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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
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
24 changed files with 2841 additions and 55 deletions
+36 -2
View File
@@ -25,7 +25,7 @@
<section id="tableSection">
<div id="pokerTableWrap">
<div id="pokerTable">
<div id="tableWatermark">Texas Hold'em</div>
<div id="tableWatermark" aria-hidden="true">Texas Hold'em</div>
<div id="potBadge">
<span id="potBadgeLabel">Pot</span>
<span id="potBadgeAmount">$0</span>
@@ -130,6 +130,12 @@
<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 id="handHistoryList"></div>
<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots are logged here, in case a chip count is disputed later.</p>
@@ -163,7 +169,7 @@
<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>
<div class="seatPuckName"></div>
@@ -340,6 +346,33 @@
</p>
</section>
<section class="ruling">
<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">
<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">
<h3>The odd chip in a split pot</h3>
<p>
@@ -416,6 +449,7 @@
<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>
+478 -22
View File
@@ -212,6 +212,20 @@ button,
}
.holdemBtn {
/* Stated, because this class is worn by both <button> and <a> and the browser
does not give them the same box. Chromium's own stylesheet 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 64px on the two links — and the row
stretches to its tallest item, so every button became 64px too. A 46px touch
target was quietly costing 64px of a phone screen, twice over, because the
header wraps to two rows. */
box-sizing: border-box;
/* And the touch floor is stated here rather than only under a width breakpoint.
It used to arrive by accident — the content-box links were 64px tall and the
row stretched everything to match — so once the boxes agree, a landscape phone
(wider than the phone breakpoint, still a thumb) would have been left with 42px
buttons. 44px is the floor everywhere; the narrow layout still asks for 46. */
min-height: 44px;
background: linear-gradient(180deg, #2e2e2e, #232323);
color: #eee;
border: 1px solid #3a3a3a;
@@ -308,9 +322,22 @@ button,
#pokerTableWrap {
position: relative;
/* The shape is stated once, and both the height and the cap below are derived from
it. It used to be a `padding-bottom: 72%` box, which has a trap in it: percentage
padding resolves against the *containing block's* width, not the element's own,
so narrowing the wrap left it exactly as tall as before. Capping the width was
therefore no way to shorten the table — measured, after trying it: the felt went
822px wide to 746px and stayed 617px tall, and the bottom seat sat as far into
the action bar as it had. aspect-ratio ties the two together properly. */
--feltAspect: 0.72;
width: 100%;
padding-bottom: 72%;
aspect-ratio: 1 / var(--feltAspect);
margin: 0 auto;
/* Capping the width is how the felt is told to stay above the action bar.
--feltRoomPx is published by actionBar.js with the bar's real height and the
bottom seat's overhang already taken out; the fallback leaves the table its full
size if that ever fails to arrive. */
max-width: calc(var(--feltRoomPx, 100vh) / var(--feltAspect));
}
@@ -568,8 +595,19 @@ button,
.dealerChip {
position: absolute;
top: -10px;
right: -10px;
/* Inside its own seat, not on the rim.
It used to sit at -10px/-10px, hanging over the seat's corner — which on an oval
of overlapping seats means hanging over the seat *next to it*. Measured on a
nine-seat table: tapping the centre of seat 1 gave the button to seat 9. That
was always slightly true and the enlarged hit area made it much worse; three of
nine seats were losing taps, one of them losing its own middle.
Tucked inside, the overlap is zero at every size. It reads as a puck in the
corner of the seat rather than on its edge, which is a small price for tapping
a player and getting that player. */
top: 3px;
right: 3px;
width: 22px;
height: 22px;
border-radius: 50%;
@@ -580,20 +618,70 @@ button,
font-size: 0.68rem;
cursor: pointer;
z-index: 2;
opacity: 0.32;
transition: opacity 0.15s ease;
/* A dealer puck should look like a puck — small, sitting on the rim of its seat.
But tapping it hands the button to that seat and re-posts the blinds, and 22px
is half the 44px a fingertip needs. The hit area grows without the chip doing
so: the visual stays 22px and an invisible pad around it catches the tap.
Deliberately not centred on the chip — it's pushed down and left, away from the
neighbouring seat the chip juts towards, so the bigger target can't start
stealing taps meant for the seat next door. */
isolation: isolate;
}
.dealerChip:focus-visible {
opacity: 1;
.dealerChip::after {
content: "";
position: absolute;
/* Grows inward, over its own seat, not outward onto the neighbours.
The chip already sits outside its seat by design — top:-10px, right:-10px — so
a pad that also reaches up and right lands on whatever seat is next around the
oval. It did: three of nine seats had taps taken by a neighbour's chip, seat 1
losing 10 of 49 sampled points including its own centre, which meant tapping
the middle of seat 1 gave the button to seat 9.
Down and left is its own seat, which is a large target that can spare the
corner. The two pixels of outward reach are just to cover the chip's border. */
top: -3px;
right: -3px;
bottom: -18px;
left: -18px;
}
/* A poker table has one dealer button. This one drew nine.
Every seat carried a puck — the button's, and eight ghosts at 0.32 opacity that
were there to be pressed. Measured on a nine-seat table: eight pale discs, all
eight showing the letter D, one of them real. Finding the button 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 top of their neighbours: every
remaining "something important is covered" offender on a crowded table was a
seat covered by the seat-next-door's ghost puck.
So a seat that doesn't have the button doesn't draw one. The affordance is still
there — hovering a seat fades its slot in, which is a preview of where the button
would go — and on touch, where there is no hover, "Give the button" has always
been in the seat's long-press menu. Keyboard reaches it by focus.
pointer-events matters as much as the opacity: an invisible puck that still takes
taps would be worse than a visible one. */
.dealerChip:not(.active) {
opacity: 0;
pointer-events: none;
}
@media (hover: hover) {
.seat:hover .dealerChip {
opacity: 1;
.seat:hover .dealerChip:not(.active) {
opacity: 0.5;
pointer-events: auto;
}
}
.dealerChip:not(.active):focus-visible {
opacity: 1;
pointer-events: auto;
}
.dealerChip.active {
background: radial-gradient(circle at 35% 30%, #ffe9a8, #f5d547 55%, #cba428 100%);
border-color: #a9782f;
@@ -621,16 +709,42 @@ button,
display: inline-block;
}
/* Seats on the bottom of the ring wear their badge underneath, because that's the
edge the pot isn't on. Bets sit between a seat and the pot, so on the bottom arc
the chip comes down onto the seat's top edge — which is exactly where this badge
was, and the chip is a layer above it. See render.js for the measurement. */
.seat.seatBelowCentre .blindBadge {
top: auto;
bottom: -9px;
}
/* And the badge outranks the chips regardless, so a layout this doesn't anticipate
can't hide it again. Which blind a seat is posting is the one thing on that puck
nothing else on the felt repeats — a bet chip's amount is on the seat's own total
line as well. Measured across 12 table sizes: no chip loses its amount to this. */
.blindBadge {
z-index: 4;
}
/* Both badges failed WCAG AA against their own gradients — measured at the worst
stop, the small blind was 3.52:1 and the big blind 2.15:1, in 9px bold text a
dealer is meant to read at a glance across a table.
The small blind keeps its blue and just darkens (4.77:1 at its worst stop). The
big blind flips to dark text on brighter gold (5.84:1), which is how a gold chip
is marked anyway and has the side benefit of making the two badges far easier to
tell apart at speed — light-on-blue against dark-on-gold, rather than two pale
labels differing only in hue. */
.sbBadge {
left: -6px;
background: linear-gradient(180deg, #3f82d1, #2b5fa0);
background: linear-gradient(180deg, #2f6cb5, #22508c);
color: #eaf3ff;
}
.bbBadge {
left: 22px;
background: linear-gradient(180deg, #dba13f, #b7791f);
color: #fff7e6;
background: linear-gradient(180deg, #e6ad4d, #c98a2a);
color: #241a05;
}
/* A blind the dealer named by hand rather than one the button handed out. Without
@@ -899,9 +1013,24 @@ button,
text-align: center;
}
/* A bare checkbox ships at 13x13, which misses the 24px minimum with a mouse as well
as with a thumb. The row around it is the real target on touch, but the box itself
should be findable on any device. */
#dedicatedDealerToggle {
width: 24px;
height: 24px;
}
.linkBtn {
background: none;
border: none;
/* An underlined word was a 91x14 target, which misses the 24px minimum with a
mouse as well as with a thumb. The coarse-pointer block takes it to 44; this is
the floor everywhere else, and it changes nothing about how it looks. */
display: inline-flex;
align-items: center;
box-sizing: border-box;
min-height: 24px;
padding: 0;
color: #d8b46a;
font-family: inherit;
@@ -1040,6 +1169,13 @@ button,
border-radius: 16px 16px 0 0;
padding: 0.35rem 0.9rem calc(1rem + env(safe-area-inset-bottom, 0px));
box-shadow: 0 -14px 40px rgba(0, 0, 0, 0.65);
/* This sheet had no height limit and didn't scroll, so on a phone held sideways
its first two actions — Fold and All-in, the two that matter — 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. */
max-height: 85vh;
overflow-y: auto;
overscroll-behavior: contain;
}
.seatMenuHeader {
@@ -1349,7 +1485,16 @@ button,
.sidebarPanel summary {
cursor: pointer;
padding: 0.7rem 0;
/* These headers are the sidebar's whole navigation and were 38px tall on every
device, phones included — the touch pass further down never reached them.
Padding rather than a flex box with min-height, because a <summary> only draws
its disclosure triangle while it is display: list-item. */
padding: 0.85rem 0;
/* A <summary> is content-box, so min-height would have been *added* to the padding
— measured at 71px before this line went in. Same trap the header buttons were
in, one file over. */
box-sizing: border-box;
min-height: 44px;
font-size: 0.9rem;
color: #eee;
letter-spacing: 0.03em;
@@ -1565,6 +1710,46 @@ button,
color: #f0b46a;
}
/* The settle-up list is read out loud, one line per payment, so it's laid out like
the bank rows above it: name on the left, money hard right on tabular figures so a
column of amounts lines up on the decimal point. */
.settleUpList {
list-style: none;
margin: 0.35rem 0 0;
padding: 0;
}
.settleUpRow {
display: flex;
justify-content: space-between;
align-items: baseline;
gap: 0.75rem;
font-size: 0.8rem;
padding: 0.18rem 0;
border-bottom: 1px solid rgba(255, 255, 255, 0.05);
}
.settleUpRow:last-child {
border-bottom: 0;
}
.settleUpWho {
color: #ddd;
}
.settleUpAmount {
color: #f2d489;
font-weight: 600;
font-variant-numeric: tabular-nums;
white-space: nowrap;
}
/* Same amber the bank check uses when the columns don't agree — it's the same fault
being reported twice, and it should look like it. */
.fieldHint.settleUpOff {
color: #f0b46a;
}
.standingsHeader {
color: #8a8a8a;
font-size: 0.7rem;
@@ -1996,12 +2181,50 @@ body.hasActionBar #holdemSidebar {
color: #f0d9a8;
}
/* Whose turn it is, shown on the table itself as well as in the bar. */
/* Whose turn it is, shown on the table itself as well as in the bar.
Dealers say the biggest single time sink at a home table isn't how fast the cards
come out — it's players not noticing the action is on them. So this is the one
state that has to be unmistakable from across a table at a glance, and it was
distinguished only by a rim colour: 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.
It now reads as lit rather than merely outlined: a solid ring at full strength, a
warm glow that separates it from the felt, and a lift of its own. The seat's
`transform` positions it around the table, so the lift is box-shadow rather than
translate — setting transform here would throw the seat off its spot. */
.seat.seatActing {
border-color: #d8b46a;
border-color: #f0cd85;
background: linear-gradient(160deg, #3a3222, #241f16);
box-shadow:
0 0 0 2px rgba(216, 180, 106, 0.45),
0 4px 16px rgba(0, 0, 0, 0.55);
0 0 0 3px rgba(216, 180, 106, 0.9),
0 0 18px 2px rgba(216, 180, 106, 0.35),
0 6px 20px rgba(0, 0, 0, 0.6);
z-index: 4;
}
/* A slow breath, so a dealer glancing up finds it without hunting. Deliberately
gentle and deliberately optional — the ring above carries the whole job on its own
for anyone who'd rather nothing moved. */
@media (prefers-reduced-motion: no-preference) {
.seat.seatActing {
animation: seatActingPulse 2.4s ease-in-out infinite;
}
@keyframes seatActingPulse {
0%, 100% {
box-shadow:
0 0 0 3px rgba(216, 180, 106, 0.9),
0 0 18px 2px rgba(216, 180, 106, 0.35),
0 6px 20px rgba(0, 0, 0, 0.6);
}
50% {
box-shadow:
0 0 0 3px rgba(216, 180, 106, 0.65),
0 0 26px 5px rgba(216, 180, 106, 0.5),
0 6px 20px rgba(0, 0, 0, 0.6);
}
}
}
.seatPuckStack {
@@ -2011,6 +2234,23 @@ body.hasActionBar #holdemSidebar {
margin-top: 0.1rem;
}
/* "ALL IN" takes the stack line's place, so it has to not read as a stack. Wider
letters and a warm colour separate it from the grey money above it at a glance —
which is the whole job, because the dealer is scanning the ring for who can still
be bet at. */
.seatPuckStack.seatPuckAllIn {
color: #ffcf6b;
font-weight: 700;
letter-spacing: 0.06em;
}
/* And the seat itself carries a hint of it, so the mark survives being read out of
the corner of an eye. Deliberately quieter than .seatActing — all-in is a standing
fact about a player, not a request for the dealer's attention. */
.seat.seatAllIn {
border-color: rgba(255, 207, 107, 0.45);
}
/* Tournament-sized amounts. A number has no spaces to break on, so an amount too
wide for the 64px puck neither wraps nor ellipsises — it draws straight out over
the seat next to it. These step the size down so every digit stays on its own
@@ -2139,6 +2379,10 @@ body.hasActionBar #toastHost {
font-size: 0.8rem;
font-family: inherit;
cursor: pointer;
/* Same treatment as the dealer puck: a 30px dismiss button in a toast a dealer is
swatting away mid-hand, given a fingertip's worth of hit area without becoming
a bigger piece of furniture. */
position: relative;
}
@media (hover: hover) {
@@ -2207,7 +2451,12 @@ body.hasActionBar #toastHost {
display: flex;
align-items: center;
justify-content: center;
z-index: 50;
/* Every other sheet in here sits at 90-98; this one was at 50, underneath both
the action bar (55) and the toast (80). So the bar drew on top of the dialog
that pays people — in landscape one of its inputs was completely covered by
the Fold button — and a toast could sit over "Confirm Winner(s)". It's the odd
one out rather than a deliberate choice, and it joins the others. */
z-index: 95;
padding: 1.5rem;
}
@@ -2221,8 +2470,13 @@ body.hasActionBar #toastHost {
border-radius: 10px;
width: 100%;
max-width: 480px;
max-height: 85vh;
/* 85vh is most of a 390px-tall landscape window, and the action bar is fixed over
the bottom of it — so the last of the wizard sat underneath the bar and its
controls couldn't be tapped. Leaving the bar's own height out of the budget
keeps the whole dialog above it. */
max-height: calc(85vh - var(--actionBarHeight, 0px));
overflow-y: auto;
overscroll-behavior: contain;
padding: 1.2rem 1.4rem 1.6rem;
}
@@ -2375,6 +2629,16 @@ body.hasActionBar #toastHost {
}
@media (max-width: 700px) {
/* The narrow layout already had an answer for the bar: it reserves the bar's height
as scroll room below the table, and a phone is a thing you scroll. Capping the
felt here as well was measured and rejected — at 360x640 it took the table from
321px to 226px, which fixed the six-seat ring but broke the nine-seat one, two
covered seats traded for two seats whose centre landed on a neighbour. The cap is
for the wide layout, which never consulted the bar's height at all. */
#pokerTableWrap {
max-width: none;
}
/* Stacked, with the action that ends the hand furthest from a stray thumb. */
.potWizardActions {
flex-direction: column-reverse;
@@ -2390,8 +2654,9 @@ body.hasActionBar #toastHost {
grid-template-columns: 1fr;
}
/* One column, so the table has the full width and can afford to be round. */
#pokerTableWrap {
padding-bottom: 100%;
--feltAspect: 1;
}
.seat {
@@ -2702,10 +2967,25 @@ body.hasActionBar #toastHost {
against the containing block's width, not the element's own, so narrowing the
wrap on its own left it full height regardless. */
#pokerTableWrap {
--feltRoom: calc(100vh - var(--actionBarHeight, 0px) - 8.5rem);
width: min(100%, calc(var(--feltRoom) / 0.72));
/* A wide ellipse, which is what a real poker table is.
Capping the width by the height to hold the portrait aspect ratio was
throwing away most of the screen: at 640x360 the felt came out 135px wide
inside a 601px column — 22% of the width — leaving 366px of rim for nine
seats that need 662px. Adjacent seat centres ended up 13px apart, which is
why a seat's centre belonged to its neighbour.
Landscape has width and no height, so the table takes the width it has and
is only as tall as the room left over. */
--feltRoom: calc(100vh - var(--actionBarHeight, 0px) - 7rem);
width: 100%;
height: var(--feltRoom);
padding-bottom: 0;
min-height: 7rem;
/* This branch sets its own height outright, so neither the aspect ratio nor the
cap derived from it has anything to say here — and the cap would only narrow
a table that is already as short as the screen allows. */
aspect-ratio: auto;
max-width: none;
}
/* The header ate 148px of a 390px-tall window, which was most of the reason the
@@ -2741,6 +3021,7 @@ body.hasActionBar #toastHost {
width: 62px;
min-height: 40px;
}
}
/* ---------- Short phones, upright ----------
@@ -2816,3 +3097,178 @@ textarea:focus-visible {
[role="alertdialog"]:focus {
outline: none;
}
/* ---------- Fields on a tablet ----------
The 16px minimum and the 44px touch targets were both written into the phone
media query, so every iPad size missed them — measured at 768, 834 and 1024 wide,
where all ten setup fields sat at 13.3px. iOS zooms the page whenever a field
under 16px takes focus, so a dealer on an iPad was getting the table zoomed every
time they touched the blind amount, then pinching back out. The reason for the
rule was never "narrow screen", it was "iOS", and an iPad is iOS.
Font size applies everywhere now — 13.3px was small for a settings field on a
desktop anyway. The touch sizing keys off `hover: none`, which is what actually
distinguishes a finger from a mouse; a tablet gets thumb-sized controls and a
desktop keeps its compact sidebar. */
.seatEditorForm input:not([type="checkbox"]):not([type="color"]),
.panelBody input:not([type="checkbox"]):not([type="color"]),
.subPanelBody input:not([type="checkbox"]):not([type="color"]),
.panelBody select,
.panelBody textarea {
font-size: 16px;
}
@media (hover: none) {
.seatEditorForm input:not([type="checkbox"]):not([type="color"]),
.panelBody input:not([type="checkbox"]):not([type="color"]),
.subPanelBody input:not([type="checkbox"]):not([type="color"]),
.panelBody select {
min-height: 44px;
padding: 0.4rem 0.6rem;
}
}
.toastClose::after {
content: "";
position: absolute;
inset: -7px;
}
/* A note under the raise entry when the amount typed isn't a legal raise. It informs
and never blocks: 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.
Under-minimum raises are the single most common thing that stops a home game, and
the bar used to accept one without a word. */
.raiseNote {
margin: 0.45rem 0 0;
font-size: 0.74rem;
line-height: 1.35;
text-align: center;
}
.raiseNote.raiseNoteWarn {
color: #f0b46a;
}
.raiseNote.raiseNoteInfo {
color: #9fc7e8;
}
/* On a short phone the raise pad already makes the bar tall enough to cover the
lowest seats, and the note must not make that materially worse. Measured at
360x640: bar 122px closed, 178px with the pad open, 217px with a note. Tightened
here so the note costs a line rather than a paragraph — the bar is a transient
input mode with Cancel and Escape, but it shouldn't grow for the sake of it. */
@media (max-height: 700px) {
.raiseNote {
margin-top: 0.3rem;
font-size: 0.68rem;
line-height: 1.25;
}
/* The pot breakdown is reference material — which side pots exist and who can win
them. While an amount is being typed it isn't what the dealer is reading, and
it's the tallest thing competing for the strip. */
body.hasActionBar #actionBar:has(.raisePad) .potBreakdown {
display: none;
}
}
/* ---------- The deal step ----------
Between hands the bar shows who will post and waits. Dealing used to happen the
instant the previous hand ended, which committed blinds while people were still
sitting down — and left the blind badges disagreeing with the money already in. */
.dealPrompt {
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.dealPromptLine {
margin: 0;
text-align: center;
font-size: 0.8rem;
color: #c8c8c8;
line-height: 1.35;
}
.dealPromptLine.dealPromptBlocked {
color: #9a9a9a;
}
.actionBtn.actionDeal {
background: linear-gradient(180deg, #16783a, #0d5225);
border-color: #1e8449;
color: #ecffef;
font-weight: 600;
}
/* The quieter half of the deal prompt: things the deal is about to do that a dealer
would otherwise only discover afterwards. */
.dealPromptLine.dealPromptAside {
font-size: 0.72rem;
color: #9a9a9a;
}
/* ---------- Touch targets on a wide touch screen ----------
Every touch-target rule in this file sits behind `max-width: 700px`, and width was
never the question. A phone held sideways is 844px wide, so none of that work
applied to it. Measured on an emulated touch device at 844x390, with the sidebar
panels open: twelve controls under 44px, including the rulings link at 91x14 and
the dedicated-dealer checkbox at 13x13.
Restated here against the pointer instead of the viewport. 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. */
@media (pointer: coarse) {
.panelBody input:not([type="checkbox"]):not([type="color"]),
.subPanelBody input:not([type="checkbox"]):not([type="color"]),
.panelBody select {
font-size: 16px;
min-height: 44px;
padding: 0.4rem 0.6rem;
}
.panelBody .holdemBtnSmall,
.handHistoryActions .holdemBtn,
.toastAction {
min-height: 44px;
}
/* Destructive and tiny is the worst combination: these delete a chip colour or a
custom field, and are 28px wide. */
.removeChipColorBtn,
.removeFieldBtn {
min-width: 44px;
min-height: 44px;
}
/* flex-shrink would take a stated width straight back off again. */
.chipColorInput {
flex: none;
width: 44px;
height: 44px;
}
/* A bare checkbox can't grow into a target, but the row it sits in can — the
label is what a tap actually lands on. */
.panelBody .fieldRow {
min-height: 44px;
}
#dedicatedDealerToggle {
width: 24px;
height: 24px;
}
/* An underlined word is a 14px-tall target; give it room without making it look
like a button. */
.linkBtn {
display: inline-flex;
align-items: center;
min-height: 44px;
padding: 0 0.4rem;
}
}
@@ -516,6 +516,15 @@ button,
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;
}
@@ -29,6 +29,7 @@ const ActionBar = {
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") {
@@ -40,7 +41,39 @@ const ActionBar = {
publish();
},
// Anything to act on? A hand with nobody dealt in doesn't get a bar.
// 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,
FELT_MIN_PX: 220,
// 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.
publishFeltRoom(barHeight) {
const wrap = document.getElementById("pokerTableWrap");
if (!wrap) return;
const topInDocument = wrap.getBoundingClientRect().top + window.scrollY;
const room = window.innerHeight - barHeight - topInDocument -
this.SEAT_OVERHANG_PX - this.FELT_GAP_PX;
document.documentElement.style.setProperty(
"--feltRoomPx", `${Math.max(this.FELT_MIN_PX, Math.round(room))}px`);
},
// Anything to act on? A hand with nobody dealt in doesn't get a bar — and that
// still holds during setup, because a seated player is a live seat whether or not
// the betting has been opened. An empty table stays uncluttered.
isRunning() {
return Betting.liveSeats(this.state).length > 0;
},
@@ -66,7 +99,9 @@ const ActionBar = {
const breakdown = this.renderPotBreakdown();
if (breakdown) host.appendChild(breakdown);
if (Betting.isHandOver(this.state)) {
if (!this.state.bettingOpen) {
host.appendChild(this.renderDealPrompt());
} else if (Betting.isHandOver(this.state)) {
host.appendChild(this.renderHandOver());
} else if (this.state.actingSeatIndex === null || this.state.actingSeatIndex === undefined) {
host.appendChild(this.renderStreetDone());
@@ -94,8 +129,12 @@ const ActionBar = {
row.appendChild(pot);
// How many are still in the hand — part of the standard per-street
// announcement, and the number a dealer is asked for most often.
const remaining = Betting.liveSeats(this.state).length;
// announcement, and the number a dealer is asked for most often. Before the
// deal it counts the table as it will be dealt, so a busted player waiting on a
// rebuy isn't announced as one of the players. Read-only: the sitting-out
// itself happens when the hand is dealt, not while the bar is being drawn.
const counted = this.state.bettingOpen ? this.state : Betting.tableAsDealt(this.state);
const remaining = Betting.liveSeats(counted).length;
const players = document.createElement("span");
players.className = "actionPlayers";
players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
@@ -306,7 +345,10 @@ 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();
@@ -319,12 +361,27 @@ const ActionBar = {
// 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";
@@ -357,9 +414,10 @@ 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);
@@ -368,14 +426,164 @@ 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 ${Money.format(target)}`;
this.commit(label, () => Betting.raiseTo(this.state, index, target));
}));
wrap.appendChild(entry);
const note = document.createElement("p");
note.className = "raiseNote";
note.hidden = true;
wrap.appendChild(note);
this.updateRaiseNote(wrap, legalMin, maxTo);
return wrap;
},
// Says something when the amount typed isn't a legal raise. It never blocks —
// a dealer overruling the arithmetic is right more often than the arithmetic is,
// and the whole tool is built on tapping what the humans actually did.
//
// But an under-minimum raise from a player with chips behind them is the single
// most common thing that stops a home game dead, and until now the bar took it
// without a word: type 13 when the minimum is 18 and it was simply accepted. The
// engine then treats it as a short raise and correctly doesn't reopen the betting,
// which is right for an all-in and wrong for somebody who just misheard the bet.
updateRaiseNote(wrap, minTo, maxTo) {
const note = wrap.querySelector(".raiseNote");
if (!note) return;
const typed = Number(this.raiseDraft);
const current = this.state.currentBet || 0;
const raising = Betting.wagerVerb(this.state) === "raise";
if (!Number.isFinite(typed) || typed <= 0) { note.hidden = true; return; }
// Going all-in for less than a full raise is perfectly legal, and worth saying
// out loud because of what follows from it.
const isAllIn = Math.abs(typed - maxTo) < Betting.EPSILON_CHIPS;
if (typed > current && typed < minTo - Betting.EPSILON_CHIPS && !isAllIn) {
// The way out of an under-minimum differs: with a bet in front of you the
// alternative is calling it, and with an empty pot there's nothing to call.
note.textContent = raising
? `${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 ${Money.format(current)} already bet — that's a call, not a raise.`;
note.className = "raiseNote raiseNoteWarn";
note.hidden = false;
return;
}
note.hidden = true;
},
// The table is set but the cards aren't out. This is the step that used to happen
// by itself the instant the previous hand ended, which meant blinds were committed
// while people were still sitting down — and the blind badges would drift away from
// the money already posted as seats changed. Now the dealer says when.
renderDealPrompt() {
const wrap = document.createElement("div");
wrap.className = "dealPrompt";
const preview = Betting.blindPreview(this.state);
const seated = Betting.liveSeats(this.state).length;
const broke = Betting.brokeSeats(this.state);
const name = i => HoldemState.displayName(this.state.seats[i], i);
const listNames = indexes => indexes.length === 1
? name(indexes[0])
: `${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;
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)} ${broke.length === 1 ? "needs" : "need"} to buy in.`
: "Nobody at the table has chips left. Add a buy-in to deal.";
} else {
line.textContent = seated === 0
? "Nobody is dealt in yet. Tap a seat to add a player."
: "Only one player is dealt in — a hand needs two.";
}
line.classList.add("dealPromptBlocked");
wrap.appendChild(line);
return wrap;
}
line.textContent =
`${name(preview.sbIndex)} posts ${Money.format(preview.smallBlind)}, ` +
`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}` +
`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
wrap.appendChild(line);
// 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);
}
const row = document.createElement("div");
row.className = "actionButtons";
row.appendChild(this.button("Post blinds & deal", "actionDeal", () => {
this.commit("dealing the hand", () => Betting.beginHand(this.state));
}));
wrap.appendChild(row);
return wrap;
},
@@ -29,6 +29,105 @@ 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 } = HoldemState.getBlindSeats(asDealt);
if (sbIndex === null || bbIndex === null) return null;
return {
sbIndex, bbIndex, headsUp, manual: !!manual,
buttonIndex,
buttonMoves: buttonIndex !== state.dealerSeatIndex,
satOut,
smallBlind: this.round(state.smallBlind || 0),
bigBlind: this.round(state.bigBlind || 0),
};
},
// 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);
},
@@ -92,6 +191,20 @@ const Betting = {
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.
@@ -264,6 +377,11 @@ const Betting = {
// 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);
},
@@ -291,11 +409,31 @@ const Betting = {
// 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;
// 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.
@@ -53,6 +53,27 @@ const HandHistoryExport = {
Money.forSheet(row.cashPosition || 0),
]);
});
// 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`,
]);
}
}
}
return rows.map(row => row.map(f => this.csvField(f)).join(",")).join("\r\n");
+64 -14
View File
@@ -96,13 +96,21 @@ document.addEventListener("DOMContentLoaded", () => {
});
},
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => {
state.dealerSeatIndex = index;
// Before anyone has acted the blinds are still just sitting there, so
// moving the button moves them too — a home game passes it round several
// times before the cards come out, and the posted chips have to follow.
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
}),
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 ${nameOf(index)}.`, () => {
state.dealerSeatIndex = index;
if (willRepost) Betting.repostBlinds(state);
});
},
assignBlind: (index, which) => {
const blinds = HoldemState.getBlindSeats(state);
@@ -132,11 +140,27 @@ document.addEventListener("DOMContentLoaded", () => {
editSeat: index => Render.toggleSeatEditor(index),
addChips: index => AddChips.open(state, index, (seatIndex, amount) => {
seatAction(seatIndex, `${nameOf(seatIndex)} added ${Money.format(amount)}.`, player => {
// Buying chips puts you back in the game — see Betting.buyInDealsThemIn.
const dealBackIn = Betting.buyInDealsThemIn(state.seats[seatIndex]);
const handRunning = !Betting.onlyBlindsIn(state) || Betting.potSoFar(state) > 0;
const message = `${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.
player.stack = Money.round(Betting.stackOf(state, player) + amount);
player.buyIns = Money.round((Number(player.buyIns) || 0) + amount);
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;
}
});
}),
};
@@ -159,8 +183,10 @@ document.addEventListener("DOMContentLoaded", () => {
// 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);
});
});
};
@@ -222,7 +248,9 @@ 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"),
});
@@ -345,9 +373,8 @@ document.addEventListener("DOMContentLoaded", () => {
? ` ${Money.format(unresolved)} taken off the table.`
: "";
runUndoable(`Next hand — ${where}. Blinds posted.${discarded}`, () => {
runUndoable(`Next hand — ${where}. Seat the table, then deal.${discarded}`, () => {
HoldemState.startNextHand(state);
Betting.beginHand(state);
});
});
@@ -367,6 +394,29 @@ 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);
[
@@ -48,6 +48,24 @@ const Money = {
return (this.toCents(amount) / 100).toFixed(2);
},
// 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
// glance, and the sign belongs out front where the eye lands first.
formatSigned(amount) {
@@ -171,11 +171,31 @@ 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 ${index + 1}`;
const chipLabel = hasButton
? `${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.
@@ -269,11 +289,18 @@ const Render = {
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);
@@ -713,6 +740,58 @@ const Render = {
});
this.renderBankReconciliation();
this.renderSettleUp(standings);
},
// 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 =
`${Money.format(plan.shortBy)} of winnings has nothing to pay it — there are more chips on the table than cash was taken for. Fix that above before anyone cashes out.`;
} else {
note.textContent =
`${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
@@ -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;
}
@@ -40,6 +40,22 @@ const Shortcuts = {
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) {
if (e.metaKey || e.ctrlKey || e.altKey) return;
@@ -47,6 +63,8 @@ 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;
@@ -58,6 +58,20 @@ 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
@@ -84,6 +98,17 @@ const HoldemState = {
.forEach(key => {
if (parsed[key] === undefined) parsed[key] = defaults[key];
});
// 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;
@@ -248,15 +273,25 @@ const HoldemState = {
// 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.
ensureButtonOnPlayer(state) {
if (state.seats[state.dealerSeatIndex] && state.seats[state.dealerSeatIndex].inHand) return;
// 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;
for (let step = 0; step < state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) {
state.dealerSeatIndex = index;
return;
}
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
@@ -306,6 +341,12 @@ const HoldemState = {
startNextHand(state) {
this.advanceButton(state);
// 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.
+40
View File
@@ -22,6 +22,46 @@ other in the page, in the load order from `TexasHoldem.cshtml`.
| `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.
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
+98
View File
@@ -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);
});
+148
View File
@@ -0,0 +1,148 @@
// 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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// 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);
});
});
+2
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@@ -18,6 +18,7 @@ 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.
@@ -77,6 +78,7 @@ module.exports = {
HandHistoryExport,
PotCalculator,
SplitCalculator,
SettleUp,
Betting,
HoldemState,
makeTable,
+134
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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 page = await browser.newPage();
const failures = [];
const warnings = [];
let checks = 0;
for (const [width, height, label] of VIEWPORTS) {
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, label] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
await page.evaluate(() => {
const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
if (button) button.click();
});
await page.addScriptTag({ path: AUDIT });
checks++;
const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
}
await browser.close();
console.log(`${checks} audits across ${VIEWPORTS.length} viewports`);
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();
+53
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@@ -0,0 +1,53 @@
// 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);
});
+124
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@@ -0,0 +1,124 @@
// 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 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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// 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;
},
occlusion(selector = "#actionBar button, #holdemHeader button, .seat") {
const offenders = [];
const warnings = [];
[...document.querySelectorAll(selector)].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 ${blockedBy}`;
// A toast is transient by design: it dismisses itself and carries a close
// button, and on a desktop it necessarily lands over a table that fills the
// content column. Partial overlap from one is a fact of the layout, not a
// fault. Being *fully* covered by a toast is still a failure though — that
// was a real bug once, where a seat sat exactly under the Undo button and a
// tap meant for a player took back the last action instead.
const transient = blockedBy && /toast/i.test(blockedBy);
if (transient && blocked < testable) warnings.push(note);
else offenders.push(note);
});
return { name: "nothing important is covered", offenders, warnings };
},
// ---- Layout (the check that would have caught the standings regression) ----
// A grid column squeezed to nothing doesn't truncate its text, it erases it.
// This is the one that was missing: the player-name column sat at 0px through
// two rounds because nothing ever asked whether a column had survived.
collapsedColumns() {
const offenders = [];
[...document.querySelectorAll("[class*='Row'], [class*='row']")].forEach(row => {
if (getComputedStyle(row).display !== "grid") return;
[...row.children].forEach(cell => {
if (getComputedStyle(cell).display === "none") return;
const hasText = (cell.textContent || "").trim().length > 0;
if (hasText && cell.getBoundingClientRect().width < 4) {
offenders.push(`${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;
});
},
contrast({ minimum = 4.5, largeMinimum = 3, selector = null } = {}) {
const offenders = [];
const unmeasured = [];
const nodes = selector
? [...document.querySelectorAll(selector)]
: [...document.querySelectorAll("*")];
nodes.forEach(el => {
if (el.children.length > 0) return; // leaf text only
const text = (el.textContent || "").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;
if (parseFloat(style.opacity) < 0.99) return; // faded on purpose
// Decoration is exempt by definition: the watermark on the felt is meant
// to be barely there, and holding it to a reading threshold would mean
// making it not a watermark. Marked aria-hidden so screen readers skip it
// too, which is the same claim expressed where it also does some good.
if (el.closest("[aria-hidden='true']")) return;
const fgRaw = this.parseColour(style.color);
if (!fgRaw) return;
const candidates = this.backgroundCandidates(el);
if (candidates.length === 0) {
unmeasured.push(`${this.describe(el)} :: no opaque background found`);
return;
}
// The kindest reading available: best contrast across every candidate.
let best = 0;
candidates.forEach(bg => {
const fg = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
best = Math.max(best, this.contrastRatio(fg, bg));
});
const sizePx = parseFloat(style.fontSize);
const weight = parseInt(style.fontWeight, 10) || 400;
const isLarge = sizePx >= 24 || (sizePx >= 18.66 && weight >= 700);
const required = isLarge ? largeMinimum : minimum;
if (best + 0.05 < required) {
offenders.push(`${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 ${minimum}px`, offenders, skipped: "pointer device" };
}
this.visibleControls()
.filter(el => el.type !== "color")
.filter(el => !(exempt && el.matches(exempt)))
.forEach(el => {
const rect = el.getBoundingClientRect();
// Drawn big enough is big enough — no need to probe, and probing wide
// elements is where the cap above used to produce nonsense. Seats sit
// here: they're 76x72 and overlap each other at the rim by design, so
// measuring their reach would report the crowding as a fault.
if (rect.width >= minimum - 1 && rect.height >= minimum - 1) return;
const size = this.effectiveTarget(el);
if (!size) return;
if (size.width >= minimum - 1 && size.height >= minimum - 1) return;
offenders.push(
`${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 };
},
// 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() {
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);
return style.display !== "none" && style.visibility !== "hidden" &&
parseFloat(style.opacity) > 0.05;
});
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 "${duplicated[0]}"`
);
}
return { name: "the felt shows one dealer button", offenders };
},
// ---- Runner ----
runAll(options = {}) {
const checks = [
this.touchAction(),
this.tapHighlight(),
this.textSelectable(),
this.occlusion(options.occlusionSelector),
this.collapsedColumns(),
this.textSpill(),
this.horizontalOverflow(),
this.fieldFontSize(),
this.seatOwnership(),
this.oneDealerButton(),
];
if (options.includeTouchTargets) checks.push(this.touchTargets(options.minimumTarget));
return {
viewport: `${innerWidth}x${innerHeight}`,
failed: checks.filter(c => c.offenders.length > 0),
// Things worth knowing that aren't faults — see occlusion() on toasts.
warnings: checks.flatMap(c => c.warnings || []),
passed: checks.filter(c => c.offenders.length === 0).map(c => c.name),
clean: checks.every(c => c.offenders.length === 0),
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = LayoutAudit;
}
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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);
});