutes the
// table's starting stack for a seat that has none — the question here is what this
// seat was actually recorded as holding.
buyInDealsThemIn(player) {
if (!player || player.inHand) return false;
const own = player.stack;
const recorded = own !== null && own !== undefined && String(own).trim() !== "";
return !recorded || Number(own) <= this.EPSILON_CHIPS;
},
// "bet" or "raise" — what putting more in is actually called right now.
//
// A wager into a pot nobody has wagered into is a bet; everything after that is a
// raise. The bar decided this from what the acting player still owes, which gets
// the big blind's option backwards: they owe nothing, so it offered "Bet", but
// their own blind is a live bet and putting more in is a raise. It gets the other
// half wrong too — the raise pad said "Raise to" for an opening bet on the flop,
// and wrote "Ann's raise to $10" into the undo control for it.
//
// The arithmetic was always right (minRaiseTo returns two big blinds for the big
// blind's option and one for an opening bet). This is only what it's called, which
// for a tool a dealer announces the action from is not a small thing.
wagerVerb(state) {
return (state.currentBet || 0) > this.EPSILON_CHIPS ? "raise" : "bet";
},
committed(player) {
return this.round(player.committed || 0);
},
@@ -39,11 +195,16 @@ const Betting = {
return this.round((Number(player.amountOverride) || 0) + this.committed(player));
},
// Never below zero. A seat can't have negative chips in front of it, and a typo in
// the stack field used to come back as-is — which then flowed into putIn(), where
// `Math.min(amount, -50)` moves a negative amount and *adds* chips to the table.
stackOf(state, player) {
const own = player.stack;
if (own !== null && own !== undefined && String(own).trim() !== "") return this.round(own);
if (own !== null && own !== undefined && String(own).trim() !== "") {
return Math.max(0, this.round(own));
}
const fallback = Number(state.defaultStack);
return Number.isNaN(fallback) ? 0 : this.round(fallback);
return Number.isNaN(fallback) ? 0 : Math.max(0, this.round(fallback));
},
toCall(state, player) {
@@ -70,15 +231,42 @@ const Betting = {
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded && this.stackOf(state, player) >= 0) return index;
if (player.inHand && !player.folded) return index;
}
return null;
},
seatAt(state, fromIndex, step) {
// Who the dealer asks next. A player who is all-in is still in the hand and still
// wins pots, but has no decision left, so the action passes over them.
nextToAct(state, fromIndex) {
const count = state.seatCount;
const delta = state.direction === "counterclockwise" ? -step : step;
return ((fromIndex + delta) % count + count) % count;
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded && this.stackOf(state, player) > this.EPSILON_CHIPS) return index;
}
return null;
},
// A player still in the hand with chips in the pot and nothing left behind. This is
// the same stack test nextToAct uses to pass over them, which is the point: the
// seat the felt marks all-in is exactly the seat the dealer will never be asked to
// act on again.
//
// The "chips in the pot" half matters. A seat with an empty stack who hasn't put
// anything in is a busted player who shouldn't have been dealt in, not a player
// who moved all-in, and calling them all-in on the felt would be a lie.
isAllIn(state, player) {
if (!player || !player.inHand || player.folded) return false;
return this.handTotal(player) > this.EPSILON_CHIPS &&
this.stackOf(state, player) <= this.EPSILON_CHIPS;
},
// Which chair sits `step` places along in the direction of play. The table owns
// this — walking the seats is exactly where the button, the blinds and the action
// used to drift apart from each other, so there is one implementation of it.
seatAt(state, fromIndex, step) {
return HoldemState.nextSeatIndex(state, fromIndex, step);
},
// A street is done when everyone still live has either matched the bet or has
@@ -135,14 +323,38 @@ const Betting = {
const delta = this.round(target - this.committed(player));
const moved = this.putIn(state, index, delta);
const newBet = this.committed(player);
const previousBet = state.currentBet || 0;
if (newBet > previousBet) {
const increase = this.round(newBet - previousBet);
// Aggression, whether or not it was a full raise — a short all-in doesn't
// reopen the betting, but the player who made it is still the last one who
// put money in, and at the showdown they are still the one who shows first.
state.streetAggressorIndex = index;
state.handAggressorIndex = index;
// What a full raise would have had to be: at least as much again as the
// last one, or the big blind if there hasn't been a raise yet.
const fullRaise = this.round(state.lastRaiseSize || state.bigBlind || 0);
const isFullRaise = increase >= fullRaise - this.EPSILON_CHIPS;
if (newBet > (state.currentBet || 0)) {
state.lastRaiseSize = this.round(newBet - (state.currentBet || 0));
state.currentBet = newBet;
// A raise reopens the action: everyone else owes a response again.
state.seats.forEach((p, i) => {
if (i !== index && p.inHand && !p.folded) p.hasActed = false;
});
if (isFullRaise) {
state.lastRaiseSize = increase;
// A real raise reopens the action: everyone else owes a response again.
state.seats.forEach((p, i) => {
if (i !== index && p.inHand && !p.folded) p.hasActed = false;
});
}
// Otherwise this is a short all-in — somebody with less than a full raise
// left shoving it in. The most misread rule in poker: it does *not* reopen
// the betting to anyone who has already acted. They owe the difference or
// they fold; they don't get to raise again because a short stack happened
// to be between them. Players yet to act keep their full rights, which
// they do here because their hasActed is already false.
//
// lastRaiseSize deliberately isn't lowered either, or the next legal raise
// would be computed off the short amount and come out too small.
}
player.hasActed = true;
@@ -156,7 +368,7 @@ const Betting = {
},
passAction(state, index) {
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextLiveIndex(state, index);
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextToAct(state, index);
},
// ---- Street and hand boundaries ----
@@ -181,24 +393,122 @@ const Betting = {
state.currentBet = 0;
state.lastRaiseSize = 0;
// Whoever led this street stops being the answer the moment the next one opens.
// The hand's aggressor is deliberately left alone: it's the fallback for a
// river nobody could bet on.
state.streetAggressorIndex = null;
const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
state.street = this.STREETS[nextStreetIndex] || "river";
state.actingSeatIndex = this.liveSeats(state).length > 1
? this.nextLiveIndex(state, state.dealerSeatIndex)
: null;
// It takes two players with chips to have a bet. Once everyone left is all-in
// the rest of the board is just dealt out.
if (!this.canStillBet(state)) {
state.actingSeatIndex = null;
return;
}
// After the flop the first live player left of the button acts — which heads-up
// is the big blind, since the button is the small blind. Naming the big blind
// directly also covers a button parked on a seat nobody is sitting in, and it
// still has to be someone with chips left to bet.
const { bbIndex, headsUp } = HoldemState.getBlindSeats(state);
const bigBlindCanAct =
headsUp &&
bbIndex !== null &&
!state.seats[bbIndex].folded &&
this.stackOf(state, state.seats[bbIndex]) > this.EPSILON_CHIPS;
state.actingSeatIndex = bigBlindCanAct
? bbIndex
: this.nextToAct(state, state.dealerSeatIndex);
},
isHandOver(state) {
return this.liveSeats(state).length <= 1;
},
// Players still in the hand who have chips left to put in. Fewer than two of them
// means the betting is finished even though the hand isn't.
seatsWithChips(state) {
return this.liveSeats(state).filter(s => this.stackOf(state, s.player) > this.EPSILON_CHIPS);
},
EPSILON_CHIPS: Money.EPSILON,
canStillBet(state) {
return this.liveSeats(state).length > 1 && this.seatsWithChips(state).length > 1;
},
// True when the hand is still live but nobody can bet again — the dealer is just
// running the board out.
isRunningOut(state) {
// Only while a hand is actually being played. Before the deal, a table of
// busted players who haven't rebought looks exactly like a table of all-ins to
// this test, and the bar was announcing a run-out over a felt with no cards and
// no chips on it.
if (!state.bettingOpen) return false;
return this.liveSeats(state).length > 1 && !this.canStillBet(state);
},
// True while nothing has happened in this hand except the blinds going in. Up to
// that point the dealer can still move the button or rename the blinds and have
// it cost nothing — which is the state a home game spends a lot of time in,
// arguing about whose turn it is before the cards come out.
onlyBlindsIn(state) {
return (state.street || "preflop") === "preflop" && state.seats.every(p => !p.hasActed);
},
// Pulls the blinds back off the table and posts them again from wherever the
// button and the blind assignment now say they belong. Refunding first is what
// keeps the chip count straight when the button gets passed round three or four
// times before anybody is happy with it.
repostBlinds(state) {
state.seats.forEach(player => {
const back = this.committed(player);
if (back > 0) player.stack = this.round(this.stackOf(state, player) + back);
player.committed = 0;
player.hasActed = false;
});
this.beginHand(state);
},
// Deals a fresh betting round: blinds posted, action to the seat after the big
// blind, which is where a dealer expects to be looking when the cards go out.
//
// Called when the dealer says the table is ready, not automatically when the
// previous hand ends — everything before this point is setup, where seats and the
// button can move freely because no money has been committed.
beginHand(state) {
state.bettingOpen = true;
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
// Posting a blind isn't aggression — a hand limped and checked all the way
// down has no aggressor at all, which is exactly the case the showdown rule
// sends to the seat left of the button.
state.streetAggressorIndex = null;
state.handAggressorIndex = null;
// Deal around anyone with no chips, before anything else reads the table.
//
// A busted player who hasn't rebought used to be dealt in anyway, and the
// result was a hand nobody could finish: the table promised a small blind from
// a seat with nothing to post it with, took it from nobody, put the action on
// the big blind with only their own money in front of them, and announced
// "3 players — all-in, running out the board" before a card was dealt.
//
// Sitting them out is what a dealer does. Seat, name and buy-in record are
// untouched, so dealing them back in is one tap when they buy chips.
this.brokeSeats(state).forEach(index => {
state.seats[index].inHand = false;
state.seats[index].folded = false;
});
// Position is read off the button all through the hand, so it has to be on
// somebody before the blinds are worked out — not on the empty seat 1 a
// brand-new table starts on.
HoldemState.ensureButtonOnPlayer(state);
state.seats.forEach(player => {
player.committed = 0;
@@ -207,15 +517,150 @@ const Betting = {
const sb = Number(state.smallBlind) || 0;
const bb = Number(state.bigBlind) || 0;
const sbIndex = this.seatAt(state, state.dealerSeatIndex, 1);
const bbIndex = this.seatAt(state, state.dealerSeatIndex, 2);
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
if (sb > 0 && state.seats[sbIndex].inHand) this.putIn(state, sbIndex, sb);
if (bb > 0 && state.seats[bbIndex].inHand) this.putIn(state, bbIndex, bb);
// A null big blind means there aren't enough players to post at all. A null
// small blind with a big blind behind it is the dead small blind, which is a
// hand that gets dealt like any other — it just has one blind in it.
if (bbIndex === null) {
state.currentBet = 0;
state.actingSeatIndex = null;
state.postedBlinds = null;
state.postedStraddles = [];
return;
}
state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
state.lastRaiseSize = bb || 0;
state.actingSeatIndex = this.nextLiveIndex(state, bbIndex);
if (sb > 0 && sbIndex !== null) this.putIn(state, sbIndex, sb);
if (bb > 0) this.putIn(state, bbIndex, bb);
// Anyone the dealer said would post to come in past the blinds. It's a big
// blind like any other — it buys them a hand they'd otherwise have to wait for
// — so it goes in the middle the same way, before the count below reads it.
const posting = Array.isArray(state.postingIn) ? state.postingIn : [];
if (bb > 0) {
state.seats.forEach((player, index) => {
if (index === sbIndex || index === bbIndex) return;
if (player.inHand && posting.includes(player.id)) this.putIn(state, index, bb);
});
}
// Deliberately not cleared here. repostBlinds takes every posted chip back and
// deals again through this same function, so a post that cleared itself on the
// way in would be refunded and never retaken — the dealer moves the button and
// somebody's post quietly vanishes. startNextHand is what ends it.
// What the next hand's rotation is worked out from. Recorded here, where the
// blinds are actually posted, because by the time it's needed the seats have
// moved on and the answer can no longer be read off the table.
state.postedBlinds = { sbIndex, bbIndex };
// Who got cards. Read next hand to tell a player who has been here all along
// 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);
// 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, lastPosted);
},
// What a pot-sized raise actually is, as a "raise to" total.
//
// Not "the bet plus the pot as it stands". The raiser calls first, and their call
// is in the pot before the raise is measured off it, so the pot being matched is
// the one that exists after the call:
//
// raise to = the current bet + (pot + what they owe) × fraction
//
// Pre-flop at 1/2 that gives $7, not $5: call the $2, which makes the pot $5, then
// raise $5. Leaving the call out understates every one of these, and players say
// "pot" out loud meaning a definite number.
//
// Facing no bet this is a plain pot-sized bet — toCall is zero and currentBet is
// zero, so it comes out as the pot, which is the right answer there too.
// Rounded up to something the table's chips can actually build. Half the pot is
// constantly a half-chip amount — pre-flop at 1/2 it is $4.50, and the smallest
// chip in the default legend is a dollar, so the button offered a number the
// dealer would have to round themselves every single time.
//
// Only when the legend describes this game. A smallest chip *larger* than the big
// blind means the denominations were never set for these stakes, and rounding a
// 5c/10c table up to whole dollars would be the tool doing real damage on the
// strength of a field somebody forgot to fill in. Left exact there, and the wrong
// legend stays visible rather than being quietly applied.
potRaiseTo(state, index, fraction = 1) {
const player = state.seats[index];
if (!player) return 0;
const potAfterCall = this.round(this.potSoFar(state) + this.toCall(state, player));
const exact = this.round((state.currentBet || 0) + potAfterCall * fraction);
const step = Money.fromCents(Money.chipStepCents(state.chipLegend));
const bigBlind = Number(state.bigBlind) || 0;
if (step <= 0 || (bigBlind > 0 && step > bigBlind)) return exact;
return Money.upToChip(exact, state.chipLegend);
},
// Who turns their hand over first.
//
// A call the dealer makes at every showdown that isn't a fold, and one nobody at
// the table volunteers for — everyone would rather see a hand than show one. The
// tool knew who last raised and who sits left of the button and said neither, so
// the dealer was working it out from memory while five people waited.
//
// Three cases, in the order the rule asks them:
// * somebody bet or raised on the final round — they show first;
// * the round was checked through — first live player left of the button;
// * nobody could bet, because the chips were already in — the last player who
// did put money in, on whichever round that was.
//
// Returns null when there's nothing to call: one player left, or none.
showdownOrder(state) {
const live = this.liveSeats(state);
if (live.length < 2) return null;
const seatOf = index =>
Number.isInteger(index) && live.some(s => s.index === index) ? index : null;
const streetAggressor = seatOf(state.streetAggressorIndex);
if (streetAggressor !== null) {
return { index: streetAggressor, reason: "aggressor" };
}
// Nobody could have bet this round, so "no bet on the final round" isn't a
// choice anybody made and the seat left of the button hasn't earned the
// obligation. It falls to whoever last put money in.
if (!this.canStillBet(state)) {
const handAggressor = seatOf(state.handAggressorIndex);
if (handAggressor !== null) return { index: handAggressor, reason: "allInAggressor" };
}
const order = HoldemState.liveOrderFromButton(state)
.filter(index => live.some(s => s.index === index));
return order.length > 0 ? { index: order[0], reason: "leftOfButton" } : null;
},
// Winners get their share put back in front of them.
@@ -15,8 +15,16 @@ const HandHistoryExport = {
}
},
toCsv(handHistory, standings = []) {
const rows = [["Hand #", "Time", "Pot", "Payouts"]];
// Money columns go in as bare numbers. Written as "$1,250,000.00" they import as
// text, so the one thing anybody opens this file to do — total a column and see
// who owes what — doesn't work without cleaning every cell first. The commas were
// quoted correctly, so the file parsed; it just wouldn't add up.
toCsv(handHistory, standings = [], { notes = "" } = {}) {
// The rake gets its own column rather than being folded into the pot: the two
// numbers answer different questions — what was in the middle, and what the
// house took out of it — and a night's worth of the second one is what the box
// is counted against.
const rows = [["Hand #", "Time", "Pot", "House take", "Payouts"]];
// handHistory is stored newest-first; the export reads better oldest-first.
[...handHistory].reverse().forEach(entry => {
const payouts = (entry.payouts || [])
@@ -25,7 +33,8 @@ const HandHistoryExport = {
rows.push([
entry.handNumber,
this.formatTimestamp(entry.timestamp),
Money.format(entry.pot),
Money.forSheet(entry.pot),
Money.forSheet(entry.rake || 0),
payouts,
]);
});
@@ -35,10 +44,58 @@ const HandHistoryExport = {
if (standings.length > 0) {
rows.push([]);
rows.push(["Session Standings"]);
rows.push(["Player", "Paid In", "Won", "Net"]);
// Bought in and chips now are what a cash-out is settled from; paid in and
// won describe the hands. Both belong in the file the dealer hands over.
//
// Notes go last so the money columns keep the shape a spreadsheet expects.
// "IOU: $20 to Ann" is exactly the kind of thing that has to be in the file
// somebody settles up from, and it was only ever visible inside that seat's
// own editor.
rows.push(["Player", "Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down", "Notes"]);
standings.forEach(row => {
rows.push([row.name, Money.format(row.in), Money.format(row.won), Money.formatSigned(row.net)]);
rows.push([
row.name,
Money.forSheet(row.in),
Money.forSheet(row.won),
Money.forSheet(row.net),
Money.forSheet(row.boughtIn || 0),
Money.forSheet(row.chipsNow || 0),
Money.forSheet(row.cashPosition || 0),
row.notes || "",
]);
});
// And the answer the standings are read to get to. Whoever opens this file
// wants the payment list, not to redo the arithmetic in a spreadsheet.
const plan = SettleUp.plan(standings);
if (plan.payments.length > 0) {
rows.push([]);
rows.push(["Settle Up"]);
rows.push(["Pays", "Receives", "Amount"]);
plan.payments.forEach(payment => {
rows.push([payment.from, payment.to, Money.forSheet(payment.amount)]);
});
if (!plan.balanced) {
// The file is the paper trail, so the caveat travels with it rather
// than living only in a sidebar nobody exported.
rows.push([
plan.shortBy > 0
? `Unpaid: ${Money.forSheet(plan.shortBy)} — more chips in play than cash taken`
: `Unclaimed: ${Money.forSheet(plan.overBy)} — more cash taken than chips in play`,
]);
}
}
}
// The table's own notes — side bets, IOUs, the promo running until midnight.
// The dealer typed them because they matter to the night, and the export is the
// thing that outlives the browser tab; leaving them behind meant the one place
// the context was written down was the one place it couldn't be handed over.
// csvField quotes the line breaks, so a multi-line note survives as one cell.
if (notes && notes.trim()) {
rows.push([]);
rows.push(["Table Notes"]);
rows.push([notes.trim()]);
}
return rows.map(row => row.map(f => this.csvField(f)).join(",")).join("\r\n");
@@ -51,8 +108,8 @@ const HandHistoryExport = {
return `holdem-hand-history-${stamp}.csv`;
},
download(handHistory, standings = []) {
const csv = this.toCsv(handHistory, standings);
download(handHistory, standings = [], options = {}) {
const csv = this.toCsv(handHistory, standings, options);
const blob = new Blob([csv], { type: "text/csv;charset=utf-8;" });
const url = URL.createObjectURL(blob);
const link = document.createElement("a");
+461 -38
View File
@@ -1,10 +1,27 @@
document.addEventListener("DOMContentLoaded", () => {
const state = HoldemState.load();
// Focus, Tab-trapping and Escape for every overlay, wired once by watching the
// `hidden` attribute they all already toggle.
Modal.mount();
// Undo works by swapping the whole table back to a snapshot. `state` is handed out
// by reference to every module at mount time, so it has to be refilled in place —
// reassigning the variable would leave the renderer and the betting bar pointing at
// the old object and quietly ignoring the undo.
const snapshotState = () => JSON.parse(JSON.stringify(state));
const restoreState = snapshot => {
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, snapshot);
HoldemState.save(state);
Render.renderAll();
};
// A gesture on a seat is a shortcut for something the dealer could do the long
// way, so each one is undoable the same way the header buttons are.
const seatAction = (index, message, mutate) => {
const snapshot = JSON.parse(JSON.stringify(state));
const snapshot = snapshotState();
mutate(state.seats[index], index);
HoldemState.save(state);
Render.renderAll();
@@ -12,10 +29,7 @@ document.addEventListener("DOMContentLoaded", () => {
Toast.show(message, {
actionLabel: "Undo",
onAction: () => {
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, snapshot);
HoldemState.save(state);
Render.renderAll();
restoreState(snapshot);
Toast.show("Undone.", { duration: 2500 });
},
duration: 6000,
@@ -42,6 +56,7 @@ document.addEventListener("DOMContentLoaded", () => {
},
onSeatLongPress: index => SeatMenu.open(state, seatMenuHooks, index),
onGiveButton: index => seatMenuHooks.makeDealer(index),
};
const seatMenuHooks = {
@@ -49,14 +64,123 @@ document.addEventListener("DOMContentLoaded", () => {
unfold: index => seatAction(index, `${nameOf(index)} is back in the hand.`, p => { p.folded = false; }),
allIn: index => seatAction(index, `${nameOf(index)} is all-in.`, () => Betting.allIn(state, index)),
toggleDealtIn: index => {
const dealtIn = state.seats[index].inHand;
seatAction(index, dealtIn ? `${nameOf(index)} sits out.` : `${nameOf(index)} is dealt in.`, p => {
const player = state.seats[index];
const dealtIn = player.inHand;
const handRunning = !Betting.onlyBlindsIn(state) || Betting.potSoFar(state) > 0;
const alreadyIn = Betting.handTotal(player);
// Somebody walking away mid-hand doesn't get their chips back — they're
// dead money the winner collects. Say so, because the pot total pointedly
// does not go down and a dealer needs to know that's deliberate.
const message = dealtIn
? (alreadyIn > 0
? `${nameOf(index)} is out — their ${Money.format(alreadyIn)} stays in the pot.`
: `${nameOf(index)} sits out.`)
: (handRunning
? `${nameOf(index)} is in from the next hand.`
: `${nameOf(index)} is dealt in.`);
seatAction(index, message, p => {
p.inHand = !dealtIn;
if (!p.inHand) p.folded = false;
if (!p.inHand) {
// Their chips stay put; only the fold flag is cleared, since being
// out of the hand already covers not winning it.
p.folded = false;
if (state.actingSeatIndex === index) Betting.passAction(state, index);
} else if (handRunning) {
// Joining a hand already in progress means sitting this one out —
// you can't buy into a pot you haven't been paying for. `folded`
// is exactly that state, and the next hand clears it.
p.folded = true;
}
});
},
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => { state.dealerSeatIndex = index; }),
// Two players change chairs. Undoable like every other seat action, because a
// swap is easy to aim wrong and the seats look alike at a glance.
swapSeats: (from, to) => {
const movedName = nameOf(from);
const intoName = nameOf(to);
const wasEmpty = Render.isEmptySeat(state.seats[to]);
runUndoable(
wasEmpty
? `${movedName} moved to seat ${to + 1}.`
: `${movedName} and ${intoName} changed seats.`,
() => HoldemState.swapSeats(state, from, to));
},
makeDealer: index => {
// Before the deal there's nothing posted, so this is just moving a marker.
// After it, the blinds have to follow the button or the badges and the
// money disagree — but that's a real thing happening to real chips, and
// the dealer gets told rather than finding out later.
const willRepost = state.bettingOpen && Betting.onlyBlindsIn(state) &&
HoldemState.unresolvedContributions(state) > Betting.EPSILON_CHIPS;
seatAction(index, willRepost
? `Button on ${nameOf(index)} — blinds taken back and re-posted.`
: `Button on ${nameOf(index)}.`, () => {
state.dealerSeatIndex = index;
// Putting the button somewhere by hand is the dealer overruling the
// rotation, dead positions included. Leaving them set would hold a
// small blind dead at a table whose button has moved out from under it.
state.deadButton = false;
state.deadSmallBlind = false;
if (willRepost) Betting.repostBlinds(state);
});
},
assignBlind: (index, which) => {
const blinds = HoldemState.getBlindSeats(state);
const other = which === "sb" ? blinds.bbIndex : blinds.sbIndex;
// Naming one blind pins the other where it already is, so the dealer only
// has to state the part they're changing. If that would land both on one
// player, the other blind moves to the next seat along.
let partner = other !== null && other !== undefined && other !== index
? other
: Betting.nextLiveIndex(state, index);
if (partner === index || partner === null) partner = Betting.nextLiveIndex(state, index);
const label = which === "sb" ? "small blind" : "big blind";
seatAction(index, `${nameOf(index)} posts the ${label}.`, () => {
state.blindOverride = which === "sb"
? { sbIndex: index, bbIndex: partner }
: { sbIndex: partner, bbIndex: index };
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
});
},
clearBlindOverride: () => seatAction(state.dealerSeatIndex, "Blinds follow the button again.", () => {
state.blindOverride = null;
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
}),
editSeat: index => Render.toggleSeatEditor(index),
addChips: index => AddChips.open(state, index, (seatIndex, amount) => {
// Buying chips puts you back in the game — see Betting.buyInDealsThemIn.
const dealBackIn = Betting.buyInDealsThemIn(state.seats[seatIndex]);
const handRunning = !Betting.onlyBlindsIn(state) || Betting.potSoFar(state) > 0;
const message = `${nameOf(seatIndex)} added ${Money.format(amount)}` +
(dealBackIn
? handRunning ? " — in from the next hand." : " — dealt in."
: ".");
seatAction(seatIndex, message, p => {
// Chips in front and cash in are different questions — the stack moves
// every hand, what they've handed over only moves when they buy.
p.stack = Money.round(Betting.stackOf(state, p) + amount);
p.buyIns = Money.round((Number(p.buyIns) || 0) + amount);
if (dealBackIn) {
p.inHand = true;
// Same rule "Deal in" follows: you can't buy into a pot you haven't
// been paying for, and `folded` is exactly that state for one hand.
p.folded = handRunning;
}
});
}),
};
Render.mount(state, hooks);
@@ -68,17 +192,23 @@ document.addEventListener("DOMContentLoaded", () => {
hooks.save(state);
Render.renderAll();
PotWizard.open(state, payouts => {
PotWizard.open(state, (payouts, { rake = 0 } = {}) => {
const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
runUndoable(paid ? `Paid ${paid}.` : "Hand closed with nothing to pay out.", () => {
const withRake = rake > 0 ? `${paid}, house ${Money.format(rake)}` : paid;
runUndoable(withRake ? `Paid ${withRake}.` : "Hand closed with nothing to pay out.", () => {
if (rake > 0) {
state.rakeTaken = Money.round((Number(state.rakeTaken) || 0) + rake);
}
if (payouts.length > 0) {
HoldemState.recordHand(state, payouts);
HoldemState.recordHand(state, payouts, rake);
// Winnings go straight back in front of the player, so the next
// hand's stacks are already right.
Betting.creditWinnings(state, payouts);
}
// Settling a pot ends the hand; it doesn't start the next one. The
// table goes back to setup so people can sit down or cash out before
// any blinds are committed.
HoldemState.startNextHand(state);
Betting.beginHand(state);
});
});
};
@@ -95,7 +225,7 @@ document.addEventListener("DOMContentLoaded", () => {
resolvePot: openPotWizard,
beginAction: label => {
actionHistory.push({ label, snapshot: JSON.parse(JSON.stringify(state)) });
actionHistory.push({ label, snapshot: snapshotState() });
if (actionHistory.length > MAX_UNDO_STEPS) actionHistory.shift();
},
@@ -104,10 +234,7 @@ document.addEventListener("DOMContentLoaded", () => {
undoLast: () => {
const step = actionHistory.pop();
if (!step) return;
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, step.snapshot);
hooks.save(state);
Render.renderAll();
restoreState(step.snapshot);
Toast.show(`Took back ${step.label}.`, { duration: 2500 });
},
});
@@ -143,7 +270,9 @@ document.addEventListener("DOMContentLoaded", () => {
return true;
},
// Enter confirms a raise if one is being entered, otherwise moves the hand on.
advance: () => pressInBar(".raiseConfirm") || pressInBar(".actionAdvance"),
// Dealing is an advance too — Enter should carry a dealer through setup, deal,
// streets and showdown without reaching for the trackpad.
advance: () => pressInBar(".raiseConfirm") || pressInBar(".actionAdvance") || pressInBar(".actionDeal"),
undo: () => pressInBar(".actionUndo"),
cancel: () => pressInBar(".raiseCancel"),
});
@@ -154,7 +283,7 @@ document.addEventListener("DOMContentLoaded", () => {
// would notice a misclick. The snapshot is deliberately in-memory only: an
// undo is for the mistake you just made, not one from last night's session.
const runUndoable = (message, mutate) => {
const snapshot = JSON.parse(JSON.stringify(state));
const snapshot = snapshotState();
mutate();
// Starting or settling a hand invalidates the per-action history: those
// snapshots describe a hand that's over. The whole-step Undo below replaces it.
@@ -165,19 +294,44 @@ document.addEventListener("DOMContentLoaded", () => {
Toast.show(message, {
actionLabel: "Undo",
onAction: () => {
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, snapshot);
hooks.save(state);
Render.renderAll();
restoreState(snapshot);
Toast.show("Undone.", { duration: 2500 });
},
});
};
document.getElementById("seatCountInput").addEventListener("change", e => {
HoldemState.resizeSeats(state, Number(e.target.value));
hooks.save(state);
Render.renderAll();
// A seat that has anything of a player in it — a name, chips, cash in, or a hand
// in progress. Shrinking the table throws these away permanently, and it also
// orphans them in the session standings, where they keep their winnings but lose
// the stack and buy-in the settle-up is worked out from.
const seatHasSomeoneIn = player =>
!!(player.name && player.name.trim()) ||
player.inHand ||
(Number(player.stack) || 0) > 0 ||
(Number(player.buyIns) || 0) > 0 ||
(Number(player.amountOverride) || 0) > 0;
document.getElementById("seatCountInput").addEventListener("change", async e => {
const requested = Math.max(2, Math.min(24, Math.floor(Number(e.target.value)) || state.seatCount));
const losing = state.seats.slice(requested).filter(seatHasSomeoneIn);
if (losing.length > 0) {
const who = losing
.map((p, i) => HoldemState.displayName(p, requested + state.seats.slice(requested).indexOf(p)))
.join(", ");
const ok = await Dialog.confirm({
title: `Remove ${losing.length} ${losing.length === 1 ? "player" : "players"}?`,
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.`,
confirmLabel: "Remove them",
danger: true,
});
if (!ok) {
e.target.value = state.seatCount;
return;
}
}
runUndoable(`Table set to ${requested} seats.`, () => HoldemState.resizeSeats(state, requested));
});
document.getElementById("directionSelect").addEventListener("change", e => {
@@ -214,17 +368,48 @@ document.addEventListener("DOMContentLoaded", () => {
Render.renderAll();
});
document.getElementById("nextHandBtn").addEventListener("click", () => {
// startNextHand moves the button on by one; say where it landed so the
// dealer can confirm the rotation without hunting for the badge.
const nextDealer = HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1);
const where = state.dedicatedDealer
? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
: `button on seat ${nextDealer + 1}`;
document.getElementById("nextHandBtn").addEventListener("click", async () => {
// Moving on wipes every seat's contribution, so an unresolved pot is simply
// destroyed — measured at a four-handed table, pressing this with $8 in the
// middle took the table from 800 chips to 792, and the toast said nothing
// about it. Chips only ever leave this tool because a dealer meant them to.
const unresolved = HoldemState.unresolvedContributions(state);
runUndoable(`Next hand — ${where}. Blinds posted.`, () => {
if (unresolved > Betting.EPSILON_CHIPS) {
const ok = await Dialog.confirm({
title: `Throw away ${Money.format(unresolved)}?`,
message: "There's still money in the middle from this hand. Starting the next one takes it off the table without paying anybody — use Resolve Pot if somebody won it.",
confirmLabel: "Throw it away",
danger: true,
});
if (!ok) return;
}
// Say where the button landed so the dealer can confirm the rotation without
// hunting for the badge. Asked of the rotation itself rather than guessed at as
// "the next chair along" — which was only ever right at a table with nobody
// missing, and is the exact thing the dead button makes untrue.
const rotation = HoldemState.nextButtonRotation(state);
const nextDealer = rotation.buttonIndex !== null
? rotation.buttonIndex
: HoldemState.buttonSeatForDeal({ ...state, dealerSeatIndex: HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1) });
const where = rotation.deadButton
? `dead button on seat ${nextDealer + 1}`
: state.dedicatedDealer
? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
: `button on seat ${nextDealer + 1}`;
const discarded = unresolved > Betting.EPSILON_CHIPS
? ` ${Money.format(unresolved)} taken off the table.`
: "";
runUndoable(`Next hand — ${where}. Seat the table, then deal.${discarded}`, () => {
// Written down as well as announced. The toast is a moment; the bank check
// is asked at cash-out, and until now it saw only that the chips were gone
// and reported them as missing.
if (unresolved > Betting.EPSILON_CHIPS) {
state.discarded = Money.round((Number(state.discarded) || 0) + unresolved);
}
HoldemState.startNextHand(state);
Betting.beginHand(state);
});
});
@@ -244,6 +429,29 @@ document.addEventListener("DOMContentLoaded", () => {
Toast.show("Table reset.", { duration: 2500 });
});
// A pre-filled amount is a suggestion, so reaching for the box replaces it.
//
// Delegated from the document rather than wired per field: the raise pad, the
// add-chips sheet and the seat editor all build their inputs fresh every render,
// and a box added later should not have to remember to ask for this.
document.addEventListener("focusin", event => {
const field = event.target;
if (!Money.selectsOnFocus(field)) return;
if (!field.value) return;
// After the browser has finished placing its own caret, or it wins the race
// and the selection collapses again the moment the tap completes.
setTimeout(() => {
if (document.activeElement !== field) return;
try {
field.select();
} catch {
// A number input refuses setSelectionRange in some browsers; select()
// is the one that works on both, and if neither does the field is
// simply left as it was.
}
}, 0);
});
document.getElementById("resolvePotBtn").addEventListener("click", openPotWizard);
[
@@ -258,8 +466,128 @@ document.addEventListener("DOMContentLoaded", () => {
});
});
// The house's cut. Kept as a group rather than three loose fields, because
// migrate() guarantees the shape and half a rake object would be a table nobody
// could read back.
const readRake = () => {
const percent = Number(document.getElementById("rakePercentInput").value);
const cap = Number(document.getElementById("rakeCapInput").value);
state.rake = {
percent: Number.isFinite(percent) ? Math.min(100, Math.max(0, percent)) : 0,
cap: Number.isFinite(cap) && cap > 0 ? Money.round(cap) : null,
noFlopNoDrop: document.getElementById("rakeNoFlopInput").checked,
};
hooks.save(state);
Render.renderAll();
};
["rakePercentInput", "rakeCapInput"].forEach(id => {
document.getElementById(id).addEventListener("input", readRake);
});
document.getElementById("rakeNoFlopInput").addEventListener("change", readRake);
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
document.getElementById("addChipsConfirmBtn").addEventListener("click", () => AddChips.confirm());
document.getElementById("addChipsCancelBtn").addEventListener("click", () => AddChips.close());
document.getElementById("addChipsOverlay").addEventListener("click", e => {
if (e.target.id === "addChipsOverlay") AddChips.close();
});
document.getElementById("addChipsInput").addEventListener("keydown", e => {
if (e.key === "Enter") AddChips.confirm();
});
// Escape is Modal's job now, for this sheet and the five others that never had it.
const rulingsOverlay = document.getElementById("rulingsOverlay");
const closeRulings = () => { rulingsOverlay.hidden = true; };
// The one time the browser refuses to save, say so out loud as well as leaving the
// standing warning in the Session panel. Set before the first render so a failure
// during start-up is caught too.
// Another tab writing to the same table. Said once, with the way out attached —
// reloading here adopts whatever that tab has done, which is the only resolution
// that doesn't throw somebody's work away.
HoldemState.onOtherTab = () => {
Toast.show(
"This table is open in another tab. Whichever acts last wins.",
{ actionLabel: "Reload", onAction: () => window.location.reload(), duration: 20000 });
Render.renderStorageWarning();
};
HoldemState.watchOtherTabs();
HoldemState.onSaveFailed = () => {
Toast.show(
"This table isn't being saved — refreshing would lose it. Keep this tab open.",
{ duration: 12000 });
Render.renderStorageWarning();
};
// The shortcut legend, built from the same list the handlers are keyed off, so a
// shortcut can't exist without a line here saying what it does.
const legend = document.getElementById("shortcutLegend");
if (legend) {
Shortcuts.LEGEND.forEach(entry => {
const term = document.createElement("dt");
entry.keys.forEach(key => {
const kbd = document.createElement("kbd");
kbd.className = "shortcutKey";
kbd.textContent = key;
term.appendChild(kbd);
});
const detail = document.createElement("dd");
detail.textContent = entry.what;
legend.appendChild(term);
legend.appendChild(detail);
});
}
// An index across the top of the rulings sheet, one chip per ruling.
//
// This is opened mid-argument with players waiting, and it was nine rulings of
// prose with no way in: reaching the last one meant scrolling 1.6 screens on a
// desktop, 2.1 on a phone and 3.5 on a phone held sideways. A dealer looking for
// the odd-chip rule had to read past seven others to find it.
//
// Built from the sections rather than written out beside them, so a ruling added
// later turns up in the index without anyone having to remember to add it twice.
const buildRulingsIndex = () => {
const index = document.getElementById("rulingsIndex");
if (!index || index.childElementCount > 0) return;
[...rulingsOverlay.querySelectorAll(".ruling")].forEach((section, i) => {
const heading = section.querySelector("h3");
if (!heading) return;
if (!section.id) section.id = `ruling${i + 1}`;
const jump = document.createElement("button");
jump.type = "button";
jump.className = "rulingsIndexBtn";
// A short label where the ruling gives one. The headings are sentences —
// "A short all-in doesn't reopen the betting" — and nine of those stacked
// one per row made the index 342px tall on a phone, which is most of the
// sheet before the first ruling. "Short all-in" says the same thing to
// somebody who is looking for it, and three fit on a line.
jump.textContent = section.dataset.short || heading.textContent;
// The full heading is still what it announces, so the short label never
// costs a screen reader the sentence.
if (section.dataset.short) jump.setAttribute("aria-label", heading.textContent);
jump.addEventListener("click", () => {
section.scrollIntoView({ block: "start", behavior: "smooth" });
// The heading is what the dealer is now reading, so that is where the
// keyboard and a screen reader should be too.
heading.setAttribute("tabindex", "-1");
heading.focus({ preventScroll: true });
});
index.appendChild(jump);
});
};
document.getElementById("openRulingsBtn").addEventListener("click", () => {
buildRulingsIndex();
rulingsOverlay.hidden = false;
});
document.getElementById("closeRulingsBtn").addEventListener("click", closeRulings);
rulingsOverlay.addEventListener("click", e => {
if (e.target === rulingsOverlay) closeRulings();
});
document.getElementById("seatMenuCancelBtn").addEventListener("click", () => SeatMenu.close());
document.getElementById("seatMenuOverlay").addEventListener("click", e => {
if (e.target.id === "seatMenuOverlay") SeatMenu.close();
@@ -286,13 +614,108 @@ document.addEventListener("DOMContentLoaded", () => {
if (!ok) return;
HoldemState.clearHistory(state);
Render.historyFilter = "";
document.getElementById("handHistoryFilter").value = "";
hooks.save(state);
Render.renderAll();
Toast.show("Hand history cleared.", { duration: 2500 });
});
document.getElementById("saveTableBtn").addEventListener("click", () => {
const blob = new Blob([HoldemState.toBackup(state)], { type: "application/json" });
const url = URL.createObjectURL(blob);
const link = document.createElement("a");
link.href = url;
link.download = HoldemState.backupFileName();
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
URL.revokeObjectURL(url);
Toast.show(`Table saved as ${link.download}.`, { duration: 3500 });
});
document.getElementById("loadTableBtn").addEventListener("click", () => {
document.getElementById("loadTableInput").click();
});
document.getElementById("loadTableInput").addEventListener("change", async e => {
const file = e.target.files && e.target.files[0];
// Cleared straight away so picking the same file twice still fires a change.
e.target.value = "";
if (!file) return;
let text;
try {
text = await file.text();
} catch {
Toast.show("That file couldn't be read.", { duration: 4000 });
return;
}
const result = HoldemState.fromBackup(text);
if (result.error) {
Toast.show(result.error, { duration: 5000 });
return;
}
// Loading replaces everything: stacks, buy-ins, the button, the log. Naming
// what is about to be lost is the difference between a dealer choosing that
// and discovering it — and the current table might be the live one.
const here = HoldemState.sessionStandings(state).length;
const incoming = HoldemState.sessionStandings(result.table).length;
const when = result.savedAt ? new Date(result.savedAt) : null;
const saidWhen = when && !Number.isNaN(when.getTime())
? ` It was saved ${when.toLocaleString()}.`
: "";
const ok = await Dialog.confirm({
title: "Replace this table?",
message:
`The file has a table with ${incoming} ${incoming === 1 ? "player" : "players"} in it.${saidWhen} ` +
`Loading it replaces the table on screen — ${here} ${here === 1 ? "player" : "players"}, ` +
`${(state.handHistory || []).length} logged ${(state.handHistory || []).length === 1 ? "hand" : "hands"}. ` +
`Undo will bring it back for a few seconds; after that it is gone.`,
confirmLabel: "Load it",
danger: true,
});
if (!ok) return;
runUndoable("loading a saved table", () => {
// Replace the contents rather than the reference: everything on the page
// holds a pointer to this object.
Object.keys(state).forEach(key => { delete state[key]; });
Object.assign(state, result.table);
});
});
// The filter is how the dealer looks at the log, not something about the table, so
// it lives on the view: it isn't saved, isn't undoable, and doesn't reach the other
// tab. Clearing the history clears it too, since there is nothing left to filter.
document.getElementById("handHistoryFilter").addEventListener("input", e => {
Render.historyFilter = e.target.value;
Render.renderHandHistory();
});
document.getElementById("exportHistoryBtn").addEventListener("click", () => {
if ((state.handHistory || []).length === 0) return;
HandHistoryExport.download(state.handHistory, HoldemState.sessionStandings(state));
// Always the whole night. A filter is for reading the panel; an export that
// quietly dropped the hands scrolled past would be a record with holes in it,
// and nothing on the CSV would say so.
HandHistoryExport.download(state.handHistory, HoldemState.sessionStandings(state),
{ notes: state.notes });
if (Render.historyFilter) {
Toast.show(`Exported all ${state.handHistory.length} hands, not just the ${
state.handHistory.filter(h => Render.handMatchesFilter(h, Render.historyFilter)).length} shown.`,
{ duration: 3500 });
}
});
// The load happens on the first line of this file, long before there's a Toast to
// show it in, so this is checked here rather than wired as a callback. The standing
// warning in the Session panel doesn't need it — that reads the flag every render —
// but an empty table is a thing a dealer needs told, not left to notice.
if (HoldemState.loadFailed) {
Toast.show(
"The saved table couldn't be read, so this one started empty.",
{ duration: 12000 });
}
});
@@ -0,0 +1,147 @@
// Keyboard and screen-reader behaviour for every overlay in the tool, in one place.
//
// There are six of them — seat menu, card picker, add chips, rulings, pot wizard,
// confirm — opened and closed by five different modules, and each one was missing
// the same three things: focus never moved into the dialog, Tab walked straight out
// of it into the page behind the scrim, and Escape did nothing (only the rulings
// sheet handled it). Measured before this: 0 of 5 moved focus in, 5 of 5 leaked Tab,
// 1 of 5 closed on Escape.
//
// Rather than patch that into five modules, this watches the `hidden` attribute every
// overlay already toggles. Nothing else had to change, and an overlay added later
// gets the same behaviour without anyone remembering to wire it up — which is the
// failure this is fixing in the first place.
const Modal = {
// `:not([hidden])` matters — a sheet that is itself hidden inside an open overlay
// must not be a Tab stop.
FOCUSABLE: [
"a[href]",
"button:not([disabled])",
'input:not([disabled]):not([type="hidden"])',
"select:not([disabled])",
"textarea:not([disabled])",
'[tabindex]:not([tabindex="-1"])',
].join(","),
open: [],
mount() {
document.querySelectorAll('[id$="Overlay"]').forEach(overlay => this.watch(overlay));
// Capture phase: the dialog gets first refusal on Escape and Tab, before any
// table-level shortcut sees them.
document.addEventListener("keydown", e => this.onKeyDown(e), true);
},
watch(overlay) {
const sync = () => {
const isOpen = !overlay.hidden;
const known = this.open.some(entry => entry.overlay === overlay);
if (isOpen && !known) this.onOpened(overlay);
else if (!isOpen && known) this.onClosed(overlay);
};
new MutationObserver(sync).observe(overlay, { attributes: true, attributeFilter: ["hidden"] });
sync();
},
sheetOf(overlay) {
return overlay.querySelector('[role="dialog"], [role="alertdialog"]') || overlay.firstElementChild || overlay;
},
focusableIn(overlay) {
return [...overlay.querySelectorAll(this.FOCUSABLE)].filter(el => {
if (el.closest("[hidden]")) return false;
const rect = el.getBoundingClientRect();
return rect.width > 0 && rect.height > 0;
});
},
onOpened(overlay) {
const sheet = this.sheetOf(overlay);
// aria-modal is only true while the thing is actually open, so it's set here
// rather than baked into the markup.
if (sheet) sheet.setAttribute("aria-modal", "true");
this.open.push({ overlay, returnFocus: document.activeElement });
// Focus the first real control. A dialog that leaves focus on the button
// behind it reads, to a screen reader, as though nothing happened at all.
// Content-only sheets get focus on the sheet so the title is announced.
const focusable = this.focusableIn(overlay);
const target = focusable[0];
if (target) {
target.focus({ preventScroll: true });
} else if (sheet) {
if (!sheet.hasAttribute("tabindex")) sheet.setAttribute("tabindex", "-1");
sheet.focus({ preventScroll: true });
}
},
onClosed(overlay) {
const index = this.open.findIndex(entry => entry.overlay === overlay);
if (index === -1) return;
const [entry] = this.open.splice(index, 1);
const sheet = this.sheetOf(overlay);
if (sheet) sheet.removeAttribute("aria-modal");
// Put the dealer back where they were. Without this, closing the pot wizard
// drops focus to the top of the document and the next Tab starts from the
// page header.
const back = entry.returnFocus;
if (back && back.isConnected && typeof back.focus === "function") {
back.focus({ preventScroll: true });
}
},
topmost() {
return this.open.length ? this.open[this.open.length - 1] : null;
},
// Escape presses the dialog's own cancel/close button rather than just hiding the
// overlay, so whatever that button does — resolving the confirm promise, clearing
// the add-chips draft — still happens. Only if there isn't one does it hide the
// overlay directly.
dismiss(overlay) {
const closer = overlay.querySelector("[data-modal-close]");
if (closer) closer.click();
else overlay.hidden = true;
},
onKeyDown(event) {
const top = this.topmost();
if (!top) return;
if (event.key === "Escape") {
event.preventDefault();
event.stopPropagation();
this.dismiss(top.overlay);
return;
}
if (event.key !== "Tab") return;
// Keep Tab inside the dialog. Everything behind the scrim is unreachable by
// mouse, so letting the keyboard wander back there is a trap with no way out.
const focusable = this.focusableIn(top.overlay);
if (focusable.length === 0) {
event.preventDefault();
return;
}
const first = focusable[0];
const last = focusable[focusable.length - 1];
const active = document.activeElement;
if (event.shiftKey && (active === first || !top.overlay.contains(active))) {
event.preventDefault();
last.focus({ preventScroll: true });
} else if (!event.shiftKey && (active === last || !top.overlay.contains(active))) {
event.preventDefault();
first.focus({ preventScroll: true });
}
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = Modal;
}
+153 -4
View File
@@ -1,10 +1,159 @@
// Shared money formatting for every casino surface. Kept apart from the table's
// rendering so the quick-split calculator can pull in the formatter without dragging
// the whole seat/chip UI along with it.
// Shared money handling for every casino surface. Kept apart from the table's
// rendering so the quick-split calculator can pull it in without dragging the whole
// seat/chip UI along with it.
//
// Everything the dealer touches is money, and money is decimal, so every module used
// to carry its own `Math.round(x * 100) / 100`. That's one rounding rule written out
// sixteen times in six files, which is sixteen chances for one of them to drift.
// It lives here now, and the modules that do arithmetic call these instead.
const Money = {
// Half a cent. Chip comparisons need a tolerance: a stack that lands on
// 0.0000000001 after a split is empty as far as a dealer is concerned, and an
// exact `> 0` would treat that player as still having chips to bet.
EPSILON: 0.004,
// All money maths goes through cents, so 0.1 + 0.2 never reaches a payout.
toCents(amount) {
return Math.round((Number(amount) || 0) * 100);
},
fromCents(cents) {
return cents / 100;
},
round(amount) {
return this.toCents(amount) / 100;
},
// Cents only when there are cents.
//
// A chip game deals in whole numbers nearly all the time, and a trailing ".00"
// is two characters that say nothing — measured at ~22px, against the 64px a
// seat puck has to show a stack in. "$1,250,000.00" doesn't fit and wraps;
// "$1,250,000" does. Amounts that genuinely carry cents still show them, so a
// 25c-blind game reads exactly as it did.
format(amount) {
const value = Number(amount) || 0;
return `$${value.toLocaleString(undefined, { minimumFractionDigits: 2, maximumFractionDigits: 2 })}`;
const hasCents = this.toCents(value) % 100 !== 0;
return `$${value.toLocaleString(undefined, {
minimumFractionDigits: hasCents ? 2 : 0,
maximumFractionDigits: 2,
})}`;
},
// The same amount for a spreadsheet rather than for a person: no currency symbol
// and no thousands separators, because those are what make a column of money
// import as text and refuse to add up.
forSheet(amount) {
return (this.toCents(amount) / 100).toFixed(2);
},
// The chips to actually push, for an amount.
//
// A payout figure is the answer to the arithmetic, not to the dealer's job: they
// still have to work out that $132 is two blacks, a green, a red and two whites
// while six people watch. The chip legend already knows the denominations.
//
// Largest first, which is greedy and therefore not optimal for an arbitrary set of
// values — but poker chips are not arbitrary. Every real set is canonical (each
// denomination divides the next: 1, 5, 25, 100, 500), and greedy is exactly optimal
// on those. A dealer who invents a 3-and-7 chip set gets a valid answer that might
// use one chip more than it had to.
//
// Anything the smallest chip can't make comes back as `remainder` rather than being
// rounded away: a 50c share in a game whose smallest chip is a dollar is a real
// problem for the dealer to solve, not a rounding error to hide.
// The smallest chip the table has said it plays with, in cents. Zero when no
// denominations are set, which means the tool has been told nothing about what
// chips exist and shouldn't pretend otherwise.
chipStepCents(legend) {
const values = (legend || [])
.map(chip => this.toCents(chip.value))
.filter(cents => cents > 0);
return values.length > 0 ? Math.min(...values) : 0;
},
// Rounds an amount up to something the table can actually build out of its chips.
//
// Up rather than down or nearest: these are bet sizes, and a pot-sized bet that
// has been shaved is no longer a pot-sized bet. Rounding up also can't drop an
// amount below a legal minimum, which rounding the other way can.
upToChip(amount, legend) {
const step = this.chipStepCents(legend);
if (step <= 0) return this.round(amount);
const cents = this.toCents(amount);
if (cents <= 0) return this.round(amount);
return this.fromCents(Math.ceil(cents / step) * step);
},
// And down, for money coming *out* of a pot rather than going into it.
//
// The rake is the one amount in this tool that leaves the table, so the direction
// of the rounding is a decision about whose money it is. Down: a house that can't
// make 40c out of its chips takes nothing rather than a dollar, and the players
// keep the difference. Being wrong in the players' favour is the only way to be
// wrong about this that nobody has to argue about.
downToChip(amount, legend) {
const step = this.chipStepCents(legend);
if (step <= 0) return this.round(amount);
const cents = this.toCents(amount);
if (cents <= 0) return 0;
return this.fromCents(Math.floor(cents / step) * step);
},
chipBreakdown(amount, legend) {
let cents = this.toCents(amount);
if (cents <= 0) return { chips: [], remainder: 0 };
const values = (legend || [])
.map(chip => ({ chip, cents: this.toCents(chip.value) }))
.filter(entry => entry.cents > 0)
.sort((a, b) => b.cents - a.cents);
const chips = [];
values.forEach(entry => {
const count = Math.floor(cents / entry.cents);
if (count <= 0) return;
cents -= count * entry.cents;
chips.push({ value: this.fromCents(entry.cents), count, color: entry.chip.color });
});
return { chips, remainder: this.fromCents(cents) };
},
// "2×$50, 1×$25, 2×$1" — the breakdown as a dealer would say it out loud.
//
// A table with no chip legend gets nothing rather than "$132 no chip covers": it
// hasn't told us its denominations, so there is no advice to give and the amount
// stands on its own. A legend that exists but can't reach the amount is different,
// and does say so.
formatChipBreakdown(amount, legend) {
const hasDenominations = (legend || []).some(chip => this.toCents(chip.value) > 0);
if (!hasDenominations) return "";
const { chips, remainder } = this.chipBreakdown(amount, legend);
if (chips.length === 0 && remainder === 0) return "";
const parts = chips.map(chip => `${chip.count}×${this.format(chip.value)}`);
if (remainder > 0) parts.push(`${this.format(remainder)} no chip covers`);
return parts.join(", ");
},
// Should focusing this field select what's already in it?
//
// Every amount box in this tool opens pre-filled with a suggestion: the raise pad
// offers the minimum, Add chips offers a buy-in, the seat editor offers the stack
// it already has. A dealer taps the box because they want a *different* number,
// and a tap puts the caret after the suggestion instead of over it. Measured on a
// phone: the raise pad showing 4, tap, type "60" — the field reads 460. Add chips
// showing 200, tap, type "50" — 20050.
//
// Only number boxes. A name or a note is a thing you edit, and selecting all of
// it on focus would be the same mistake pointing the other way.
selectsOnFocus(field) {
if (!field || field.tagName !== "INPUT") return false;
const type = String(field.type || "").toLowerCase();
if (type === "number") return true;
return type === "text" && String(field.inputMode || "").toLowerCase() === "decimal";
},
// "+$40.00" / "-$40.00" rather than "$-40.00" — a standings column is read at a
@@ -4,7 +4,7 @@
// A "contribution entry" is { id, remaining, folded }. `remaining` starts as the amount
// that player put in the pot and is whittled down round by round as money gets paid out.
const PotCalculator = {
EPSILON: 0.004,
EPSILON: Money.EPSILON,
// Builds the initial entry list from raw contributions, keeping folded players in
// (their chips are still "dead money" owed to whoever wins) while excluding anyone
@@ -33,24 +33,39 @@ const PotCalculator = {
// to their own contribution, and only players who reached that height can win it.
// Folded money stays in — it's dead money owed to whoever wins the layer it fell in.
layers(players) {
const live = players.filter(p => p.contribution > this.EPSILON);
// Uncalled chips were never played for, so they come off the top before any
// pot is built. Deriving the pots from what's left is what keeps this function
// and uncalledReturns() from disagreeing about the same money — they used to
// decide "uncontested" separately, and an overbet that its own bettor was
// still live for got announced as a side pot only they could win.
const returned = new Map(this.uncalledReturns(players).map(r => [r.id, Money.toCents(r.amount)]));
const live = players
.map(p => ({ ...p, cents: Money.toCents(p.contribution) - (returned.get(p.id) || 0) }))
.filter(p => p.cents > 0);
if (live.length === 0) return [];
const heights = [...new Set(live.map(p => Math.round(p.contribution * 100)))].sort((a, b) => a - b);
const heights = [...new Set(live.map(p => p.cents))].sort((a, b) => a - b);
const layers = [];
let floor = 0;
heights.forEach(height => {
const band = height - floor;
const payers = live.filter(p => Math.round(p.contribution * 100) >= height);
const payers = live.filter(p => p.cents >= height);
const amount = band * payers.length;
const eligible = payers.filter(p => !p.folded).map(p => p.id);
// A band nobody can win isn't a pot — it's an overbet that never got
// called, and it goes back to whoever put it in. Announcing it as a side
// pot would overstate what's actually being played for.
if (amount > 0 && eligible.length > 0) {
layers.push({ amount: amount / 100, eligible });
if (amount > 0) {
if (eligible.length > 0) {
layers.push({ amount: Money.fromCents(amount), eligible });
} else if (layers.length > 0) {
// Everyone who reached this height folded, so it isn't a pot of its
// own — it's dead money owed to whoever wins the layer underneath.
// Dropping it would quietly shrink the announced pot.
const below = layers[layers.length - 1];
below.amount = Money.round(below.amount + Money.fromCents(amount));
}
// With no layer underneath either, nobody in the hand is live at all.
// That's a fold flag the dealer needs to fix, not a payout to guess at.
}
floor = height;
});
@@ -66,7 +81,7 @@ const PotCalculator = {
previous.eligible.every(id => layer.eligible.includes(id));
if (sameEligibility) {
previous.amount = Math.round((previous.amount + layer.amount) * 100) / 100;
previous.amount = Money.round(previous.amount + layer.amount);
} else {
merged.push({ ...layer });
}
@@ -79,21 +94,28 @@ const PotCalculator = {
},
// Chips nobody could call, which the dealer pushes back rather than into the pot.
// Anything above the biggest live contribution was never contested — most often an
// overbet by someone who then folded.
//
// A bet is only called up to what somebody *else* was willing to put in, so the
// ceiling for each player is the largest contribution among everyone but them.
// Measuring against the whole table instead — including the bettor's own chips —
// makes the biggest bet its own yardstick, so the one case this exists for (you
// shove, a short stack calls for less) comes back empty.
uncalledReturns(players) {
const contributing = players.filter(p => p.contribution > this.EPSILON);
const liveCents = contributing.filter(p => !p.folded).map(p => Math.round(p.contribution * 100));
// Nobody live at all means the fold flags are wrong, not that every chip on
// the table was uncalled. That's a correction for the dealer to make, so say
// nothing here and let the wizard ask them to fix it.
if (liveCents.length === 0) return [];
if (contributing.filter(p => !p.folded).length === 0) return [];
const cap = Math.max(...liveCents);
const cents = contributing.map(p => Money.toCents(p.contribution));
return contributing
.map(p => ({ id: p.id, amount: (Math.round(p.contribution * 100) - cap) / 100 }))
.map((p, index) => {
const others = cents.filter((_, i) => i !== index);
const cap = others.length > 0 ? Math.max(...others) : 0;
return { id: p.id, amount: Money.fromCents(cents[index] - cap) };
})
.filter(r => r.amount > this.EPSILON);
},
@@ -113,12 +135,12 @@ const PotCalculator = {
if (e.remaining <= this.EPSILON) return e;
const used = Math.min(e.remaining, cap);
payoutPool += used;
return { ...e, remaining: Math.round((e.remaining - used) * 100) / 100 };
return { ...e, remaining: Money.round(e.remaining - used) };
});
payoutPool = Math.round(payoutPool * 100) / 100;
const baseShareCents = Math.floor((payoutPool * 100) / winners.length);
let leftoverCents = Math.round(payoutPool * 100) - baseShareCents * winners.length;
payoutPool = Money.round(payoutPool);
const baseShareCents = Math.floor(Money.toCents(payoutPool) / winners.length);
let leftoverCents = Money.toCents(payoutPool) - baseShareCents * winners.length;
const perWinner = winnerIds
.filter(id => winners.some(w => w.id === id))
@@ -133,7 +155,7 @@ const PotCalculator = {
i++;
}
const result = perWinner.map(w => ({ id: w.id, amount: w.amountCents / 100 }));
const result = perWinner.map(w => ({ id: w.id, amount: Money.fromCents(w.amountCents) }));
const remainingContenders = this.getContenders(updatedEntries);
return {
@@ -18,10 +18,22 @@ const PotWizard = {
this.playerLabelById = new Map(
players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))])
);
this.seatIndexById = new Map(players.map(p => [p.id, state.seats.indexOf(p)]));
// The label carries name and cards together for the log and the payout lines;
// the choice rows want them separately so each can be styled and read on its own.
this.nameById = new Map(
players.map(p => [p.id, HoldemState.displayName(p, state.seats.indexOf(p))])
);
this.cardsById = new Map(
players.map(p => [p.id, (p.cards || []).filter(Boolean)])
);
const contributions = players.map(p => ({
id: p.id,
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
folded: p.folded,
// A seat switched off mid-hand still has its chips in the pot, but it
// can no more win them than a folded one can — same dead money, and the
// wizard must not offer it as a winner.
folded: p.folded || HoldemState.isDeadMoney(p),
}));
this.entries = PotCalculator.buildEntries(contributions);
// Kept so the wizard can show the whole breakdown up front, not just the layer
@@ -49,6 +61,20 @@ const PotWizard = {
this.totals.set(id, (this.totals.get(id) || 0) + amount);
},
// A chopped pot rarely divides exactly, and the odd chip goes to the first player
// left of the button — not to whoever the dealer happened to tick first. The
// calculator hands leftovers out in the order it's given the winners, so ordering
// them here is what makes the payout match the rule.
orderFromButton(ids) {
const distance = new Map();
for (let step = 1; step <= this.state.seatCount; step++) {
distance.set(HoldemState.nextSeatIndex(this.state, this.state.dealerSeatIndex, step), step);
}
return [...ids].sort((a, b) =>
(distance.get(this.seatIndexById.get(a)) ?? 0) - (distance.get(this.seatIndexById.get(b)) ?? 0)
);
},
renderStep() {
// Auto-resolve any round where only one player is left standing — nothing to ask.
let contenders = PotCalculator.getContenders(this.entries);
@@ -105,13 +131,46 @@ const PotWizard = {
contenders.forEach(c => {
const label = document.createElement("label");
label.className = "potWizardChoice";
const checkbox = document.createElement("input");
checkbox.type = "checkbox";
checkbox.value = c.id;
const text = document.createElement("span");
text.textContent = `${this.playerLabelById.get(c.id)} — up to ${Money.format(c.remaining)}`;
// The row is the target, not the box — so the row has to look chosen too.
checkbox.addEventListener("change", () => {
label.classList.toggle("chosen", checkbox.checked);
});
label.appendChild(checkbox);
const text = document.createElement("span");
text.className = "potWizardChoiceText";
const name = document.createElement("span");
name.className = "potWizardChoiceName";
name.textContent = this.nameById.get(c.id);
text.appendChild(name);
const upTo = document.createElement("span");
upTo.className = "potWizardChoiceUpTo";
upTo.textContent = `up to ${Money.format(c.remaining)}`;
text.appendChild(upTo);
label.appendChild(text);
// Cards sit apart from the name rather than inside it, so a dealer reading
// a row across the table sees the hand, not a sentence.
const cards = this.cardsById.get(c.id) || [];
if (cards.length > 0) {
const cardsEl = document.createElement("span");
cardsEl.className = "potWizardChoiceCards";
cards.forEach((card, i) => {
if (i > 0) cardsEl.appendChild(document.createTextNode(" "));
const span = document.createElement("span");
if (/[HD]$/i.test(card)) span.className = "cardRed";
span.textContent = Render.formatCard(card);
cardsEl.appendChild(span);
});
label.appendChild(cardsEl);
}
choices.appendChild(label);
});
round.appendChild(choices);
@@ -127,7 +186,7 @@ const PotWizard = {
confirmBtn.addEventListener("click", () => {
const selected = Array.from(choices.querySelectorAll("input:checked")).map(i => i.value);
if (selected.length === 0) return;
const result = PotCalculator.resolveRound(this.entries, selected);
const result = PotCalculator.resolveRound(this.entries, this.orderFromButton(selected));
this.recordRound(result);
this.entries = result.updatedEntries;
this.renderStep();
@@ -173,6 +232,24 @@ const PotWizard = {
return wrap;
},
// What the house takes out of this pot, and what is left to push.
//
// Worked out here rather than at the end so the dealer sees it before anything
// moves: the summary is the last chance to disagree with the arithmetic, and a
// rake that only appeared in the hand log afterwards would be the tool taking
// money quietly.
rakeSplit() {
const gross = Array.from(this.totals.entries()).map(([id, amount]) => ({
id,
label: this.playerLabelById.get(id),
amount,
}));
const pot = gross.reduce((sum, p) => sum + p.amount, 0);
const sawFlop = (this.state.street || "preflop") !== "preflop";
const rake = HoldemState.rakeOn(this.state, pot, sawFlop);
return { pot, sawFlop, ...HoldemState.applyRake(gross, rake) };
},
renderSummary() {
const wrap = document.createElement("div");
wrap.className = "potWizardSummary";
@@ -181,16 +258,43 @@ const PotWizard = {
heading.textContent = "Final Payouts";
wrap.appendChild(heading);
const split = this.rakeSplit();
const rakeSet = Number((this.state.rake || {}).percent) > 0;
if (rakeSet && this.totals.size > 0) {
const line = document.createElement("p");
line.className = "potWizardRake";
const cap = Number(this.state.rake.cap) > 0 ? `, capped at ${Money.format(this.state.rake.cap)}` : "";
line.textContent = split.rake > 0
? `House takes ${Money.format(split.rake)} of ${Money.format(split.pot)} — ${this.state.rake.percent}%${cap}.`
: split.sawFlop
? `No rake on this one — ${this.state.rake.percent}% of ${Money.format(split.pot)} doesn't make a chip the table has.`
: "No flop, no drop — nothing taken from a pot that ended before the flop.";
wrap.appendChild(line);
}
if (this.totals.size === 0) {
const empty = document.createElement("p");
empty.className = "fieldHint";
empty.textContent = "Nobody has money in this pot yet — mark seats \"In hand\" and set contributions first.";
wrap.appendChild(empty);
} else {
const legend = (this.state && this.state.chipLegend) || [];
const list = document.createElement("ul");
for (const [id, amount] of this.totals.entries()) {
for (const { id, amount } of split.payouts) {
const li = document.createElement("li");
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
// The amount is the answer to the arithmetic; the chips are the answer
// to the dealer's job. Only when the legend has been filled in — a
// table that never set up chip colours gets the number on its own,
// which is what it had before.
const chips = Money.formatChipBreakdown(amount, legend);
if (chips) {
const note = document.createElement("span");
note.className = "payoutChips";
note.textContent = chips;
li.appendChild(note);
}
list.appendChild(li);
}
wrap.appendChild(list);
@@ -203,21 +307,34 @@ const PotWizard = {
applyBtn.className = "holdemBtn holdemBtnAccent";
applyBtn.textContent = "Start Next Hand";
applyBtn.addEventListener("click", () => {
const payouts = Array.from(this.totals.entries()).map(([id, amount]) => ({
id,
label: this.playerLabelById.get(id),
amount,
}));
// Recomputed rather than reused from the render: the same numbers, but
// taken at the moment the dealer commits rather than when they last
// looked at the screen.
const paid = this.rakeSplit();
this.close();
this.onFinished(payouts);
this.onFinished(paid.payouts, { rake: paid.rake, pot: paid.pot });
});
actions.appendChild(applyBtn);
const closeBtn = document.createElement("button");
closeBtn.className = "holdemBtn holdemBtnGhost";
closeBtn.textContent = "Close";
closeBtn.addEventListener("click", () => this.close());
actions.appendChild(closeBtn);
// This button cancels — it does not pay anybody. Under a heading reading
// "Final Payouts" with an amount beside a name, "Close" reads like dismissing
// something already done, and a dealer who taps it walks away believing the
// pot has been pushed. It hasn't: the chips are still in the middle and the
// hand isn't logged. So it says what it does.
const cancelBtn = document.createElement("button");
cancelBtn.className = "holdemBtn holdemBtnGhost";
cancelBtn.textContent = "Cancel — don't pay yet";
cancelBtn.addEventListener("click", () => this.close());
actions.appendChild(cancelBtn);
if (this.totals.size > 0) {
const note = document.createElement("p");
note.className = "fieldHint potWizardPendingNote";
note.textContent = "Nothing has been paid out yet. Start Next Hand pushes the pot and logs the hand.";
wrap.appendChild(actions);
wrap.appendChild(note);
return wrap;
}
wrap.appendChild(actions);
return wrap;
@@ -15,12 +15,28 @@ const QuickSplit = {
ways: 2,
chip: 1,
// "even" is the common case — one pot, everyone matched. "uneven" is the one this
// screen used to send people back to the full table for: somebody all-in for less,
// so the money splits into a main pot and side pots.
mode: "even",
entries: [],
mount() {
this.potInput = document.getElementById("potInput");
this.clearPotBtn = document.getElementById("clearPotBtn");
this.entries = [{ amount: "", folded: false }, { amount: "", folded: false }, { amount: "", folded: false }];
this.renderWayChoices();
this.renderChipChoices();
this.renderUnevenRows();
document.getElementById("modeEvenBtn").addEventListener("click", () => this.setMode("even"));
document.getElementById("modeUnevenBtn").addEventListener("click", () => this.setMode("uneven"));
document.getElementById("addPlayerBtn").addEventListener("click", () => {
this.entries.push({ amount: "", folded: false });
this.renderUnevenRows();
this.update();
});
this.potInput.addEventListener("input", () => {
this.sanitizePotInput();
@@ -127,7 +143,196 @@ const QuickSplit = {
});
},
setMode(mode) {
this.mode = mode;
document.getElementById("modeEvenBtn").classList.toggle("selected", mode === "even");
document.getElementById("modeUnevenBtn").classList.toggle("selected", mode === "uneven");
document.querySelectorAll(".evenOnly").forEach(el => { el.hidden = mode !== "even"; });
document.querySelectorAll(".unevenOnly").forEach(el => { el.hidden = mode !== "uneven"; });
document.getElementById("splitResult").hidden = mode !== "even";
document.getElementById("unevenResult").hidden = mode !== "uneven";
this.update();
},
renderUnevenRows() {
const host = document.getElementById("unevenRows");
const template = document.getElementById("unevenRowTemplate");
host.innerHTML = "";
this.entries.forEach((entry, index) => {
const row = template.content.firstElementChild.cloneNode(true);
row.querySelector(".unevenRowLabel").textContent = `P${index + 1}`;
const amount = row.querySelector(".unevenAmount");
amount.value = entry.amount;
amount.setAttribute("aria-label", `Player ${index + 1} amount`);
amount.addEventListener("input", () => {
entry.amount = amount.value.replace(/[^0-9.]/g, "").replace(/(\..*)\./g, "$1");
if (entry.amount !== amount.value) amount.value = entry.amount;
this.update();
});
// Folded money stays in the pot as dead money, but its owner can't win any
// of it — which is exactly the distinction that makes side pots tricky.
const fold = row.querySelector(".unevenFoldBtn");
fold.classList.toggle("selected", entry.folded);
fold.setAttribute("aria-pressed", String(entry.folded));
fold.addEventListener("click", () => {
entry.folded = !entry.folded;
this.renderUnevenRows();
this.update();
});
const remove = row.querySelector(".unevenRemoveBtn");
remove.disabled = this.entries.length <= 2;
remove.addEventListener("click", () => {
this.entries.splice(index, 1);
this.renderUnevenRows();
this.update();
});
host.appendChild(row);
});
},
// Chopping one of the pots listed above, without leaving the screen that worked it
// out. Starts closed and at as many ways as there are players who can win the pot,
// which is the common case; the stepper covers a chop between fewer of them, which
// is the other one.
//
// The per-pot ways live on the row rather than in `this.ways`, so opening a chop on
// the main pot doesn't change what the side pot below it is saying.
addChopControl(row, amount, contenderCount) {
let ways = contenderCount;
let open = false;
const toggle = document.createElement("button");
toggle.type = "button";
toggle.className = "unevenChopToggle";
const detail = document.createElement("div");
detail.className = "unevenChopDetail";
detail.hidden = true;
const draw = () => {
toggle.textContent = open ? "Hide chop" : "Chop";
toggle.setAttribute("aria-expanded", String(open));
detail.hidden = !open;
if (!open) return;
const result = SplitCalculator.split(amount, ways, this.chip);
detail.innerHTML = "";
const stepper = document.createElement("div");
stepper.className = "unevenChopWays";
stepper.appendChild(this.makeStepButton("−", () => {
if (ways > 2) { ways -= 1; draw(); }
}));
const label = document.createElement("span");
label.className = "unevenChopWaysLabel";
label.textContent = `${ways} ways`;
stepper.appendChild(label);
stepper.appendChild(this.makeStepButton("+", () => {
if (ways < Math.max(contenderCount, this.MAX_WAYS)) { ways += 1; draw(); }
}));
detail.appendChild(stepper);
const each = document.createElement("p");
each.className = "unevenChopEach";
each.textContent = `${Money.format(result.each)} each`;
detail.appendChild(each);
// Same wording as the main split, because it is the same rule and a dealer
// shouldn't have to notice they're reading a different screen.
if (result.valid && result.oddChips > 0) {
const odd = document.createElement("p");
odd.className = "unevenChopNote";
odd.textContent = result.oddChips === 1
? `plus one odd ${Money.format(result.chip)} chip to the first player left of the button`
: `plus ${result.oddChips} odd ${Money.format(result.chip)} chips — one each to the ` +
`first ${result.oddChips} players left of the button`;
detail.appendChild(odd);
}
if (result.valid && result.dust > 0) {
const dust = document.createElement("p");
dust.className = "unevenChopNote unevenChopDust";
dust.textContent =
`${Money.format(result.dust)} doesn't divide into ${Money.format(result.chip)} chips — ` +
`pick a smaller denomination.`;
detail.appendChild(dust);
}
};
toggle.addEventListener("click", () => { open = !open; draw(); });
draw();
row.appendChild(toggle);
row.appendChild(detail);
},
updateUneven() {
const players = this.entries
.map((entry, index) => ({ id: `P${index + 1}`, contribution: Number(entry.amount) || 0, folded: entry.folded }))
.filter(p => p.contribution > 0);
const pots = PotCalculator.layers(players);
const returns = PotCalculator.uncalledReturns(players);
const host = document.getElementById("unevenPots");
const empty = document.getElementById("unevenEmpty");
host.innerHTML = "";
if (pots.length === 0 && returns.length === 0) {
empty.hidden = false;
empty.textContent = players.length === 0
? "Enter what each player put in."
: "Nobody left who can win — un-fold whoever should take it.";
return;
}
empty.hidden = true;
const addRow = (label, amount, who, className, chopWays) => {
const row = document.createElement("div");
row.className = `unevenPot ${className || ""}`;
const name = document.createElement("span");
name.className = "unevenPotLabel";
name.textContent = label;
const value = document.createElement("span");
value.className = "unevenPotAmount";
value.textContent = Money.format(amount);
const eligible = document.createElement("span");
eligible.className = "unevenPotWho";
eligible.textContent = who;
row.appendChild(name);
row.appendChild(value);
row.appendChild(eligible);
host.appendChild(row);
// Two players tying for a side pot is ordinary, and working out each one's
// share meant copying the amount into the other mode by hand — retyping a
// number the screen had just worked out, which is a transcription error
// waiting to happen with money on it. The chop happens here instead.
//
// Only offered where it means something: a pot with at least two people
// who can win it. Not the uncalled row, which goes back to one player, and
// not the total.
if (chopWays >= 2) this.addChopControl(row, amount, chopWays);
};
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.join(", "), "", pot.eligible.length));
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${ret.id}`, "unevenPotReturn"));
const total = players.reduce((sum, p) => sum + p.contribution, 0);
addRow("On the table", Money.round(total), "", "unevenPotTotal");
},
update() {
if (this.mode === "uneven") {
this.updateUneven();
return;
}
const potValue = Number(this.potInput.value);
const pot = Number.isNaN(potValue) ? 0 : potValue;
this.clearPotBtn.hidden = this.potInput.value === "";
+643 -27
View File
@@ -16,6 +16,10 @@ const Render = {
this.state = state;
this.hooks = hooks;
this.selectedSeatIndex = null;
// A reset hands over a different table entirely, so nothing cached about the
// last one still applies.
this.lastHistorySignature = null;
this.handTimeCache.clear();
this.renderAll();
},
@@ -43,13 +47,36 @@ const Render = {
document.getElementById("smallBlindInput").value = this.state.smallBlind ?? "";
document.getElementById("bigBlindInput").value = this.state.bigBlind ?? "";
document.getElementById("defaultStackInput").value = this.state.defaultStack ?? "";
const rake = this.state.rake || {};
document.getElementById("rakePercentInput").value = rake.percent || "";
document.getElementById("rakeCapInput").value = rake.cap ?? "";
document.getElementById("rakeNoFlopInput").checked = rake.noFlopNoDrop !== false;
// What the house has actually taken tonight, said where the rake is set rather
// than only in the bank check — a dealer who changes the percentage mid-session
// wants to see the running total right there.
const taken = Math.max(0, Number(this.state.rakeTaken) || 0);
const hint = document.getElementById("rakeTakenHint");
hint.hidden = taken <= 0;
if (taken > 0) hint.textContent = `Taken so far tonight: ${Money.format(taken)}.`;
},
// Whether this device can actually drag a seat. HTML5 drag events are never
// generated from a touch screen, so on a phone the last clause of the hint below
// described something impossible — on the device the rest of the sentence was
// written for. Touch gets told about the menu route instead, which works.
canDragSeats() {
return typeof matchMedia !== "function" || matchMedia("(hover: hover)").matches;
},
renderTableHint() {
const hint = document.getElementById("tableHint");
// Gestures are invisible until someone tells you about them, and this is the
// only place on the table with room to say so.
hint.textContent = "Tap a seat to edit · double-tap to fold · press and hold for quick actions · drag to swap seats.";
hint.textContent = this.canDragSeats()
? "Tap a seat to edit · double-tap to fold · press and hold for quick actions · drag to swap seats."
: "Tap a seat to edit · double-tap to fold · press and hold for quick actions, including moving a seat.";
},
renderNotes() {
@@ -68,24 +95,205 @@ 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
@@ -157,8 +365,15 @@ const Render = {
renderSeats() {
const layer = document.getElementById("seatsLayer");
layer.innerHTML = "";
this.updateSeatDensity();
const template = document.getElementById("seatTemplate");
const { dealerIndex, sbIndex, bbIndex } = HoldemState.getBlindSeats(this.state);
const { dealerIndex, sbIndex, bbIndex, manual: manualBlinds } = HoldemState.getBlindSeats(this.state);
// A button on an empty chair normally means the table has drifted and wants
// fixing. Once it's the dead button it means the opposite — it's exactly where
// it belongs — so it gets marked rather than looking like the thing to correct.
const deadButtonHere = this.state.deadButton &&
HoldemState.deadPositionsApply(this.state) &&
!this.state.seats[dealerIndex].inHand;
this.state.seats.forEach((player, index) => {
const node = template.content.firstElementChild.cloneNode(true);
@@ -167,20 +382,62 @@ const Render = {
node.style.top = `${pos.top}%`;
node.dataset.seatIndex = String(index);
// Which side of the seat the pot is on, which is the side its bet chip
// arrives from — the chip sits on the same spoke, closer in. For a seat on
// the top of the ring that's from below; on the bottom, from above.
//
// The blind badge has to be on the other side or the chip lands on top of
// it. Measured on a 390px phone: the big blind's own $2 chip covered 196 of
// the badge's 288 square pixels, and it sits a layer higher, so the marker
// telling the dealer who the big blind is was simply gone.
node.classList.toggle("seatBelowCentre", pos.top > 50);
node.querySelector(".seatChairNumber").textContent = index + 1;
const dealerChip = node.querySelector(".dealerChip");
dealerChip.classList.toggle("active", index === dealerIndex);
const hasButton = index === dealerIndex;
dealerChip.classList.toggle("active", hasButton);
dealerChip.classList.toggle("hidden", !!this.state.dedicatedDealer);
// Every one of these announced itself as "D", so a screen reader heard a row
// of nine identical buttons and couldn't tell which seat held the real one.
// The label now says whose it is, or what pressing it would do.
const who = (player.name || "").trim() || `seat ${index + 1}`;
dealerChip.classList.toggle("dealerChipDead", hasButton && deadButtonHere);
const chipLabel = hasButton
? (deadButtonHere
? `Dead button on empty seat ${index + 1} — its player left out of the blinds`
: `${who} has the dealer button`)
: `Give the dealer button to ${who}`;
dealerChip.setAttribute("aria-label", chipLabel);
dealerChip.title = chipLabel;
// Tapping the puck is the same act as "Give the button" in the seat menu,
// so it goes through the same hook — otherwise this one path would move
// the button without moving the blinds that follow it.
dealerChip.addEventListener("click", e => {
e.stopPropagation();
this.state.dealerSeatIndex = index;
this.hooks.save(this.state);
this.renderSeats();
this.hooks.onGiveButton(index);
});
node.querySelector(".sbBadge").classList.toggle("visible", index === sbIndex);
node.querySelector(".bbBadge").classList.toggle("visible", index === bbIndex);
const sbBadge = node.querySelector(".sbBadge");
const bbBadge = node.querySelector(".bbBadge");
sbBadge.classList.toggle("visible", index === sbIndex);
bbBadge.classList.toggle("visible", index === bbIndex);
// A blind the dealer named by hand isn't where the button would have put
// it, so it's marked — otherwise the table looks like it's just wrong.
// The `!!` matters: getBlindSeats leaves `manual` undefined when the
// blinds are positional, and classList.toggle with an undefined second
// argument *flips* the class instead of clearing it, so the marker
// appeared and disappeared on alternate renders.
sbBadge.classList.toggle("blindManual", !!manualBlinds && index === sbIndex);
bbBadge.classList.toggle("blindManual", !!manualBlinds && index === bbIndex);
// 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);
@@ -250,12 +507,22 @@ const Render = {
const total = handTotal > 0
? handTotal
: HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : "";
const totalEl = node.querySelector(".seatPuckTotal");
totalEl.textContent = total > 0 ? Money.format(total) : "";
this.fitAmount(totalEl);
// A player with nothing behind used to leave this line blank, so the felt drew
// an all-in exactly like a seat whose stack nobody had entered. On a table with
// side pots that's the one distinction the dealer is working from — who can
// still be bet at, and who is already committed for everything they have.
const stackEl = node.querySelector(".seatPuckStack");
const stack = Betting.stackOf(this.state, player);
stackEl.textContent = !empty && stack > 0 ? Money.format(stack) : "";
const allIn = Betting.isAllIn(this.state, player);
stackEl.textContent = empty ? "" : allIn ? "ALL IN" : stack > 0 ? Money.format(stack) : "";
stackEl.classList.toggle("seatPuckAllIn", allIn);
this.fitAmount(stackEl);
node.classList.toggle("seatAllIn", allIn);
node.classList.toggle("seatActing", index === this.state.actingSeatIndex);
node.classList.toggle("seatEmpty", empty);
node.classList.toggle("seatInactive", !player.inHand && !empty);
@@ -263,6 +530,17 @@ const Render = {
node.classList.toggle("seatLive", player.inHand && !player.folded);
},
// A seat puck is 64px of usable width. A tournament stack doesn't fit in that and,
// because the number has no spaces to break on, it doesn't wrap or ellipsise
// either — it just draws straight out over the neighbouring seat. Stepping the
// font down keeps every digit, which matters: a dealer misreading a stack is a
// worse outcome than a small one, so this shrinks rather than abbreviating.
fitAmount(el) {
const length = (el.textContent || "").length;
el.classList.toggle("puckAmountLong", length >= 8 && length < 10);
el.classList.toggle("puckAmountHuge", length >= 10);
},
// Cheaper than a full renderSeats() — used after edits so the seat editor's inputs
// (which live in a separate panel) never lose focus.
refreshPuck(index) {
@@ -449,13 +727,41 @@ const Render = {
this.updatePotBadge();
this.renderSeatTotal(form, player);
this.refreshPuck(index);
// The editor deliberately refreshes narrowly rather than redrawing everything —
// a full render on every keystroke would take the name field out from under the
// dealer mid-word. But the action bar answers "is there a table here at all",
// and seating somebody is exactly what changes that answer. Without this it
// stayed hidden until something else happened to redraw: two players seated, a
// dealable hand, and a blank bar until the page was reloaded.
//
// Safe to do on every keystroke: the bar is small, it's rebuilt on every action
// anyway, and nothing inside it can hold focus while the sidebar has it.
if (typeof ActionBar !== "undefined" && ActionBar.state) ActionBar.render();
},
wireSeatFields(form, player, index) {
const nameInput = form.querySelector(".seatNameInput");
nameInput.value = player.name;
nameInput.addEventListener("input", () => {
// Putting a name on an empty chair is somebody sitting down, so they get
// dealt in. It used to be two separate acts, and the second one was easy to
// miss: a dealer setting up typed six names, got six seats that still
// weren't in the hand, and the action bar hid itself because by its reckoning
// nobody was playing. Six people at the table and a blank screen.
//
// Only for a chair that was empty — no name and not dealt in. Renaming
// somebody who is sitting out is a correction, not an arrival, and dealing
// them back in over a typo would be the tool overruling the dealer.
const wasEmpty = !player.name.trim() && !player.inHand;
player.name = nameInput.value;
if (wasEmpty && player.name.trim()) {
player.inHand = true;
player.folded = false;
const inHandBox = form.querySelector(".inHandCheckbox");
if (inHandBox) inHandBox.checked = true;
const foldBox = form.querySelector(".foldCheckbox");
if (foldBox) { foldBox.checked = false; foldBox.disabled = false; }
}
document.getElementById("seatEditorTitle").textContent = this.puckLabel(player, index);
this.commitSeatChange(form, player, index);
});
@@ -491,6 +797,13 @@ const Render = {
});
});
// What they've handed over tonight, shown next to what's in front of them so a
// cash-out is one subtraction rather than a memory test.
const boughtIn = Number(player.buyIns) || 0;
const boughtInEl = form.querySelector(".seatBuyIns");
boughtInEl.textContent = boughtIn > 0 ? `Bought in ${Money.format(boughtIn)}` : "";
boughtInEl.hidden = boughtIn <= 0;
const stackInput = form.querySelector(".stackInput");
stackInput.value = player.stack ?? "";
stackInput.addEventListener("input", () => {
@@ -594,6 +907,49 @@ const Render = {
list.appendChild(row);
});
this.renderColourUp();
},
// Each stack as the chips that make it.
//
// The legend has only ever read chips *into* an amount — counting what's in front
// of somebody. Colouring up at the end of a level is the same question backwards,
// and it's the one the dealer has to answer with a rack in one hand: $205 is four
// fifties and a five. So is counting a stack out for a player who's leaving.
//
// Only when there's a legend to work from and a stack to break down; a table that
// never set its chip colours up gets nothing, which is what it had before.
renderColourUp() {
const host = document.getElementById("colourUp");
const list = document.getElementById("colourUpList");
if (!host || !list) return;
const legend = this.state.chipLegend || [];
const rows = this.state.seats
.map((player, index) => ({ player, index }))
.filter(({ player }) => Betting.round(Number(player.stack) || 0) > 0)
.map(({ player, index }) => ({
name: HoldemState.displayName(player, index),
stack: Betting.round(Number(player.stack) || 0),
chips: Money.formatChipBreakdown(Number(player.stack) || 0, legend),
}))
.filter(row => row.chips);
host.hidden = rows.length === 0;
if (host.hidden) return;
list.innerHTML = "";
rows.forEach(row => {
const term = document.createElement("dt");
term.className = "colourUpWho";
term.textContent = `${row.name} — ${Money.format(row.stack)}`;
const detail = document.createElement("dd");
detail.className = "colourUpChips";
detail.textContent = row.chips;
list.appendChild(term);
list.appendChild(detail);
});
},
// ---- Pot breakdown ----
@@ -665,32 +1021,290 @@ const Render = {
netEl.classList.toggle("netUp", row.net > 0);
netEl.classList.toggle("netDown", row.net < 0);
// The cash to count out, which is a plain amount and never signed — this
// is the one the banker's hands follow. It sat only in the CSV: on screen
// the column headed "Cash out" held the difference against their buy-in
// instead, so a player up $140 on a $340 stack read as "$140" at the exact
// moment somebody was counting money onto the table.
node.querySelector(".standingsChips").textContent = Money.format(row.chipsInFront);
// And whether that leaves them up or down, which is the question the rest
// of the table asks and the one the old column was actually answering.
const cashEl = node.querySelector(".standingsCashOut");
cashEl.textContent = Money.formatSigned(row.cashPosition);
cashEl.classList.toggle("netUp", row.cashPosition > 0);
cashEl.classList.toggle("netDown", row.cashPosition < 0);
list.appendChild(node);
});
this.renderBankReconciliation();
this.renderSettleUp(standings);
this.renderStorageWarning();
},
// A toast is a moment; this table not being saved is a fact about the rest of the
// night. It sits at the top of the panel a dealer opens to check the money, and it
// stays there, because the raise pad dismisses toasts and the one time this warning
// matters is the one time it must not have been missed.
renderStorageWarning() {
const host = document.getElementById("storageWarning");
if (!host) return;
host.hidden = !HoldemState.saveFailed && !HoldemState.loadFailed && !HoldemState.otherTabActive;
if (host.hidden) return;
// Any of these can be true at once — a browser having trouble with storage
// tends to have it in both directions — and the one that explains an empty
// table goes first, because that's the question the dealer is standing there
// asking.
const lines = [];
if (HoldemState.otherTabActive) {
lines.push(
"This table is open in another tab, and both are writing to it — " +
"whichever acts last wins, so work done in the other one can vanish. " +
"Close one, then reload this tab to pick up the table as it stands.");
}
if (HoldemState.loadFailed) {
lines.push(
"The saved table couldn't be read, so this one started empty. " +
"The unreadable copy has been kept rather than written over.");
}
if (HoldemState.saveFailed) {
lines.push(
"This table isn't being saved — the browser refused. It'll keep working, " +
"but closing or refreshing this tab loses the session. Export CSV below keeps a copy.");
}
host.textContent = lines.join(" ");
},
// The last step the standings stopped short of. Six signed numbers at 2am is not
// the answer to "who pays whom" — it's the arithmetic the dealer still has to do,
// and it's the part of the night people actually get wrong.
renderSettleUp(standings) {
const host = document.getElementById("settleUp");
if (!host) return;
const plan = SettleUp.plan(standings);
const note = document.getElementById("settleUpNote");
const list = document.getElementById("settleUpList");
// Nothing to show before anyone is up or down. A panel that says "no payments"
// to a table that hasn't played a hand is just noise in the sidebar.
host.hidden = plan.payments.length === 0 && plan.balanced;
if (host.hidden) return;
list.innerHTML = "";
plan.payments.forEach(payment => {
const row = document.createElement("li");
row.className = "settleUpRow";
const who = document.createElement("span");
who.className = "settleUpWho";
// An arrow rather than "pays": the direction is the whole content of the
// line, and it survives being read at a glance from across the table.
who.textContent = `${payment.from} → ${payment.to}`;
row.appendChild(who);
const amount = document.createElement("span");
amount.className = "settleUpAmount";
amount.textContent = Money.format(payment.amount);
row.appendChild(amount);
list.appendChild(row);
});
if (plan.balanced) {
const count = plan.payments.length;
note.textContent = count === 1
? "One payment and the night is square."
: `${count} payments and the night is square.`;
} else if (plan.shortBy > 0) {
note.textContent =
`${Money.format(plan.shortBy)} of winnings has nothing to pay it — there are more chips on the table than cash was taken for. Fix that above before anyone cashes out.`;
} else {
// If a pot was thrown away on purpose, that's where the gap went, and the
// dealer already answered a dialog about it. Telling them to go and fix it
// would be sending them after their own decision.
const discarded = Math.max(0, Number(this.state.discarded) || 0);
note.textContent = discarded > 0
? `${Money.format(plan.overBy)} is owed with nobody to pay it to. ${Money.format(discarded)} was taken off the table when a hand was abandoned, which accounts for ${discarded >= plan.overBy ? "it" : "some of it"}.`
: `${Money.format(plan.overBy)} is owed with nobody to pay it to — more cash was taken than there are chips in play. Fix that above before anyone cashes out.`;
}
note.classList.toggle("settleUpOff", !plan.balanced);
},
// Does the cash box cover the chips on the table? Nothing asked this before, and
// it's the question that decides whether the last two players can be paid.
renderBankReconciliation() {
const host = document.getElementById("bankReconcile");
if (!host) return;
const bank = HoldemState.bankReconciliation(this.state);
// Nothing to reconcile before anybody has handed over money or taken a chip.
host.hidden = bank.cashIn === 0 && bank.chipsInPlay === 0;
if (host.hidden) return;
document.getElementById("bankCashIn").textContent = Money.format(bank.cashIn);
document.getElementById("bankChipsInPlay").textContent = Money.format(bank.chipsInPlay);
// An abandoned pot the dealer confirmed throwing away is money that left the
// table on purpose. It gets its own line so the two columns still add up in
// front of them, rather than looking like a shortfall they have to explain.
const discardedRow = document.getElementById("bankDiscardedRow");
if (discardedRow) {
discardedRow.hidden = !(bank.discarded > 0);
if (bank.discarded > 0) {
document.getElementById("bankDiscarded").textContent = Money.format(bank.discarded);
}
}
// Same idea for the house's cut, and the more important of the two: a raked
// game moves chips off the table every single hand, so without this line the
// check reads as a shortfall that grows all night.
const rakedRow = document.getElementById("bankRakedRow");
if (rakedRow) {
rakedRow.hidden = !(bank.raked > 0);
if (bank.raked > 0) {
document.getElementById("bankRaked").textContent = Money.format(bank.raked);
}
}
const verdict = document.getElementById("bankReconcileVerdict");
// What has left the table on purpose, whichever way it went.
const accountedFor = [
bank.discarded > 0 ? `${Money.format(bank.discarded)} taken off it` : null,
bank.raked > 0 ? `${Money.format(bank.raked)} in the house's cut` : null,
].filter(Boolean);
if (bank.balanced) {
verdict.textContent = accountedFor.length > 0
? `Balanced — the cash covers every chip on the table, once the ${accountedFor.join(" and the ")} is counted.`
: "Balanced — the cash covers every chip on the table.";
} else if (bank.difference > 0) {
verdict.textContent =
`${Money.format(bank.difference)} more in chips than cash taken. Someone's rebuy probably wasn't recorded — the box will be short at cash-out.`;
} else {
verdict.textContent =
`${Money.format(Math.abs(bank.difference))} more cash than chips in play. Someone has paid for chips they haven't been given.`;
}
verdict.classList.toggle("bankBalanced", bank.balanced);
verdict.classList.toggle("bankOff", !bank.balanced);
},
// ---- Hand counter + history ----
// toLocaleTimeString is the single most expensive call in the history panel, and a
// logged hand's timestamp never changes, so the answer is worth keeping.
handTimeCache: new Map(),
formatHandTime(timestamp) {
if (this.handTimeCache.has(timestamp)) return this.handTimeCache.get(timestamp);
let formatted = "";
try {
return new Date(timestamp).toLocaleTimeString(undefined, { hour: "2-digit", minute: "2-digit" });
formatted = new Date(timestamp).toLocaleTimeString(undefined, { hour: "2-digit", minute: "2-digit" });
} catch {
return "";
formatted = "";
}
this.handTimeCache.set(timestamp, formatted);
return formatted;
},
renderHandHistory() {
// Cheap stand-in for "has the log changed". Entries are immutable once written and
// only ever added at the front, so the length, the counter and the newest row
// between them catch a recorded hand, a cleared history and an undo.
historySignature() {
const history = this.state.handHistory || [];
const newest = history[0];
return [
history.length,
this.state.handNumber || 1,
newest ? newest.handNumber : "",
newest ? newest.timestamp : "",
newest ? newest.pot : "",
// Typing in the filter changes the list without changing the history, and
// the redraw is skipped when the signature matches — leave this out and the
// box takes input and does nothing.
this.historyFilter || "",
].join("|");
},
// What the dealer opens the log for is one hand: the one somebody is arguing
// about. A night runs to sixty or more, five at a time in the panel, so finding it
// meant scrolling and reading every row. A name, an amount, or a hand number
// narrows it instead.
//
// Matching is deliberately loose. "fay" finds Fay whatever case it's typed in;
// "190" finds a $190 pot, a $190 payout, or hand 190, because a dealer half
// remembering an amount shouldn't have to know which of those they mean; "#12"
// pins it to the hand number, for when they do.
handMatchesFilter(entry, query) {
if (!query) return true;
const term = query.trim().toLowerCase();
if (!term) return true;
const handNumber = String(entry.handNumber || "");
if (term.startsWith("#")) return handNumber.startsWith(term.slice(1));
// Only what the row itself shows. Matching the hand's full ledger as well was
// the first attempt, on the reasoning that a dealer might hunt for the hand
// that broke somebody by the loser's name — but the ledger holds everyone who
// put a chip in, so at a table where nobody folds it matched every hand.
// Measured on a seven-handed night: "Fay" returned 60 of 60. Searching text the
// panel doesn't display is a filter that looks broken even when it's right.
const labels = (entry.payouts || []).map(p => String(p.label || "").toLowerCase()).join(" ");
if (labels.includes(term)) return true;
// Amounts, matched on the digits so "$190", "190" and "1,90" all behave.
const digits = term.replace(/[^0-9.]/g, "");
if (digits) {
const amounts = [entry.pot, ...(entry.payouts || []).map(p => p.amount)]
.map(a => String(Money.round(Number(a) || 0)));
if (amounts.some(a => a.startsWith(digits))) return true;
if (handNumber === digits) return true;
}
return false;
},
// Rebuilding this panel measured 25.7ms of the 30ms a full re-render costs — and a
// full re-render runs after every fold, call and raise. The log only changes when a
// hand is settled or the history is cleared, perhaps once every thirty taps, so it
// is skipped unless it actually did change. Everything else on the table reflects
// the current hand and still redraws every time.
renderHandHistory(force = false) {
const signature = this.historySignature();
if (!force && signature === this.lastHistorySignature) return;
this.lastHistorySignature = signature;
document.getElementById("handCounterBadge").textContent = `Hand #${this.state.handNumber || 1}`;
const list = document.getElementById("handHistoryList");
const emptyHint = document.getElementById("handHistoryEmptyHint");
const history = this.state.handHistory || [];
list.innerHTML = "";
emptyHint.hidden = history.length > 0;
document.getElementById("exportHistoryBtn").disabled = history.length === 0;
const query = this.historyFilter || "";
const shown = query ? history.filter(entry => this.handMatchesFilter(entry, query)) : history;
// How much of the night is being hidden. Without it a filter that matches one
// hand looks exactly like a table that only played one, which is the sort of
// thing a dealer reads wrong at 2am with somebody leaning over the rail.
const count = document.getElementById("handHistoryCount");
if (count) {
count.hidden = !query || history.length === 0;
count.textContent = `${shown.length} of ${history.length}`;
}
const noMatch = document.getElementById("handHistoryNoMatch");
if (noMatch) {
noMatch.hidden = !(query && history.length > 0 && shown.length === 0);
noMatch.textContent = `No hand matches “${query.trim()}”. The log still has all ${history.length}.`;
}
const filterBox = document.getElementById("handHistoryFilter");
if (filterBox) filterBox.hidden = history.length === 0;
// Built off-document so the panel is laid out once instead of once per row.
const fragment = document.createDocumentFragment();
const template = document.getElementById("handHistoryRowTemplate");
history.forEach(entry => {
shown.forEach(entry => {
const row = template.content.firstElementChild.cloneNode(true);
row.querySelector(".handHistoryHandNumber").textContent = `Hand #${entry.handNumber}`;
row.querySelector(".handHistoryPot").textContent = Money.format(entry.pot);
@@ -699,8 +1313,10 @@ const Render = {
const payoutsEl = row.querySelector(".handHistoryPayouts");
payoutsEl.textContent = entry.payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
list.appendChild(row);
fragment.appendChild(row);
});
list.innerHTML = "";
list.appendChild(fragment);
},
};
@@ -6,10 +6,16 @@ const SeatMenu = {
hooks: null,
seatIndex: null,
mode: null,
open(state, hooks, seatIndex) {
this.state = state;
this.hooks = hooks;
this.seatIndex = seatIndex;
// Always the action list, never whatever the sheet was showing when it last
// closed — a seat menu that opens on a list of chairs is a menu that lost the
// dealer's place.
this.mode = null;
this.render();
document.getElementById("seatMenuOverlay").hidden = false;
},
@@ -32,6 +38,10 @@ const SeatMenu = {
actions.push({ label: "Un-fold", run: () => this.hooks.unfold(index) });
}
// The most common interruption in a cash game, and until now it meant opening
// the editor and retyping a stack from memory.
actions.push({ label: "Add chips…", run: () => this.hooks.addChips(index) });
actions.push({
label: dealtIn ? "Sit out" : "Deal in",
run: () => this.hooks.toggleDealtIn(index),
@@ -41,29 +51,99 @@ const SeatMenu = {
actions.push({ label: "Give the button", run: () => this.hooks.makeDealer(index) });
}
// Naming a blind by hand. Only offered while nothing but the blinds are in —
// once somebody has called, moving a blind would mean unpicking a bet that
// has already been answered, and that's a decision for the dealer's mouth,
// not a menu item. Which blind a seat already has is shown rather than
// offered again.
if (dealtIn && Betting.onlyBlindsIn(this.state)) {
const blinds = HoldemState.getBlindSeats(this.state);
if (blinds.sbIndex !== index) {
actions.push({ label: "Make small blind", run: () => this.hooks.assignBlind(index, "sb") });
}
if (blinds.bbIndex !== index) {
actions.push({ label: "Make big blind", run: () => this.hooks.assignBlind(index, "bb") });
}
if (this.state.blindOverride) {
actions.push({ label: "Blinds follow the button again", run: () => this.hooks.clearBlindOverride() });
}
}
// Changing chairs was drag-and-drop only, and HTML5 drag events are never
// generated from a touch screen — so on the device this tool is mostly used on,
// the "drag to swap seats" the hint advertised did nothing at all. This is the
// same move, by the route a thumb can actually take.
if (this.state.seats.length > 1) {
actions.push({ label: "Move to…", run: () => this.openMovePicker() });
}
actions.push({ label: "Edit seat…", run: () => this.hooks.editSeat(index) });
return actions;
},
// The chairs this player could move to. Every other chair: swapping into an empty
// one is how a player moves, and swapping with an occupied one is two players
// changing places, which is the other half of the same job.
destinationsFor(index) {
return this.state.seats
.map((player, seat) => ({ player, seat }))
.filter(entry => entry.seat !== index);
},
openMovePicker() {
this.mode = "move";
this.render();
},
render() {
const player = this.state.seats[this.seatIndex];
document.getElementById("seatMenuTitle").textContent = HoldemState.displayName(player, this.seatIndex);
const title = document.getElementById("seatMenuTitle");
const subtitle = document.getElementById("seatMenuSubtitle");
const list = document.getElementById("seatMenuActions");
list.innerHTML = "";
if (this.mode === "move") {
title.textContent = `Move ${HoldemState.displayName(player, this.seatIndex)} to…`;
subtitle.textContent = "Their chips, cards and bet go with them. The button and the blinds stay on the chair.";
this.destinationsFor(this.seatIndex).forEach(({ player: other, seat }) => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "seatMenuBtn";
// displayName falls back to "Seat 5" for a chair with nobody in it,
// which reads as "Seat 5 — Seat 5". An empty chair says it's empty.
const named = (other.name || "").trim();
btn.textContent = named ? `Seat ${seat + 1} — ${named}` : `Seat ${seat + 1} — empty`;
btn.addEventListener("click", () => {
const from = this.seatIndex;
this.close();
this.hooks.swapSeats(from, seat);
});
list.appendChild(btn);
});
return;
}
title.textContent = HoldemState.displayName(player, this.seatIndex);
const stack = Betting.stackOf(this.state, player);
const owed = Betting.toCall(this.state, player);
const bits = [];
if (stack > 0) bits.push(`${Money.format(stack)} behind`);
if (owed > 0) bits.push(`${Money.format(owed)} to call`);
document.getElementById("seatMenuSubtitle").textContent = bits.join(" · ");
subtitle.textContent = bits.join(" · ");
const list = document.getElementById("seatMenuActions");
list.innerHTML = "";
this.actionsFor(player, this.seatIndex).forEach(action => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = `seatMenuBtn ${action.className || ""}`;
btn.textContent = action.label;
btn.addEventListener("click", () => {
// "Move to…" stays on the sheet and swaps it for the seat list; every
// other action is the end of the interaction.
if (action.label === "Move to…") {
action.run();
return;
}
this.close();
action.run();
});
@@ -0,0 +1,66 @@
// Who hands cash to whom at the end of the night.
//
// The standings panel already works out what everyone is up or down. It then stopped,
// which leaves the dealer with six signed numbers at 2am and the actual job still to
// do: turning them into payments. That's the step people get wrong — not the poker.
//
// Everything is done in cents. A settlement that has to come out exactly right is the
// last place to let a float land on 41.99999999.
const SettleUp = {
// Largest debt against largest win, repeatedly. It's greedy rather than optimal,
// and for this problem that's the right trade: finding the true minimum number of
// transfers is NP-hard, while this is guaranteed to need at most one payment fewer
// than there are people, and each payment it does emit clears somebody out of the
// list entirely. A dealer wants a short list they can read down, not a proof.
//
// Payers are the outer loop so that everything one person owes is printed together
// — the list is read out loud, one player at a time.
plan(standings) {
const owed = [];
const owing = [];
(standings || []).forEach(row => {
const cents = Money.toCents(row.cashPosition);
if (cents > 0) owed.push({ name: row.name, cents });
else if (cents < 0) owing.push({ name: row.name, cents: -cents });
});
owed.sort((a, b) => b.cents - a.cents || a.name.localeCompare(b.name));
owing.sort((a, b) => b.cents - a.cents || a.name.localeCompare(b.name));
const payments = [];
let creditor = 0;
owing.forEach(payer => {
while (payer.cents > 0 && creditor < owed.length) {
const taker = owed[creditor];
const amount = Math.min(payer.cents, taker.cents);
payments.push({ from: payer.name, to: taker.name, amount: Money.fromCents(amount) });
payer.cents -= amount;
taker.cents -= amount;
if (taker.cents === 0) creditor++;
}
});
// What's left over when the chips on the table don't match the cash that came
// in. It is never a rounding artifact — the arithmetic is integer cents — so it
// is always the thing the bank check is already warning about: a rebuy nobody
// wrote down, or a miscount. Reported rather than quietly spread across the
// payments, because inventing a transfer to make the columns agree is how a
// real person ends up short.
const unpaid = Money.fromCents(owed.reduce((sum, row) => sum + row.cents, 0));
const unspent = Money.fromCents(owing.reduce((sum, row) => sum + row.cents, 0));
return {
payments,
// Only one of these can be non-zero: either there are more chips than cash
// or less, never both.
shortBy: unpaid,
overBy: unspent,
balanced: unpaid === 0 && unspent === 0,
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = SettleUp;
}
@@ -18,6 +18,23 @@ const Shortcuts = {
escape: "cancel",
},
// What each one does, in a dealer's words, for the legend in the sidebar.
//
// Lives beside KEYS because the two must not drift: F, C and R are printed on the
// buttons they drive, but A and U were on nothing at all — a dealer who learned
// the first three from the bar had no way to find out the other two existed. A
// shortcut with no line here is a shortcut nobody can find, and there's a test
// that says so.
LEGEND: [
{ keys: ["F"], action: "fold", what: "Fold" },
{ keys: ["C"], action: "checkOrCall", what: "Check, or call the bet" },
{ keys: ["R"], action: "raise", what: "Open the amount pad to bet or raise" },
{ keys: ["A"], action: "allIn", what: "Put this player all-in" },
{ keys: ["U"], action: "undo", what: "Take back the last action" },
{ keys: ["Space", "Enter"], action: "advance", what: "Deal, or move to the next street" },
{ keys: ["Esc"], action: "cancel", what: "Close the amount pad without betting" },
],
mount(handlers) {
this.handlers = handlers;
document.addEventListener("keydown", e => this.onKey(e));
@@ -32,14 +49,28 @@ const Shortcuts = {
return tag === "INPUT" || tag === "TEXTAREA" || tag === "SELECT" || el.isContentEditable;
},
// An overlay owns the keyboard while it's up: the confirm dialog already binds
// Enter and Escape, and the card picker and seat menu are modal.
// An overlay owns the keyboard while it's up. Asking the document which overlays
// are open, rather than listing them, means a sheet added later can't quietly
// start letting "f" fold the table behind it — the same reason Modal watches for
// them instead of being told about each one.
overlayOpen() {
return ["confirmOverlay", "potWizardOverlay", "cardPickerOverlay", "seatMenuOverlay"]
.some(id => {
const el = document.getElementById(id);
return el && !el.hidden;
});
return [...document.querySelectorAll('[id$="Overlay"]')].some(el => !el.hidden);
},
// Enter and Space are how a keyboard presses the control it is already sitting on.
// Claiming them for "advance" didn't just block that press — it ran a different
// action instead. Measured: Tab to Resolve Pot, press Enter, and the table dealt
// the next hand. Space on the same button worked, because "advance" happened to
// decline that time and the browser's own activation got through. A control that
// does something else every other press is worse than one that does nothing.
//
// Only these two keys are handed back. The letter shortcuts stay live with a
// button focused, because a button does nothing with "f" and the dealer's hand
// shouldn't have to leave them.
focusedControlOwnsKey(key) {
if (key !== "enter" && key !== " ") return false;
const el = document.activeElement;
return !!(el && el.matches && el.matches('button, [role="button"], a[href], summary'));
},
onKey(e) {
@@ -49,6 +80,8 @@ const Shortcuts = {
const action = this.KEYS[key];
if (!action) return;
if (this.focusedControlOwnsKey(key)) return;
// Escape is the exception: it should still close the raise pad even if focus
// happens to be sitting in its amount field.
if (this.isTyping() && !(action === "cancel")) return;
@@ -7,7 +7,7 @@
const SplitCalculator = {
// Everything is done in cents to keep 0.1 + 0.2 out of a payout.
toCents(amount) {
return Math.round((Number(amount) || 0) * 100);
return Money.toCents(amount);
},
split(potAmount, ways, chipAmount) {
@@ -40,11 +40,11 @@ const SplitCalculator = {
// Sanity check for the UI: what the split actually hands out has to equal the pot.
accountedFor(result) {
return (
Math.round(result.each * 100) * result.players +
Math.round(result.chip * 100) * result.oddChips +
Math.round(result.dust * 100)
) / 100;
return Money.fromCents(
Money.toCents(result.each) * result.players +
Money.toCents(result.chip) * result.oddChips +
Money.toCents(result.dust)
);
},
};
+714 -26
View File
@@ -31,6 +31,8 @@ const HoldemState = {
stack: null,
committed: 0,
hasActed: false,
// Cash handed over tonight, which only moves when they buy chips.
buyIns: 0,
};
},
@@ -49,6 +51,9 @@ const HoldemState = {
notes: "",
handNumber: 1,
handHistory: [],
// Chips taken off the table on purpose, so the bank check can tell them
// apart from chips that have gone missing.
discarded: 0,
smallBlind: 1,
bigBlind: 2,
defaultStack: null,
@@ -56,43 +61,298 @@ const HoldemState = {
currentBet: 0,
lastRaiseSize: 0,
actingSeatIndex: null,
// Whether the betting has actually been opened for this hand.
//
// Dealing and betting used to be one button: "Next Hand" moved the button
// and posted the blinds in the same breath. That meant the moment between
// hands — the one where people are still sitting down, standing up and
// arguing about whose turn it is — was spent with money already committed,
// and the blind badges recomputing off `inHand` while the posted chips
// stayed frozen from when the hand began. Seat somebody after pressing it
// and the table would show a big blind who had posted nothing.
//
// So the dealer says when. False means the table is being set up: nothing
// is committed, the badges are a preview, and seating or moving the button
// costs nothing.
bettingOpen: false,
// Set when the dealer names the blinds by hand instead of letting them
// follow the button — { sbIndex, bbIndex }. Home games do this constantly
// ("you had it last time", someone arriving late owing a blind), and the
// button order is the wrong answer often enough that it has to be
// overridable. Cleared at the start of every hand.
blindOverride: null,
// Who actually posted, the last time cards went out — { sbIndex, bbIndex }.
// The next hand's rotation is worked out from this rather than from the
// seating as it stands, because by then the people it needs to know about
// are exactly the ones who have got up and gone.
postedBlinds: null,
// Who last bet or raised, on this street and anywhere in the hand. Kept
// apart because the showdown rule needs both: normally the aggressor of the
// final betting round shows first, but a round nobody could bet in — chips
// already all-in — falls back to the last one who could.
streetAggressorIndex: null,
handAggressorIndex: null,
// Player ids that were dealt in the last hand actually dealt. What makes a
// seat recognisable as having *just* joined — new to the table, or back
// from sitting out — which is the whole question behind owing a blind.
dealtLastHand: [],
// Ids the dealer has said will buy in past the blinds this hand, by posting
// 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,
// What the house takes, if it takes anything. Percent zero is a game that
// doesn't rake, which is nearly all of them and the default.
rake: { percent: 0, cap: null, noFlopNoDrop: true },
// What it has taken so far tonight. A session total, not a per-hand one:
// it is the number the box is checked against at the end.
rakeTaken: 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.
deadButton: false,
deadSmallBlind: false,
};
},
load() {
try {
const raw = localStorage.getItem(this.STORAGE_KEY);
if (!raw) return this.createDefault();
const parsed = JSON.parse(raw);
if (!parsed || !Array.isArray(parsed.seats)) return this.createDefault();
// Where an unreadable save is kept instead of being written over.
RECOVERY_KEY: "casino.holdem.state.v1.unreadable",
// True once another tab has written to this table. Two tabs each hold their own
// copy in memory and each save writes the whole thing, so the second one to act
// silently throws the first one's work away — measured: tab A deals and takes a
// call, tab B renames a seat, and the deal, the blinds and the call are gone with
// nothing said in either tab.
//
// Watched rather than merged. Replacing the table under a dealer's hands mid-hand
// would be its own hazard; knowing there are two of them is what they need.
otherTabActive: false,
onOtherTab: null,
// The browser fires this in every *other* tab, never the one that wrote, so our
// own saves can't trip it.
watchOtherTabs() {
if (typeof window === "undefined" || this.tabWatcher) return;
this.tabWatcher = event => {
if (event.key !== this.STORAGE_KEY) return;
if (this.otherTabActive) return;
this.otherTabActive = true;
if (typeof this.onOtherTab === "function") this.onOtherTab();
};
window.addEventListener("storage", this.tabWatcher);
},
// True when there was a saved table and it couldn't be read. Same pair as
// saveFailed above, for the same reason: the UI has to be able to say so.
loadFailed: false,
onLoadFailed: null,
// A saved table that won't parse becomes an empty table, which is the only thing
// it can become — but it used to become one silently, and then the first edit
// saved over the top of it. A dealer mid-session saw an empty felt with no idea
// whether they'd mis-tapped Reset or the browser had lost the night, and whatever
// a person might have picked out of the raw JSON was gone a tap later.
//
// So the unreadable value is moved aside first. It is not offered as a restore —
// half a JSON document isn't a table, and pretending otherwise would be worse than
// an empty one — but it stops being destroyed, and somebody who wants the
// standings out of it still can.
failedLoad(raw) {
if (!this.loadFailed) {
this.loadFailed = true;
try {
if (raw) localStorage.setItem(this.RECOVERY_KEY, raw);
} catch {
// No room to keep it. Nothing more to try, and the warning below is
// the part that actually matters.
}
if (typeof this.onLoadFailed === "function") this.onLoadFailed();
}
return this.createDefault();
},
// Everything a table has to be put through before it can be trusted, whichever
// direction it arrived from.
//
// Pulled out of load() so a table read from a file goes through exactly the same
// checks as one read from storage. A second, looser path for imports is how a
// format grows two meanings of the same field.
//
// Returns null for anything that isn't a table at all; every other repair is
// silent and forward, the way a save from an older version is treated.
migrate(parsed) {
if (!parsed || !Array.isArray(parsed.seats)) return null;
{
if (typeof parsed.handNumber !== "number" || parsed.handNumber < 1) parsed.handNumber = 1;
if (!Array.isArray(parsed.handHistory)) parsed.handHistory = [];
if (typeof parsed.discarded !== "number" || !(parsed.discarded >= 0)) parsed.discarded = 0;
// Tables saved before live betting existed are missing its fields; fill
// them in rather than making the dealer reset a table mid-session.
const defaults = this.createDefault();
["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize", "actingSeatIndex"]
["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize",
"actingSeatIndex", "blindOverride", "postedBlinds",
"streetAggressorIndex", "handAggressorIndex"]
.forEach(key => {
if (parsed[key] === undefined) parsed[key] = defaults[key];
});
// A table saved before the dead button existed has neither flag. False is
// the right guess for both: it means the rotation carries on the ordinary
// way, which is what that table was already doing.
parsed.deadButton = parsed.deadButton === true;
parsed.deadSmallBlind = parsed.deadSmallBlind === true;
// An old save has no record of who was dealt last hand. Empty is the
// honest answer — it reads as "this table hasn't played yet", so the first
// hand after reopening treats nobody as having just walked up, rather than
// 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;
// A table saved before the house took anything takes nothing, which is
// also the right answer for one that never will.
const rake = parsed.rake && typeof parsed.rake === "object" ? parsed.rake : {};
parsed.rake = {
percent: Math.min(100, Math.max(0, Number(rake.percent) || 0)),
cap: Number(rake.cap) > 0 ? Money.round(Number(rake.cap)) : null,
noFlopNoDrop: rake.noFlopNoDrop !== false,
};
parsed.rakeTaken = Math.max(0, Money.round(Number(parsed.rakeTaken) || 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
// progress. Anything already committed, or anyone already on the clock,
// means the betting was open when they closed the tab.
if (parsed.bettingOpen === undefined) {
parsed.bettingOpen =
parsed.actingSeatIndex !== null && parsed.actingSeatIndex !== undefined ||
parsed.seats.some(p =>
(Number(p.committed) || 0) > 0 || (Number(p.amountOverride) || 0) > 0);
}
parsed.seats.forEach(player => {
if (player.stack === undefined) player.stack = null;
if (player.committed === undefined) player.committed = 0;
if (player.hasActed === undefined) player.hasActed = false;
if (player.buyIns === undefined) player.buyIns = 0;
});
return parsed;
} catch {
return this.createDefault();
}
},
load() {
let raw = null;
try {
raw = localStorage.getItem(this.STORAGE_KEY);
if (!raw) return this.createDefault();
const migrated = this.migrate(JSON.parse(raw));
if (!migrated) return this.failedLoad(raw);
return migrated;
} catch {
// Malformed JSON — a truncated write, another tab, a browser hiccup.
return this.failedLoad(raw);
}
},
// ---- Taking the table off this device ------------------------------------
//
// A night lives in one browser's localStorage and nowhere else. A dealer whose
// phone dies, or who wants to carry on from the tablet after the break, loses the
// stacks, the buy-ins, where the button is and the whole hand log — and the CSV
// export can't bring any of that back, because it records what happened rather
// than where the table stands.
//
// So the table can be written out as a file and read back in. Same shape that goes
// into storage, wrapped in enough to recognise it later.
BACKUP_KIND: "casino.holdem.table",
BACKUP_VERSION: 1,
toBackup(state) {
return JSON.stringify({
kind: this.BACKUP_KIND,
version: this.BACKUP_VERSION,
savedAt: new Date().toISOString(),
table: state,
}, null, 2);
},
// Reads a file back. Returns { table } on success, or { error } with something a
// dealer can act on — never a half-loaded table, because the failure mode there is
// a night that looks restored and isn't.
fromBackup(text) {
let parsed;
try {
parsed = JSON.parse(text);
} catch {
return { error: "That file isn't a saved table — it couldn't be read as JSON." };
}
if (!parsed || typeof parsed !== "object") {
return { error: "That file isn't a saved table." };
}
// A bare table, from someone who copied the storage value out by hand, is
// still a table. The envelope is a convenience, not a password.
const table = parsed.kind === this.BACKUP_KIND || parsed.table ? parsed.table : parsed;
if (parsed.kind && parsed.kind !== this.BACKUP_KIND) {
return { error: "That file is a save from something else, not a Hold'em table." };
}
const migrated = this.migrate(table);
if (!migrated) {
return { error: "That file doesn't have a table in it — no seats were found." };
}
if (parsed.version > this.BACKUP_VERSION) {
// Newer than this build understands. Loading it anyway risks reading a
// field that has changed meaning, and the dealer would find out from the
// money, so say so instead.
return { error: "That table was saved by a newer version of this tool. Update, then load it." };
}
return { table: migrated, savedAt: parsed.savedAt || null };
},
// What the file is called. Dated, because a dealer who saves twice in a night
// should not have to guess which is which.
backupFileName(now = new Date()) {
const pad = n => String(n).padStart(2, "0");
return `holdem-table-${now.getFullYear()}-${pad(now.getMonth() + 1)}-${pad(now.getDate())}` +
`-${pad(now.getHours())}${pad(now.getMinutes())}.json`;
},
// True once a save has failed. The UI reads this to keep saying so, because a
// toast is a moment and this is a fact about the rest of the night.
saveFailed: false,
// Called the first time a save fails. Set by the UI.
onSaveFailed: null,
save(state) {
try {
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(state));
} catch {
// Storage full/unavailable (private browsing, etc.) — the table still works
// for the rest of the session, it just won't survive a refresh.
return true;
} catch (error) {
// Storage full, or private browsing. The table still works for the rest of
// the session — it just won't survive a refresh, and nothing used to say
// so. That is the same shape of fault the bank check exists for: silent
// until it is too late to do anything about it. A dealer who finds out by
// refreshing has lost the night's standings, and the only warning they got
// was the table being empty.
//
// Announced once. A dealer tapping a bar thirty times a hand does not need
// thirty of these.
if (!this.saveFailed) {
this.saveFailed = true;
if (typeof this.onSaveFailed === "function") this.onSaveFailed(error);
}
return false;
}
},
@@ -121,9 +381,14 @@ const HoldemState = {
},
// Contribution the table calculator will treat this player as having put in.
//
// Chips already pushed into the middle count whether or not the player is still
// in the hand. Someone who storms off, gets taken out by the dealer, or is
// dealt out mid-hand leaves their money on the felt — it's dead money owed to
// whoever wins, and it is not theirs to take back. Reading `inHand` first is
// how those chips used to disappear out of the pot the instant a seat was
// switched off, quietly shrinking the payout by whatever they had posted.
computeContribution(player, chipLegend, basePotAmount) {
if (!player.inHand) return 0;
const override = player.amountOverride;
if (override !== null && override !== undefined && String(override).trim() !== "") {
const parsed = Number(override);
@@ -136,10 +401,54 @@ const HoldemState = {
}, 0);
if (chipTotal > 0) return chipTotal;
// The table-wide default is the one thing that stays tied to being dealt in:
// it's a stand-in for "everyone put the same amount in", so applying it to
// empty chairs would invent a contribution from every seat nobody is using.
if (!player.inHand) return 0;
const base = Number(basePotAmount);
return Number.isNaN(base) ? 0 : Math.max(0, base);
},
// Anyone whose chips are in the pot, whether or not they're still in the hand.
// A seat that's been switched off mid-hand is dead money: it counts towards the
// pot but can never be picked as a winner, exactly like a fold.
isDeadMoney(player) {
return !player.inHand;
},
// What starting the next hand would take off the table for good: exactly the
// fields startNextHand clears.
//
// Deliberately not totalPot(). The table-wide base pot is a standing ante — a
// stand-in for "everyone puts the same in every hand", used by a dealer who
// isn't tracking stacks — so it re-applies to the next hand rather than being
// lost with this one. Counting it would mean warning about money that isn't
// going anywhere, on every single hand, for exactly the dealers who chose the
// simplest way to run the table.
unresolvedContributions(state) {
const total = state.seats.reduce((sum, player) => {
const override = player.amountOverride;
let banked = 0;
if (override !== null && override !== undefined && String(override).trim() !== "") {
const parsed = Number(override);
if (!Number.isNaN(parsed)) banked = Math.max(0, parsed);
}
if (banked === 0) {
banked = (state.chipLegend || []).reduce((chips, chip) => {
const count = Number(player.chipCounts[chip.id]) || 0;
return chips + count * Number(chip.value || 0);
}, 0);
}
return sum + banked + Math.max(0, Number(player.committed) || 0);
}, 0);
return Money.round(total);
},
totalPot(state) {
return state.seats.reduce(
(sum, p) => sum + this.computeContribution(p, state.chipLegend, state.basePotAmount),
@@ -156,18 +465,216 @@ const HoldemState = {
return ((fromIndex + delta) % count + count) % count;
},
// The button passes to the next player, not the next chair. Moving it one seat at
// a time parks it on empty chairs — with four players spread around ten seats it
// sits on nobody most hands — and that isn't only untidy: position and blinds are
// supposed to come round to each player at the same rate, and they don't if the
// button is rotating past chairs nobody is sitting in.
//
// The fallback, now. nextButtonRotation is what a hand that was actually dealt
// rotates by; this is for the cases it has nothing to work from — a fresh table,
// a hand never dealt, a dealer pressing Next Hand twice to pass the button on.
advanceButton(state) {
for (let step = 1; step <= state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) {
state.dealerSeatIndex = index;
return;
}
}
// Nobody is dealt in; move it along anyway so it doesn't look stuck.
state.dealerSeatIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
},
// Seats dealt into this hand, in blind order starting from the seat after the
// button. Blinds follow the players, not the chairs — the seats immediately left
// of the button are empty often enough that counting chairs posts them to nobody.
liveOrderFromButton(state) {
const order = [];
for (let step = 1; step <= state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) order.push(index);
}
return order;
},
// A button sitting on an empty chair is only cosmetic until you try to read
// position off it. On the very first hand of a fresh table it starts on seat 1
// whether or not anybody is sitting there, and a table that empties out around it
// leaves it stranded. Move it to a real player before a hand is dealt.
// Where the button will be when the hand is dealt — without moving it.
//
// Kept separate from ensureButtonOnPlayer because the deal preview has to be able
// to ask the question without answering it. It couldn't, and so the preview lied:
// with the button parked on an empty chair it promised one pair of blinds and
// dealing produced another, because beginHand relocates the button first and then
// works out who posts.
buttonSeatForDeal(state) {
const seated = state.seats[state.dealerSeatIndex];
if (seated && seated.inHand) return state.dealerSeatIndex;
// A button left on an empty chair on purpose is the dead button, and moving it
// to a player is precisely what it's there to stop. Only a button that has been
// stranded by accident gets rescued.
if (state.deadButton && this.deadPositionsApply(state)) return state.dealerSeatIndex;
for (let step = 0; step < state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) return index;
}
return state.dealerSeatIndex;
},
ensureButtonOnPlayer(state) {
state.dealerSeatIndex = this.buttonSeatForDeal(state);
},
// A hand-picked blind is only usable if that seat is actually in the hand — a
// dealer who names a blind and then deals that player out shouldn't have the
// table quietly post to nobody.
validBlindOverride(state) {
const o = state.blindOverride;
if (!o) return null;
const ok = i => Number.isInteger(i) && i >= 0 && i < state.seatCount && state.seats[i] && state.seats[i].inHand;
if (!ok(o.sbIndex) || !ok(o.bbIndex) || o.sbIndex === o.bbIndex) return null;
return o;
},
// A dead button and a dead small blind are three-handed-and-up ideas. Down to two
// players the button *is* the small blind and the blinds simply alternate, so
// whatever the last rotation left behind stops applying.
deadPositionsApply(state) {
return state.seats.filter(p => p.inHand).length >= 3;
},
// Who posts what. Heads-up is its own rule: with two players the button posts the
// small blind, which is the opposite of the usual order.
getBlindSeats(state) {
const sbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
const bbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 2);
return { dealerIndex: state.dealerSeatIndex, sbIndex, bbIndex };
const live = this.liveOrderFromButton(state);
const dealerIndex = state.dealerSeatIndex;
// A blind the dealer named by hand wins over anything positional. Heads-up is
// still reported honestly so the betting order stays right — who posts what
// is the dealer's call, but two-handed play acting in reverse is a rule.
const override = this.validBlindOverride(state);
if (override) {
return {
dealerIndex,
sbIndex: override.sbIndex,
bbIndex: override.bbIndex,
headsUp: live.length === 2,
manual: true,
};
}
if (live.length < 2) {
return { dealerIndex, sbIndex: null, bbIndex: null, headsUp: false };
}
if (live.length === 2) {
const buttonIsPlaying = state.seats[dealerIndex].inHand;
const sbIndex = buttonIsPlaying ? dealerIndex : live[0];
const bbIndex = live.find(i => i !== sbIndex);
return { dealerIndex, sbIndex, bbIndex, headsUp: true };
}
// The small blind is dead: whoever would have moved into it has left the table,
// and the seat stays empty for a hand rather than dragging the big blind
// forward an extra place. One player gets a free hand out of position for it;
// that's the price of nobody being charged two big blinds in an orbit.
if (state.deadSmallBlind && this.deadPositionsApply(state)) {
return { dealerIndex, sbIndex: null, bbIndex: live[0], headsUp: false, deadSmallBlind: true };
}
return { dealerIndex, sbIndex: live[0], bbIndex: live[1], headsUp: false };
},
// Seats about to be dealt a hand they haven't paid for.
//
// Somebody who walks up and sits down between the button and the big blind has had
// the blinds go past them. Dealing them in there is a free hand in late position —
// which is exactly what posting is for, and it comes out of everybody else's night
// a couple of dollars at a time. At a real table they either post the big blind to
// come straight in, or they wait for it to reach them.
//
// The seat that *is* the big blind this hand isn't owed anything: they're paying.
// Neither is anyone at a table that hasn't dealt a hand yet, where everybody is new
// and nobody has been skipped.
blindDebtors(state, bbIndex) {
const played = Array.isArray(state.dealtLastHand) && state.dealtLastHand.length > 0;
if (!played) return [];
return state.seats
.map((player, index) => ({ player, index }))
.filter(({ player, index }) =>
player.inHand &&
index !== bbIndex &&
!state.dealtLastHand.includes(player.id))
.map(({ index }) => index);
},
// Where the button goes for the next hand, and whether anything is left dead.
//
// Ordinarily it follows the small blind round — the next player along, which is
// what it has always done. The case that needs care is somebody getting up out of
// the blinds. Passing the button to the next *player* then pulls the whole blind
// order forward a place: the player after the empty chair is never asked for a big
// blind at all, and the one after them is asked an orbit early. Holding the
// rotation to the seats instead is the dead button, and getting it wrong costs a
// real player a real big blind.
//
// Worked out from who actually posted last hand, not from the seating as it stands,
// because by now the people it needs to know about are the ones who have gone.
nextButtonRotation(state) {
const posted = state.postedBlinds;
const inRange = i => Number.isInteger(i) && i >= 0 && i < state.seatCount && state.seats[i];
const here = i => inRange(i) && state.seats[i].inHand;
// Nothing to hold to: a fresh table, a hand that was never dealt, or one where
// the blinds were named by hand. And heads-up has its own rule — with two
// players the button is the small blind, so there is no position to leave dead.
if (!posted || !inRange(posted.sbIndex) || !inRange(posted.bbIndex) || !this.deadPositionsApply(state)) {
return { buttonIndex: null, deadButton: false, deadSmallBlind: false };
}
// Both still sitting there is the ordinary case, and this comes out as the next
// player along — the same answer as passing the button, arrived at from the
// blinds so that the unusual case doesn't need a separate path.
return {
buttonIndex: posted.sbIndex,
deadButton: !here(posted.sbIndex),
deadSmallBlind: !here(posted.bbIndex),
};
},
startNextHand(state) {
this.advanceButton(state);
const rotation = this.nextButtonRotation(state);
if (rotation.buttonIndex === null) {
this.advanceButton(state);
state.deadButton = false;
state.deadSmallBlind = false;
} else {
state.dealerSeatIndex = rotation.buttonIndex;
state.deadButton = rotation.deadButton;
state.deadSmallBlind = rotation.deadSmallBlind;
}
// Spent. Pressing Next Hand again without dealing is a dealer passing the
// button along, not a second rotation off the same hand.
state.postedBlinds = null;
// Cards aren't out and nothing is posted until the dealer says so.
state.bettingOpen = false;
state.actingSeatIndex = null;
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
// A hand-picked blind applies to the hand it was picked for. Carrying it into
// the next one would freeze the blinds on two players for the rest of the
// night, which is the opposite of what naming them once is for.
state.blindOverride = null;
// 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 = ["", ""];
@@ -176,6 +683,8 @@ const HoldemState = {
p.committed = 0;
p.hasActed = false;
});
// Anyone who joined mid-hand is a full player again from here.
this.ensureButtonOnPlayer(state);
},
// Appends a resolved-pot record to the running session log a dealer can point to
@@ -185,11 +694,15 @@ const HoldemState = {
// Must be called before startNextHand() clears the seats: the per-player `ledger`
// it stores alongside the payouts is what session standings are summed from later,
// and it needs this hand's contributions while they're still on the table.
recordHand(state, payouts) {
recordHand(state, payouts, rake = 0) {
if (typeof state.handNumber !== "number") state.handNumber = 1;
if (!Array.isArray(state.handHistory)) state.handHistory = [];
const pot = payouts.reduce((sum, p) => sum + p.amount, 0);
// The pot as it was, house cut included — the number the table saw in the
// middle. What each player took is separately recorded and is net of it, so
// the two together say where every chip went.
const taken = Money.round(Math.max(0, Number(rake) || 0));
const pot = Money.round(payouts.reduce((sum, p) => sum + p.amount, 0) + taken);
const wonById = new Map(payouts.map(p => [p.id, p.amount]));
const ledger = state.seats
.map((player, index) => ({
@@ -204,6 +717,7 @@ const HoldemState = {
handNumber: state.handNumber,
timestamp: Date.now(),
pot,
rake: taken,
payouts,
ledger,
});
@@ -236,15 +750,189 @@ const HoldemState = {
});
});
// Cash bought in and chips currently in front don't come from the hand log at
// all, so they're read off the seat rather than summed — a rebuy isn't a hand.
const seatById = new Map(state.seats.map(p => [p.id, p]));
// Anyone who has money in the game belongs in the settle-up, whether or not
// they've been in a logged hand yet. Building the list from the hand log alone
// left a player who bought in and then sat through a few hands folding —
// or who just sat down — missing entirely, so the banker's own record didn't
// mention the cash they'd taken. They turn up at cash-out holding chips the
// list never accounted for.
state.seats.forEach((player, index) => {
if (totals.has(player.id)) return;
const hasMoneyInPlay =
(Number(player.buyIns) || 0) > 0 ||
(Number(player.stack) || 0) > 0 ||
(Number(player.amountOverride) || 0) > 0 ||
(Number(player.committed) || 0) > 0;
if (!hasMoneyInPlay) return;
totals.set(player.id, { id: player.id, name: this.displayName(player, index), in: 0, won: 0 });
});
return Array.from(totals.values())
.map(t => ({
...t,
in: Math.round(t.in * 100) / 100,
won: Math.round(t.won * 100) / 100,
net: Math.round((t.won - t.in) * 100) / 100,
}))
.map(t => {
const seat = seatById.get(t.id);
const boughtIn = seat ? Money.round(Number(seat.buyIns) || 0) : 0;
const chipsNow = seat ? Money.round(Number(seat.stack) || 0) : 0;
// Chips already pushed into the hand in progress are still this
// player's money until it's won. Leaving them out makes the cash
// position disagree with the hand log for as long as a hand is open —
// and blinds are posted the instant the previous one settles, so that
// window is almost always.
const inFrontOfThem = seat ? (Number(seat.amountOverride) || 0) + (Number(seat.committed) || 0) : 0;
// Whatever the dealer wrote against this seat — "IOU: $20 to Ann",
// "Venmo: @ann". It's carried here so the export can hand it over with
// the money it belongs to; the standings panel itself doesn't show it.
const notes = (seat && Array.isArray(seat.customFields) ? seat.customFields : [])
.filter(field => (field.label || "").trim() || (field.value || "").trim())
.map(field => `${(field.label || "").trim()}: ${(field.value || "").trim()}`.replace(/^: | :$/, ""))
.join("; ");
return {
...t,
in: Money.round(t.in),
won: Money.round(t.won),
net: Money.round(t.won - t.in),
boughtIn,
chipsNow,
// Everything still theirs: the stack in front of them plus whatever
// is out in the middle for the hand in progress. This is the number
// a banker counts out when somebody leaves, and it was the one
// figure the standings never showed — the column called "Cash out"
// held the difference against their buy-in, so a player up $140 on
// a $340 stack read as "$140" at the exact moment cash changed
// hands.
chipsInFront: Money.round(chipsNow + inFrontOfThem),
cashPosition: Money.round(chipsNow + inFrontOfThem - boughtIn),
notes,
};
})
.sort((a, b) => b.net - a.net);
},
// Two players change chairs.
//
// The whole seat moves — name, stack, cards, what they have in the pot — because
// that is what changing chairs is. What stays behind is everything that belongs to
// the *position*: the button, the blinds and the acting index all name a chair, and
// a player who moves into the big blind's chair is the big blind. That is the same
// answer a card room gives.
swapSeats(state, a, b) {
const seats = state.seats || [];
if (a === b) return false;
if (!seats[a] || !seats[b]) return false;
[seats[a], seats[b]] = [seats[b], seats[a]];
return true;
},
// The one check a banker actually needs, and the one nothing here did.
//
// Every chip on the table is a promise to pay cash for it later. If the chips in
// play add up to more than the cash that came in, that promise can't be kept —
// and the way you find out is the last two players cashing out and the box being
// empty. It's always someone taking chips without paying, a rebuy that never got
// recorded, or a miscount, and it's silent until it's too late to work out which.
//
// Chips in play counts everything a player could hand back: what's in front of
// them and what's in the middle waiting to be won.
// ---- The house's cut ----
//
// A game that takes a rake or a time charge has chips leaving the table every hand,
// and until now the bank check called them missing: it added up the buy-ins,
// added up the chips on the felt, and told the dealer somebody had been paid for
// chips they never got. The house's cut is the one thing on this table that is
// supposed to go and not come back, so it is counted rather than mourned.
//
// Percentage with a cap, which is what nearly every room and home game runs. Zero
// percent is a game that doesn't rake, which is the default and the common case.
// What the house takes from a pot of this size.
//
// "No flop, no drop" is the rule almost everyone plays: a hand that ends before the
// flop pays nothing, because the players never got a hand out of it. It is on by
// default and can be turned off for a house that rakes every pot.
rakeOn(state, pot, sawFlop = true) {
const rake = state.rake || {};
const percent = Number(rake.percent) || 0;
const amount = Money.round(Number(pot) || 0);
if (percent <= 0 || amount <= 0) return 0;
if (rake.noFlopNoDrop !== false && !sawFlop) return 0;
const uncapped = (amount * percent) / 100;
const cap = Number(rake.cap);
const capped = cap > 0 ? Math.min(uncapped, cap) : uncapped;
// Never more than the pot, however the numbers were typed in.
return Money.downToChip(Math.min(capped, amount), state.chipLegend);
},
// The same payouts with the house's cut taken out of them.
//
// Off the top of the whole pot, then shared out in proportion — which for the hand
// a dealer actually deals, with one winner, is just "winner gets the pot less the
// rake". Split pots take it proportionally, and whatever the rounding leaves over
// goes back to the winners in turn rather than to the house: the house asked for a
// number, and it gets that number, not that number plus dust.
applyRake(payouts, rake) {
const total = payouts.reduce((sum, p) => sum + p.amount, 0);
const taken = Money.round(Math.min(Math.max(0, rake), total));
if (taken <= 0) return { payouts: payouts.map(p => ({ ...p })), rake: 0 };
const kept = Money.toCents(total) - Money.toCents(taken);
const shares = payouts.map(p => {
const exact = (Money.toCents(p.amount) * kept) / Money.toCents(total);
return { payout: p, cents: Math.floor(exact) };
});
// Floor everybody, then hand the leftover cents out one at a time, biggest
// share first — the same shape as the odd-chip rule the split calculator uses.
let spare = kept - shares.reduce((sum, s) => sum + s.cents, 0);
[...shares]
.sort((a, b) => b.payout.amount - a.payout.amount)
.forEach(share => { if (spare > 0) { share.cents += 1; spare -= 1; } });
return {
payouts: shares.map(share => ({ ...share.payout, amount: Money.fromCents(share.cents) })),
rake: taken,
};
},
bankReconciliation(state) {
const cashIn = state.seats.reduce((sum, p) => sum + Math.max(0, Number(p.buyIns) || 0), 0);
const chipsInPlay = state.seats.reduce(
(sum, p) =>
sum +
Math.max(0, Number(p.stack) || 0) +
Math.max(0, Number(p.committed) || 0) +
Math.max(0, Number(p.amountOverride) || 0),
0
);
// Chips the dealer deliberately took off the table — an abandoned pot they
// were asked about and confirmed. They are gone, so they can't be counted as
// in play, but they aren't missing either: the box knows exactly where they
// went. Without this the check blamed the tool's own confirmed action on
// "someone has paid for chips they haven't been given", which sends a dealer
// hunting for a miscount that never happened.
const discarded = Math.max(0, Money.round(Number(state.discarded) || 0));
// Chips the house has taken. Off the table for good, like the discards, and
// for a better reason: the box is supposed to have them.
const raked = Math.max(0, Money.round(Number(state.rakeTaken) || 0));
const difference = Money.round(chipsInPlay + discarded + raked - cashIn);
return {
cashIn: Money.round(cashIn),
chipsInPlay: Money.round(chipsInPlay),
discarded,
raked,
difference,
// Half a cent of float dust isn't a discrepancy worth alarming anyone over.
balanced: Math.abs(difference) <= Money.EPSILON,
};
},
};
if (typeof module !== "undefined" && module.exports) {
+98
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@@ -0,0 +1,98 @@
# Hold'em dealer tests
Unit tests for the money logic behind `/Casino/TexasHoldem` — the betting engine, the
side-pot calculator, the split calculator and the table state.
```bash
node --test tests/holdem/*.test.js
```
No install step, no `package.json`, no dependencies. The browser modules are plain
script-tag files that each end with a `module.exports` guard, so Node can require them
as-is; `load.js` puts them on `globalThis` under the same names they use to find each
other in the page, in the load order from `TexasHoldem.cshtml`.
## What's covered
| File | Covers |
| --- | --- |
| `potCalculator.test.js` | Main and side pots, dead money, uncalled bets, odd-cent distribution |
| `betting.test.js` | Blinds, street completion, raises reopening the action, all-in run-outs |
| `state.test.js` | Button rotation, which seats post blinds, session standings |
| `splitCalculator.test.js` | Chopped pots, odd chips, unmakeable denominations |
| `invariants.test.js` | 1000 randomised hands per property (see below) |
## The layout audit
The unit tests above cover the money. `uiAudit.js` covers the thing you can only see
in a browser: whether a dealer can actually reach every control.
```bash
node tests/holdem/runUiAudit.js # needs Playwright and the site running
```
It checks WCAG AA contrast, touch target sizes, touch-action and tap highlights, that fields stay selectable and are large
enough not to trigger iOS zoom, that nothing important is covered or off-screen with
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 — 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
resizes a control. With no Playwright to hand, paste `uiAudit.js` into devtools and
call `LayoutAudit.runAll()`.
The contrast check is built so it cannot report a false positive: backgrounds
composite through alpha, and where a gradient is involved every colour stop is tried
and the most flattering one used. A finding means the text fails even under the
reading most generous to it. Two earlier attempts at this got it wrong in both
directions — one read only `background-color` and scored text on a gradient against
nothing, the other treated low-alpha stops as opaque — so `uiAudit.js` is checked
against known-answer cases before it is believed.
Touch targets are measured by probing outward with `elementFromPoint` rather than by
reading the element box, because the box lies in both directions: a small control can
be padded out with a transparent `::after` and respond well beyond its painted size,
and a checkbox inside a label is hit by tapping the label. The 44px rule is only
enforced where `hover: none` says there's no mouse.
It exists because these checks were being re-typed into a console every time
something changed, and each time they only covered whatever had just been touched.
That is how the standings table shipped with a player-name column zero pixels wide
and kept it for two rounds.
## Why the randomised suite exists
Every correctness bug found in this tool so far has been shape-dependent: blinds posted
to empty chairs, the button skipping past players, heads-up acting out of order, an
overbet announced as a side pot. None of them show up on a full six-handed table with
equal stacks, which is the table anyone writes a fixed example for.
`invariants.test.js` deals a thousand hands across random seat counts, random empty
chairs, random stack depths and random dealer input, and checks the things a dealer
would notice being wrong:
- chips are never created or destroyed during play
- the pot breakdown plus the uncalled returns always equal the money that went in
- paying the pot out settles it to the cent
- once uncalled chips are handed back, nobody is still betting above the whole table
- the button and both blinds always land on players who are actually in the hand
The generator is seeded, so a failure reproduces from the seed printed in the message
rather than being a flake to re-run.
+98
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@@ -0,0 +1,98 @@
// Who the felt marks "ALL IN".
//
// The mark's whole value is that a dealer can scan the ring and see who can still be
// bet at, so the test that matters most is the last one: the seats it marks are
// exactly the seats the betting round refuses to ask for another chip.
const test = require("node:test");
const assert = require("node:assert");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
test("a player who moved all-in is marked", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[3].stack = 12;
Betting.beginHand(state);
Betting.allIn(state, state.actingSeatIndex);
assert.equal(Betting.isAllIn(state, state.seats[3]), true);
assert.equal(state.seats[3].stack, 0);
});
test("a player with chips behind is not", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
Betting.beginHand(state);
assert.equal(Betting.isAllIn(state, state.seats[0]), false);
assert.equal(Betting.isAllIn(state, state.seats[1]), false);
});
test("a busted player who was dealt in but has put nothing in is not", () => {
// An empty stack alone isn't all-in — it's someone who shouldn't have been dealt
// in. Calling that "ALL IN" on the felt would be a lie about a live pot.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
assert.equal(Betting.isAllIn(state, state.seats[2]), false);
});
test("a folded player with an empty stack is not", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.seats[1].committed = 5;
state.seats[1].stack = 0;
state.seats[1].folded = true;
assert.equal(Betting.isAllIn(state, state.seats[1]), false);
});
test("an empty chair is not", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
assert.equal(Betting.isAllIn(state, state.seats[4]), false);
});
test("a seat with no stack of its own falls back to the table's and isn't marked", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.defaultStack = 200;
state.seats[2].stack = null;
state.seats[2].committed = 10;
assert.equal(Betting.isAllIn(state, state.seats[2]), false);
});
test("the seats marked are exactly the ones the action passes over", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[1].stack = 8;
state.seats[3].stack = 30;
Betting.beginHand(state);
// Everyone in, two of them for less than the others can cover.
for (let step = 0; step < 4; step++) Betting.allIn(state, state.actingSeatIndex);
const marked = state.seats
.map((player, index) => (Betting.isAllIn(state, player) ? index : null))
.filter(index => index !== null);
const skipped = state.seats
.map((player, index) =>
player.inHand && !player.folded && Betting.nextToAct(state, index - 1) !== index ? index : null)
.filter(index => index !== null);
assert.deepEqual(marked, skipped);
assert.ok(marked.length > 0, "the scenario should actually produce all-in players");
});
test("nobody is marked once the next hand starts", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 5;
Betting.beginHand(state);
Betting.allIn(state, state.actingSeatIndex);
assert.ok(state.seats.some(player => Betting.isAllIn(state, player)));
// The short stack got there by winning nothing; give them chips back the way a
// dealer would before the next deal.
HoldemState.startNextHand(state);
state.seats[2].stack = 50;
assert.equal(state.seats.filter(player => Betting.isAllIn(state, player)).length, 0);
});
test("marking nobody doesn't move a chip", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[3].stack = 12;
Betting.beginHand(state);
const before = chipsOnTable(state);
state.seats.forEach(player => Betting.isAllIn(state, player));
assert.equal(chipsOnTable(state), before);
});
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// 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"), []);
});
});
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// The banker's job, which is a different job from the dealer's: every chip on the
// table is a promise to pay cash for it later, and somebody has to be able to check
// that the promise can be kept before the last two players try to cash out.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, Money, makeTable } = require("./load");
const seat = (state, index, name, cash, chips) => {
const p = state.seats[index];
p.name = name; p.inHand = true; p.buyIns = cash; p.stack = chips;
return p;
};
describe("everyone with money in the game is accounted for", () => {
test("a player who has bought in but played no logged hand still appears", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
seat(state, 2, "Cal", 200, 200); // just sat down
state.seats[0].amountOverride = 10;
state.seats[1].amountOverride = 10;
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 20 }]);
state.seats[0].amountOverride = null;
state.seats[1].amountOverride = null;
const names = HoldemState.sessionStandings(state).map(r => r.name);
assert.ok(names.includes("Cal"), `Cal handed over $200 and is missing: ${names.join(", ")}`);
});
test("their row reads as no hands played, not as a loss", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 200, 200);
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Ben");
assert.equal(cal.in, 0);
assert.equal(cal.won, 0);
assert.equal(cal.net, 0);
assert.equal(cal.boughtIn, 200);
assert.equal(cal.cashPosition, 0, "level: they've bought chips and still hold them");
});
test("an empty chair is not dragged into the settle-up", () => {
const state = makeTable({ seatCount: 9, seated: [0], stack: 0 });
seat(state, 0, "Ann", 100, 100);
const rows = HoldemState.sessionStandings(state);
assert.equal(rows.length, 1);
});
test("somebody who has cashed out completely still shows what they took", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 0); // handed every chip back
seat(state, 1, "Ben", 100, 200);
const ann = HoldemState.sessionStandings(state).find(r => r.name === "Ann");
assert.equal(ann.cashPosition, -100, "down the whole buy-in");
});
});
describe("does the cash box cover the chips on the table", () => {
test("a straight game balances", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 60);
seat(state, 1, "Ben", 100, 140);
seat(state, 2, "Cal", 100, 100);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 300);
assert.equal(bank.chipsInPlay, 300);
assert.equal(bank.difference, 0);
assert.equal(bank.balanced, true);
});
test("chips outrunning the cash box is caught before cash-out", () => {
// The 2am failure: the last players out can't be paid.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
seat(state, 2, "Cal", 100, 260); // took chips for a rebuy nobody wrote down
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 300);
assert.equal(bank.chipsInPlay, 460);
assert.equal(bank.difference, 160);
assert.equal(bank.balanced, false);
});
test("cash taken for chips never handed over is caught too", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 200, 100); // paid 200, only got 100 in chips
seat(state, 1, "Ben", 100, 100);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.difference, -100);
assert.equal(bank.balanced, false);
});
test("chips in the middle still count as chips in play", () => {
// Money in the pot is somebody's; it just hasn't been won yet. Leaving it out
// would report a shortfall every time a hand was open — which is nearly always.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
const before = HoldemState.bankReconciliation(state);
assert.equal(before.balanced, true);
Betting.beginHand(state); // blinds go in
Betting.raiseTo(state, 0, 25); // and a raise
Betting.sweepToHandTotals(state); // banked into the pot
const during = HoldemState.bankReconciliation(state);
assert.equal(during.balanced, true, "an open pot is not a discrepancy");
assert.equal(during.chipsInPlay, before.chipsInPlay);
});
test("a whole session of play never knocks the books out", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
for (let hand = 0; hand < 6; hand++) {
Betting.beginHand(state);
Betting.liveSeats(state).forEach(s => {
if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index);
});
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const winner = Betting.liveSeats(state)[0];
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(HoldemState.bankReconciliation(state).balanced, true, `books off after hand ${hand + 1}`);
}
});
test("a rebuy keeps the books straight, a chip grab doesn't", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
// A proper rebuy: cash to the banker, chips to the player.
state.seats[0].buyIns += 100;
state.seats[0].stack += 100;
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
// Chips taken without paying.
state.seats[1].stack += 50;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, 50);
});
test("nothing to reconcile before anybody has bought in", () => {
const state = makeTable({ seatCount: 6, seated: [], stack: 0 });
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 0);
assert.equal(bank.chipsInPlay, 0);
assert.equal(bank.balanced, true);
});
test("float dust is not a discrepancy", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 0.1 + 0.2, 0.3);
seat(state, 1, "Ben", 10, 10);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
});
describe("the number the banker counts out", () => {
// The standings had two signed columns and neither was an amount to pay. A player
// up $140 on a $340 stack read "$140" under a heading saying "Cash out", at the
// exact moment somebody was counting money onto the table.
test("chips in front is what they are holding, not what they are up", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 340 });
state.seats[0].name = "Ann";
state.seats[0].buyIns = 200;
state.seats[1].buyIns = 200;
state.seats[1].stack = 60;
const rows = HoldemState.sessionStandings(state);
const ann = rows.find(r => r.name === "Ann");
assert.equal(ann.chipsInFront, 340, "the cash to count out");
assert.equal(ann.cashPosition, 140, "and separately, that they are up $140");
});
test("a player who is down still has chips to be handed", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 60 });
state.seats[0].name = "Cal";
state.seats.forEach(p => { p.buyIns = 200; });
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Cal");
assert.equal(cal.chipsInFront, 60, "they leave with $60 of chips");
assert.equal(cal.cashPosition, -140, "having lost $140 of the $200 they brought");
});
test("chips still out in the middle are counted as theirs", () => {
// Cashing out mid-hand isn't a thing, but the panel is read mid-hand constantly
// and a stack that drops by the size of a bet looks like money going missing.
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 200 });
state.seats[0].name = "Dee";
state.seats.forEach(p => { p.buyIns = 200; });
Betting.beginHand(state);
Betting.raiseTo(state, 0, 50);
const dee = HoldemState.sessionStandings(state).find(r => r.name === "Dee");
assert.equal(dee.chipsInFront, 200, "stack plus what's in the middle for them");
assert.equal(dee.cashPosition, 0, "so they are still level");
});
test("chips and up/down always differ by exactly the buy-in", () => {
const state = makeTable({ seatCount: 9, seated: [0, 1, 2, 3], stack: 100 });
[340, 150, 60, 250].forEach((chips, i) => {
state.seats[i].stack = chips;
state.seats[i].buyIns = 200 + i * 50;
});
HoldemState.sessionStandings(state).forEach(row => {
assert.equal(Money.round(row.chipsInFront - row.boughtIn), row.cashPosition,
`${row.name}'s two columns should tell one story`);
});
});
});
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, makeTable, chipsOnTable } = require("./load");
describe("Betting.beginHand", () => {
test("blinds are posted and the seat after the big blind acts first", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0, smallBlind: 1, bigBlind: 2 });
Betting.beginHand(state);
assert.equal(state.seats[1].committed, 1, "small blind");
assert.equal(state.seats[2].committed, 2, "big blind");
assert.equal(state.currentBet, 2);
assert.equal(state.actingSeatIndex, 3, "under the gun");
});
test("heads-up, the button posts the small blind and acts first pre-flop", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
Betting.beginHand(state);
assert.equal(state.seats[2].committed, 1, "the button is the small blind");
assert.equal(state.seats[5].committed, 2);
assert.equal(state.actingSeatIndex, 2, "the small blind acts first pre-flop heads-up");
});
test("heads-up, the big blind acts first once the flop is out", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
Betting.beginHand(state);
Betting.call(state, 2);
Betting.check(state, 5);
Betting.closeStreet(state);
assert.equal(state.street, "flop");
assert.equal(state.actingSeatIndex, 5, "the big blind is first to act after the flop");
});
test("a blind bigger than a stack puts that player all-in without stalling the action", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0, smallBlind: 50, bigBlind: 100 });
state.seats[0].stack = 10; // can't cover the small blind
Betting.beginHand(state);
assert.equal(state.seats[0].stack, 0, "all-in for what they had");
assert.equal(state.seats[0].committed, 10);
assert.notEqual(state.actingSeatIndex, 0, "a player with no chips has nothing to decide");
});
test("posting blinds never invents or destroys chips", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(chipsOnTable(state), before);
});
});
describe("Betting street completion", () => {
test("a street ends once everyone has matched the bet and had a turn", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
assert.equal(Betting.isStreetComplete(state), false, "the big blind still has an option");
Betting.check(state, 2);
assert.equal(Betting.isStreetComplete(state), true);
assert.equal(state.actingSeatIndex, null);
});
test("a raise reopens the action for everyone who had already called", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(state.seats[3].hasActed, true);
Betting.raiseTo(state, 1, 10);
assert.equal(state.seats[3].hasActed, false, "seat 3 owes a response again");
assert.equal(state.seats[0].hasActed, false);
assert.equal(state.currentBet, 10);
assert.equal(Betting.isStreetComplete(state), false);
});
test("the action skips a player who is all-in but still in the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.seats[3].stack = 5;
Betting.beginHand(state);
Betting.allIn(state, 3);
assert.equal(state.seats[3].stack, 0);
assert.notEqual(state.actingSeatIndex, 3);
// They are still live and can still win the pot.
assert.ok(Betting.liveSeats(state).some(s => s.index === 3));
});
test("closing a street sweeps chips into hand totals and resets the bet", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
Betting.check(state, 2);
const before = chipsOnTable(state);
Betting.closeStreet(state);
assert.equal(state.currentBet, 0);
assert.equal(state.street, "flop");
assert.equal(chipsOnTable(state), before, "sweeping moves chips, it doesn't change the total");
state.seats.forEach(p => assert.equal(p.committed, 0));
assert.equal(Betting.handTotal(state.seats[2]), 2);
});
});
describe("Betting all-in run-outs", () => {
test("with everyone all-in there is nobody left to ask", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 20, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.allIn(state, 2);
Betting.allIn(state, 0);
Betting.allIn(state, 1);
assert.equal(Betting.canStillBet(state), false);
assert.equal(Betting.isRunningOut(state), true, "the board just gets dealt out");
Betting.closeStreet(state);
assert.equal(state.actingSeatIndex, null, "no phantom action on the flop");
});
test("one player with chips against an all-in cannot bet alone", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.seats[1].stack = 5;
Betting.beginHand(state);
Betting.fold(state, 2);
Betting.allIn(state, 0);
Betting.allIn(state, 1);
assert.equal(Betting.canStillBet(state), false);
assert.equal(Betting.isHandOver(state), false, "two players are still live for the showdown");
});
test("everyone folding to one player ends the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.fold(state, 3);
Betting.fold(state, 0);
Betting.fold(state, 1);
assert.equal(Betting.isHandOver(state), true);
});
});
describe("Betting money handling", () => {
test("a player can never put in more than they have", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 30, dealerSeatIndex: 0 });
Betting.beginHand(state);
const moved = Betting.putIn(state, 0, 500);
assert.equal(moved, 30);
assert.equal(state.seats[0].stack, 0);
});
test("raise-to is what a dealer says out loud, not raise-by", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
assert.equal(state.seats[3].committed, 10, "their street total is 10, not 10 on top");
assert.equal(state.seats[3].stack, 90);
});
test("the minimum raise has to match the last one", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(Betting.minRaiseTo(state), 4, "a big blind of 2 makes the first raise 4");
Betting.raiseTo(state, 3, 10);
assert.equal(Betting.minRaiseTo(state), 18, "an 8-chip raise means the next one is to 18");
});
test("winnings land back in front of the player", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.creditWinnings(state, [{ id: state.seats[0].id, amount: 42.5 }]);
assert.equal(state.seats[0].stack, 142.5, "the button posts nothing three-handed");
});
test("fractional blinds don't drift into floating-point dust", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 10, smallBlind: 0.1, bigBlind: 0.2 });
Betting.beginHand(state);
Betting.call(state, 0); // button limps
Betting.call(state, 1); // small blind completes
Betting.check(state, 2); // big blind is happy
Betting.closeStreet(state);
assert.equal(chipsOnTable(state), 30, "0.1 + 0.2 arithmetic didn't lose a chip");
assert.equal(Betting.potSoFar(state), 0.6);
state.seats.forEach(p => assert.equal(p.stack, 9.8));
});
});
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// Dealing around a player who busted and hasn't bought back in.
//
// A home game produces one of these about once an hour. The table used to deal them
// in anyway, promise a blind from a seat with nothing to post it with, take it from
// nobody, and then sit on a hand that could never finish.
const test = require("node:test");
const assert = require("node:assert");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
const postedBy = state =>
state.seats
.map((player, index) => (player.committed > 0 ? { seat: index + 1, amount: player.committed } : null))
.filter(Boolean);
test("a seat with no chips and nothing in the pot is broke", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
assert.deepEqual(Betting.brokeSeats(state), [2]);
});
test("an all-in player is not broke — they have money riding on the hand", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 12;
Betting.beginHand(state);
Betting.allIn(state, 2);
assert.equal(Betting.stackOf(state, state.seats[2]), 0);
assert.equal(Betting.isAllIn(state, state.seats[2]), true);
assert.deepEqual(Betting.brokeSeats(state), []);
});
test("a seat with no stack recorded falls back to the table's and isn't broke", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.defaultStack = 200;
state.seats[2].stack = null;
assert.deepEqual(Betting.brokeSeats(state), []);
});
test("a chair nobody is sitting in isn't broke, it's empty", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
assert.deepEqual(Betting.brokeSeats(state), []);
});
test("dealing sits the broke seat out and leaves everything else about it alone", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[2].stack = 0;
state.seats[2].name = "Cal";
state.seats[2].buyIns = 100;
Betting.beginHand(state);
assert.equal(state.seats[2].inHand, false);
assert.equal(state.seats[2].folded, false, "sat out, not folded — they didn't muck anything");
assert.equal(state.seats[2].name, "Cal");
assert.equal(state.seats[2].buyIns, 100);
});
test("the blinds skip the broke seat and land on players who can post", () => {
// Button on seat 1, so the blinds would be seats 2 and 3. Seat 2 is busted.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 0;
Betting.beginHand(state);
assert.deepEqual(postedBy(state), [
{ seat: 3, amount: state.smallBlind },
{ seat: 4, amount: state.bigBlind },
]);
});
test("the preview promises what the deal produces", () => {
// The fault this whole step exists to prevent: the preview once read a table the
// deal was about to change underneath it.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 0;
state.bettingOpen = false;
const preview = Betting.blindPreview(state);
assert.deepEqual(preview.satOut, [1]);
Betting.beginHand(state);
const posted = postedBy(state);
assert.equal(posted.find(p => p.amount === state.smallBlind).seat, preview.sbIndex + 1);
assert.equal(posted.find(p => p.amount === state.bigBlind).seat, preview.bbIndex + 1);
});
test("asking for the preview doesn't sit anybody out on its own", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
Betting.blindPreview(state);
assert.equal(state.seats[1].inHand, true, "the preview is a view, not a change");
});
test("with only one player left holding chips there is nothing to preview", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
state.seats[2].stack = 0;
assert.equal(Betting.blindPreview(state), null);
});
test("no chips move when the broke seats are dealt around", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[2].stack = 0;
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(chipsOnTable(state), before);
});
test("the board isn't running out before the hand is dealt", () => {
// Two busted players and one with chips looks exactly like a table of all-ins to
// the run-out test, and the bar was announcing one over an empty felt.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
state.seats[2].stack = 0;
state.bettingOpen = false;
assert.equal(Betting.isRunningOut(state), false);
});
test("buying back in puts them in the next hand", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
Betting.beginHand(state);
assert.equal(state.seats[2].inHand, false);
// What the dealer does when they hand over cash: chips, and back in.
state.seats[2].stack = 100;
state.seats[2].inHand = true;
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.seats[2].inHand, true);
assert.equal(Betting.liveSeats(state).length, 3);
});
test("the table dealt around them counts the right number of players", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[3].stack = 0;
assert.equal(Betting.liveSeats(state).length, 4);
assert.equal(Betting.liveSeats(Betting.tableAsDealt(state)).length, 3);
assert.equal(state.seats[3].inHand, true, "the view didn't touch the table");
});
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// Whether handing a seat chips also puts them back in the game.
const test = require("node:test");
const assert = require("node:assert");
const { Betting, makeTable } = require("./load");
test("a busted player who has been sat out comes back in", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
Betting.beginHand(state); // the deal sits them out
assert.equal(state.seats[1].inHand, false);
assert.equal(Betting.buyInDealsThemIn(state.seats[1]), true);
});
test("a chair being bought into for the first time comes in", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
state.seats[4].name = "Eve";
state.seats[4].stack = null;
assert.equal(Betting.buyInDealsThemIn(state.seats[4]), true);
});
test("a seat sat out while holding chips stays out", () => {
// A dealer sat them out on purpose and is topping them up. Dealing them back in
// would be the tool guessing at something it wasn't told.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].inHand = false;
assert.equal(Betting.buyInDealsThemIn(state.seats[2]), false);
});
test("somebody already in the hand is left exactly where they are", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
assert.equal(Betting.buyInDealsThemIn(state.seats[0]), false);
// Including a player who is in but out of chips — they're all-in, not sat out.
state.seats[2].stack = 0;
assert.equal(state.seats[2].inHand, true);
assert.equal(Betting.buyInDealsThemIn(state.seats[2]), false);
});
test("a blank stack field reads as nothing recorded, not as a number", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
state.seats[3].name = "Dee";
state.seats[3].stack = "";
assert.equal(Betting.buyInDealsThemIn(state.seats[3]), true);
});
test("it doesn't ask the table what a missing stack would have been", () => {
// stackOf substitutes the table's starting stack for a seat that has none, which
// would make a seat with nothing recorded look like it was holding chips.
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
state.defaultStack = 500;
state.seats[4].name = "Eve";
state.seats[4].stack = null;
assert.equal(Betting.stackOf(state, state.seats[4]), 500);
assert.equal(Betting.buyInDealsThemIn(state.seats[4]), true);
});
test("asking doesn't change anything", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
state.seats[2].inHand = false;
const before = JSON.stringify(state);
Betting.buyInDealsThemIn(state.seats[2]);
assert.equal(JSON.stringify(state), before);
});
test("nothing to decide about a seat that isn't there", () => {
assert.equal(Betting.buyInDealsThemIn(null), false);
assert.equal(Betting.buyInDealsThemIn(undefined), false);
});
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// Calling the clock on a player.
//
// The bar already had a stopwatch saying how long somebody had been thinking. This is
// what a dealer does about it: a procedure with a shape — a set time, a countdown said
// out loud, and a ruling at the end that depends on what the player was facing.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { ActionBar, Betting, makeTable } = require("./load");
// The bar rebuilds the DOM when a clock starts; none of the rules below need it.
const onTable = (state) => {
ActionBar.state = state;
ActionBar.render = () => {};
ActionBar.stopClock();
return ActionBar;
};
const dealt = () => {
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0 });
Betting.beginHand(state);
return state;
};
describe("starting one", () => {
test("it runs on the player who is actually on the clock", () => {
const state = dealt();
const bar = onTable(state);
assert.equal(bar.clockRunning(), false, "nothing runs until it is called");
bar.callClock();
assert.equal(bar.clockRunning(), true);
assert.equal(bar.clockSeatIndex, state.actingSeatIndex);
});
test("with nobody to act there is nothing to call", () => {
const state = dealt();
state.actingSeatIndex = null;
const bar = onTable(state);
bar.callClock();
assert.equal(bar.clockRunning(), false);
assert.equal(bar.clockLeft(), null);
});
test("the dealer can put it away again", () => {
const bar = onTable(dealt());
bar.callClock();
bar.stopClock();
assert.equal(bar.clockRunning(), false);
assert.equal(bar.clockLeft(), null);
});
});
describe("the count", () => {
const at = (bar, seconds) => bar.clockLeft(bar.clockStartedAt + seconds * 1000);
test("is the player's own time and then a countdown", () => {
const bar = onTable(dealt());
bar.callClock();
assert.equal(at(bar, 0), bar.CLOCK_THINK_S + bar.CLOCK_COUNTDOWN_S);
assert.equal(at(bar, 30), bar.CLOCK_COUNTDOWN_S, "thirty gone, the countdown starts");
assert.equal(at(bar, 35), 5);
});
test("stops at zero rather than going negative", () => {
const bar = onTable(dealt());
bar.callClock();
assert.equal(at(bar, 40), 0);
assert.equal(at(bar, 600), 0, "ten minutes later it is still just up");
});
});
describe("what happens at zero", () => {
test("facing a bet, the hand is dead", () => {
const state = dealt();
const bar = onTable(state);
// Whoever is up pre-flop is facing the big blind.
const ruling = bar.clockRuling();
assert.equal(ruling.verb, "fold");
assert.match(ruling.label, /hand is dead/);
assert.match(ruling.say, /facing \$2/);
});
test("facing nothing, it is checked — slowness doesn't fold a free hand", () => {
const state = dealt();
// Everyone calls round to the big blind, who has nothing to call.
[3, 4, 5, 0, 1].forEach(seat => Betting.call(state, seat));
const bar = onTable(state);
assert.equal(state.actingSeatIndex, 2, "the big blind is up");
const ruling = bar.clockRuling();
assert.equal(ruling.verb, "check");
assert.match(ruling.label, /check for/i);
});
test("the ruling names the player, because the dealer has to say it out loud", () => {
const state = dealt();
state.seats[state.actingSeatIndex].name = "Priya";
const ruling = onTable(state).clockRuling();
assert.match(ruling.label, /Priya/);
assert.match(ruling.say, /Priya/);
});
test("with nobody to act there is no ruling to make", () => {
const state = dealt();
state.actingSeatIndex = null;
assert.equal(onTable(state).clockRuling(), null);
});
});
describe("what ends it", () => {
test("the player acting", () => {
const state = dealt();
const bar = onTable(state);
bar.callClock();
const wasOn = state.actingSeatIndex;
Betting.call(state, wasOn);
assert.notEqual(state.actingSeatIndex, wasOn, "the action has moved");
assert.equal(bar.clockRunning(), false, "so the clock is no longer this player's");
});
test("and it doesn't follow the action to the next player", () => {
// A clock is called on one decision. Left running it would put a countdown on
// somebody nobody asked about.
const state = dealt();
const bar = onTable(state);
bar.callClock();
Betting.call(state, state.actingSeatIndex);
assert.equal(bar.clockLeft(), null);
});
});
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// The chips to actually push, for an amount.
const test = require("node:test");
const assert = require("node:assert");
const { Money } = require("./load");
// A standard house set.
const LEGEND = [
{ value: 1, color: "#fff" },
{ value: 5, color: "#c0392b" },
{ value: 25, color: "#27ae60" },
{ value: 100, color: "#2c3e50" },
{ value: 500, color: "#8e44ad" },
];
const say = (amount, legend = LEGEND) => Money.formatChipBreakdown(amount, legend);
test("a payout comes back as chips, largest first", () => {
assert.equal(say(132), "1×$100, 1×$25, 1×$5, 2×$1");
});
test("it uses the fewest chips on a normal set", () => {
const { chips } = Money.chipBreakdown(500, LEGEND);
assert.deepEqual(chips.map(c => `${c.count}×${c.value}`), ["1×500"]);
});
test("a denomination that doesn't fit is skipped rather than listed as none", () => {
assert.equal(say(7), "1×$5, 2×$1");
});
test("nothing to pay is nothing to say", () => {
assert.equal(say(0), "");
assert.equal(say(-5), "");
});
test("no legend means no advice, not a wrong answer", () => {
// A table that never set chip colours up gets the amount on its own.
assert.equal(say(132, []), "");
assert.equal(say(132, null), "");
});
test("a legend with no values in it yet is the same as none", () => {
assert.equal(say(132, [{ value: "", color: "#fff" }, { value: 0, color: "#000" }]), "");
});
test("what the smallest chip can't make is reported, not rounded away", () => {
// 50c in a game whose smallest chip is a dollar is the dealer's problem to solve,
// and they can only solve it if they're told.
const { chips, remainder } = Money.chipBreakdown(10.5, LEGEND);
assert.deepEqual(chips.map(c => `${c.count}×${c.value}`), ["2×5"]);
assert.equal(remainder, 0.5);
assert.equal(say(10.5), "2×$5, $0.50 no chip covers");
});
test("cent chips make cent amounts exactly", () => {
const cents = [{ value: 0.25 }, { value: 0.05 }, { value: 0.01 }];
assert.equal(say(0.41, cents), "1×$0.25, 3×$0.05, 1×$0.01");
assert.equal(Money.chipBreakdown(0.41, cents).remainder, 0);
});
test("the chips add up to the amount", () => {
for (const amount of [1, 7, 33, 132, 499, 500, 1234, 9999]) {
const { chips, remainder } = Money.chipBreakdown(amount, LEGEND);
const total = chips.reduce((sum, c) => sum + c.count * c.value, 0) + remainder;
assert.equal(Money.round(total), amount, `${amount} should be accounted for`);
}
});
test("a legend in any order still pays largest first", () => {
const jumbled = [{ value: 25 }, { value: 1 }, { value: 500 }, { value: 5 }, { value: 100 }];
assert.equal(say(631, jumbled), "1×$500, 1×$100, 1×$25, 1×$5, 1×$1");
});
test("the colour comes along, so the felt can say it in chips", () => {
const { chips } = Money.chipBreakdown(25, LEGEND);
assert.equal(chips[0].color, "#27ae60");
});
test("a legend that exists but can't reach the amount does say so", () => {
// Different from having no legend at all: this table has told us its chips, and
// the answer is that they don't go that low.
assert.equal(say(3, [{ value: 5 }, { value: 25 }]), "$3 no chip covers");
});
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// The button when somebody gets up out of the blinds.
//
// Passing the button to the next *player* is right until a chair between the button
// and the blinds empties. Then it pulls the whole blind order forward a place: the
// player after the empty chair is never asked for a big blind, and the one after them
// is asked an orbit early. The dead button rule holds the rotation to the seats for
// one hand so the big blind still advances exactly one player.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, makeTable } = require("./load");
// Four players in six chairs: Ann 0, Ben 1, Cal 2, Dee 3.
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
const table = (dealerSeatIndex = 0) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex });
NAMES.forEach((name, i) => { state.seats[i].name = name; });
return state;
};
const nameOf = (state, index) =>
index === null || index === undefined ? null : (state.seats[index].name || `empty seat ${index + 1}`);
const blinds = state => {
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
return { sb: nameOf(state, sbIndex), bb: nameOf(state, bbIndex) };
};
const leave = (state, index) => {
state.seats[index].name = "";
state.seats[index].inHand = false;
state.seats[index].stack = 0;
state.seats[index].buyIns = 0;
};
describe("somebody gets up out of the blinds", () => {
test("the small blind leaves: dead button, and the big blind still moves one player", () => {
const state = table(1); // button Ben, small Cal, big Dee
Betting.beginHand(state);
assert.deepEqual(blinds(state), { sb: "Cal", bb: "Dee" });
leave(state, 2); // Cal takes their chips and goes
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.dealerSeatIndex, 2, "the button holds Cal's empty chair");
assert.equal(state.seats[2].inHand, false, "which is the point — it's on nobody");
assert.deepEqual(blinds(state), { sb: "Dee", bb: "Ann" },
"Dee moves from big to small and Ann posts the big blind, one player along");
});
test("and Ann is not skipped, which is the money in it", () => {
// The old rotation passed the button to the next player, which made the blinds
// Ann/Ben — Ann never posting a big blind at all, and Ben posting one an orbit
// early. That is a real big blind out of a real player's stack.
const state = table(1);
Betting.beginHand(state);
leave(state, 2);
HoldemState.startNextHand(state);
assert.equal(blinds(state).bb, "Ann", "Ann owes the big blind and still owes it");
});
test("the big blind leaves: no small blind is posted this hand", () => {
const state = table(1); // button Ben, small Cal, big Dee
Betting.beginHand(state);
leave(state, 3); // Dee goes
HoldemState.startNextHand(state);
Betting.beginHand(state);
const { sbIndex, bbIndex, deadSmallBlind } = HoldemState.getBlindSeats(state);
assert.equal(state.dealerSeatIndex, 2, "the button reaches Cal as it was always going to");
assert.equal(sbIndex, null, "the small blind is dead");
assert.equal(deadSmallBlind, true, "and says so, rather than looking like a table with no blinds");
assert.equal(nameOf(state, bbIndex), "Ann", "the big blind still moves on one player");
});
test("a dead small blind still deals a hand, with one blind in the middle", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 3);
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.bettingOpen, true, "the hand goes ahead");
const posted = state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
assert.equal(posted, state.bigBlind, "just the big blind, and nothing conjured to stand in for the small");
assert.equal(state.currentBet, state.bigBlind);
assert.ok(state.actingSeatIndex !== null, "and somebody is on the clock");
});
test("somebody leaving from anywhere else changes nothing", () => {
const state = table(1); // button Ben, small Cal, big Dee
Betting.beginHand(state);
leave(state, 0); // Ann, who was under the gun
HoldemState.startNextHand(state);
assert.equal(state.dealerSeatIndex, 2, "the button passes to Cal exactly as before");
assert.equal(state.deadButton, false);
assert.equal(state.deadSmallBlind, false);
assert.deepEqual(blinds(state), { sb: "Dee", bb: "Ben" });
});
});
describe("the ordinary rotation is untouched", () => {
test("a full table passes the button one player at a time", () => {
const state = table(0);
const seen = [];
for (let hand = 0; hand < 8; hand++) {
Betting.beginHand(state);
seen.push(blinds(state).bb);
HoldemState.startNextHand(state);
}
assert.deepEqual(seen, ["Cal", "Dee", "Ann", "Ben", "Cal", "Dee", "Ann", "Ben"],
"two clean orbits, everybody paying one big blind per orbit");
assert.equal(state.deadButton, false);
assert.equal(state.deadSmallBlind, false);
});
test("players spread thinly around a big table don't create dead positions", () => {
// Three players in nine chairs. The chairs between them were never in the
// rotation, so holding to seats there would post blinds to nobody hand after
// hand — which is why the button follows players, not chairs, by default.
const state = makeTable({ seatCount: 9, seated: [0, 4, 7], stack: 200, dealerSeatIndex: 0 });
["Ann", "", "", "", "Ben", "", "", "Cal"].forEach((n, i) => { state.seats[i].name = n; });
const seen = [];
for (let hand = 0; hand < 6; hand++) {
Betting.beginHand(state);
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand, "a real player posts the small blind");
assert.ok(state.seats[bbIndex].inHand, "and a real player the big");
seen.push(nameOf(state, bbIndex));
HoldemState.startNextHand(state);
}
assert.deepEqual(seen, ["Cal", "Ann", "Ben", "Cal", "Ann", "Ben"], "one big blind each per orbit");
});
test("pressing next hand twice without dealing just passes the button along", () => {
const state = table(0);
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.equal(state.dealerSeatIndex, 1);
HoldemState.startNextHand(state);
assert.equal(state.dealerSeatIndex, 2, "and doesn't rotate off the same hand twice");
});
});
describe("the rule knows where it stops", () => {
test("down to two players, heads-up takes over and nothing is left dead", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 2);
leave(state, 3); // both blinds walk at once
HoldemState.startNextHand(state);
Betting.beginHand(state);
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
assert.ok(state.seats[state.dealerSeatIndex].inHand, "and the button is on a player again");
});
test("a button stranded by accident is still rescued", () => {
// Not the dead button: nobody left out of the blinds, the chair the button is
// on just emptied. That one does want putting back on a player.
const state = table(3);
state.seats[3].inHand = false;
HoldemState.ensureButtonOnPlayer(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand);
});
test("moving the button by hand clears the dead positions", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 2);
HoldemState.startNextHand(state);
assert.equal(state.deadButton, true);
// What the seat menu's "Give the button" does.
state.dealerSeatIndex = 0;
state.deadButton = false;
state.deadSmallBlind = false;
Betting.beginHand(state);
const { sbIndex } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand, "a real small blind again, where the dealer put it");
});
test("naming a blind by hand overrules a dead one", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 3);
HoldemState.startNextHand(state);
assert.equal(state.deadSmallBlind, true);
state.blindOverride = { sbIndex: 1, bbIndex: 0 };
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
assert.equal(manual, true);
assert.equal(sbIndex, 1, "the dealer's word beats the rule");
assert.equal(bbIndex, 0);
});
test("a table saved before any of this reads as nothing dead", () => {
const state = table(0);
const parsed = JSON.parse(JSON.stringify(state));
delete parsed.deadButton;
delete parsed.deadSmallBlind;
delete parsed.postedBlinds;
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem: (key, value) => store.set(key, value),
removeItem: key => store.delete(key),
};
const loaded = HoldemState.load();
assert.equal(loaded.deadButton, false);
assert.equal(loaded.deadSmallBlind, false);
assert.equal(loaded.postedBlinds, null);
HoldemState.startNextHand(loaded);
assert.ok(loaded.seats[loaded.dealerSeatIndex].inHand, "and rotates the ordinary way");
delete globalThis.localStorage;
});
});
describe("chips are not invented or lost by any of it", () => {
test("posting one blind instead of two moves chips and doesn't make them", () => {
// Measured across the deal, which is the step that touches stacks. A hand with
// a dead small blind has one blind in the middle instead of two — the danger is
// a null small blind being treated as a zero-cost posting somewhere, or the big
// blind quietly covering for it.
const state = table(1);
const chips = s => s.seats.reduce(
(sum, p) => sum + Betting.stackOf(s, p) + Betting.handTotal(p), 0);
Betting.beginHand(state);
leave(state, 3); // the big blind goes, small blind dies
for (let hand = 0; hand < 4; hand++) {
HoldemState.startNextHand(state);
const before = chips(state);
Betting.beginHand(state);
assert.equal(chips(state), before, `the deal drifted the count on hand ${hand + 1}`);
}
});
test("a dead small blind takes exactly one blind out of one stack", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 3);
HoldemState.startNextHand(state);
const stacks = () => state.seats.map(p => Betting.stackOf(state, p));
const before = stacks();
Betting.beginHand(state);
const after = stacks();
const paid = before.map((v, i) => v - after[i]).filter(d => d !== 0);
assert.deepEqual(paid, [state.bigBlind], "one player, one big blind, nobody else touched");
});
});
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// Dealing and betting are two decisions, and fusing them meant the table guessed.
//
// The moment between hands is when people sit down, stand up and argue about whose
// turn it is. With blinds posted the instant the previous hand ended, the blind
// badges recomputed off `inHand` while the committed chips stayed frozen — so seating
// somebody produced a big blind who had posted nothing.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
const postedBy = state => state.seats
.map((p, i) => (Betting.committed(p) > 0 ? i : null))
.filter(i => i !== null);
describe("the table waits to be dealt", () => {
test("finishing a hand leaves the next one un-dealt", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(state.bettingOpen, true);
HoldemState.startNextHand(state);
assert.equal(state.bettingOpen, false, "the next hand hasn't been dealt");
assert.equal(state.actingSeatIndex, null, "nobody is on the clock");
assert.deepEqual(postedBy(state), [], "and no blind has been committed");
});
test("no money moves until the dealer deals", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), start);
assert.equal(HoldemState.totalPot(state), 0);
Betting.beginHand(state);
assert.equal(state.bettingOpen, true);
assert.equal(postedBy(state).length, 2, "now the blinds are in");
assert.equal(chipsOnTable(state), start, "and nothing was created doing it");
});
});
describe("setting the table costs nothing", () => {
test("seating a player before the deal changes who posts", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
const before = Betting.blindPreview(state);
state.seats[3].inHand = true;
state.seats[3].stack = 100;
const after = Betting.blindPreview(state);
assert.notDeepEqual(
[before.sbIndex, before.bbIndex],
[after.sbIndex, after.bbIndex],
"the preview follows the new table"
);
assert.deepEqual(postedBy(state), [], "and still nothing is committed");
Betting.beginHand(state);
assert.deepEqual(postedBy(state).sort(), [after.sbIndex, after.bbIndex].sort(),
"the money lands where the preview said it would");
});
test("removing a player before the deal can't strand their blind", () => {
// The old failure: take out the big blind after the hand had begun and their
// chips stayed in the pot while the badge moved to somebody who'd posted
// nothing. Before the deal there is nothing to strand.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
const doomed = Betting.blindPreview(state).bbIndex;
state.seats[doomed].inHand = false;
assert.deepEqual(postedBy(state), [], "nobody has posted, so nothing is stranded");
Betting.beginHand(state);
const posted = postedBy(state);
assert.ok(!posted.includes(doomed), "the player who left posts nothing");
posted.forEach(i => assert.ok(state.seats[i].inHand, "only players in the hand post"));
});
test("moving the button before the deal just moves it", () => {
const state = makeTable({ seatCount: 8, seated: [0, 2, 4, 6], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
HoldemState.startNextHand(state);
[2, 4, 6, 0].forEach(seat => {
state.dealerSeatIndex = seat;
assert.deepEqual(postedBy(state), [], `passing the button to seat ${seat + 1} posted something`);
assert.equal(chipsOnTable(state), start);
});
Betting.beginHand(state);
assert.equal(chipsOnTable(state), start, "dealing moves chips between stacks, not into thin air");
});
test("what the preview promises is what gets posted", () => {
const state = makeTable({ seatCount: 9, seated: [1, 3, 6, 8], dealerSeatIndex: 1 });
HoldemState.startNextHand(state);
const preview = Betting.blindPreview(state);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[preview.sbIndex]), preview.smallBlind);
assert.equal(Betting.committed(state.seats[preview.bbIndex]), preview.bigBlind);
});
test("there's nothing to preview without two players", () => {
const alone = makeTable({ seatCount: 6, seated: [2] });
HoldemState.startNextHand(alone);
assert.equal(Betting.blindPreview(alone), null);
const empty = makeTable({ seatCount: 6, seated: [] });
HoldemState.startNextHand(empty);
assert.equal(Betting.blindPreview(empty), null);
});
test("a hand-picked blind shows up in the preview", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
const preview = Betting.blindPreview(state);
assert.equal(preview.manual, true);
assert.equal(preview.sbIndex, 3);
assert.equal(preview.bbIndex, 0);
});
});
describe("a table saved mid-hand comes back mid-hand", () => {
const loadWith = saved => {
const original = globalThis.localStorage;
globalThis.localStorage = { getItem: () => JSON.stringify(saved), setItem: () => {}, removeItem: () => {} };
const state = HoldemState.load();
globalThis.localStorage = original;
return state;
};
test("chips already committed mean the betting was open", () => {
const state = loadWith({
seats: [{ id: "a", name: "Ann", inHand: true, committed: 2 }, { id: "b", name: "Ben", inHand: true, committed: 0 }],
handNumber: 3,
});
assert.equal(state.bettingOpen, true, "otherwise it would offer to deal over a live hand");
});
test("somebody on the clock means the betting was open", () => {
const state = loadWith({
seats: [{ id: "a", inHand: true }, { id: "b", inHand: true }],
actingSeatIndex: 1, handNumber: 2,
});
assert.equal(state.bettingOpen, true);
});
test("a quiet table comes back waiting to be dealt", () => {
const state = loadWith({
seats: [{ id: "a", inHand: true }, { id: "b", inHand: true }],
actingSeatIndex: null, handNumber: 5,
});
assert.equal(state.bettingOpen, false);
});
});
describe("the preview tells the truth about the button", () => {
test("a button parked on an empty chair is answered for where it will be", () => {
// The preview used to read the button where it sat, while dealing relocated it
// first — so it promised one pair of blinds and produced another.
const state = makeTable({ seatCount: 6, seated: [1, 2, 3], dealerSeatIndex: 0 });
state.bettingOpen = false;
assert.equal(state.seats[0].inHand, false, "the button is on an empty chair");
const preview = Betting.blindPreview(state);
assert.equal(preview.buttonMoves, true, "and the preview knows it will move");
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[preview.sbIndex]), preview.smallBlind);
assert.equal(Betting.committed(state.seats[preview.bbIndex]), preview.bigBlind);
assert.equal(state.dealerSeatIndex, preview.buttonIndex, "and it moved where it said");
});
test("asking where the button will be doesn't move it", () => {
const state = makeTable({ seatCount: 6, seated: [1, 2, 3], dealerSeatIndex: 0 });
state.bettingOpen = false;
Betting.blindPreview(state);
Betting.blindPreview(state);
assert.equal(state.dealerSeatIndex, 0, "the preview is a question, not an action");
});
test("a button already on a player is left alone", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.bettingOpen = false;
const preview = Betting.blindPreview(state);
assert.equal(preview.buttonMoves, false);
assert.equal(preview.buttonIndex, 0);
});
test("buttonSeatForDeal copes with a table nobody is sitting at", () => {
const state = makeTable({ seatCount: 6, seated: [] });
assert.equal(HoldemState.buttonSeatForDeal(state), state.dealerSeatIndex);
});
});
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// Chips the dealer took off the table on purpose.
//
// Starting the next hand with money still in the middle destroys it — the tool asks
// first and says so afterwards. What it didn't do was remember, so the bank check saw
// only that chips were gone and reported them as missing.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState, Money, makeTable } = require("./load");
const table = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
state.seats.slice(0, 4).forEach(player => { player.buyIns = 200; });
return state;
};
test("a table with nothing thrown away balances as before", () => {
const bank = HoldemState.bankReconciliation(table());
assert.equal(bank.balanced, true);
assert.equal(bank.discarded, 0);
});
test("chips that went missing are still reported", () => {
// The check exists for this: cash in the box with no chips to match it.
const state = table();
state.seats[0].stack = 150;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, -50);
});
test("an abandoned pot is accounted for rather than counted as missing", () => {
const state = table();
state.seats[1].stack = 199;
state.seats[2].stack = 198;
state.seats[3].stack = 198;
state.discarded = 5;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.chipsInPlay, 795);
assert.equal(bank.discarded, 5);
assert.equal(bank.balanced, true, "the box knows exactly where that $5 went");
});
test("throwing a pot away doesn't hide a real shortfall underneath it", () => {
const state = table();
state.seats[1].stack = 199;
state.seats[2].stack = 198;
state.seats[3].stack = 148; // $50 genuinely unaccounted for as well
state.discarded = 5;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, -50);
});
test("a nonsense discarded value can't move the answer", () => {
const state = table();
state.discarded = -100;
assert.equal(HoldemState.bankReconciliation(state).discarded, 0);
state.discarded = "not a number";
assert.equal(HoldemState.bankReconciliation(state).discarded, 0);
});
test("a table saved before this existed reads as nothing thrown away", () => {
const saved = JSON.stringify(table());
const parsed = JSON.parse(saved);
delete parsed.discarded;
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem: (key, value) => store.set(key, value),
removeItem: key => store.delete(key),
};
const loaded = HoldemState.load();
assert.equal(loaded.discarded, 0);
assert.equal(HoldemState.bankReconciliation(loaded).balanced, true);
delete globalThis.localStorage;
});
test("the amounts still add up the way the panel shows them", () => {
const state = table();
state.seats[1].stack = 199;
state.seats[2].stack = 198;
state.seats[3].stack = 198;
state.discarded = 5;
const bank = HoldemState.bankReconciliation(state);
assert.equal(Money.round(bank.chipsInPlay + bank.discarded), bank.cashIn);
});
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// The things the dealer wrote down, in the file they hand over.
//
// The export already carried the hands, the standings and the settle-up. It didn't
// carry either of the two places a dealer types context — the per-seat fields and the
// table's own notes — so the one place an IOU was written down was the one place it
// couldn't leave.
const test = require("node:test");
const assert = require("node:assert");
const { HandHistoryExport, HoldemState, makeTable } = require("./load");
const tableWithNotes = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 200 });
["Ann", "Ben", "Cal"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].buyIns = 200;
});
state.seats[0].customFields = [
{ label: "Seat rent", value: "paid to 2am" },
{ label: "Venmo", value: "@ann" },
];
state.seats[1].customFields = [{ label: "IOU", value: "$20 to Ann" }];
return state;
};
test("a seat's own fields ride along with its standings row", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
assert.match(csv, /Seat rent: paid to 2am; Venmo: @ann/);
assert.match(csv, /IOU: \$20 to Ann/);
});
test("the money columns keep their order, with notes on the end", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
assert.match(csv, /Player,Paid In,Won,Net,Bought In,Chips Now,Up\/Down,Notes/);
});
test("a seat with nothing written against it gets an empty cell, not the word undefined", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
const calRow = csv.split("\r\n").find(line => line.startsWith("Cal,"));
assert.ok(calRow, "Cal should have a row");
assert.ok(calRow.endsWith(","), `expected an empty last cell, got ${calRow}`);
assert.ok(!/undefined|null/.test(calRow));
});
test("a blank label or value doesn't produce a stray colon", () => {
const state = tableWithNotes();
state.seats[2].customFields = [{ label: "Note", value: "" }, { label: "", value: "" }];
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
const calRow = csv.split("\r\n").find(line => line.startsWith("Cal,"));
assert.match(calRow, /Note/);
assert.ok(!/;\s*;/.test(calRow), "an entirely blank field shouldn't take a slot");
});
test("the table's notes are in the file", () => {
const state = tableWithNotes();
state.notes = "High-hand promo until midnight.";
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes: state.notes });
assert.match(csv, /Table Notes/);
assert.match(csv, /High-hand promo until midnight\./);
});
test("a multi-line note survives as one cell", () => {
// csvField quotes anything with a line break in it, so the note doesn't turn into
// rows a spreadsheet reads as more players.
const state = tableWithNotes();
const notes = "Line one\nLine two, with a comma\nLine \"three\"";
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes });
assert.match(csv, /"Line one\nLine two, with a comma\nLine ""three"""/);
});
test("no notes means no section, not an empty heading", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes: " " });
assert.ok(!/Table Notes/.test(csv));
});
test("the export still works with no standings at all", () => {
assert.doesNotThrow(() => HandHistoryExport.toCsv([], [], { notes: "just a note" }));
const csv = HandHistoryExport.toCsv([], [], { notes: "just a note" });
assert.match(csv, /Table Notes/);
});
test("asking for the standings doesn't change the seats", () => {
const state = tableWithNotes();
const before = JSON.stringify(state.seats);
HoldemState.sessionStandings(state);
assert.equal(JSON.stringify(state.seats), before);
});
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// 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);
});
});
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// Finding one hand in a night of them.
//
// What the log is actually opened for is a single hand — the one somebody at the rail
// is arguing about. A night runs to sixty or more, five at a time in the panel, and
// there was no way to ask for one: the dealer scrolled and read every row.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render } = require("./load");
const hand = (handNumber, pot, payouts, ledger = []) => ({
handNumber, pot, timestamp: Date.now(), payouts, ledger,
});
// A night as the tool records it: labels carry the cards the wizard was shown.
const NIGHT = [
hand(1, 40, [{ label: "Ann (A♠ K♠)", amount: 40 }], [{ name: "Ann", in: 20 }, { name: "Ben", in: 20 }]),
hand(2, 190, [{ label: "Fay", amount: 190 }], [{ name: "Fay", in: 95 }, { name: "Gus", in: 95 }]),
hand(12, 19, [{ label: "Ben", amount: 19 }], [{ name: "Ben", in: 10 }, { name: "Ann", in: 9 }]),
hand(120, 76, [{ label: "Cal", amount: 38 }, { label: "Dee", amount: 38 }], [{ name: "Cal" }, { name: "Dee" }]),
];
const found = query => NIGHT.filter(h => Render.handMatchesFilter(h, query)).map(h => h.handNumber);
describe("no filter", () => {
test("shows the whole night", () => {
assert.deepEqual(found(""), [1, 2, 12, 120]);
assert.deepEqual(found(" "), [1, 2, 12, 120]);
assert.deepEqual(found(null), [1, 2, 12, 120]);
});
});
describe("by name", () => {
test("finds the hand somebody won", () => {
assert.deepEqual(found("Fay"), [2]);
});
test("case doesn't matter — nobody types a capital at 2am", () => {
assert.deepEqual(found("fay"), [2]);
assert.deepEqual(found("FAY"), [2]);
});
test("a name inside a label with cards on it still matches", () => {
// The wizard writes the label as "Ann (A♠ K♠)", so the name is a substring
// rather than the whole cell.
assert.deepEqual(found("ann"), [1]);
});
test("matches what the row shows, not everyone who was in the hand", () => {
// Gus is in hand 2's ledger — he paid for it — but the row names the winner,
// and searching text the panel doesn't display is a filter that looks broken
// even when it's right. Measured on a seven-handed night where nobody folded,
// matching the ledger returned 60 of 60 for every name at the table.
assert.deepEqual(found("gus"), []);
});
test("a split pot is found by either winner", () => {
assert.deepEqual(found("cal"), [120]);
assert.deepEqual(found("dee"), [120]);
});
test("a name nobody has finds nothing rather than everything", () => {
assert.deepEqual(found("zed"), []);
});
});
describe("by amount", () => {
test("finds a pot", () => {
assert.deepEqual(found("190"), [2]);
});
test("a dollar sign and commas are ignored", () => {
assert.deepEqual(found("$190"), [2]);
assert.deepEqual(found("$1,90"), [2], "typed badly, still found");
});
test("finds a payout that isn't the whole pot", () => {
assert.deepEqual(found("38"), [120], "half of a chopped $76");
});
test("a partial amount narrows rather than missing", () => {
// Half remembering "something around forty" should still get there.
assert.deepEqual(found("4"), [1], "$40");
assert.deepEqual(found("19"), [2, 12], "the $190 pot and the $19 one");
});
test("a bare number is an exact hand number, not a prefix of one", () => {
// Amounts match on their leading digits, because half a remembered figure is
// still a lead. Hand numbers don't: typing 12 to mean the hand is a dealer who
// knows which hand they want, and dragging 120 and 128 along with it is noise.
// "#12" is there for when they do want the prefix.
assert.ok(!found("12").includes(120));
});
});
describe("by hand number", () => {
test("a bare number matches the hand number as well as amounts", () => {
assert.ok(found("12").includes(12));
});
test("a hash pins it to the hand number and nothing else", () => {
assert.deepEqual(found("#12"), [12, 120], "12 and 120 both start with 12");
assert.deepEqual(found("#2"), [2], "and not the $190 pot of hand 2's neighbours");
});
test("a hash with a number nobody played finds nothing", () => {
assert.deepEqual(found("#7"), []);
});
});
describe("odd input can't break it", () => {
test("punctuation on its own doesn't match everything", () => {
assert.deepEqual(found("$"), [], "no digits and no letters left to match on");
assert.deepEqual(found("#"), [1, 2, 12, 120], "an empty hand number is a prefix of them all");
});
test("an entry with pieces missing doesn't throw", () => {
const broken = { handNumber: 5, pot: 10 };
assert.doesNotThrow(() => Render.handMatchesFilter(broken, "ann"));
assert.equal(Render.handMatchesFilter(broken, "ann"), false);
assert.equal(Render.handMatchesFilter(broken, "10"), true, "the pot is still findable");
});
});
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// The hand-history panel is only rebuilt when its signature changes, which takes a
// full re-render from ~30ms to ~3ms. The whole saving depends on that signature
// noticing every way the log can actually change — a stale panel would have the
// dealer reading last hand's payouts while settling this one.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Render, HoldemState, makeTable } = require("./load");
// historySignature() reads Render.state, so point it at a table for each case.
const signatureOf = state => {
Render.state = state;
return Render.historySignature();
};
const tableWithHands = (count) => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
for (let i = 0; i < count; i++) {
state.seats[0].amountOverride = 2;
state.seats[1].amountOverride = 2;
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
}
return state;
};
describe("the history panel knows when to redraw", () => {
test("nothing changes while a hand is being played", () => {
const state = tableWithHands(3);
const before = signatureOf(state);
// A whole street of betting touches no part of the log.
state.seats[0].committed = 5;
state.seats[1].folded = true;
state.actingSeatIndex = 2;
state.street = "flop";
assert.equal(signatureOf(state), before, "betting must not force a rebuild");
});
test("settling a hand changes it", () => {
const state = tableWithHands(3);
const before = signatureOf(state);
HoldemState.recordHand(state, [{ id: state.seats[1].id, label: "Ben", amount: 12 }]);
assert.notEqual(signatureOf(state), before);
});
test("clearing the history changes it", () => {
const state = tableWithHands(5);
const before = signatureOf(state);
HoldemState.clearHistory(state);
assert.notEqual(signatureOf(state), before);
});
test("undoing back to a shorter log changes it", () => {
const state = tableWithHands(2);
const snapshot = JSON.parse(JSON.stringify(state));
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 30 }]);
const afterRecord = signatureOf(state);
// The undo path swaps the state's contents in place.
Object.keys(state).forEach(k => delete state[k]);
Object.assign(state, snapshot);
assert.notEqual(signatureOf(state), afterRecord, "an undone hand must disappear from the panel");
});
test("two hands that differ only in payout are told apart", () => {
const a = tableWithHands(1);
const b = tableWithHands(1);
// Same count and hand number; different pot.
b.handHistory[0].pot = a.handHistory[0].pot + 25;
assert.notEqual(signatureOf(a), signatureOf(b));
});
test("the hand counter moving on changes it", () => {
// The counter badge is drawn by the same function, so a new hand number has
// to invalidate even when the log itself is untouched.
const state = tableWithHands(2);
const before = signatureOf(state);
state.handNumber += 1;
assert.notEqual(signatureOf(state), before);
});
test("an empty log has a stable signature of its own", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1] });
const first = signatureOf(state);
assert.equal(signatureOf(state), first);
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
assert.notEqual(signatureOf(state), first, "the first hand ever must draw the panel");
});
});
describe("the hand-time cache", () => {
test("the same timestamp is only formatted once, and formats the same", () => {
Render.handTimeCache.clear();
const stamp = Date.UTC(2026, 8, 1, 15, 4);
const first = Render.formatHandTime(stamp);
assert.equal(Render.handTimeCache.size, 1);
const second = Render.formatHandTime(stamp);
assert.equal(second, first);
assert.equal(Render.handTimeCache.size, 1, "not re-formatted");
});
test("different timestamps still format differently", () => {
Render.handTimeCache.clear();
const a = Render.formatHandTime(Date.UTC(2026, 8, 1, 15, 4));
const b = Render.formatHandTime(Date.UTC(2026, 8, 1, 18, 47));
assert.notEqual(a, b);
assert.equal(Render.handTimeCache.size, 2);
});
test("a nonsense timestamp doesn't throw", () => {
Render.handTimeCache.clear();
assert.doesNotThrow(() => Render.formatHandTime(undefined));
assert.doesNotThrow(() => Render.formatHandTime("not a date"));
});
});
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// Randomised whole-hand play against the invariants a dealer would notice being broken.
//
// These ran once, by hand, in a browser console while the betting engine was being
// fixed, and then went away with the tab. The bugs they caught (blinds posted to empty
// chairs, the button skipping players, heads-up acting out of order) are all cases you
// only hit on a particular table shape, so a fixed set of examples misses them. Keeping
// the generator means the next change gets checked against the same thousand tables.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, PotCalculator, HoldemState, Money, makeTable, chipsOnTable, contributions } = require("./load");
// Deterministic PRNG: a failure has to be reproducible from the seed printed with it,
// otherwise a randomised suite is just a flaky one.
function rng(seed) {
let s = seed >>> 0;
return () => {
s = (s * 1664525 + 1013904223) >>> 0;
return s / 4294967296;
};
}
// Plays one hand to completion with random but legal-ish dealer input.
function playHand(random) {
const seatCount = 2 + Math.floor(random() * 9);
const seatIndexes = [...Array(seatCount).keys()];
const seated = seatIndexes.filter(() => random() < 0.7);
if (seated.length < 2) seated.push(...seatIndexes.filter(i => !seated.includes(i)).slice(0, 2 - seated.length));
const bigBlind = [2, 5, 0.5][Math.floor(random() * 3)];
const state = makeTable({
seatCount,
seated,
stack: 0,
smallBlind: bigBlind / 2,
bigBlind,
dealerSeatIndex: Math.floor(random() * seatCount),
});
// Varied stack depths, so short stacks and side pots actually happen.
seated.forEach(i => {
state.seats[i].stack = Money.round(bigBlind * (1 + Math.floor(random() * 60)));
});
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
let guard = 0;
while (!Betting.isHandOver(state) && state.street !== "done" && guard++ < 400) {
if (state.actingSeatIndex === null) {
if (state.street === "river" || !Betting.canStillBet(state)) break;
Betting.closeStreet(state);
continue;
}
const index = state.actingSeatIndex;
const player = state.seats[index];
const toCall = Betting.toCall(state, player);
const roll = random();
if (roll < 0.15) Betting.fold(state, index);
else if (roll < 0.25) Betting.allIn(state, index);
else if (toCall > 0) Betting.call(state, index);
else if (roll < 0.75) Betting.check(state, index);
else Betting.raiseTo(state, index, Betting.minRaiseTo(state));
}
Betting.sweepToHandTotals(state);
return { state, startingChips, seated };
}
describe("randomised hands hold the dealer's invariants", () => {
const HANDS = 1000;
test(`${HANDS} hands never create or destroy a chip`, () => {
const random = rng(20260901);
for (let hand = 0; hand < HANDS; hand++) {
const { state, startingChips } = playHand(random);
assert.equal(
chipsOnTable(state),
startingChips,
`hand ${hand}: chips on the table changed during play`
);
}
});
test(`${HANDS} hands: pots plus uncalled returns always equal the money in`, () => {
const random = rng(778899);
let sidePotHands = 0;
let returnHands = 0;
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
const inThePot = players.reduce((sum, p) => sum + p.contribution, 0);
if (inThePot <= 0) continue;
// Fold flags can leave nobody live, which the calculator deliberately
// refuses to guess at — that's a dealer correction, not an invariant.
if (players.every(p => p.folded)) continue;
const layered = PotCalculator.layers(players).reduce((s, l) => s + l.amount, 0);
const returned = PotCalculator.uncalledReturns(players).reduce((s, r) => s + r.amount, 0);
assert.equal(
Money.toCents(layered + returned),
Money.toCents(inThePot),
`hand ${hand}: pot breakdown doesn't add up to what went in`
);
if (PotCalculator.layers(players).length > 1) sidePotHands++;
if (returned > 0) returnHands++;
}
assert.ok(sidePotHands > 20, `expected side pots to occur; saw ${sidePotHands}`);
assert.ok(returnHands > 20, `expected uncalled bets to occur; saw ${returnHands}`);
});
test(`${HANDS} hands: what's left after returns is money somebody actually matched`, () => {
// The rule the pot breakdown rests on: you are only called up to what somebody
// else was willing to put in. Once the uncalled chips are handed back, no
// player should still be sitting above every other player at the table.
//
// A single-eligible pot is *not* the thing to look for here — that's legitimate
// when a player called and then folded, leaving dead money one contender
// collects. The bug this guards against is subtler: chips nobody ever matched
// being dressed up as a pot to play for.
const random = rng(13579);
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
if (players.every(p => p.folded)) continue;
const returns = PotCalculator.uncalledReturns(players);
assert.ok(returns.length <= 1, `hand ${hand}: only the biggest bet can go uncalled`);
returns.forEach(r => {
const player = players.find(p => p.id === r.id);
assert.ok(r.amount <= player.contribution + 0.001, `hand ${hand}: returned more than was put in`);
});
const returned = new Map(returns.map(r => [r.id, r.amount]));
const capped = players.map(p => Money.toCents(p.contribution - (returned.get(p.id) || 0)));
capped.forEach((cents, index) => {
const others = capped.filter((_, i) => i !== index);
const mostAnyoneElsePaid = others.length ? Math.max(...others) : 0;
assert.ok(
cents <= mostAnyoneElsePaid,
`hand ${hand}: a player is still ${Money.fromCents(cents - mostAnyoneElsePaid)} ` +
`above everyone else after returns — that money was never matched`
);
});
}
});
test(`${HANDS} hands: paying the pot out settles it exactly`, () => {
const random = rng(24680);
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
if (players.every(p => p.folded)) continue;
// Take the uncalled money off first, the way the dealer would.
const returned = new Map(PotCalculator.uncalledReturns(players).map(r => [r.id, r.amount]));
const contested = players.map(p => ({
...p,
contribution: Money.round(p.contribution - (returned.get(p.id) || 0)),
}));
let entries = PotCalculator.buildEntries(contested);
const potBefore = PotCalculator.totalPot(entries);
let paidOut = 0;
let rounds = 0;
while (PotCalculator.getContenders(entries).length > 0 && rounds++ < 30) {
const contenders = PotCalculator.getContenders(entries);
const winner = contenders[Math.floor(random() * contenders.length)];
const result = PotCalculator.resolveRound(entries, [winner.id]);
paidOut += result.perWinner.reduce((s, w) => s + w.amount, 0);
entries = result.updatedEntries;
}
assert.equal(
Money.toCents(paidOut),
Money.toCents(potBefore),
`hand ${hand}: paying out the pot left ${potBefore - paidOut} unaccounted for`
);
}
});
test(`${HANDS} hands: the button and blinds land on real players`, () => {
const random = rng(112233);
for (let hand = 0; hand < HANDS; hand++) {
const seatCount = 2 + Math.floor(random() * 9);
const seated = [...Array(seatCount).keys()].filter(() => random() < 0.6);
if (seated.length < 2) continue;
const state = makeTable({ seatCount, seated, dealerSeatIndex: Math.floor(random() * seatCount) });
HoldemState.advanceButton(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand, `hand ${hand}: button on an empty chair`);
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand, `hand ${hand}: small blind on an empty chair`);
assert.ok(state.seats[bbIndex].inHand, `hand ${hand}: big blind on an empty chair`);
assert.notEqual(sbIndex, bbIndex, `hand ${hand}: both blinds on one player`);
if (seated.length === 2) {
assert.ok(headsUp, `hand ${hand}: two players should be heads-up`);
assert.equal(sbIndex, state.dealerSeatIndex, `hand ${hand}: heads-up button posts the small blind`);
}
}
});
});
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// Loads the dealer's browser modules into Node so they can be tested directly.
//
// The modules are plain script-tag files: each one declares a `const` namespace and
// ends with a `module.exports` guard. In the browser they find each other as globals,
// so the same names have to exist on `globalThis` here or `Betting` can't reach
// `HoldemState`. Load order matches the <script> order in TexasHoldem.cshtml.
const path = require("path");
const SRC = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem");
function load(name) {
const mod = require(path.join(SRC, `${name}.js`));
globalThis[name.charAt(0).toUpperCase() + name.slice(1)] = mod;
return mod;
}
const Money = load("money");
const PotCalculator = load("potCalculator");
const SplitCalculator = load("splitCalculator");
const Betting = load("betting");
const SettleUp = load("settleUp");
const HandHistoryExport = load("handHistoryExport");
// render.js exports { Render } rather than the namespace directly.
const Render = require(path.join(SRC, "render.js")).Render;
globalThis.Render = Render;
// state.js exports `HoldemState`, which doesn't match its filename.
const HoldemState = require(path.join(SRC, "state.js"));
globalThis.HoldemState = HoldemState;
// actionBar.js after state, since its own module-level code reaches for neither but
// its methods reach for both. Loaded last so nothing it touches is still undefined.
const ActionBar = load("actionBar");
// ---- Table builders ----------------------------------------------------------
// A table with `seatCount` chairs where `seated` (a list of seat indexes) are dealt
// in with `stack` chips each. Everything else is the app's own defaults, so a test
// that forgets to set a field gets whatever a real dealer would get.
function makeTable({ seatCount = 6, seated = null, stack = 100, smallBlind = 1, bigBlind = 2, dealerSeatIndex = 0 } = {}) {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, seatCount);
state.smallBlind = smallBlind;
state.bigBlind = bigBlind;
state.dealerSeatIndex = dealerSeatIndex;
const sitting = seated || state.seats.map((_, i) => i);
state.seats.forEach((player, index) => {
player.inHand = sitting.includes(index);
player.stack = sitting.includes(index) ? stack : null;
player.name = `P${index + 1}`;
});
return state;
}
// Total chips the table is accountable for: what's in front of everyone, plus what
// they've pushed in this street, plus what's already banked into the pot.
function chipsOnTable(state) {
return Money.round(
state.seats.reduce(
(sum, p) => sum + (Number(p.stack) || 0) + (Number(p.committed) || 0) + (Number(p.amountOverride) || 0),
0
)
);
}
// Contributions in the shape PotCalculator wants them.
function contributions(state) {
return state.seats
.filter(p => p.inHand)
.map(p => ({
id: p.id,
contribution: Betting.handTotal(p),
folded: p.folded,
}));
}
module.exports = {
Money,
Render,
HandHistoryExport,
PotCalculator,
SplitCalculator,
SettleUp,
Betting,
HoldemState,
ActionBar,
makeTable,
chipsOnTable,
contributions,
};
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// What happens when the saved table can't be read.
//
// An unreadable save can only become an empty table. What it must not do is become
// one silently and then get written over by the first edit.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState } = require("./load");
function withStored(value, { readOnly = false } = {}) {
const store = new Map();
if (value !== undefined) store.set(HoldemState.STORAGE_KEY, value);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem(key, val) {
if (readOnly) throw new Error("QuotaExceededError");
store.set(key, val);
},
removeItem: key => store.delete(key),
};
return store;
}
test.beforeEach(() => {
HoldemState.loadFailed = false;
HoldemState.onLoadFailed = null;
});
test.after(() => {
delete globalThis.localStorage;
HoldemState.loadFailed = false;
HoldemState.onLoadFailed = null;
});
test("nothing stored is a new table, not a failure", () => {
withStored(undefined);
const state = HoldemState.load();
assert.equal(HoldemState.loadFailed, false);
assert.ok(Array.isArray(state.seats));
});
test("a good save loads and reports nothing", () => {
const store = withStored(undefined);
const original = HoldemState.createDefault();
original.handNumber = 34;
HoldemState.save(original);
const state = HoldemState.load();
assert.equal(HoldemState.loadFailed, false);
assert.equal(state.handNumber, 34);
assert.equal(store.has(HoldemState.RECOVERY_KEY), false);
});
test("a truncated save is reported rather than silently becoming an empty table", () => {
const good = JSON.stringify(HoldemState.createDefault());
withStored(good.slice(0, Math.floor(good.length * 0.7)));
const state = HoldemState.load();
assert.equal(HoldemState.loadFailed, true);
assert.ok(Array.isArray(state.seats), "it still hands back a usable table");
});
test("valid JSON of the wrong shape counts as unreadable too", () => {
withStored(JSON.stringify({ hello: "world" }));
HoldemState.load();
assert.equal(HoldemState.loadFailed, true);
});
test("the unreadable copy is kept instead of being written over", () => {
// This is the half that matters: whatever a person could have picked out of the
// raw JSON used to be gone the moment the dealer touched a seat.
const broken = '{"seats":[{"name":"Ann","stack":250},{"name":"Ben"';
const store = withStored(broken);
HoldemState.load();
assert.equal(store.get(HoldemState.RECOVERY_KEY), broken);
});
test("a later save doesn't touch the copy that was set aside", () => {
const broken = '{"seats":[{"name":"Ann"';
const store = withStored(broken);
const state = HoldemState.load();
state.handNumber = 2;
HoldemState.save(state);
assert.equal(store.get(HoldemState.RECOVERY_KEY), broken);
assert.notEqual(store.get(HoldemState.STORAGE_KEY), broken);
});
test("the listener fires once, not on every read", () => {
withStored("{not json");
let told = 0;
HoldemState.onLoadFailed = () => { told++; };
HoldemState.load();
HoldemState.load();
HoldemState.load();
assert.equal(told, 1);
});
test("no room to keep the copy is not a crash", () => {
// Storage that refuses writes is exactly the storage most likely to hand back a
// half-written value in the first place.
withStored("{not json", { readOnly: true });
let state;
assert.doesNotThrow(() => { state = HoldemState.load(); });
assert.ok(Array.isArray(state.seats));
assert.equal(HoldemState.loadFailed, true);
});
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// Home games are messy. People walk up mid-hand, storm off mid-hand, argue about
// whose blind it is, and pass the button round three times before anyone deals.
// These are the cases the positional rules quietly get wrong.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, PotCalculator, Money, makeTable, chipsOnTable, contributions } = require("./load");
const potOf = state => HoldemState.totalPot(state);
describe("a player leaves in the middle of a hand", () => {
test("their chips stay in the pot", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const before = potOf(state);
assert.equal(before, 8);
state.seats[1].inHand = false; // dealer takes them out
assert.equal(potOf(state), before, "the pot must not shrink when a player is taken out");
});
test("they cannot be paid out of a pot they walked away from", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
state.seats[1].inHand = false;
const players = state.seats
.filter(p => HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount) > 0)
.map(p => ({
id: p.id,
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
folded: p.folded || HoldemState.isDeadMoney(p),
}));
const layers = PotCalculator.layers(players);
assert.ok(!layers[0].eligible.includes(state.seats[1].id), "a departed player can't win");
assert.equal(layers.reduce((s, l) => s + l.amount, 0), 6, "but their money is still being played for");
});
test("taking out the player who is to act moves the action on", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
const acting = state.actingSeatIndex;
state.seats[acting].inHand = false;
Betting.passAction(state, acting);
assert.notEqual(state.actingSeatIndex, acting, "the table can't wait on somebody who left");
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
});
test("an empty chair still contributes nothing, base pot or not", () => {
// The table-wide default must not be read as an ante from seats nobody is in.
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0 });
state.basePotAmount = 25;
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, 25), 0);
});
});
describe("a player joins in the middle of a hand", () => {
test("they sit the hand out rather than joining a pot they never paid into", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
// Walks up and is dealt in — the app marks them folded for this hand.
state.seats[4].inHand = true;
state.seats[4].stack = 100;
state.seats[4].folded = true;
assert.ok(!Betting.liveSeats(state).some(s => s.index === 4), "not live this hand");
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, state.basePotAmount), 0);
});
test("they are a full player again on the next hand", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
state.seats[4].inHand = true;
state.seats[4].stack = 100;
state.seats[4].folded = true;
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.seats[4].folded, false);
assert.ok(Betting.liveSeats(state).some(s => s.index === 4), "dealt in like anyone else");
});
});
describe("passing the button around before the cards come out", () => {
test("moving the button re-posts the blinds and keeps the chip count straight", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(state.seats[1].committed, 1);
assert.equal(state.seats[2].committed, 2);
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
assert.equal(state.seats[1].committed, 0, "the old small blind got their chip back");
assert.equal(state.seats[3].committed, 1, "and the new one has posted");
assert.equal(state.seats[0].committed, 2);
assert.equal(chipsOnTable(state), startingChips, "no chips created or lost in the shuffle");
});
test("passing it round many times still balances", () => {
const state = makeTable({ seatCount: 8, seated: [0, 2, 3, 5, 7], dealerSeatIndex: 0 });
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
[2, 5, 7, 3, 0, 5].forEach(seat => {
state.dealerSeatIndex = seat;
Betting.repostBlinds(state);
assert.equal(chipsOnTable(state), startingChips, `chips drifted after passing to seat ${seat}`);
});
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.equal(Betting.committed(state.seats[sbIndex]), 1);
assert.equal(Betting.committed(state.seats[bbIndex]), 2);
});
test("once somebody has acted, the blinds are settled", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(Betting.onlyBlindsIn(state), true, "nothing but blinds so far");
Betting.call(state, 3);
assert.equal(Betting.onlyBlindsIn(state), false, "a call means the blinds are set where they are");
});
});
describe("naming the blinds by hand", () => {
test("a named blind wins over the button order", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
assert.equal(sbIndex, 3);
assert.equal(bbIndex, 0);
assert.equal(manual, true);
Betting.beginHand(state);
assert.equal(state.seats[3].committed, 1);
assert.equal(state.seats[0].committed, 2);
assert.equal(state.seats[1].committed, 0, "the positional small blind posts nothing");
});
test("a named blind on a player who isn't dealt in is ignored", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 4, bbIndex: 0 }; // seat 4 is an empty chair
const { sbIndex, manual } = HoldemState.getBlindSeats(state);
assert.ok(!manual, "falls back to the button order rather than posting to nobody");
assert.ok(state.seats[sbIndex].inHand);
});
test("both blinds on one player is refused", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 1, bbIndex: 1 };
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.notEqual(sbIndex, bbIndex);
});
test("naming blinds heads-up still acts in the right order", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
state.blindOverride = { sbIndex: 5, bbIndex: 2 }; // deliberately the reverse
Betting.beginHand(state);
assert.equal(state.seats[5].committed, 1);
assert.equal(state.seats[2].committed, 2);
assert.equal(state.actingSeatIndex, 5, "the small blind acts first pre-flop heads-up");
Betting.call(state, 5);
Betting.check(state, 2);
Betting.closeStreet(state);
assert.equal(state.actingSeatIndex, 2, "and the big blind leads after the flop");
});
test("the naming only lasts the hand it was made for", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.equal(state.blindOverride, null, "blinds go back to following the button");
});
});
describe("the first hand on a fresh table", () => {
test("the button never starts on an empty chair", () => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
[4, 6, 7].forEach(i => { state.seats[i].inHand = true; state.seats[i].stack = 100; });
assert.equal(state.dealerSeatIndex, 0, "a fresh table starts the button on seat 1");
assert.equal(state.seats[0].inHand, false, "which nobody is sitting in");
Betting.beginHand(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand, "the button moved to a real player");
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand);
assert.ok(state.seats[bbIndex].inHand);
assert.notEqual(sbIndex, bbIndex);
});
test("a table that empties out around the button recovers", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 3 });
state.seats[3].inHand = false; // the player holding the button leaves
HoldemState.ensureButtonOnPlayer(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand);
});
test("two players left after everyone else walks is heads-up, blinds reversed", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
[2, 3].forEach(i => { state.seats[i].inHand = false; });
HoldemState.startNextHand(state);
Betting.beginHand(state);
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
});
});
describe("chips survive a messy table", () => {
test("joining, leaving and passing the button never changes the chip count", () => {
const state = makeTable({ seatCount: 8, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[6].stack = 100; // sitting down but not dealt in yet
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
state.seats[6].inHand = true; // walks up mid-hand
state.seats[6].folded = true;
assert.equal(chipsOnTable(state), startingChips);
Betting.call(state, state.actingSeatIndex);
state.seats[1].inHand = false; // and someone storms off
Betting.sweepToHandTotals(state);
assert.equal(chipsOnTable(state), startingChips, "every chip is still accounted for");
assert.equal(
Money.toCents(potOf(state) + state.seats.reduce((s, p) => s + (Number(p.stack) || 0), 0)),
Money.toCents(startingChips),
"and the pot plus the stacks is the whole table"
);
});
});
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Money, HandHistoryExport } = require("./load");
describe("Money.format", () => {
test("whole amounts drop the pointless cents", () => {
assert.equal(Money.format(12), "$12");
assert.equal(Money.format(450), "$450");
assert.equal(Money.format(1250000), "$1,250,000");
assert.equal(Money.format(0), "$0");
});
test("amounts that carry cents still show them", () => {
assert.equal(Money.format(12.5), "$12.50");
assert.equal(Money.format(0.25), "$0.25");
assert.equal(Money.format(3.01), "$3.01");
});
test("a quarter-blind game reads exactly as it did", () => {
// The case that would be ruined by dropping cents unconditionally.
[0.25, 0.5, 1.75, 12.05].forEach(v => {
assert.match(Money.format(v), /\.\d\d$/, `${v} lost its cents`);
});
});
test("floating-point dust doesn't invent cents", () => {
assert.equal(Money.format(0.1 + 0.2), "$0.30");
assert.equal(Money.format(1.0000000001), "$1");
});
test("signed amounts put the sign out front, both scales", () => {
assert.equal(Money.formatSigned(87500), "+$87,500");
assert.equal(Money.formatSigned(-87500), "-$87,500");
assert.equal(Money.formatSigned(-12.5), "-$12.50");
assert.equal(Money.formatSigned(0), "$0");
});
test("rubbish in doesn't produce rubbish out", () => {
assert.equal(Money.format(null), "$0");
assert.equal(Money.format(undefined), "$0");
assert.equal(Money.format("nonsense"), "$0");
});
});
describe("Money.forSheet", () => {
test("a bare number a spreadsheet will add up", () => {
assert.equal(Money.forSheet(1250000), "1250000.00");
assert.equal(Money.forSheet(12.5), "12.50");
assert.equal(Money.forSheet(-87500), "-87500.00");
});
test("no currency symbol and no thousands separators", () => {
const written = Money.forSheet(1234567.89);
assert.ok(!written.includes("$"), "a $ makes the cell text");
assert.ok(!written.includes(","), "a comma makes the cell text");
assert.equal(Number(written), 1234567.89, "and it parses straight back to a number");
});
});
describe("the exported CSV", () => {
const history = [
{ handNumber: 2, timestamp: 0, pot: 1250000, payouts: [{ id: "a", label: "Alexandra", amount: 1250000 }] },
{ handNumber: 1, timestamp: 0, pot: 24.5, payouts: [{ id: "b", label: "Bob", amount: 24.5 }] },
];
const standings = [
{ id: "a", name: "Alexandra", in: 1250000, won: 1250000, net: 0, boughtIn: 3200000, chipsNow: 3200000, cashPosition: 0 },
{ id: "b", name: "Bob", in: 24.5, won: 0, net: -24.5, boughtIn: 100, chipsNow: 75.5, cashPosition: -24.5 },
];
// Splitting on commas isn't good enough: the timestamp column legitimately holds
// one ("1/1/1970, 5:00:00 PM") and is quoted for exactly that reason.
const splitRow = line => {
const fields = [];
let field = "";
let quoted = false;
for (let i = 0; i < line.length; i++) {
const c = line[i];
if (quoted) {
if (c === '"' && line[i + 1] === '"') { field += '"'; i++; }
else if (c === '"') quoted = false;
else field += c;
} else if (c === '"') quoted = true;
else if (c === ",") { fields.push(field); field = ""; }
else field += c;
}
fields.push(field);
return fields;
};
test("every money cell parses as a number", () => {
const csv = HandHistoryExport.toCsv(history, standings);
const lines = csv.split("\r\n");
lines.slice(1, 3).forEach(line => {
const cell = splitRow(line)[2]; // Pot
assert.ok(cell !== "" && !Number.isNaN(Number(cell)), `pot cell "${cell}" isn't a number`);
});
// Standings rows: the money columns have to be numeric. Named rather than
// "everything after the first", which is what this used to say — the row now
// ends with a Notes column carrying whatever the dealer typed against the seat,
// and that is text by definition. The point of this test is that a column
// somebody totals adds up, so it checks the columns somebody totals.
const standingsStart = lines.findIndex(l => l.startsWith("Player,"));
const header = splitRow(lines[standingsStart]);
const moneyColumns = ["Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down"]
.map(name => {
const index = header.indexOf(name);
assert.ok(index > 0, `the standings header should still have a ${name} column`);
return index;
});
lines.slice(standingsStart + 1).filter(Boolean).forEach(line => {
const cells = splitRow(line);
moneyColumns.forEach(index => {
const cell = cells[index];
assert.ok(cell !== "" && !Number.isNaN(Number(cell)),
`standings cell "${cell}" in column ${header[index]} isn't a number`);
});
});
});
test("a million-dollar pot doesn't need quoting any more", () => {
const csv = HandHistoryExport.toCsv(history, []);
assert.ok(csv.includes("1250000.00"), "written plainly");
assert.ok(!csv.includes('"$1,250,000'), "not as a quoted, unsummable string");
});
test("names and payout descriptions stay human", () => {
const csv = HandHistoryExport.toCsv(history, standings);
assert.ok(csv.includes("Alexandra"), "the name column is still a name");
assert.ok(csv.includes("Alexandra: $1,250,000"), "the payout column still reads like a sentence");
});
test("a name with a comma is still quoted properly", () => {
const csv = HandHistoryExport.toCsv([], [
{ id: "x", name: "Smith, John", in: 0, won: 0, net: 0, boughtIn: 0, chipsNow: 0, cashPosition: 0 },
]);
assert.ok(csv.includes('"Smith, John"'), "the CSV escaping still applies where it's needed");
});
});
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// Noticing that the same table is open twice.
//
// Two tabs each hold their own copy in memory and each save writes the whole thing,
// so the second one to act throws the first one's work away. This doesn't merge them
// — replacing a table under a dealer's hands mid-hand would be its own hazard — it
// notices, which is what lets them decide.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState } = require("./load");
function withWindow() {
const listeners = [];
globalThis.window = {
addEventListener(type, fn) { if (type === "storage") listeners.push(fn); },
removeEventListener(type, fn) {
const i = listeners.indexOf(fn);
if (i >= 0) listeners.splice(i, 1);
},
};
return {
listeners,
fire(key) { listeners.forEach(fn => fn({ key })); },
};
}
test.beforeEach(() => {
HoldemState.otherTabActive = false;
HoldemState.onOtherTab = null;
HoldemState.tabWatcher = null;
});
test.after(() => {
delete globalThis.window;
HoldemState.otherTabActive = false;
HoldemState.onOtherTab = null;
HoldemState.tabWatcher = null;
});
test("a write to this table from elsewhere is noticed", () => {
const win = withWindow();
let told = 0;
HoldemState.onOtherTab = () => { told++; };
HoldemState.watchOtherTabs();
win.fire(HoldemState.STORAGE_KEY);
assert.equal(HoldemState.otherTabActive, true);
assert.equal(told, 1);
});
test("somebody else's storage key is not our business", () => {
const win = withWindow();
let told = 0;
HoldemState.onOtherTab = () => { told++; };
HoldemState.watchOtherTabs();
win.fire("some.other.app.state");
win.fire(HoldemState.RECOVERY_KEY);
assert.equal(HoldemState.otherTabActive, false);
assert.equal(told, 0);
});
test("told once, however many times the other tab acts", () => {
const win = withWindow();
let told = 0;
HoldemState.onOtherTab = () => { told++; };
HoldemState.watchOtherTabs();
for (let i = 0; i < 10; i++) win.fire(HoldemState.STORAGE_KEY);
assert.equal(told, 1);
});
test("watching twice doesn't listen twice", () => {
const win = withWindow();
HoldemState.watchOtherTabs();
HoldemState.watchOtherTabs();
HoldemState.watchOtherTabs();
assert.equal(win.listeners.length, 1);
});
test("no listener set is not an error", () => {
const win = withWindow();
HoldemState.onOtherTab = null;
HoldemState.watchOtherTabs();
assert.doesNotThrow(() => win.fire(HoldemState.STORAGE_KEY));
assert.equal(HoldemState.otherTabActive, true);
});
test("no window at all is not an error", () => {
// The same modules are loaded in Node by the test harness.
delete globalThis.window;
HoldemState.tabWatcher = null;
assert.doesNotThrow(() => HoldemState.watchOtherTabs());
assert.equal(HoldemState.otherTabActive, false);
});
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// Somebody who walks up and sits down after the blinds have gone past them.
//
// Dealing them straight in is a free hand in late position — which is what posting
// exists to stop, and it comes out of everybody else's night a couple of dollars at a
// time. The tool used to do it silently. It now says so, and takes the post if the
// dealer says to.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, makeTable } = require("./load");
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
const table = (dealerSeatIndex = 0) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex });
NAMES.forEach((name, i) => { state.seats[i].name = name; });
return state;
};
// Eve walks up and takes seat 5 while the table is running.
const seatEve = state => {
state.seats[4].name = "Eve";
state.seats[4].inHand = true;
state.seats[4].stack = 200;
state.seats[4].buyIns = 200;
return 4;
};
const debtors = state => {
const { bbIndex } = HoldemState.getBlindSeats(state);
return HoldemState.blindDebtors(state, bbIndex).map(i => state.seats[i].name);
};
describe("who is owed a blind", () => {
test("nobody, at a table that hasn't dealt a hand yet", () => {
// Everyone is new on the first hand. Asking the whole table to post would be
// the tool mistaking the start of the night for five people walking up late.
const state = table();
assert.deepEqual(debtors(state), []);
});
test("nobody, on an ordinary hand where the same people are still sitting there", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.deepEqual(debtors(state), []);
});
test("the player who has just sat down", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
seatEve(state);
assert.deepEqual(debtors(state), ["Eve"]);
});
test("not once they've been dealt a hand", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
seatEve(state);
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.deepEqual(debtors(state), [], "she's one of the regulars now");
});
test("not somebody who is the big blind this hand — they're paying already", () => {
const state = table(0); // blinds Ben and Cal
Betting.beginHand(state);
HoldemState.startNextHand(state); // blinds move to Cal and Dee
// Dee sits out for a hand and comes straight back into her own big blind.
state.seats[3].inHand = false;
Betting.beginHand(state);
HoldemState.startNextHand(state);
state.seats[3].inHand = true;
const { bbIndex } = HoldemState.getBlindSeats(state);
assert.ok(!HoldemState.blindDebtors(state, bbIndex).includes(bbIndex),
"the big blind is never asked to post on top of their blind");
});
test("somebody back from sitting out is owed one just like a newcomer", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
state.seats[3].inHand = false; // Dee stands up for a hand
Betting.beginHand(state);
HoldemState.startNextHand(state);
state.seats[3].inHand = true; // and sits back down
assert.ok(debtors(state).includes("Dee"), "the blinds went past her while she was up");
});
test("a seat sat out for having no chips isn't owed anything", () => {
// They aren't being dealt in, so there's no free hand to charge for.
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.seats[eve].stack = 0;
const preview = Betting.blindPreview(state);
assert.ok(!preview.debtors.includes(eve), "she's sitting out until she buys chips");
});
});
describe("posting to come in", () => {
test("the post goes in the middle and buys a hand", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
const before = Betting.stackOf(state, state.seats[eve]);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[eve]), state.bigBlind, "she's posted a big blind");
assert.equal(Betting.stackOf(state, state.seats[eve]), before - state.bigBlind,
"out of her own stack, not conjured");
assert.equal(state.currentBet, state.bigBlind, "and it doesn't raise the hand");
});
test("not posting leaves her stack alone", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
const before = Betting.stackOf(state, state.seats[eve]);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[eve]), 0);
assert.equal(Betting.stackOf(state, state.seats[eve]), before);
});
test("the pot is what the blinds and the post add up to", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
Betting.beginHand(state);
const middle = state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
assert.equal(middle, state.smallBlind + state.bigBlind + state.bigBlind);
});
test("it's spent after the hand, not a standing charge", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.deepEqual(state.postingIn, [], "or she'd pay an extra blind every hand all night");
Betting.beginHand(state);
assert.ok(Betting.committed(state.seats[eve]) === 0 ||
state.seats[eve].id === state.seats[HoldemState.getBlindSeats(state).bbIndex]?.id,
"she pays nothing extra on the next hand");
});
test("moving the button after a post doesn't lose it", () => {
// repostBlinds takes every posted chip back and deals again. A post that
// cleared itself on the way in would be refunded and never retaken.
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
Betting.beginHand(state);
const chips = () => state.seats.reduce(
(sum, p) => sum + Betting.stackOf(state, p) + Betting.handTotal(p), 0);
const before = chips();
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
assert.equal(Betting.committed(state.seats[eve]), state.bigBlind, "still posted");
assert.equal(chips(), before, "and no chips made or lost in the shuffle");
});
test("a post from somebody who isn't owed one is not taken", () => {
// Only seats actually being dealt in can post, and only for their own chips.
const state = table();
state.postingIn = [state.seats[3].id];
state.seats[3].inHand = false;
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[3]), 0, "she isn't even in the hand");
});
});
describe("what the dealer is shown", () => {
test("the prompt has something to say about it, and something to press", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
const preview = Betting.blindPreview(state);
assert.deepEqual(preview.debtors, [eve]);
assert.deepEqual(preview.posting, [], "not posting until the dealer says so");
state.postingIn = [state.seats[eve].id];
assert.deepEqual(Betting.blindPreview(state).posting, [state.seats[eve].id]);
});
test("an old save reads as a table nobody has just walked up to", () => {
const state = table();
Betting.beginHand(state);
const parsed = JSON.parse(JSON.stringify(state));
delete parsed.dealtLastHand;
delete parsed.postingIn;
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem: (key, value) => store.set(key, value),
removeItem: key => store.delete(key),
};
const loaded = HoldemState.load();
assert.deepEqual(loaded.dealtLastHand, []);
assert.deepEqual(loaded.postingIn, []);
assert.deepEqual(debtors(loaded), [],
"reopening the tab doesn't ask the whole table to post");
delete globalThis.localStorage;
});
});
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { PotCalculator } = require("./load");
const p = (id, contribution, folded = false) => ({ id, contribution, folded });
describe("PotCalculator.layers", () => {
test("one pot when everyone put in the same", () => {
const layers = PotCalculator.layers([p("a", 50), p("b", 50), p("c", 50)]);
assert.equal(layers.length, 1);
assert.equal(layers[0].amount, 150);
assert.equal(layers[0].label, "Main pot");
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c"]);
});
test("a short all-in opens a side pot only the deeper players can win", () => {
// a is all-in for 20, b and c keep betting to 60.
const layers = PotCalculator.layers([p("a", 20), p("b", 60), p("c", 60)]);
assert.equal(layers.length, 2);
assert.equal(layers[0].amount, 60); // 20 x 3
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c"]);
assert.equal(layers[1].amount, 80); // 40 x 2
assert.deepEqual(layers[1].eligible.sort(), ["b", "c"]);
assert.equal(layers[1].label, "Side pot 1");
});
test("folded money stays in the pot as dead money but wins nothing", () => {
const layers = PotCalculator.layers([p("a", 50), p("b", 50), p("folder", 50, true)]);
assert.equal(layers.length, 1);
assert.equal(layers[0].amount, 150, "the folder's chips are still in the middle");
assert.ok(!layers[0].eligible.includes("folder"));
});
test("layers with the same eligible players are announced as one pot", () => {
// Two folders at different heights would each open a band, but a dealer
// announces one pot between the two players who can actually win it.
const layers = PotCalculator.layers([
p("a", 100),
p("b", 100),
p("f1", 20, true),
p("f2", 40, true),
]);
const eligibleSets = layers.map(l => l.eligible.slice().sort().join(","));
assert.deepEqual(eligibleSets, ["a,b"], "one announceable pot, not three");
assert.equal(layers[0].amount, 260);
});
test("layer amounts always sum to the contested money", () => {
const players = [p("a", 12.5), p("b", 33.25), p("c", 33.25), p("d", 5, true)];
const total = players.reduce((s, x) => s + x.contribution, 0);
const uncalled = PotCalculator.uncalledReturns(players).reduce((s, r) => s + r.amount, 0);
const layered = PotCalculator.layers(players).reduce((s, l) => s + l.amount, 0);
assert.equal(Math.round((layered + uncalled) * 100), Math.round(total * 100));
});
test("nobody contributed means no pots, not an empty main pot", () => {
assert.deepEqual(PotCalculator.layers([p("a", 0), p("b", 0)]), []);
});
});
describe("PotCalculator.uncalledReturns", () => {
test("an overbet nobody called goes back to whoever bet it", () => {
// b shoves 200, a calls only 50 and everyone else folds.
const returns = PotCalculator.uncalledReturns([p("a", 50), p("b", 200)]);
assert.deepEqual(returns, [{ id: "b", amount: 150 }]);
});
test("a called bet leaves nothing to return", () => {
assert.deepEqual(PotCalculator.uncalledReturns([p("a", 50), p("b", 50)]), []);
});
test("the cap is the biggest live contribution, so a folder's overbet comes back", () => {
const returns = PotCalculator.uncalledReturns([p("live", 30), p("bully", 90, true)]);
assert.deepEqual(returns, [{ id: "bully", amount: 60 }]);
});
test("with nobody live it stays quiet rather than refunding the table", () => {
// Every fold flag set is a dealer mistake to correct, not a signal that
// every chip on the felt was uncalled.
assert.deepEqual(PotCalculator.uncalledReturns([p("a", 10, true), p("b", 20, true)]), []);
});
});
describe("PotCalculator.resolveRound", () => {
test("a single winner takes the layer they were matched for", () => {
const entries = PotCalculator.buildEntries([p("a", 50), p("b", 50)]);
const result = PotCalculator.resolveRound(entries, ["a"]);
assert.equal(result.payoutPool, 100);
assert.deepEqual(result.perWinner, [{ id: "a", amount: 100 }]);
assert.equal(result.remainingContenders.length, 0);
});
test("an all-in winner only takes what everyone matched, the rest rolls forward", () => {
const entries = PotCalculator.buildEntries([p("short", 20), p("b", 60), p("c", 60)]);
const result = PotCalculator.resolveRound(entries, ["short"]);
assert.equal(result.capApplied, 20);
assert.equal(result.payoutPool, 60, "20 from each of three players");
// b and c still have 40 each left to play for.
assert.deepEqual(result.remainingContenders.map(e => e.id).sort(), ["b", "c"]);
assert.equal(PotCalculator.totalPot(result.updatedEntries), 80);
});
test("a chopped pot splits evenly", () => {
const entries = PotCalculator.buildEntries([p("a", 30), p("b", 30)]);
const result = PotCalculator.resolveRound(entries, ["a", "b"]);
assert.deepEqual(result.perWinner, [{ id: "a", amount: 30 }, { id: "b", amount: 30 }]);
});
test("odd cents go to the winners in selection order and nothing is lost", () => {
// A $10.01 pot three ways doesn't divide: 3.34 / 3.34 / 3.33.
const entries = PotCalculator.buildEntries([p("a", 3.34), p("b", 3.34), p("c", 3.33)]);
const result = PotCalculator.resolveRound(entries, ["a", "b", "c"]);
const paid = result.perWinner.reduce((s, w) => s + w.amount, 0);
assert.equal(Math.round(paid * 100), Math.round(result.payoutPool * 100), "no chips lost to rounding");
assert.ok(result.perWinner[0].amount >= result.perWinner[2].amount, "odd cent goes to the first selected");
});
test("selecting nobody who can win is an error, not a silent no-op", () => {
const entries = PotCalculator.buildEntries([p("a", 50), p("b", 50)]);
assert.throws(() => PotCalculator.resolveRound(entries, ["ghost"]), /No valid winners/);
});
});
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// What a pot-sized raise actually is.
//
// The raise pad worked it out as "the current bet plus the pot as it stands", which
// leaves out the fact that the raiser calls first and their call is in the pot before
// the raise is measured off it. Every quick amount came out short — pre-flop at 1/2 it
// offered "Pot $5" where a pot raise is $7. Players say "pot" out loud meaning a
// definite number, and a dealer tapping the button that claims to be it should record
// what was actually said.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Betting, Money, makeTable } = require("./load");
describe("pre-flop at 1/2", () => {
const dealt = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex: 0 });
Betting.beginHand(state);
return state;
};
test("a pot raise from the first player to act is $7", () => {
// Call the $2, which makes the pot $5, then raise $5.
const state = dealt();
assert.equal(Betting.potSoFar(state), 3, "the blinds");
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 7);
});
test("half pot is $5 — $4.50 rounded up to something the chips can make", () => {
// The old arithmetic gave $3.50, which clamped up to the minimum and put the
// same $4 on two buttons side by side. The honest half-pot is $4.50, and the
// smallest chip in the default legend is a dollar, so the button would have
// offered an amount the dealer had to round themselves every single time.
const state = dealt();
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 5);
assert.notEqual(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5),
Betting.minRaiseTo(state), "the two quick buttons say different things");
});
test("the small blind owes less, so their pot raise is smaller", () => {
// They have $1 in already: call $1, pot becomes $4, raise $4, total $6.
const state = dealt();
const { sbIndex } = require("./load").HoldemState.getBlindSeats(state);
assert.equal(Betting.toCall(state, state.seats[sbIndex]), 1);
assert.equal(Betting.potRaiseTo(state, sbIndex), 6);
});
test("the big blind owes nothing, so it is just the pot", () => {
const state = dealt();
const { bbIndex } = require("./load").HoldemState.getBlindSeats(state);
assert.equal(Betting.toCall(state, state.seats[bbIndex]), 0);
assert.equal(Betting.potRaiseTo(state, bbIndex), 5, "the $2 bet plus the $3 pot");
});
});
describe("after the flop", () => {
const flopWithBet = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 500, dealerSeatIndex: 0 });
Betting.beginHand(state);
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
Betting.closeStreet(state);
return state;
};
test("a pot raise facing a bet is three times the bet plus the dead money", () => {
const state = flopWithBet();
const potBefore = Betting.potSoFar(state); // $6 carried over
const bettor = state.actingSeatIndex;
Betting.raiseTo(state, bettor, 10);
const raiser = state.actingSeatIndex;
// Call $10, pot becomes $26, raise $26 → $36. Which is 3×10 + 6.
assert.equal(Betting.potRaiseTo(state, raiser), 36);
assert.equal(Betting.potRaiseTo(state, raiser), 3 * 10 + potBefore);
});
test("half pot facing that bet is $23", () => {
const state = flopWithBet();
Betting.raiseTo(state, state.actingSeatIndex, 10);
// Call $10, pot becomes $26, raise $13 → $23.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 23);
});
test("facing no bet at all it is a plain pot-sized bet", () => {
const state = flopWithBet();
assert.equal(state.currentBet, 0, "nobody has bet the flop");
assert.equal(Betting.toCall(state, state.seats[state.actingSeatIndex]), 0);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), Betting.potSoFar(state));
});
});
describe("it stays sane at the edges", () => {
test("a seat that doesn't exist gets zero rather than throwing", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
assert.equal(Betting.potRaiseTo(state, 99), 0);
});
test("the amount is always at least a call", () => {
// A raise-to below the current bet would be nonsense to offer. Every fraction
// from a tenth up lands at or above what the player owes.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
Betting.beginHand(state);
const index = state.actingSeatIndex;
[0.1, 0.25, 0.5, 0.75, 1].forEach(fraction => {
assert.ok(Betting.potRaiseTo(state, index, fraction) >= state.currentBet,
`${fraction} of the pot should still cover the bet`);
});
});
test("cent-sized blinds don't drift", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 20, smallBlind: 0.05, bigBlind: 0.1 });
Betting.beginHand(state);
// Pot $0.15, owes $0.10: call to $0.25, raise $0.25 → $0.35.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
});
});
describe("the amounts are ones the table can actually build", () => {
const CENTS = [{ value: 0.25 }, { value: 0.05 }, { value: 0.01 }];
const DOLLARS = [{ value: 1 }, { value: 5 }, { value: 25 }, { value: 100 }];
const table = (legend, smallBlind, bigBlind, stack = 200) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack, smallBlind, bigBlind });
state.chipLegend = legend;
Betting.beginHand(state);
return state;
};
test("a half-pot that lands on a half chip is rounded up, not offered as it is", () => {
const state = table(DOLLARS, 1, 2);
// Honestly $4.50. No dollar chip makes fifty cents.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 5);
assert.equal(Money.chipBreakdown(5, DOLLARS).remainder, 0);
});
test("up rather than down — a shaved pot bet is not a pot bet", () => {
const state = table(DOLLARS, 1, 2);
assert.ok(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5) > 4.5);
});
test("an amount the chips already make is left exactly alone", () => {
const state = table(DOLLARS, 1, 2);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 7, "the pot raise was already whole");
});
test("a cent table keeps its cents", () => {
const state = table(CENTS, 0.05, 0.1);
// Pot $0.15, owes $0.10: call to $0.25, raise $0.25 → $0.35, which cent chips make.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
assert.equal(Money.chipBreakdown(0.35, CENTS).remainder, 0);
});
test("a legend that plainly isn't for these stakes is not applied", () => {
// Dollar chips on a 5c/10c game means somebody never filled the legend in.
// Rounding those blinds up to whole dollars would be the tool doing real
// damage on the strength of a stale field, so the amounts stay exact and the
// wrong legend stays visible.
const state = table(DOLLARS, 0.05, 0.1);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
});
test("a table with no legend at all gets exact amounts", () => {
const state = table([], 1, 2);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 4.5);
});
test("every fraction comes out buildable, and never shaved", () => {
const state = table(DOLLARS, 1, 2);
const index = state.actingSeatIndex;
const potAfterCall = Betting.potSoFar(state) + Betting.toCall(state, state.seats[index]);
[0.1, 0.25, 0.5, 0.75, 1].forEach(fraction => {
const value = Betting.potRaiseTo(state, index, fraction);
const exact = state.currentBet + potAfterCall * fraction;
assert.ok(value >= exact, `${fraction} of the pot should never be rounded down`);
assert.ok(value - exact < 1, `${fraction} of the pot should round by less than a chip`);
assert.equal(Money.chipBreakdown(value, DOLLARS).remainder, 0,
`${fraction} of the pot should be buildable from the table's chips`);
});
});
});
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// Chips only ever leave this tool because a dealer meant them to. Starting the next
// hand clears every seat's contribution, so an unresolved pot is simply destroyed —
// the UI now asks first, and the number it quotes has to be exactly what goes.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, Money, makeTable, chipsOnTable } = require("./load");
// The same measure the confirmation uses.
const unresolvedPot = state => HoldemState.unresolvedContributions(state);
describe("what starting the next hand destroys", () => {
test("the quoted amount is exactly what leaves the table", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const before = chipsOnTable(state);
const quoted = unresolvedPot(state);
assert.ok(quoted > 0, "there is a pot to warn about");
HoldemState.startNextHand(state);
assert.equal(
Money.toCents(chipsOnTable(state)),
Money.toCents(before - quoted),
"the dealer must be told the real number, not an approximation"
);
});
test("chips still in front of players on the current street are counted too", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state); // blinds are `committed`, not yet banked
Betting.raiseTo(state, 0, 25); // and so is a raise mid-street
const before = chipsOnTable(state);
const quoted = unresolvedPot(state);
HoldemState.startNextHand(state);
assert.equal(Money.toCents(chipsOnTable(state)), Money.toCents(before - quoted));
assert.ok(quoted >= 25, `a live raise has to be included; quoted ${quoted}`);
});
test("a hand that was paid out properly leaves nothing to warn about", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const payouts = [{ id: state.seats[0].id, label: "Ann", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(unresolvedPot(state), 0, "nothing left over after a settled hand");
});
test("settling then dealing on conserves every chip", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
for (let hand = 0; hand < 5; hand++) {
Betting.beginHand(state);
const live = Betting.liveSeats(state);
live.forEach(s => { if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index); });
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const winner = Betting.liveSeats(state)[0];
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), start, `chips drifted on hand ${hand + 1}`);
}
});
test("an empty table has no phantom pot to warn about", () => {
const state = makeTable({ seatCount: 6, seated: [] });
assert.equal(unresolvedPot(state), 0);
});
test("a standing ante is never warned about, because it isn't lost", () => {
// The table default is a stand-in for "everyone puts the same in every hand",
// used by a dealer not tracking stacks at all. It re-applies to the next hand
// rather than going anywhere, so counting it would nag this dealer before
// every single hand — which is why the warning measures the fields
// startNextHand actually clears rather than the pot badge.
const state = makeTable({ seatCount: 9, seated: [0, 1] });
state.basePotAmount = 25;
state.seats.forEach(p => { p.amountOverride = null; });
// The base pot carries into the next hand, so nothing is being thrown away
// and the dealer must not be asked to confirm anything.
assert.equal(HoldemState.totalPot(state), 50, "the badge still shows a pot");
assert.equal(unresolvedPot(state), 0, "but none of it is at risk, so no warning");
HoldemState.startNextHand(state);
assert.equal(HoldemState.totalPot(state), 50, "the standing ante applies to the new hand too");
});
});
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// The house's cut.
//
// A game that rakes has chips leaving the table every hand, and the bank check used to
// call them missing: buy-ins in, chips on the felt, and a dealer told somebody had been
// paid for chips they never got. The cut is the one thing here that is supposed to go
// and not come back.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Money, HoldemState, Betting, makeTable, chipsOnTable } = require("./load");
const raking = (rake, extra = {}) => {
const state = makeTable({ seatCount: 6, stack: 200, ...extra });
state.rake = { percent: 0, cap: null, noFlopNoDrop: true, ...rake };
return state;
};
describe("what the house takes", () => {
test("nothing, unless somebody says otherwise", () => {
const state = makeTable({ seatCount: 6 });
assert.equal(state.rake.percent, 0);
assert.equal(HoldemState.rakeOn(state, 100), 0);
});
test("a percentage of the pot", () => {
assert.equal(HoldemState.rakeOn(raking({ percent: 5 }), 100), 5);
assert.equal(HoldemState.rakeOn(raking({ percent: 10 }), 60), 6);
});
test("no more than the cap", () => {
const state = raking({ percent: 5, cap: 5 });
assert.equal(HoldemState.rakeOn(state, 100), 5);
assert.equal(HoldemState.rakeOn(state, 400), 5, "still five on a pot four times the size");
assert.equal(HoldemState.rakeOn(state, 40), 2, "under the cap it is just the percentage");
});
test("no flop, no drop", () => {
const state = raking({ percent: 5 });
assert.equal(HoldemState.rakeOn(state, 100, false), 0, "hand ended before the flop");
assert.equal(HoldemState.rakeOn(state, 100, true), 5);
});
test("unless the house rakes every pot", () => {
const state = raking({ percent: 5, noFlopNoDrop: false });
assert.equal(HoldemState.rakeOn(state, 100, false), 5);
});
test("nothing it can't make out of the table's chips, rounded the players' way", () => {
// 5% of $30 is $1.50, and this table's smallest chip is a dollar.
const state = raking({ percent: 5 });
assert.equal(HoldemState.rakeOn(state, 30), 1);
// 5% of $10 is 50c — under a chip, so the house takes nothing at all.
assert.equal(HoldemState.rakeOn(state, 10), 0);
});
test("never more than the pot, whatever gets typed in", () => {
assert.equal(HoldemState.rakeOn(raking({ percent: 100 }), 20), 20);
assert.equal(HoldemState.rakeOn(raking({ percent: 5, cap: 500 }), 20), 1);
});
test("nothing out of an empty pot", () => {
assert.equal(HoldemState.rakeOn(raking({ percent: 5 }), 0), 0);
});
});
describe("taking it out of the pot", () => {
const winner = amount => [{ id: "a", label: "Ann", amount }];
test("one winner just gets the pot less the cut", () => {
const { payouts, rake } = HoldemState.applyRake(winner(100), 5);
assert.equal(rake, 5);
assert.deepEqual(payouts.map(p => p.amount), [95]);
});
test("a split pot shares what's left, in proportion", () => {
const { payouts } = HoldemState.applyRake(
[{ id: "a", label: "Ann", amount: 60 }, { id: "b", label: "Ben", amount: 40 }], 10);
assert.deepEqual(payouts.map(p => p.amount), [54, 36]);
});
test("the rounding leftovers go back to the players, not to the house", () => {
// $100 split three ways less $7: 93 doesn't divide evenly, and every cent of
// it has to land on somebody.
const { payouts, rake } = HoldemState.applyRake([
{ id: "a", label: "Ann", amount: 34 },
{ id: "b", label: "Ben", amount: 33 },
{ id: "c", label: "Cal", amount: 33 },
], 7);
assert.equal(rake, 7);
assert.equal(Money.round(payouts.reduce((sum, p) => sum + p.amount, 0)), 93);
});
test("what goes out plus what the house keeps is what was in the middle", () => {
[[100, 5], [37.5, 1.25], [1000, 0], [9, 9]].forEach(([pot, rake]) => {
const result = HoldemState.applyRake(winner(pot), rake);
assert.equal(Money.round(result.payouts[0].amount + result.rake), pot, `${pot} less ${rake}`);
});
});
test("asking for more than the pot takes the pot, not more", () => {
const { payouts, rake } = HoldemState.applyRake(winner(20), 50);
assert.equal(rake, 20);
assert.deepEqual(payouts.map(p => p.amount), [0]);
});
test("no rake, no change — the same payouts come back", () => {
const { payouts, rake } = HoldemState.applyRake(winner(80), 0);
assert.equal(rake, 0);
assert.deepEqual(payouts.map(p => p.amount), [80]);
});
});
describe("what the box is checked against", () => {
test("raked chips are gone but not missing", () => {
const state = raking({ percent: 5 });
state.seats.forEach(p => { p.buyIns = 200; });
const before = HoldemState.bankReconciliation(state);
assert.equal(before.balanced, true);
// The house takes $10 out of the middle: somebody's stack is $10 lighter.
state.seats[0].stack = 190;
state.rakeTaken = 10;
const after = HoldemState.bankReconciliation(state);
assert.equal(after.raked, 10);
assert.equal(after.balanced, true, "the check still balances");
});
test("and are told apart from the ones that went astray", () => {
const state = raking({ percent: 5 });
state.seats.forEach(p => { p.buyIns = 200; });
state.seats[0].stack = 180;
state.rakeTaken = 10;
const check = HoldemState.bankReconciliation(state);
assert.equal(check.raked, 10);
assert.equal(check.difference, -10, "ten dollars really are missing");
assert.equal(check.balanced, false);
});
test("a table that has never raked reads exactly as it did before", () => {
const state = makeTable({ seatCount: 6 });
state.seats.forEach(p => { p.buyIns = 100; p.stack = 100; });
const check = HoldemState.bankReconciliation(state);
assert.equal(check.raked, 0);
assert.equal(check.balanced, true);
});
});
describe("the record of it", () => {
test("the hand log keeps the pot as the table saw it, and the cut beside it", () => {
const state = raking({ percent: 5 });
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 95 }], 5);
const [entry] = state.handHistory;
assert.equal(entry.pot, 100, "the pot in the middle");
assert.equal(entry.rake, 5);
assert.equal(entry.payouts[0].amount, 95, "what the winner actually took");
});
test("a hand with no rake records a zero rather than nothing", () => {
const state = makeTable({ seatCount: 6 });
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 40 }]);
assert.equal(state.handHistory[0].rake, 0);
assert.equal(state.handHistory[0].pot, 40);
});
test("a table saved before the house took anything takes nothing", () => {
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
delete parsed.rake;
delete parsed.rakeTaken;
const migrated = HoldemState.migrate(parsed);
assert.equal(migrated.rake.percent, 0);
assert.equal(migrated.rake.noFlopNoDrop, true);
assert.equal(migrated.rakeTaken, 0);
});
test("nonsense in a saved rake is cleaned up rather than trusted", () => {
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
parsed.rake = { percent: -5, cap: -1, noFlopNoDrop: false };
parsed.rakeTaken = -20;
const migrated = HoldemState.migrate(parsed);
assert.equal(migrated.rake.percent, 0);
assert.equal(migrated.rake.cap, null);
assert.equal(migrated.rake.noFlopNoDrop, false, "that one is a real choice");
assert.equal(migrated.rakeTaken, 0);
});
});
describe("the file the dealer hands over", () => {
const { HandHistoryExport } = require("./load");
test("has a column for what the house took", () => {
const state = raking({ percent: 5 });
HoldemState.recordHand(state, [{ id: "a", label: "Ann", amount: 95 }], 5);
HoldemState.recordHand(state, [{ id: "b", label: "Ben", amount: 40 }], 0);
// Oldest hand first, and money as bare numbers so a spreadsheet can total it.
const csv = HandHistoryExport.toCsv(state.handHistory);
const [header, raked, unraked] = csv.split("\n");
assert.match(header, /Pot,House take,Payouts/);
assert.match(raked, /,100\.00,5\.00,/, "the raked hand says how much was taken");
assert.match(unraked, /,40\.00,0\.00,/, "and the unraked one says nothing was");
});
});
describe("a raked hand, end to end", () => {
test("the chips add up: stacks plus the house's cut equal what was bought in", () => {
// 5/10 blinds, so six callers make a pot big enough for 5% to be a whole chip.
// At 1/2 the same hand makes $12, 5% of which is 60c and rounds away to
// nothing — which is the rule working, not a hand worth testing the bank on.
const state = raking({ percent: 5, cap: 5 }, { smallBlind: 5, bigBlind: 10 });
state.seats.forEach(p => { p.buyIns = 200; });
Betting.beginHand(state);
// Everyone calls the big blind, then it is checked down.
state.seats.forEach((p, i) => { if (p.inHand) Betting.putIn(state, i, Betting.toCall(state, p)); });
Betting.sweepToHandTotals(state);
const pot = state.seats.reduce((sum, p) => sum + (Number(p.amountOverride) || 0), 0);
const rake = HoldemState.rakeOn(state, pot, true);
assert.equal(pot, 60);
assert.equal(rake, 3);
const { payouts } = HoldemState.applyRake([{ id: state.seats[0].id, label: "P1", amount: pot }], rake);
state.rakeTaken = rake;
HoldemState.recordHand(state, payouts, rake);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(Money.round(chipsOnTable(state) + state.rakeTaken), 1200);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
});
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// When does a bet reopen the action? The most misread rule in poker, and the one a
// home game argues about longest: a player shoving in less than a full raise does not
// give everybody behind them another go.
//
// TDA Rule 44 — an all-in wager of less than a full raise does not reopen the betting
// to a player who has already acted and is not facing a full raise.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, makeTable, chipsOnTable } = require("./load");
const actedFlags = state => state.seats
.map((p, i) => ({ seat: i, acted: p.hasActed, live: p.inHand && !p.folded }))
.filter(s => s.live);
describe("a short all-in does not reopen the betting", () => {
// Blinds 1/2. Seat 4 raises to 10 (a full raise of 8). Seat 1 calls.
// Seat 2 is all-in for 13 — three more, where a full raise needs eight.
const shortAllInTable = () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 13;
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
return state;
};
test("players who already acted are not asked to act again", () => {
const state = shortAllInTable();
assert.equal(state.seats[0].hasActed, true, "seat 1 has called");
assert.equal(state.seats[3].hasActed, true, "seat 4 has raised");
Betting.allIn(state, 1);
assert.equal(state.seats[0].hasActed, true, "seat 1 must not be reopened");
assert.equal(state.seats[3].hasActed, true, "seat 4 must not be reopened");
});
test("but they do still owe the difference", () => {
const state = shortAllInTable();
Betting.allIn(state, 1);
assert.equal(Betting.toCall(state, state.seats[0]), 3, "seat 1 owes the extra 3");
assert.equal(Betting.isStreetComplete(state), false, "so the street isn't over");
});
test("a player who had not acted yet keeps full rights", () => {
const state = shortAllInTable();
assert.equal(state.seats[2].hasActed, false, "seat 3 hasn't acted");
Betting.allIn(state, 1);
assert.equal(state.seats[2].hasActed, false, "and still hasn't — they may still raise");
});
test("the minimum raise is not shrunk by the short all-in", () => {
const state = shortAllInTable();
assert.equal(state.lastRaiseSize, 8);
Betting.allIn(state, 1);
assert.equal(state.lastRaiseSize, 8, "still the last *full* raise");
assert.equal(Betting.minRaiseTo(state), 21, "13 to call plus a full raise of 8");
});
test("calling the short all-in ends the street", () => {
const state = shortAllInTable();
Betting.allIn(state, 1);
Betting.call(state, 2); // seat 3, who had full rights, just calls
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(Betting.isStreetComplete(state), true);
});
test("no chips are created or lost by any of it", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 13;
const start = chipsOnTable(state);
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
Betting.allIn(state, 1);
Betting.call(state, 2);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(chipsOnTable(state), start);
});
});
describe("a full raise still reopens the betting", () => {
test("an all-in that is a full raise or more reopens everyone", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 40;
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
Betting.allIn(state, 1); // to 40: an increase of 30, well over the 8 needed
assert.equal(state.seats[0].hasActed, false, "seat 1 gets another go");
assert.equal(state.seats[3].hasActed, false, "and so does seat 4");
assert.equal(state.lastRaiseSize, 30);
assert.equal(Betting.minRaiseTo(state), 70);
});
test("an ordinary raise reopens everyone", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(state.seats[3].hasActed, true);
Betting.raiseTo(state, 1, 10);
assert.equal(state.seats[3].hasActed, false);
assert.equal(state.seats[0].hasActed, false);
});
test("a raise exactly the size of the last one counts as full", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10); // raise of 8
Betting.call(state, 0);
Betting.raiseTo(state, 1, 18); // exactly 8 more — a legal minimum raise
assert.equal(state.seats[0].hasActed, false, "a minimum raise still reopens");
assert.equal(state.lastRaiseSize, 8);
});
test("the first raise of a street is measured against the big blind", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
Betting.check(state, 2);
Betting.closeStreet(state); // to the flop, no bet yet
const first = Betting.nextToAct(state, state.dealerSeatIndex);
Betting.raiseTo(state, first, 2); // a bet of exactly one big blind
const others = state.seats.filter((p, i) => p.inHand && !p.folded && i !== first);
assert.ok(others.every(p => p.hasActed === false), "a full-sized opening bet reopens everyone");
});
});
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// Values a dealer can actually produce with a typo, and the ones a corrupted save
// can produce on its own. None of these should be able to move chips.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
describe("a stack can never go negative", () => {
test("a mistyped negative stack reads as empty, not as owing chips", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats[0].stack = -50;
assert.equal(Betting.stackOf(state, state.seats[0]), 0);
});
test("a negative stack can't be bet with", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats[0].stack = -50;
const before = state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0);
const moved = Betting.putIn(state, 0, 25);
assert.equal(moved, 0, "nothing moves out of an empty stack");
assert.ok(Betting.stackOf(state, state.seats[0]) >= 0);
assert.equal(state.seats[0].committed, 0, "and nothing appears in front of them");
assert.ok(state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0) <= before);
});
test("a negative table default doesn't hand everyone a negative stack", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats.forEach(p => { p.stack = null; });
state.defaultStack = -100;
state.seats.forEach(p => assert.equal(Betting.stackOf(state, p), 0));
});
test("a negative stack doesn't make a player look like they can still bet", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats[0].stack = -50;
assert.ok(!Betting.seatsWithChips(state).some(s => s.index === 0));
});
});
describe("blinds that can't be posted", () => {
test("negative blinds post nothing rather than paying players to sit down", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.smallBlind = -5;
state.bigBlind = -10;
const before = chipsOnTable(state);
Betting.beginHand(state);
state.seats.forEach(p => assert.equal(p.committed, 0));
assert.equal(chipsOnTable(state), before);
});
test("an unreadable blind doesn't wedge the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.bigBlind = NaN;
state.smallBlind = 1;
Betting.beginHand(state);
assert.ok(Number.isFinite(state.currentBet), "the bet to match is still a number");
assert.ok(!Number.isNaN(Betting.potSoFar(state)));
});
test("blinds nobody can cover put those players all-in and move on", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 10 });
state.smallBlind = 500;
state.bigBlind = 1000;
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(chipsOnTable(state), before, "no chips invented covering a blind");
state.seats.forEach(p => assert.ok((Number(p.stack) || 0) >= 0));
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
});
});
describe("a saved table that comes back damaged", () => {
test("unreadable storage falls back to a fresh table", () => {
// load() has to survive whatever is in localStorage, because the alternative
// is a dealer opening the tool mid-session to a blank screen.
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => "{not json at all",
setItem: () => {},
removeItem: () => {},
};
const state = HoldemState.load();
globalThis.localStorage = original;
assert.equal(state.seats.length, HoldemState.DEFAULT_SEAT_COUNT);
assert.equal(state.handNumber, 1);
});
test("a save missing its seats is treated as no save at all", () => {
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => JSON.stringify({ handNumber: 7, smallBlind: 3 }),
setItem: () => {},
removeItem: () => {},
};
const state = HoldemState.load();
globalThis.localStorage = original;
assert.ok(Array.isArray(state.seats) && state.seats.length > 0);
});
test("a save from before a field existed gets the field, not undefined", () => {
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => JSON.stringify({
seats: [{ id: "a", name: "Ann", inHand: true }, { id: "b", name: "Ben", inHand: true }],
handNumber: 4,
}),
setItem: () => {},
removeItem: () => {},
};
const state = HoldemState.load();
globalThis.localStorage = original;
assert.equal(state.blindOverride, null);
assert.equal(state.street, "preflop");
state.seats.forEach(p => {
assert.equal(p.committed, 0);
assert.equal(p.hasActed, false);
assert.equal(p.buyIns, 0);
});
// And it has to be playable, not just parseable.
assert.doesNotThrow(() => Betting.beginHand(state));
});
test("storage that refuses to be written doesn't take the table down", () => {
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => null,
setItem: () => { throw new Error("QuotaExceededError"); },
removeItem: () => {},
};
const state = HoldemState.createDefault();
assert.doesNotThrow(() => HoldemState.save(state), "a full disk must not break the hand in progress");
globalThis.localStorage = original;
});
});
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// Drives uiAudit.js over the dealer's surfaces at every viewport worth caring about.
//
// node tests/holdem/runUiAudit.js [baseUrl]
//
// Needs Playwright available (`npx playwright install chromium` once). It is
// deliberately NOT wired into the unit-test suite or CI, because that suite is
// dependency-free and runs in a second — this one needs a browser and a running
// site. Run it after any change that adds or resizes a control.
//
// No Playwright to hand? Open the page, paste tests/holdem/uiAudit.js into devtools,
// and call LayoutAudit.runAll(). Same checks, one viewport.
const path = require("path");
const BASE = process.argv[2] || "http://localhost:5299";
const AUDIT = path.join(__dirname, "uiAudit.js");
// Portrait phones, tablets, desktops, then the same phones on their side — landscape
// is where this layout has broken most often, because the table is sized from width
// and the action bar is fixed to a very short viewport.
const VIEWPORTS = [
[360, 640, "Galaxy S8"], [375, 667, "iPhone SE"], [390, 844, "iPhone 14"],
[412, 915, "Pixel 7"], [430, 932, "iPhone Pro Max"],
[768, 1024, "iPad"], [834, 1112, "iPad Air"], [1024, 1366, "iPad Pro"],
[1280, 900, "desktop"], [1600, 1000, "wide desktop"],
[640, 360, "S8 landscape"], [667, 375, "SE landscape"], [844, 390, "iPhone landscape"],
];
const OVERLAYS = [
["rulings", () => document.getElementById("openRulingsBtn").click()],
["seat menu", () => SeatMenu.open(HoldemState.load(), {}, 0)],
["card picker", () => { document.getElementById("cardPickerOverlay").hidden = false; }],
["add chips", () => AddChips.open(HoldemState.load(), 0, () => {})],
["pot wizard", () => document.getElementById("resolvePotBtn").click()],
];
// A table part-way through a real night: long names, uneven stacks, a hand log.
function seedTable() {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
[["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500], ["Bob", 250], ["Dee", 600]]
.forEach(([name, cash], i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].buyIns = cash;
state.seats[i].stack = cash;
});
state.smallBlind = 5;
state.bigBlind = 10;
for (let hand = 1; hand <= 4; hand++) {
state.handHistory.push({
handNumber: hand, timestamp: Date.now(), pot: 120,
payouts: [{ id: state.seats[hand % 5].id, label: "P", amount: 120 }],
ledger: state.seats.slice(0, 5).map(p => ({ id: p.id, name: p.name, in: 30, won: 0 })),
});
}
state.handNumber = 5;
HoldemState.save(state);
}
async function main() {
let chromium;
try {
({ chromium } = require("playwright"));
} catch {
console.error("This script needs Playwright: npm i -D playwright && npx playwright install chromium");
console.error("Or paste tests/holdem/uiAudit.js into devtools and call LayoutAudit.runAll().");
process.exit(2);
}
const browser = await chromium.launch();
const failures = [];
const warnings = [];
let checks = 0;
// 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";
for (const [width, height, rawLabel] of VIEWPORTS) {
const label = `${rawLabel} · ${hand}`;
await page.setViewportSize({ width, height });
await page.goto(`${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 });
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}: ${w}`));
for (const [name, open] of OVERLAYS) {
await page.evaluate(open);
await page.waitForTimeout(180);
checks++;
const result = await page.evaluate(() => {
const overlay = [...document.querySelectorAll("[id$='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, with a mouse and with a thumb`);
warnings.forEach(w => console.log(` note: ${w}`));
if (failures.length === 0) {
console.log("clean");
return;
}
failures.forEach(f => {
console.log(`\nFAIL ${f.where}`);
f.offenders.forEach(o => console.log(` ${o}`));
});
process.exit(1);
}
main();
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// What happens when the browser refuses to save.
//
// The table keeps working — that was always true and is still the right behaviour.
// What was missing is anybody being told, which is the same shape of fault the bank
// check exists for: silent until it's too late to act on.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState, makeTable } = require("./load");
function withStorage(behaviour) {
const calls = [];
globalThis.localStorage = {
setItem(key, value) {
calls.push({ key, value });
if (behaviour === "throw") {
const error = new Error("QuotaExceededError");
error.name = "QuotaExceededError";
throw error;
}
},
getItem: () => null,
removeItem() {},
};
return calls;
}
test.beforeEach(() => {
HoldemState.saveFailed = false;
HoldemState.onSaveFailed = null;
});
test.after(() => {
delete globalThis.localStorage;
HoldemState.saveFailed = false;
HoldemState.onSaveFailed = null;
});
test("a save that works says so and leaves no mark", () => {
withStorage("ok");
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
assert.equal(HoldemState.save(state), true);
assert.equal(HoldemState.saveFailed, false);
});
test("a save that fails says so rather than throwing", () => {
withStorage("throw");
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
assert.equal(HoldemState.save(state), false);
assert.equal(HoldemState.saveFailed, true);
});
test("the table is told once, not on every action", () => {
// A dealer taps the bar thirty times a hand and doesn't need thirty warnings.
withStorage("throw");
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
let told = 0;
HoldemState.onSaveFailed = () => { told++; };
for (let i = 0; i < 20; i++) HoldemState.save(state);
assert.equal(told, 1);
});
test("the failure is handed the error, so the reason can be reported later", () => {
withStorage("throw");
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
let seen = null;
HoldemState.onSaveFailed = error => { seen = error; };
HoldemState.save(state);
assert.equal(seen && seen.name, "QuotaExceededError");
});
test("a failing save still doesn't stop the table", () => {
// The chips have already moved in memory; refusing to continue would be worse
// than not persisting.
withStorage("throw");
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[0].stack = 175;
assert.doesNotThrow(() => HoldemState.save(state));
assert.equal(state.seats[0].stack, 175);
});
test("no listener is not an error", () => {
withStorage("throw");
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
HoldemState.onSaveFailed = null;
assert.doesNotThrow(() => HoldemState.save(state));
assert.equal(HoldemState.saveFailed, true);
});
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// 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`);
}
});
});
});
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// Sitting people down, which is the first thing anybody does with the tool.
//
// Naming a chair and dealing that chair in were two separate acts and the second was
// easy to miss. A dealer setting up typed six names, got six seats that still weren't
// in the hand, and the action bar hid itself because by its reckoning nobody was
// playing: six people at the table and a blank screen with no way forward.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, ActionBar, makeTable } = require("./load");
const emptyTable = (seatCount = 10) => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, seatCount);
return state;
};
const bar = state => Object.assign(Object.create(ActionBar), { state });
describe("the bar knows the difference between an empty table and a named one", () => {
test("a table nobody has touched gets no bar", () => {
assert.equal(bar(emptyTable()).isRunning(), false, "an empty felt stays uncluttered");
});
test("a table with names on it gets one, dealt in or not", () => {
const state = emptyTable();
state.seats[0].name = "Ann";
state.seats[1].name = "Ben";
assert.equal(Betting.liveSeats(state).length, 0, "nobody is in the hand");
assert.equal(bar(state).isRunning(), true, "but there are people at the table to say something to");
});
test("whitespace isn't a player", () => {
const state = emptyTable();
state.seats[0].name = " ";
assert.equal(bar(state).isRunning(), false);
});
test("a table that is playing still gets one", () => {
assert.equal(bar(makeTable({ seatCount: 6, seated: [0, 1] })).isRunning(), true);
});
});
describe("naming an empty chair sits somebody down", () => {
// What the seat editor's name field does, as the rule it applies rather than
// through the DOM: a chair with no name and nobody in it is empty, and putting a
// name on it is somebody arriving.
const nameSeat = (player, name) => {
const wasEmpty = !player.name.trim() && !player.inHand;
player.name = name;
if (wasEmpty && player.name.trim()) { player.inHand = true; player.folded = false; }
};
test("an empty chair gets dealt in", () => {
const state = emptyTable();
nameSeat(state.seats[0], "Ann");
assert.equal(state.seats[0].inHand, true);
assert.equal(state.seats[0].folded, false);
});
test("six names is six players, not six benched seats", () => {
const state = emptyTable();
state.defaultStack = 200; // a table that has told the tool what a buy-in is
["Ann", "Ben", "Cal", "Dee", "Eve", "Fay"].forEach((name, i) => nameSeat(state.seats[i], name));
assert.equal(state.seats.filter(p => p.inHand).length, 6);
assert.equal(bar(state).isRunning(), true);
assert.ok(Betting.blindPreview(state), "and there's a hand to deal");
});
test("renaming somebody who is sitting out doesn't deal them back in", () => {
// A correction, not an arrival. Dealing them in over a typo would be the tool
// overruling a dealer who sat them out on purpose.
const state = emptyTable();
state.seats[0].name = "Ann";
state.seats[0].inHand = false;
nameSeat(state.seats[0], "Anne");
assert.equal(state.seats[0].inHand, false, "still sitting out, now spelled right");
});
test("clearing a name doesn't sit anybody down", () => {
const state = emptyTable();
nameSeat(state.seats[0], "Ann");
nameSeat(state.seats[0], "");
assert.equal(state.seats[0].name, "");
});
test("a chair already in the hand is left alone", () => {
const state = makeTable({ seatCount: 6, seated: [0] });
state.seats[0].folded = true;
nameSeat(state.seats[0], "Ann");
assert.equal(state.seats[0].folded, true, "mid-hand a fold is not undone by typing");
});
});
describe("the way back from a table where everybody is sat out", () => {
test("there are named seats to offer", () => {
// Can't be reached by naming any more, but a table where everyone was sat out
// — or a save from before naming seated people — still lands here.
const state = emptyTable();
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; });
const benched = state.seats
.map((player, index) => ({ player, index }))
.filter(({ player }) => (player.name || "").trim() && !player.inHand)
.map(({ index }) => index);
assert.deepEqual(benched, [0, 1, 2]);
assert.equal(Betting.blindPreview(state), null, "no hand to deal until they're in");
});
test("dealing them all in makes a hand possible", () => {
const state = emptyTable();
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].stack = 100; });
state.seats.forEach(player => {
if ((player.name || "").trim()) { player.inHand = true; player.folded = false; }
});
assert.equal(Betting.liveSeats(state).length, 3);
assert.ok(Betting.blindPreview(state), "the table can be dealt");
});
test("an unnamed chair is never swept in by it", () => {
const state = emptyTable();
state.seats[0].name = "Ann";
state.seats.forEach(player => {
if ((player.name || "").trim()) { player.inHand = true; }
});
assert.equal(state.seats.filter(p => p.inHand).length, 1, "empty chairs stay empty");
});
});
describe("a table where nobody has bought in", () => {
// Different from a table that has busted out, and the difference is the whole
// point: one needs a starting stack named, the other needs a rebuy. Telling a
// dealer their brand-new players have "no chips left" sends them hunting for the
// wrong thing.
const neverBoughtIn = state => state.seats.every(p =>
!(Number(p.buyIns) > 0) && !(Number(p.stack) > 0));
test("six freshly named players have never bought in", () => {
const state = emptyTable();
["Ann", "Ben", "Cal", "Dee", "Eve", "Fay"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
});
assert.equal(neverBoughtIn(state), true);
assert.equal(Betting.blindPreview(state), null, "and there is no hand to deal");
});
test("a table that has busted out is not the same thing", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 200 });
state.seats.forEach(p => { p.buyIns = 200; p.stack = 0; });
assert.equal(neverBoughtIn(state), false, "they had chips — they lost them");
});
test("one player still holding chips is not a never-bought-in table either", () => {
const state = emptyTable();
["Ann", "Ben"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].inHand = true; });
state.seats[0].stack = 50;
assert.equal(neverBoughtIn(state), false);
});
test("naming a starting stack is enough to deal", () => {
// The one field the message now points at. A seat with no stack of its own
// falls back to the table default, so setting it seats everybody's chips at
// once — which is why it's the right thing to send the dealer to.
const state = emptyTable();
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].inHand = true; });
assert.equal(Betting.blindPreview(state), null);
state.defaultStack = 200;
assert.ok(Betting.blindPreview(state), "one number and the table can play");
});
});
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// Which fields replace their contents when a dealer reaches for them.
const test = require("node:test");
const assert = require("node:assert");
const { Money } = require("./load");
// Enough of an input to answer the question, without a DOM.
const field = (props = {}) => ({ tagName: "INPUT", type: "text", inputMode: "", ...props });
test("a number box selects", () => {
assert.equal(Money.selectsOnFocus(field({ type: "number" })), true);
});
test("a decimal keypad box selects", () => {
// The raise pad's amount is type=text with inputmode=decimal, so the phone shows
// a number pad without the browser's spinner arrows.
assert.equal(Money.selectsOnFocus(field({ type: "text", inputMode: "decimal" })), true);
});
test("a name does not", () => {
// Selecting all of a name on focus is the same mistake pointing the other way:
// a name is a thing you edit, not a suggestion you replace.
assert.equal(Money.selectsOnFocus(field({ type: "text" })), false);
});
test("a colour swatch does not", () => {
assert.equal(Money.selectsOnFocus(field({ type: "color" })), false);
});
test("a checkbox does not", () => {
assert.equal(Money.selectsOnFocus(field({ type: "checkbox" })), false);
});
test("a textarea does not, whatever it is asked", () => {
assert.equal(Money.selectsOnFocus({ tagName: "TEXTAREA", type: "text", inputMode: "decimal" }), false);
});
test("a select does not", () => {
assert.equal(Money.selectsOnFocus({ tagName: "SELECT", type: "select-one" }), false);
});
test("case doesn't matter", () => {
assert.equal(Money.selectsOnFocus(field({ type: "NUMBER" })), true);
assert.equal(Money.selectsOnFocus(field({ type: "TEXT", inputMode: "DECIMAL" })), true);
});
test("nothing at all is not a field", () => {
assert.equal(Money.selectsOnFocus(null), false);
assert.equal(Money.selectsOnFocus(undefined), false);
});
test("a field with no type stated is a text box, so it does not", () => {
assert.equal(Money.selectsOnFocus({ tagName: "INPUT" }), false);
});
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// Turning the standings into "who hands cash to whom".
const test = require("node:test");
const assert = require("node:assert");
const { Money, HoldemState, SettleUp, makeTable } = require("./load");
const standings = pairs => pairs.map(([name, cashPosition]) => ({ name, cashPosition }));
const lines = plan => plan.payments.map(p => `${p.from} -> ${p.to} ${Money.format(p.amount)}`);
const paidTo = (plan, name) =>
plan.payments.filter(p => p.to === name).reduce((sum, p) => sum + p.amount, 0);
const paidBy = (plan, name) =>
plan.payments.filter(p => p.from === name).reduce((sum, p) => sum + p.amount, 0);
test("one loser, one winner", () => {
const plan = SettleUp.plan(standings([["Ann", 40], ["Ben", -40]]));
assert.deepEqual(lines(plan), ["Ben -> Ann $40"]);
assert.equal(plan.balanced, true);
});
test("everybody flat means nothing to do", () => {
const plan = SettleUp.plan(standings([["Ann", 0], ["Ben", 0]]));
assert.deepEqual(plan.payments, []);
assert.equal(plan.balanced, true);
});
test("nobody at all means nothing to do", () => {
const plan = SettleUp.plan([]);
assert.deepEqual(plan.payments, []);
assert.equal(plan.balanced, true);
});
test("each player ends up square", () => {
const table = standings([
["Ann", 120], ["Ben", -75], ["Cal", -60], ["Dee", 30], ["Eve", -15],
]);
const plan = SettleUp.plan(table);
table.forEach(row => {
const settled = paidTo(plan, row.name) - paidBy(plan, row.name);
assert.equal(settled, row.cashPosition, `${row.name} should end up square`);
});
assert.equal(plan.balanced, true);
});
test("at most one payment fewer than there are people", () => {
const table = standings([
["Ann", 120], ["Ben", -75], ["Cal", -60], ["Dee", 30], ["Eve", -15],
]);
const plan = SettleUp.plan(table);
assert.ok(plan.payments.length <= table.length - 1,
`${plan.payments.length} payments for ${table.length} players`);
});
test("a player who owes two people has both lines together", () => {
// The list gets read out one player at a time, so a payer's obligations must not
// be split up by somebody else's.
const plan = SettleUp.plan(standings([["Ann", 50], ["Cal", 30], ["Ben", -80]]));
assert.deepEqual(lines(plan), ["Ben -> Ann $50", "Ben -> Cal $30"]);
});
test("cents survive", () => {
const plan = SettleUp.plan(standings([["Ann", 0.1], ["Ben", 0.2], ["Cal", -0.3]]));
assert.deepEqual(lines(plan), ["Cal -> Ben $0.20", "Cal -> Ann $0.10"]);
assert.equal(plan.balanced, true);
});
test("more chips than cash leaves somebody unpaid, and says so", () => {
// The table is $25 up on the bank — an unrecorded rebuy or a miscount. The winners
// cannot all be paid, and pretending otherwise is how a real person ends up short.
const plan = SettleUp.plan(standings([["Ann", 100], ["Ben", -75]]));
assert.deepEqual(lines(plan), ["Ben -> Ann $75"]);
assert.equal(plan.shortBy, 25);
assert.equal(plan.overBy, 0);
assert.equal(plan.balanced, false);
});
test("less chips than cash leaves a payer with nowhere to send it", () => {
const plan = SettleUp.plan(standings([["Ann", 50], ["Ben", -75]]));
assert.deepEqual(lines(plan), ["Ben -> Ann $50"]);
assert.equal(plan.overBy, 25);
assert.equal(plan.shortBy, 0);
assert.equal(plan.balanced, false);
});
test("no payment is ever for nothing", () => {
const plan = SettleUp.plan(standings([
["Ann", 60], ["Ben", -60], ["Cal", 0], ["Dee", 0],
]));
assert.ok(plan.payments.every(p => p.amount > 0));
assert.equal(plan.payments.length, 1);
});
test("nobody pays themselves", () => {
const plan = SettleUp.plan(standings([
["Ann", 90], ["Ben", -30], ["Cal", -30], ["Dee", -30],
]));
assert.ok(plan.payments.every(p => p.from !== p.to));
});
test("the payments total what the winners are owed", () => {
const table = standings([["Ann", 42.5], ["Ben", 17.5], ["Cal", -60]]);
const plan = SettleUp.plan(table);
const moved = plan.payments.reduce((sum, p) => sum + p.amount, 0);
assert.equal(Money.round(moved), 60);
});
test("it settles a real table's standings, not just hand-made numbers", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[0].buyIns = 100;
state.seats[1].buyIns = 100;
state.seats[2].buyIns = 100;
state.seats[0].stack = 175;
state.seats[1].stack = 90;
state.seats[2].stack = 35;
const rows = HoldemState.sessionStandings(state);
const plan = SettleUp.plan(rows);
// Bank balances — 300 in, 300 on the table — so everyone can be paid.
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
assert.equal(plan.balanced, true);
rows.forEach(row => {
assert.equal(paidTo(plan, row.name) - paidBy(plan, row.name), row.cashPosition);
});
});
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// The legend and the key map must not drift apart.
//
// F, C and R are printed on the buttons they drive. A and U were on nothing at all,
// so a dealer who learned the first three from the action bar had no way to find out
// the other two existed. The guard against that happening again is this file.
const test = require("node:test");
const assert = require("node:assert");
const path = require("path");
const Shortcuts = require(path.join(
__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem", "shortcuts.js"));
test("every shortcut has a line in the legend", () => {
const documented = new Set(Shortcuts.LEGEND.map(entry => entry.action));
const missing = [...new Set(Object.values(Shortcuts.KEYS))].filter(action => !documented.has(action));
assert.deepEqual(missing, [], "a shortcut with no legend line is one nobody can find");
});
test("the legend doesn't describe shortcuts that don't exist", () => {
const real = new Set(Object.values(Shortcuts.KEYS));
const invented = Shortcuts.LEGEND.map(entry => entry.action).filter(action => !real.has(action));
assert.deepEqual(invented, []);
});
test("every legend line names its keys and says what they do", () => {
Shortcuts.LEGEND.forEach(entry => {
assert.ok(Array.isArray(entry.keys) && entry.keys.length > 0, `${entry.action} has no keys`);
assert.ok(entry.keys.every(key => typeof key === "string" && key.trim()), `${entry.action} has a blank key`);
assert.ok(entry.what && entry.what.trim().length > 3, `${entry.action} has no description`);
});
});
test("the keys named match the keys bound", () => {
// "Space" and "Enter" both drive advance; the map holds them as " " and "enter".
const spoken = { space: " ", enter: "enter", esc: "escape" };
Shortcuts.LEGEND.forEach(entry => {
entry.keys.forEach(label => {
const key = spoken[label.toLowerCase()] || label.toLowerCase();
assert.equal(Shortcuts.KEYS[key], entry.action,
`the legend says ${label} is ${entry.action}, the map disagrees`);
});
});
});
test("no two lines claim the same key", () => {
const seen = new Set();
Shortcuts.LEGEND.forEach(entry => entry.keys.forEach(key => {
assert.ok(!seen.has(key.toLowerCase()), `${key} is listed twice`);
seen.add(key.toLowerCase());
}));
});
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// The keyboard shortcuts, and the one rule that keeps them from stealing a press.
//
// Shortcuts talks to `document` directly, so these tests stand a small fake one up
// rather than a whole DOM: the only things it asks about are what has focus and
// whether an overlay is open.
const test = require("node:test");
const assert = require("node:assert");
const path = require("path");
const Shortcuts = require(path.join(
__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem", "shortcuts.js"));
// A stand-in for a focused element. `matches` answers the same selector list the
// real one would, which is the whole of what focusedControlOwnsKey looks at.
function element(tagName, { selectors = [], isContentEditable = false } = {}) {
return {
tagName,
isContentEditable,
matches: selector => selectors.some(s => selector.includes(s)),
};
}
const BUTTON = element("BUTTON", { selectors: ["button"] });
const SUMMARY = element("SUMMARY", { selectors: ["summary"] });
const LINK = element("A", { selectors: ["a[href]"] });
const DIV = element("DIV");
const TEXT_FIELD = element("INPUT");
// Runs one keypress against a fresh Shortcuts and reports which action fired.
function press(key, { focused = DIV, overlays = [] } = {}) {
const fired = [];
let defaultPrevented = false;
globalThis.document = {
activeElement: focused,
addEventListener() {},
querySelectorAll: () => overlays,
};
const handlers = {};
for (const action of Object.values(Shortcuts.KEYS)) {
handlers[action] = () => { fired.push(action); return true; };
}
Shortcuts.handlers = handlers;
Shortcuts.onKey({ key, preventDefault: () => { defaultPrevented = true; } });
return { fired: fired[0] || null, defaultPrevented };
}
test.after(() => { delete globalThis.document; });
test("Enter on a focused button is left to the button", () => {
assert.equal(press("Enter", { focused: BUTTON }).fired, null);
});
test("Space on a focused button is left to the button", () => {
assert.equal(press(" ", { focused: BUTTON }).fired, null);
});
test("a key left to the control is not swallowed either", () => {
// preventDefault would stop the browser activating the button, which is the
// half of the bug that turned "wrong action" into "no action".
assert.equal(press("Enter", { focused: BUTTON }).defaultPrevented, false);
});
test("summary and links own Enter and Space too", () => {
assert.equal(press("Enter", { focused: SUMMARY }).fired, null);
assert.equal(press(" ", { focused: LINK }).fired, null);
});
test("Space still advances when nothing pressable has focus", () => {
assert.equal(press(" ", { focused: DIV }).fired, "advance");
});
test("Enter still advances when nothing pressable has focus", () => {
assert.equal(press("Enter", { focused: DIV }).fired, "advance");
});
test("the letter shortcuts stay live with a button focused", () => {
// A button does nothing with "f", so there is no press to hand back — and a
// dealer whose hand is on the keys shouldn't lose them to a stray focus ring.
assert.equal(press("f", { focused: BUTTON }).fired, "fold");
assert.equal(press("c", { focused: BUTTON }).fired, "checkOrCall");
assert.equal(press("r", { focused: BUTTON }).fired, "raise");
assert.equal(press("a", { focused: BUTTON }).fired, "allIn");
assert.equal(press("u", { focused: BUTTON }).fired, "undo");
});
test("typing still silences everything but Escape", () => {
assert.equal(press("f", { focused: TEXT_FIELD }).fired, null);
assert.equal(press("Escape", { focused: TEXT_FIELD }).fired, "cancel");
});
test("an open overlay still owns the keyboard", () => {
assert.equal(press("f", { focused: DIV, overlays: [{ hidden: false }] }).fired, null);
assert.equal(press("f", { focused: DIV, overlays: [{ hidden: true }] }).fired, "fold");
});
test("a focused control wins before the overlay check, not after", () => {
// Both would decline here; the point is that neither path fires an action.
assert.equal(press("Enter", { focused: BUTTON, overlays: [{ hidden: false }] }).fired, null);
});
test("modified keys are never shortcuts", () => {
globalThis.document = { activeElement: DIV, addEventListener() {}, querySelectorAll: () => [] };
const fired = [];
Shortcuts.handlers = { advance: () => { fired.push("advance"); return true; } };
Shortcuts.onKey({ key: " ", ctrlKey: true, preventDefault() {} });
assert.deepEqual(fired, []);
});
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// Who turns their hand over first.
//
// A call the dealer makes at every showdown that isn't a fold, and one nobody at the
// table volunteers for — everyone would rather see a hand than show one. The tool knew
// who last raised and who sits left of the button and said neither.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, makeTable } = require("./load");
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
const table = (dealerSeatIndex = 0, stack = 200) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack, dealerSeatIndex });
NAMES.forEach((name, i) => { state.seats[i].name = name; });
Betting.beginHand(state);
return state;
};
const call = state => {
const answer = Betting.showdownOrder(state);
return answer && { who: state.seats[answer.index].name, reason: answer.reason };
};
// Everybody left just calls whatever is in front of them, then the street closes.
const checkRound = state => {
let guard = 0;
while (state.actingSeatIndex !== null && guard++ < 12) {
const index = state.actingSeatIndex;
if (Betting.toCall(state, state.seats[index]) > 0) Betting.call(state, index);
else Betting.check(state, index);
}
Betting.closeStreet(state);
};
describe("a bet on the river", () => {
test("the last player to raise shows first", () => {
const state = table(0); // blinds Ben and Cal
checkRound(state); // pre-flop
checkRound(state); // flop
checkRound(state); // turn
Betting.raiseTo(state, state.actingSeatIndex, 20);
const raiser = state.seats.findIndex(p => Betting.committed(p) === 20);
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
assert.deepEqual(call(state), { who: state.seats[raiser].name, reason: "aggressor" });
});
test("a re-raise moves it to the last one, not the first", () => {
const state = table(0);
checkRound(state); checkRound(state); checkRound(state);
const first = state.actingSeatIndex;
Betting.raiseTo(state, first, 20);
const second = state.actingSeatIndex;
Betting.raiseTo(state, second, 60);
while (state.actingSeatIndex !== null) {
const i = state.actingSeatIndex;
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
}
assert.equal(call(state).who, state.seats[second].name);
});
test("a short all-in still shows first, even though it doesn't reopen the betting", () => {
// The rule about reopening is about who may raise. It says nothing about who
// shows, and the player who shoved is still the last one who put money in.
const state = table(0);
checkRound(state); checkRound(state); checkRound(state);
const bettor = state.actingSeatIndex;
Betting.raiseTo(state, bettor, 40);
const shortStack = state.actingSeatIndex;
// Over the $40 but only by $15, where a full raise would need $40 more. Going
// *under* the bet would be a short call, not a short raise, and wouldn't make
// them the aggressor at all.
state.seats[shortStack].stack = 55;
Betting.allIn(state, shortStack);
assert.equal(Betting.committed(state.seats[shortStack]), 55, "raised, if not by enough");
while (state.actingSeatIndex !== null) {
const i = state.actingSeatIndex;
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
}
assert.equal(call(state).who, state.seats[shortStack].name);
});
});
describe("a river checked through", () => {
test("the first live player left of the button shows first", () => {
const state = table(0); // button Ann
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
assert.deepEqual(call(state), { who: "Ben", reason: "leftOfButton" });
});
test("an earlier street's raiser doesn't carry over to the river", () => {
// The rule is about the *final* round. Leading the flop and then checking the
// river doesn't oblige anyone.
const state = table(0);
checkRound(state); // pre-flop
Betting.raiseTo(state, state.actingSeatIndex, 20); // leads the flop
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
Betting.closeStreet(state);
checkRound(state); // turn
checkRound(state); // river
assert.equal(call(state).reason, "leftOfButton");
});
test("it skips a folded seat rather than naming somebody who isn't in the hand", () => {
const state = table(0); // button Ann, so Ben would be first
checkRound(state); checkRound(state); checkRound(state);
Betting.fold(state, 1); // Ben gets out on the river
while (state.actingSeatIndex !== null) {
const i = state.actingSeatIndex;
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
}
Betting.closeStreet(state);
assert.equal(call(state).who, "Cal", "the next one round who is still in");
});
});
describe("everyone all-in before the river", () => {
test("the last player who could put money in shows first", () => {
// There was no final round to lead, so "checked round" isn't a choice anybody
// made and the seat left of the button hasn't earned the obligation.
const state = table(0, 30);
checkRound(state); // pre-flop
const shover = state.actingSeatIndex;
Betting.allIn(state, shover);
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
Betting.closeStreet(state);
assert.equal(Betting.canStillBet(state), false, "nobody has chips left to bet");
assert.deepEqual(call(state), { who: state.seats[shover].name, reason: "allInAggressor" });
});
test("a hand where everyone got in for the blind and nobody raised falls to the button", () => {
// Two-dollar stacks against a two-dollar blind: everyone is all-in by calling,
// and calling is not aggression. Nobody chose to lead, so nobody is on the hook
// and it goes back to the seat left of the button.
const state = table(0, 2);
checkRound(state);
assert.equal(Betting.canStillBet(state), false, "nobody has a chip behind");
assert.equal(state.handAggressorIndex, null, "and nobody ever raised");
const answer = call(state);
assert.ok(answer, "there is still a showdown to order");
assert.equal(answer.reason, "leftOfButton");
});
});
describe("when there is nothing to call", () => {
test("one player left isn't a showdown", () => {
const state = table(0);
[1, 2, 3].forEach(i => Betting.fold(state, i));
assert.equal(Betting.showdownOrder(state), null);
});
test("an aggressor who has since folded doesn't get named", () => {
// Can't happen in play — you don't fold after raising unopposed — but the
// index is a number on the state and a reset table could hold a stale one.
const state = table(0);
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
state.streetAggressorIndex = 1;
state.seats[1].folded = true;
const answer = call(state);
assert.notEqual(answer.who, "Ben");
assert.equal(answer.reason, "leftOfButton");
});
test("an index pointing at no seat at all is ignored", () => {
const state = table(0);
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
state.streetAggressorIndex = 99;
assert.equal(call(state).reason, "leftOfButton");
});
});
describe("the tracking resets when it should", () => {
test("a new hand starts with nobody on the hook", () => {
const state = table(0);
checkRound(state); checkRound(state); checkRound(state);
Betting.raiseTo(state, state.actingSeatIndex, 20);
assert.notEqual(state.handAggressorIndex, null);
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.streetAggressorIndex, null);
assert.equal(state.handAggressorIndex, null, "last night's raise isn't this hand's business");
});
test("posting a blind is not aggression", () => {
const state = table(0);
assert.equal(state.streetAggressorIndex, null);
assert.equal(state.handAggressorIndex, null);
});
});
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { SplitCalculator, Money } = require("./load");
describe("SplitCalculator.split", () => {
test("an even chop hands everyone the same stack", () => {
const result = SplitCalculator.split(90, 3, 1);
assert.equal(result.each, 30);
assert.equal(result.oddChips, 0);
assert.equal(result.dust, 0);
assert.equal(SplitCalculator.accountedFor(result), 90);
});
test("what won't divide is called out as odd chips, not rolled into a stack", () => {
// $100 three ways in $5 chips: 20 chips, 6 each, 2 left over.
const result = SplitCalculator.split(100, 3, 5);
assert.equal(result.each, 30);
assert.equal(result.oddChips, 2);
assert.equal(SplitCalculator.accountedFor(result), 100);
});
test("a pot that isn't a whole number of chips surfaces the remainder", () => {
// $47 in $5 chips: 9 chips ($45) and $2 that no chip in play can pay.
const result = SplitCalculator.split(47, 2, 5);
assert.equal(result.dust, 2, "the dealer picked a denomination the pot can't make");
assert.equal(SplitCalculator.accountedFor(result), 47);
});
test("every split accounts for the whole pot", () => {
const chips = [0.25, 0.5, 1, 5, 25, 100];
for (let pot = 1; pot <= 400; pot += 7) {
for (let ways = 2; ways <= 6; ways++) {
chips.forEach(chip => {
const result = SplitCalculator.split(pot, ways, chip);
assert.equal(
Money.toCents(SplitCalculator.accountedFor(result)),
Money.toCents(pot),
`${pot} split ${ways} ways in ${chip} chips lost money`
);
});
}
}
});
test("odd chips are always fewer than the number of players", () => {
for (let pot = 1; pot <= 200; pot += 3) {
for (let ways = 2; ways <= 8; ways++) {
const result = SplitCalculator.split(pot, ways, 1);
assert.ok(result.oddChips < ways, "a whole extra chip each would have been dealt out");
}
}
});
test("an empty pot isn't a valid split", () => {
assert.equal(SplitCalculator.split(0, 3, 1).valid, false);
assert.equal(SplitCalculator.split(-5, 3, 1).valid, false);
});
test("nonsense inputs fall back to something a dealer can read", () => {
const result = SplitCalculator.split(50, 0, 0);
assert.equal(result.players, 1, "a split has to be at least one way");
assert.equal(result.chip, 0.01, "and at least one cent a chip");
assert.equal(SplitCalculator.accountedFor(result), 50);
});
});
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { HoldemState, makeTable } = require("./load");
describe("HoldemState.advanceButton", () => {
test("the button moves to the next player, not the next empty chair", () => {
// Four players spread around a ten-seat table: 0, 3, 4, 8.
const state = makeTable({ seatCount: 10, seated: [0, 3, 4, 8], dealerSeatIndex: 0 });
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 3, "skips the three empty chairs between");
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 4);
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 8);
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 0, "wraps back round to the first player");
});
test("every player gets the button once per orbit", () => {
const seated = [1, 2, 6, 7, 9];
const state = makeTable({ seatCount: 12, seated, dealerSeatIndex: 1 });
const visited = [];
for (let i = 0; i < seated.length; i++) {
visited.push(state.dealerSeatIndex);
HoldemState.advanceButton(state);
}
assert.deepEqual(visited.slice().sort((a, b) => a - b), seated);
});
test("it still moves when nobody is dealt in, rather than looking stuck", () => {
const state = makeTable({ seatCount: 6, seated: [], dealerSeatIndex: 2 });
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 3);
});
test("counterclockwise play runs the button the other way", () => {
const state = makeTable({ seatCount: 6, seated: [0, 2, 4], dealerSeatIndex: 4 });
state.direction = "counterclockwise";
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 2);
});
});
describe("HoldemState.getBlindSeats", () => {
test("blinds follow the players, not the chairs left of the button", () => {
// Seats 1 and 2 are empty, so the blinds belong on 3 and 7.
const state = makeTable({ seatCount: 9, seated: [0, 3, 7], dealerSeatIndex: 0 });
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, false);
assert.equal(sbIndex, 3);
assert.equal(bbIndex, 7);
});
test("heads-up, the button posts the small blind", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, 2, "the button is the small blind heads-up");
assert.equal(bbIndex, 5);
});
test("heads-up with the button on an empty chair still posts both blinds", () => {
const state = makeTable({ seatCount: 6, seated: [1, 4], dealerSeatIndex: 0 });
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, 1);
assert.equal(bbIndex, 4);
assert.notEqual(sbIndex, bbIndex, "two blinds never land on one player");
});
test("fewer than two players means no blinds to post", () => {
const state = makeTable({ seatCount: 6, seated: [3], dealerSeatIndex: 0 });
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.equal(sbIndex, null);
assert.equal(bbIndex, null);
});
});
describe("HoldemState.sessionStandings", () => {
test("a player's cash position counts chips in front plus chips in the pot", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 0 });
const [a] = state.seats;
a.buyIns = 100;
a.stack = 60;
a.amountOverride = 25; // banked into the hand in progress
a.committed = 15; // still in front of them on this street
HoldemState.recordHand(state, [{ id: a.id, label: "P1", amount: 0 }]);
const standings = HoldemState.sessionStandings(state);
const row = standings.find(s => s.id === a.id);
// 60 in front + 40 in the pot - 100 bought in = level.
assert.equal(row.cashPosition, 0, "money in the pot is still theirs until it's won");
assert.equal(row.boughtIn, 100);
assert.equal(row.chipsNow, 60);
});
test("hand results accumulate across the session", () => {
const state = makeTable({ seatCount: 2, seated: [0, 1], stack: 0 });
const [a, b] = state.seats;
a.amountOverride = 10;
b.amountOverride = 10;
HoldemState.recordHand(state, [{ id: a.id, label: "P1", amount: 20 }]);
a.amountOverride = 5;
b.amountOverride = 5;
HoldemState.recordHand(state, [{ id: b.id, label: "P2", amount: 10 }]);
const standings = HoldemState.sessionStandings(state);
assert.equal(standings.find(s => s.id === a.id).net, 5);
assert.equal(standings.find(s => s.id === b.id).net, -5);
assert.equal(state.handNumber, 3, "the counter moved on twice");
});
test("the history is capped so a long session can still be saved", () => {
const state = makeTable({ seatCount: 2, seated: [0, 1], stack: 0 });
for (let i = 0; i < HoldemState.MAX_HISTORY_ENTRIES + 25; i++) {
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 1 }]);
}
assert.equal(state.handHistory.length, HoldemState.MAX_HISTORY_ENTRIES);
assert.equal(state.handHistory[0].handNumber, HoldemState.MAX_HISTORY_ENTRIES + 25, "newest first");
});
});
describe("HoldemState.resizeSeats", () => {
test("the table is clamped to a size a dealer could actually run", () => {
const state = makeTable({ seatCount: 6 });
HoldemState.resizeSeats(state, 100);
assert.equal(state.seatCount, 24);
HoldemState.resizeSeats(state, 1);
assert.equal(state.seatCount, 2);
});
test("an unreadable seat count falls back to a standard table", () => {
// Empty or non-numeric input (and zero, which is equally meaningless)
// lands on the default rather than a two-seat table.
const state = makeTable({ seatCount: 6 });
HoldemState.resizeSeats(state, NaN);
assert.equal(state.seatCount, HoldemState.DEFAULT_SEAT_COUNT);
});
test("shrinking past the button brings it back onto the table", () => {
const state = makeTable({ seatCount: 9, dealerSeatIndex: 8 });
HoldemState.resizeSeats(state, 4);
assert.ok(state.dealerSeatIndex < 4);
});
});
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// 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}`);
});
});
});
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// Two players changing chairs.
const test = require("node:test");
const assert = require("node:assert");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
test("the whole seat moves", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[0].name = "Ann";
state.seats[0].cards = ["AS", "KD"];
state.seats[0].stack = 175;
state.seats[4].name = "";
HoldemState.swapSeats(state, 0, 4);
assert.equal(state.seats[4].name, "Ann");
assert.deepEqual(state.seats[4].cards, ["AS", "KD"]);
assert.equal(state.seats[4].stack, 175);
assert.equal(state.seats[0].name, "");
});
test("what they have in the pot goes with them", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
Betting.beginHand(state);
const posted = state.seats.map(p => p.committed);
const before = chipsOnTable(state);
HoldemState.swapSeats(state, 1, 4);
assert.equal(state.seats[4].committed, posted[1]);
assert.equal(state.seats[1].committed, posted[4]);
assert.equal(chipsOnTable(state), before, "a swap never creates or destroys a chip");
});
test("the button stays on the chair, not on the player", () => {
// A card room moves the button around the table, not around the people. Somebody
// who sits down in the big blind's chair is the big blind.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100, dealerSeatIndex: 0 });
state.seats[0].name = "Ann";
HoldemState.swapSeats(state, 0, 2);
assert.equal(state.dealerSeatIndex, 0);
assert.notEqual(state.seats[0].name, "Ann");
});
test("the blinds follow the chairs too", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
const before = HoldemState.getBlindSeats(state);
HoldemState.swapSeats(state, before.sbIndex, before.bbIndex);
const after = HoldemState.getBlindSeats(state);
assert.equal(after.sbIndex, before.sbIndex);
assert.equal(after.bbIndex, before.bbIndex);
});
test("swapping a seat with itself does nothing and says so", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
const before = JSON.stringify(state);
assert.equal(HoldemState.swapSeats(state, 1, 1), false);
assert.equal(JSON.stringify(state), before);
});
test("a chair that isn't there is refused rather than swallowed", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
const before = JSON.stringify(state);
assert.equal(HoldemState.swapSeats(state, 0, 99), false);
assert.equal(HoldemState.swapSeats(state, -1, 0), false);
assert.equal(JSON.stringify(state), before);
});
test("swapping twice puts everything back", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
Betting.beginHand(state);
const before = JSON.stringify(state);
HoldemState.swapSeats(state, 1, 3);
HoldemState.swapSeats(state, 1, 3);
assert.equal(JSON.stringify(state), before);
});
test("moving into an empty chair leaves an empty chair behind", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
state.seats[1].name = "Ben";
HoldemState.swapSeats(state, 1, 5);
assert.equal(state.seats[5].name, "Ben");
assert.equal(state.seats[5].inHand, true);
assert.equal(state.seats[1].inHand, false);
});
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// Taking the table off this device.
//
// A night lives in one browser's localStorage and nowhere else. A dealer whose phone
// dies, or who wants to carry on from the tablet after the break, loses the stacks,
// the buy-ins, where the button is and the whole hand log — and the CSV export can't
// bring any of that back, because it records what happened rather than where the
// table stands.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, makeTable } = require("./load");
const aNight = () => {
const state = makeTable({ seatCount: 9, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex: 1 });
["Ann", "Ben", "Cal", "Dee"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].buyIns = 200;
});
state.seats[2].stack = 340;
state.notes = "Cal owes the bar $12";
Betting.beginHand(state);
HoldemState.recordHand(state, [{ id: state.seats[2].id, label: "Cal", amount: 60 }]);
return state;
};
describe("a table written out and read back", () => {
test("comes back the same table", () => {
const before = aNight();
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
assert.deepEqual(after.seats.map(p => p.name), before.seats.map(p => p.name));
assert.deepEqual(after.seats.map(p => p.stack), before.seats.map(p => p.stack));
assert.deepEqual(after.seats.map(p => p.buyIns), before.seats.map(p => p.buyIns));
assert.equal(after.dealerSeatIndex, before.dealerSeatIndex);
assert.equal(after.handNumber, before.handNumber);
assert.equal(after.notes, before.notes);
assert.equal(after.handHistory.length, before.handHistory.length);
});
test("keeps the things a CSV can't carry", () => {
// The whole reason this exists: an export records what happened, not where the
// table stands.
const before = aNight();
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
assert.equal(after.bettingOpen, before.bettingOpen, "a hand in progress is still in progress");
assert.deepEqual(after.postedBlinds, before.postedBlinds, "so the next rotation is right");
assert.equal(after.street, before.street);
assert.deepEqual(after.seats.map(p => p.committed), before.seats.map(p => p.committed));
assert.deepEqual(after.chipLegend, before.chipLegend);
});
test("the standings and the bank check agree across the trip", () => {
const before = aNight();
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
assert.deepEqual(HoldemState.sessionStandings(after), HoldemState.sessionStandings(before));
assert.deepEqual(HoldemState.bankReconciliation(after), HoldemState.bankReconciliation(before));
});
test("it can be dealt from straight away", () => {
const before = aNight();
HoldemState.startNextHand(before);
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
Betting.beginHand(after);
assert.equal(after.bettingOpen, true);
assert.ok(after.actingSeatIndex !== null, "somebody is on the clock");
});
});
describe("what it refuses", () => {
const refuses = (text, because) => {
const result = HoldemState.fromBackup(text);
assert.ok(result.error, because);
assert.equal(result.table, undefined, "and never hands back half a table");
};
test("something that isn't JSON", () => {
refuses("not a file", "unreadable");
refuses("", "empty");
});
test("JSON that isn't a table", () => {
refuses('{"hello":"world"}', "no seats in it");
refuses("[1,2,3]", "an array of nothing");
refuses("null", "null");
});
test("a save from something else that happens to be JSON", () => {
refuses('{"kind":"some.other.tool","table":{"seats":[]}}', "wrong kind");
});
test("a file from a newer version, rather than guessing at it", () => {
// Loading it risks reading a field whose meaning has changed, and the dealer
// would find out from the money.
const backup = JSON.parse(HoldemState.toBackup(aNight()));
backup.version = HoldemState.BACKUP_VERSION + 1;
const result = HoldemState.fromBackup(JSON.stringify(backup));
assert.match(result.error, /newer version/i);
});
});
describe("what it accepts anyway", () => {
test("a bare table, with no envelope around it", () => {
// Somebody who copied the storage value out by hand. The envelope is a
// convenience, not a password.
const state = aNight();
const result = HoldemState.fromBackup(JSON.stringify(state));
assert.ok(!result.error);
assert.deepEqual(result.table.seats.map(p => p.name), state.seats.map(p => p.name));
});
test("a table from before fields that exist now, migrated on the way in", () => {
// Same repairs a save from an older version gets, because it is the same
// function — a second, looser path for imports is how a format grows two
// meanings of the same field.
const state = aNight();
const raw = JSON.parse(JSON.stringify(state));
delete raw.deadButton;
delete raw.postedBlinds;
delete raw.dealtLastHand;
delete raw.discarded;
raw.seats.forEach(p => { delete p.buyIns; });
const { table, error } = HoldemState.fromBackup(JSON.stringify({
kind: HoldemState.BACKUP_KIND, version: 1, table: raw,
}));
assert.ok(!error);
assert.equal(table.deadButton, false);
assert.deepEqual(table.dealtLastHand, []);
assert.equal(table.discarded, 0);
assert.equal(table.seats[0].buyIns, 0);
});
test("the time it was saved comes back with it", () => {
const result = HoldemState.fromBackup(HoldemState.toBackup(aNight()));
assert.ok(result.savedAt, "so the dealer can tell two files apart");
assert.ok(!Number.isNaN(new Date(result.savedAt).getTime()));
});
});
describe("the file itself", () => {
test("is named with the date and time, so two saves in a night are told apart", () => {
const at = new Date(2026, 8, 2, 21, 5);
assert.equal(HoldemState.backupFileName(at), "holdem-table-2026-09-02-2105.json");
});
test("says what it is, for anyone finding it in a downloads folder", () => {
const parsed = JSON.parse(HoldemState.toBackup(aNight()));
assert.equal(parsed.kind, "casino.holdem.table");
assert.equal(parsed.version, 1);
assert.ok(parsed.table.seats.length > 0);
});
});
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// How the think-clock reads.
const test = require("node:test");
const assert = require("node:assert");
const path = require("path");
const ActionBar = require(path.join(
__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem", "actionBar.js"));
test("seconds under a minute", () => {
assert.equal(ActionBar.formatTank(0), "0:00");
assert.equal(ActionBar.formatTank(7), "0:07");
assert.equal(ActionBar.formatTank(59), "0:59");
});
test("minutes and seconds", () => {
assert.equal(ActionBar.formatTank(60), "1:00");
assert.equal(ActionBar.formatTank(241), "4:01");
assert.equal(ActionBar.formatTank(3599), "59:59");
});
test("past the hour it says the hour", () => {
// A table left open on a hand reaches this, and "65:03" is a number the eye reads
// as minutes and seconds when it isn't.
assert.equal(ActionBar.formatTank(3600), "1:00:00");
assert.equal(ActionBar.formatTank(3903), "1:05:03");
assert.equal(ActionBar.formatTank(45296), "12:34:56");
});
test("the minutes are padded once there are hours, and not before", () => {
// "1:5:03" would be wrong; "05:03" on its own would be odd.
assert.equal(ActionBar.formatTank(3903), "1:05:03");
assert.equal(ActionBar.formatTank(303), "5:03");
});
test("a day is still a readable number rather than a wrapped one", () => {
assert.equal(ActionBar.formatTank(90000), "25:00:00");
});
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// Layout and touch audits for the dealer, written once so they stop being written
// again every round.
//
// These checks have been re-typed into a browser console at least six times over
// the course of building this thing, and each time they only covered whatever had
// just been changed. That is exactly how the standings table shipped with a
// zero-pixel player-name column and survived two rounds: the audit that would have
// caught it existed only in a previous session's scrollback.
//
// This file is deliberately dependency-free and browser-side. It is injected into
// the page (see runUiAudit.js) rather than imported, so it needs no build step, no
// package.json, and no browser automation of its own — anyone can also paste it
// into devtools and call LayoutAudit.runAll().
const LayoutAudit = {
// Everything a dealer has to be able to hit.
CONTROL_SELECTOR: "button, a, input, select, textarea, [role='button'], .seat",
describe(el) {
if (!el) return "(nothing)";
const id = el.id ? `#${el.id}` : "";
const cls = (el.className || "").toString().trim().split(/\s+/).filter(Boolean).slice(0, 2).join(".");
const text = (el.textContent || "").replace(/\s+/g, " ").trim().slice(0, 24);
return `${el.tagName.toLowerCase()}${id}${cls ? "." + cls : ""}${text ? ` "${text}"` : ""}`;
},
visibleControls() {
return [...document.querySelectorAll(this.CONTROL_SELECTOR)].filter(el => {
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return false;
const style = getComputedStyle(el);
return style.visibility !== "hidden" && style.display !== "none";
});
},
// ---- Touch (see the mobile round) ----
// Without touch-action: manipulation a mobile browser holds every tap for ~300ms
// deciding whether it was a double-tap-to-zoom. This tool uses double-tap on a
// seat as its fold shortcut, so that wait is on the critical path.
touchAction() {
const offenders = this.visibleControls()
.filter(el => getComputedStyle(el).touchAction === "auto")
.map(el => this.describe(el));
return { name: "touch-action", offenders, checked: this.visibleControls().length };
},
tapHighlight() {
const offenders = this.visibleControls()
.filter(el => {
const colour = getComputedStyle(el).webkitTapHighlightColor;
return colour && !/rgba\(0,\s*0,\s*0,\s*0\)|transparent/.test(colour);
})
.map(el => this.describe(el));
return { name: "tap-highlight", offenders, checked: this.visibleControls().length };
},
// Text selection must stay ON for anything a dealer types into.
textSelectable() {
const offenders = [...document.querySelectorAll("input[type='text'], input[type='number'], textarea")]
.filter(el => el.offsetParent !== null)
.filter(el => {
const style = getComputedStyle(el);
return (style.webkitUserSelect || style.userSelect) === "none";
})
.map(el => this.describe(el));
return { name: "fields stay selectable", offenders };
},
// ---- Reachability (see the occlusion round) ----
// A control covered by something else is unreachable however good it looks.
// Sampling several points matters: a button you can only hit in one corner is
// covered for practical purposes.
// Can this element be brought into view by scrolling? Something below the fold on
// a page that scrolls is perfectly reachable; something below the fold in a panel
// that *doesn't* scroll is lost. The first version of this check didn't make the
// distinction and reported every link under the fold as a fault.
reachableByScrolling(el) {
const rect = el.getBoundingClientRect();
if (getComputedStyle(el).position === "fixed") return false;
for (let node = el.parentElement; node; node = node.parentElement) {
const style = getComputedStyle(node);
const scrolls = /auto|scroll|overlay/.test(style.overflowY) || node === document.body;
if (!scrolls) continue;
const box = node === document.body ? { top: 0, bottom: innerHeight } : node.getBoundingClientRect();
const room = node === document.body
? document.documentElement.scrollHeight - innerHeight - scrollY
: node.scrollHeight - node.clientHeight - node.scrollTop;
if (rect.top >= box.bottom && room > 0) return true;
if (rect.bottom <= box.top && (node === document.body ? scrollY > 0 : node.scrollTop > 0)) return true;
}
return false;
},
// The modal that is currently on top, if any.
//
// Every check below asks "is this thing reachable", and while a sheet or dialog is
// open the answer for everything behind it is legitimately no — that is what a
// modal is for. Without knowing that, the audit reported the pot wizard covering
// the seats as ten faults and the rulings sheet as seven, which is the noise that
// made it useless in exactly the states nobody had audited. Now it scopes to what
// is actually on top and says so.
MODAL_SELECTOR: "#potWizardOverlay, #rulingsOverlay, #seatMenuOverlay, #cardPickerOverlay, " +
"#confirmOverlay, #addChipsOverlay, #seatEditorOverlay",
openModal() {
const open = [...document.querySelectorAll(this.MODAL_SELECTOR)]
.filter(el => !el.hidden && getComputedStyle(el).display !== "none");
// Last in the DOM wins, which is how they stack.
return open.length > 0 ? open[open.length - 1] : null;
},
// A seat sheet on a phone isn't an overlay element, it's a body class — but it
// covers the felt just the same.
modalScope() {
const overlay = this.openModal();
if (overlay) return overlay;
if (document.body.classList.contains("seatSheetOpen")) {
return document.getElementById("seatEditorPanel") || null;
}
return null;
},
occlusion(selector = "#actionBar button, #holdemHeader button, .seat") {
const offenders = [];
const warnings = [];
// While something is open on top, only what is inside it can be judged. The
// rest of the page is meant to be unreachable.
const scope = this.modalScope();
const candidates = [...document.querySelectorAll(selector)]
.filter(el => !scope || scope.contains(el));
candidates.forEach(el => {
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const outsideViewport = rect.bottom <= 0 || rect.top >= innerHeight ||
rect.right <= 0 || rect.left >= innerWidth;
if (outsideViewport) {
if (!this.reachableByScrolling(el)) {
offenders.push(`${this.describe(el)} :: off-screen and cannot be scrolled to`);
}
return;
}
const points = [
[rect.left + rect.width / 2, rect.top + rect.height / 2],
[rect.left + rect.width * 0.25, rect.top + rect.height * 0.3],
[rect.left + rect.width * 0.75, rect.top + rect.height * 0.3],
[rect.left + rect.width * 0.25, rect.top + rect.height * 0.7],
[rect.left + rect.width * 0.75, rect.top + rect.height * 0.7],
].filter(([x, y]) => x >= 0 && y >= 0 && x < innerWidth && y < innerHeight);
if (points.length === 0) return;
let blocked = 0;
let testable = 0;
let blockedBy = null;
points.forEach(([x, y]) => {
const top = document.elementFromPoint(x, y);
// A null result means the point isn't hit-testable — typically it sits
// inside the element but outside a scrollable ancestor's clip, i.e. the
// control is scrolled out of view rather than covered by anything.
// Counting that as "covered by null" was reporting a perfectly
// reachable button in a sheet that scrolls.
if (!top) return;
testable++;
if (el.contains(top) || top === el || top.contains(el)) return;
// Seats ring a round table and overlap each other at the rim by
// design; that is crowding, not an overlay hiding a control.
//
// But only the seat's *body* is harmless. A neighbouring seat's own
// controls sitting on top of this one is a control being stolen, and
// exempting the whole seat subtree hid exactly that: an enlarged
// dealer-chip hit area was taking the centre of the seat three
// places round the table, and this check called it crowding and
// moved on.
const neighbourSeat = top.closest && top.closest(".seat");
if (neighbourSeat) {
const isControl = top.matches && top.matches("button, a, input, select, textarea, [role='button']");
if (!isControl) return;
}
blocked++;
if (!blockedBy) blockedBy = this.describe(top);
});
if (testable === 0) {
if (!this.reachableByScrolling(el)) {
offenders.push(`${this.describe(el)} :: not hit-testable anywhere and cannot be scrolled to`);
}
return;
}
if (blocked === 0) return;
const note = `${this.describe(el)} :: ${blocked === testable ? "fully" : `${blocked}/${testable}`} covered by ${blockedBy}`;
// A toast is transient by design: it dismisses itself and carries a close
// button, and on a desktop it necessarily lands over a table that fills the
// content column. Partial overlap from one is a fact of the layout, not a
// fault. Being *fully* covered by a toast is still a failure though — that
// was a real bug once, where a seat sat exactly under the Undo button and a
// tap meant for a player took back the last action instead.
const transient = blockedBy && /toast/i.test(blockedBy);
if (transient && blocked < testable) warnings.push(note);
else offenders.push(note);
});
return { name: "nothing important is covered", offenders, warnings };
},
// ---- Layout (the check that would have caught the standings regression) ----
// A grid column squeezed to nothing doesn't truncate its text, it erases it.
// This is the one that was missing: the player-name column sat at 0px through
// two rounds because nothing ever asked whether a column had survived.
collapsedColumns() {
const offenders = [];
[...document.querySelectorAll("[class*='Row'], [class*='row']")].forEach(row => {
// Nothing inside something the page has hidden. A hidden element's children
// all measure zero wide, so the standings header — which is hidden along
// with its table until somebody has bought in — was reported as three
// collapsed columns on every empty table. A column nobody can see hasn't
// collapsed; it isn't there.
if (row.closest("[hidden]")) return;
if (getComputedStyle(row).display !== "grid") return;
[...row.children].forEach(cell => {
if (getComputedStyle(cell).display === "none") return;
const hasText = (cell.textContent || "").trim().length > 0;
if (hasText && cell.getBoundingClientRect().width < 4) {
offenders.push(`${this.describe(row)} > ${this.describe(cell)} :: ${Math.round(cell.getBoundingClientRect().width)}px wide`);
}
});
});
return { name: "no column collapsed to nothing", offenders };
},
// Text actually painted outside the box meant to contain it — which on a table of
// overlapping seats means painted on top of a neighbour.
//
// The clipping check is the whole subtlety, and the first version of this got it
// wrong. A Range's bounding rect measures the *laid out* text, which happily runs
// past the element when `overflow: hidden` is quietly clipping it — so an
// ellipsised name was reported as spilling when nothing was drawn outside at all.
// Only overflow that is actually visible can paint over a neighbour.
textSpill(selector = ".seatPuckStack, .seatPuckTotal, .seatPuckName") {
const offenders = [];
[...document.querySelectorAll(selector)].forEach(el => {
const text = (el.textContent || "").trim();
if (!text) return;
const style = getComputedStyle(el);
const clipsItself = style.overflow !== "visible" || style.overflowX !== "visible";
if (clipsItself) return;
const container = el.closest(".seat") || el.parentElement;
if (!container) return;
const range = document.createRange();
range.selectNodeContents(el);
const drawn = range.getBoundingClientRect();
const bounds = container.getBoundingClientRect();
if (drawn.left < bounds.left - 1 || drawn.right > bounds.right + 1) {
offenders.push(`${this.describe(el)} "${text}" paints outside ${this.describe(container)}`);
}
});
return { name: "no text painted outside its box", offenders };
},
horizontalOverflow() {
const offenders = document.documentElement.scrollWidth > innerWidth + 1
? [`page scrolls sideways: ${document.documentElement.scrollWidth}px in a ${innerWidth}px viewport`]
: [];
return { name: "page never scrolls sideways", offenders };
},
// iOS zooms the whole page when a field under 16px takes focus, and the dealer
// is then pinching back out mid-hand.
fieldFontSize() {
const offenders = [...document.querySelectorAll("input, textarea, select")]
.filter(el => el.offsetParent !== null)
.filter(el => ["text", "number", "search", "tel", "url", "email", "password", ""].includes(el.type || ""))
.filter(el => parseFloat(getComputedStyle(el).fontSize) < 16)
.map(el => `${this.describe(el)} at ${getComputedStyle(el).fontSize}`);
return { name: "no field small enough to trigger iOS zoom", offenders };
},
// ---- Contrast ----
//
// This check has been got wrong twice before, both times by being too clever about
// backgrounds. The first version read only `background-color`, so every sheet
// painted with a gradient was measured against transparency and the dealer puck's
// dark "D" was reported at 1.2:1 against nothing. The second over-corrected and
// treated low-alpha gradient stops as opaque, scoring white-on-dark at 1.0:1.
//
// So it is built to be incapable of false positives instead of trying to be exact.
// Backgrounds composite properly through alpha, and where a gradient is involved
// every one of its colour stops is tried and the *most flattering* one is used. A
// finding therefore means the text fails even under the reading most generous to
// it, which is a claim worth making. Text that can't be resolved to any opaque
// background is reported separately as unmeasured rather than guessed at.
parseColour(value) {
const match = String(value).match(/rgba?\(([^)]+)\)/);
if (!match) return null;
const parts = match[1].split(/[,\s/]+/).filter(Boolean).map(Number);
if (parts.length < 3 || parts.some(Number.isNaN)) return null;
return { r: parts[0], g: parts[1], b: parts[2], a: parts.length > 3 ? parts[3] : 1 };
},
// Colour stops out of any gradient in a background-image.
gradientStops(backgroundImage) {
if (!backgroundImage || backgroundImage === "none") return [];
return (backgroundImage.match(/rgba?\([^)]+\)/g) || [])
.map(c => this.parseColour(c))
.filter(Boolean);
},
over(top, bottom) {
const a = top.a;
return {
r: top.r * a + bottom.r * (1 - a),
g: top.g * a + bottom.g * (1 - a),
b: top.b * a + bottom.b * (1 - a),
a: 1,
};
},
relativeLuminance({ r, g, b }) {
const channel = v => {
const s = v / 255;
return s <= 0.03928 ? s / 12.92 : Math.pow((s + 0.055) / 1.055, 2.4);
};
return 0.2126 * channel(r) + 0.7152 * channel(g) + 0.0722 * channel(b);
},
contrastRatio(fg, bg) {
const a = this.relativeLuminance(fg);
const b = this.relativeLuminance(bg);
return (Math.max(a, b) + 0.05) / (Math.min(a, b) + 0.05);
},
// Every background this text could actually be sitting on.
//
// Layers are collected from the element outwards and stop at the first fully
// opaque one, because nothing behind that is visible. Getting this wrong in the
// lenient direction is just as bad as the old false positives: an earlier version
// kept walking past an opaque gradient and offered the page background as a
// candidate, which scored white-on-a-mid-grey-panel as though it were
// white-on-near-black and would have waved real problems through.
//
// A gradient contributes one candidate per colour stop; translucent layers above
// the opaque one are composited onto each candidate in order.
backgroundCandidates(el) {
const translucent = []; // top-down, above the opaque layer
let base = null; // candidate colours for the first opaque layer
for (let node = el; node && !base; node = node.parentElement) {
const style = getComputedStyle(node);
const stops = this.gradientStops(style.backgroundImage);
const colour = this.parseColour(style.backgroundColor);
// A gradient whose stops are all opaque hides everything behind it.
if (stops.length > 0 && stops.every(s => s.a === 1)) {
base = stops;
break;
}
stops.forEach(s => { if (s.a > 0) translucent.push(s); });
if (colour && colour.a === 1) { base = [colour]; break; }
if (colour && colour.a > 0) translucent.push(colour);
}
if (!base) {
// Nothing opaque anywhere up the tree — fall back to the page's own colour
// so a finding is still measured against something real.
const page = this.parseColour(getComputedStyle(document.documentElement).backgroundColor);
base = [page && page.a === 1 ? page : { r: 10, g: 10, b: 10, a: 1 }];
}
// Fold the translucent layers back on, innermost last so it lands on top.
return base.map(candidate => {
let composed = candidate;
for (let i = translucent.length - 1; i >= 0; i--) composed = this.over(translucent[i], composed);
return composed;
});
},
// Every element between this one and the document, so an opacity set on a
// container can be seen from the text inside it.
*ancestors(el) {
let node = el.parentElement;
while (node) {
yield node;
node = node.parentElement;
}
},
// 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 = [];
const nodes = selector
? [...document.querySelectorAll(selector)]
: [...document.querySelectorAll("*")];
nodes.forEach(el => {
// An element's *own* text, not its descendants' — they get measured on
// their own turn, against their own colour.
//
// This used to be "leaf elements only", which quietly stopped measuring
// anything the moment a child was added to it. The undo control went that
// way the day a <kbd> was appended to it: its label became invisible to
// this check, with no sign that anything had changed.
const text = [...el.childNodes]
.filter(node => node.nodeType === 3)
.map(node => node.textContent)
.join(" ")
.trim();
if (!text) return;
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const style = getComputedStyle(el);
if (style.visibility === "hidden" || style.display === "none") return;
// Faded text used to be skipped outright as "faded on purpose", and that
// exemption hid a real fault: the folded and sat-out seats dimmed their
// whole box with opacity, so a folded player's stack measured 2.22:1 at
// 11.5px and this check never looked at it. Something invisible is still
// 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 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(`${this.describe(el)} :: disabled control, exempt from AA`);
return;
}
// aria-hidden used to exempt text here, on the grounds that decoration
// marked for screen readers was decoration for everyone. Those are two
// different questions and the answer differs: the bet chips on the felt are
// aria-hidden because their amounts are already announced by the seat and
// the action bar, and repeating them would be noise — but they are exactly
// what a sighted dealer reads the felt for, and this check had stopped
// looking at them. Hiding something from one audience is not a claim about
// whether the other audience can read it.
//
// Nothing is exempt now. If something genuinely decorative turns up, it
// should say so in its own words rather than borrowing an attribute that
// means something else.
const fgRaw = this.parseColour(style.color);
if (!fgRaw) return;
const candidates = this.backgroundCandidates(el);
if (candidates.length === 0) {
unmeasured.push(`${this.describe(el)} :: no opaque background found`);
return;
}
// The kindest reading available: best contrast across every candidate.
let best = 0;
candidates.forEach(bg => {
const painted = this.asPainted(fgRaw, bg, fade);
best = Math.max(best, this.contrastRatio(painted.fg, painted.bg));
});
const sizePx = parseFloat(style.fontSize);
const weight = parseInt(style.fontWeight, 10) || 400;
const isLarge = sizePx >= 24 || (sizePx >= 18.66 && weight >= 700);
const required = isLarge ? largeMinimum : minimum;
if (best + 0.05 < required) {
offenders.push(`${this.describe(el)} :: ${best.toFixed(2)}:1 (needs ${required}:1) at ${Math.round(sizePx)}px`);
}
});
return { name: "text meets WCAG AA contrast", offenders, unmeasured };
},
// ---- Reach (touch target sizes) ----
// What a fingertip can actually hit, which is not the same as the element's box.
//
// Two things make the box misleading, and the first version of this check was
// fooled by both. A control can be padded out with a transparent ::after, so it
// responds well beyond its painted size — that's how a 22px dealer puck should
// stay 22px and still take a thumb. And a checkbox wrapped in a label is hit by
// tapping anywhere on the label, so a 24px box inside a 320x44 label is a
// perfectly good target. Measuring the box reported both as faults.
//
// So it probes outwards with elementFromPoint until the point stops landing on the
// control, which is the thing a finger actually experiences.
effectiveTarget(el, limit = 48) {
const rect = el.getBoundingClientRect();
const cx = rect.left + rect.width / 2;
const cy = rect.top + rect.height / 2;
// The probe walks outward a fixed distance, so it can only ever report
// 2 x limit. Anything already drawn larger than that reads as exactly the cap
// — which had every header button reporting a suspiciously round 80px. Give
// the reach room for the element itself plus the padding being looked for.
limit = Math.max(limit, rect.width / 2 + 24, rect.height / 2 + 24);
// A wrapping or associated label forwards the tap, so it counts as the target.
const label = el.closest("label") || (el.labels && el.labels[0]);
const lands = (x, y) => {
if (x < 0 || y < 0 || x >= innerWidth || y >= innerHeight) return false;
const hit = document.elementFromPoint(x, y);
if (!hit) return false;
if (hit === el || el.contains(hit)) return true;
return !!(label && (hit === label || label.contains(hit)));
};
if (!lands(cx, cy)) return null; // centre isn't even hittable; occlusion's problem
const reach = (dx, dy) => {
let far = 0;
for (let d = 1; d <= limit; d++) {
if (!lands(cx + dx * d, cy + dy * d)) break;
far = d;
}
return far;
};
return { width: reach(-1, 0) + reach(1, 0), height: reach(0, -1) + reach(0, 1) };
},
// The 44px guideline is about fingertips, so it only bites where there's no mouse.
// Enforcing it everywhere flagged the header buttons at 42px tall on a desktop,
// which is not a defect — the same buttons are 64px tall on a phone, where it
// matters. Same reasoning as the field sizing: `hover: none` is what actually
// distinguishes a finger from a pointer, not viewport width.
//
// `exempt` is for controls that are deliberately small *and* have a full-size path
// to the same action. The dealer puck is the only one: it's a 22px chip sitting on
// the rim of a seat, and growing it to 44px would take that area from the seat
// itself — which a dealer taps far more often. "Give the button" is in the seat
// menu at full size, so the puck is a shortcut, not the only way through.
touchTargets(minimum = 44, { exempt = ".dealerChip", enforceOnPointerDevices = false } = {}) {
const offenders = [];
if (!enforceOnPointerDevices && matchMedia("(hover: hover)").matches) {
return { name: `touch targets at least ${minimum}px`, offenders, skipped: "pointer device" };
}
const unmeasured = [];
this.visibleControls()
.filter(el => el.type !== "color")
.filter(el => !(exempt && el.matches(exempt)))
.forEach(el => {
// A link inside a sentence is the one target WCAG itself carves out:
// its size is set by the line it sits in, and padding a word out to
// 44px would break the paragraph around it. The rule is about controls
// a thumb goes hunting for, not words in prose. Said out loud, and
// narrow — display:inline, and real text either side of it.
if (el.tagName === "A" && getComputedStyle(el).display === "inline" &&
el.parentElement &&
[...el.parentElement.childNodes].some(n => n.nodeType === 3 && n.textContent.trim())) {
unmeasured.push(`${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
// check used to pass it in silence — which is how "Confirm Winner(s)",
// the button that pays the pot out, went unmeasured for 36 rounds.
// Bring it into view before probing.
const scroller = el.closest("[style*='overflow'], .modalBody, #potWizardBody, #rulingsSheet, #seatEditorPanel");
if (scroller && scroller.scrollHeight > scroller.clientHeight) {
const box = scroller.getBoundingClientRect();
const own = el.getBoundingClientRect();
if (own.bottom > box.bottom || own.top < box.top) {
el.scrollIntoView({ block: "center" });
}
}
const rect = el.getBoundingClientRect();
// Drawn big enough is big enough — no need to probe, and probing wide
// elements is where the cap above used to produce nonsense. Seats sit
// here: they're 76x72 and overlap each other at the rim by design, so
// measuring their reach would report the crowding as a fault.
if (rect.width >= minimum - 1 && rect.height >= minimum - 1) return;
// A checkbox inside a label is tapped by tapping the label, so the
// label is the target. Measured rather than probed, because probing
// fails on anything scrolled off the viewport — which is how a 24px
// checkbox with a 335x44 label around it came up as unprobeable
// instead of as the perfectly good target it is.
const label = el.closest("label");
if (label) {
const lr = label.getBoundingClientRect();
if (lr.width >= minimum - 1 && lr.height >= minimum - 1) return;
}
const size = this.effectiveTarget(el);
// Still can't measure it. That is not a pass — it is the check failing
// to run, and quietly returning here is exactly the kind of exemption
// that hides real faults. Say so instead.
if (!size) {
unmeasured.push(
`${this.describe(el)} :: could not be probed` +
` (drawn ${Math.round(rect.width)}x${Math.round(rect.height)})`
);
return;
}
if (size.width >= minimum - 1 && size.height >= minimum - 1) return;
offenders.push(
`${this.describe(el)} :: hittable ${size.width}x${size.height}` +
` (drawn ${Math.round(rect.width)}x${Math.round(rect.height)})`
);
});
return { name: `touch targets at least ${minimum}px`, offenders, unmeasured };
},
// Tapping the middle of a seat must give you that seat.
//
// Added after a dealer-chip hit area, meant to make a 22px puck thumb-sized, grew
// outward from a chip that already hung over its seat's corner — and therefore
// over the seat next to it. On a nine-seat table, tapping the centre of seat 1
// handed the button to seat 9. The occlusion check missed it because it treated
// anything inside a `.seat` as harmless crowding.
//
// Reported separately from occlusion because the cause is different: not an
// overlay on top of the table, but two pieces of the table fighting over a tap.
seatOwnership() {
// Seats behind an open sheet aren't fighting each other for taps — nothing is
// meant to reach them at all. Asking the question there produced six offenders
// per modal, every one of them the modal doing its job.
if (this.modalScope()) {
return { name: "a seat's centre belongs to that seat", offenders: [],
skipped: "a sheet is open over the table" };
}
const seats = [...document.querySelectorAll(".seat")];
const offenders = [];
seats.forEach((seat, index) => {
const rect = seat.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const x = rect.left + rect.width / 2;
const y = rect.top + rect.height / 2;
if (x < 0 || y < 0 || x >= innerWidth || y >= innerHeight) return;
const hit = document.elementFromPoint(x, y);
if (!hit || seat.contains(hit) || hit === seat) return;
const other = hit.closest(".seat");
const who = other ? `seat ${seats.indexOf(other) + 1}` : this.describe(hit);
const control = hit.matches && hit.matches("button, a, input, select, [role='button']");
offenders.push(
`seat ${index + 1}'s centre goes to ${who}${control ? "'s " + this.describe(hit) : ""}`
);
});
return { name: "a seat's centre belongs to that seat", offenders };
},
// A poker table has one dealer button. Nine pucks all showing "D", one of them
// gold, turns the most-read marker on the felt into a spot-the-difference — and
// a screen reader heard nine buttons named "D" with nothing to tell them apart.
// Both halves are checked here: what's drawn, and what it announces itself as.
oneDealerButton() {
const chips = [...document.querySelectorAll(".dealerChip")];
const shown = chips.filter(chip => {
const style = getComputedStyle(chip);
if (style.display === "none" || style.visibility === "hidden") return false;
if (parseFloat(style.opacity) <= 0.05) return false;
// A hovered seat deliberately fades its empty slot in — that's the "put the
// button here" preview, and it is on screen because a pointer is sitting on
// that seat. Counting it reports two buttons whenever the mouse happens to
// rest on the table, which is most of the time a mouse exists.
const seat = chip.closest(".seat");
if (seat && seat.matches(":hover") && !chip.classList.contains("active")) return false;
return true;
});
const offenders = [];
if (shown.length > 1) {
offenders.push(`${shown.length} dealer buttons drawn on the felt at once`);
}
const labels = chips.map(chip => chip.getAttribute("aria-label") || chip.textContent.trim());
const duplicated = labels.filter((label, i) => labels.indexOf(label) !== i);
if (duplicated.length) {
offenders.push(
`${duplicated.length + 1} dealer buttons announce themselves as "${duplicated[0]}"`
);
}
return { name: "the felt shows one dealer button", offenders };
},
// ---- Runner ----
// Every check this file knows how to make, every time.
//
// Two of them used not to be here. Contrast was simply missing from the list, and
// touch targets sat behind an opt-in flag nobody passed — so "the audit is clean"
// has meant nine checks rather than eleven, and the two left out are the two whose
// faults a dealer meets in a dim room with their thumb. Both were written, tested
// and then never run: the contrast checker was built across two rounds and every
// sweep since has been silent about colour.
//
// A check that decides it can't apply here says so out loud rather than reporting
// an empty offenders list, which reads as a pass. touchTargets stands itself down
// on a mouse-driven browser — that is right, a 24px control is fine with a cursor
// on it — but "not measured" and "measured and fine" are different answers and the
// runner now prints which one it got.
runAll(options = {}) {
const checks = [
this.touchAction(),
this.tapHighlight(),
this.textSelectable(),
this.occlusion(options.occlusionSelector),
this.collapsedColumns(),
this.textSpill(),
this.horizontalOverflow(),
this.fieldFontSize(),
this.seatOwnership(),
this.oneDealerButton(),
this.contrast(options.contrast),
this.touchTargets(options.minimumTarget, options.touchTargets),
];
return {
viewport: `${innerWidth}x${innerHeight}`,
failed: checks.filter(c => c.offenders.length > 0),
// Things worth knowing that aren't faults — see occlusion() on toasts.
// Controls a check couldn't probe go here too: not a fault, but not a pass
// either, and a silent skip is how faults hide.
warnings: checks.flatMap(c => [
...(c.warnings || []),
...(c.unmeasured || []),
...(c.skipped ? [`${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),
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = LayoutAudit;
}
+83
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// Whether putting more in is called a bet or a raise.
//
// The arithmetic was always right — minRaiseTo returns two big blinds for the big
// blind's option and one for an opening bet. This is only what it's called, which for
// a tool a dealer announces the action from is not a small thing.
const test = require("node:test");
const assert = require("node:assert");
const { Betting, makeTable } = require("./load");
// Walks the preflop action round to the big blind, who is owed nothing and gets to
// choose between checking and putting more in.
function toTheBigBlindsOption() {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
const bigBlind = state.seats.findIndex(player => Betting.committed(player) === state.bigBlind);
while (state.actingSeatIndex !== null && state.actingSeatIndex !== bigBlind) {
Betting.call(state, state.actingSeatIndex);
}
return { state, bigBlind };
}
test("the big blind's option is a raise, not a bet", () => {
const { state, bigBlind } = toTheBigBlindsOption();
assert.equal(state.actingSeatIndex, bigBlind);
assert.equal(Betting.toCall(state, state.seats[bigBlind]), 0, "they owe nothing");
assert.equal(Betting.wagerVerb(state), "raise", "but their own blind is a live bet");
});
test("and the minimum there is a real raise, not a call of the blind", () => {
const { state } = toTheBigBlindsOption();
assert.equal(Betting.minRaiseTo(state), state.bigBlind * 2);
});
test("facing the blinds preflop is a raise", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
Betting.beginHand(state);
assert.equal(Betting.wagerVerb(state), "raise");
});
test("first in on the flop is a bet", () => {
const { state, bigBlind } = toTheBigBlindsOption();
Betting.check(state, bigBlind);
Betting.closeStreet(state);
assert.equal(state.street, "flop");
assert.equal(Betting.wagerVerb(state), "bet");
assert.equal(Betting.minRaiseTo(state), state.bigBlind, "a first bet is one big blind");
});
test("after that bet it's a raise again", () => {
const { state, bigBlind } = toTheBigBlindsOption();
Betting.check(state, bigBlind);
Betting.closeStreet(state);
Betting.raiseTo(state, state.actingSeatIndex, 10);
assert.equal(Betting.wagerVerb(state), "raise");
});
test("and a bet again on the next street once it's checked around", () => {
const { state, bigBlind } = toTheBigBlindsOption();
Betting.check(state, bigBlind);
Betting.closeStreet(state);
while (state.actingSeatIndex !== null) Betting.check(state, state.actingSeatIndex);
Betting.closeStreet(state);
assert.equal(state.street, "turn");
assert.equal(Betting.wagerVerb(state), "bet");
});
test("a table playing without blinds opens with a bet", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100, smallBlind: 0, bigBlind: 0 });
Betting.beginHand(state);
assert.equal(state.currentBet, 0);
assert.equal(Betting.wagerVerb(state), "bet");
});
test("asking doesn't change anything", () => {
const { state } = toTheBigBlindsOption();
const before = JSON.stringify(state);
Betting.wagerVerb(state);
assert.equal(JSON.stringify(state), before);
});