Compare commits
4
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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271194cc9e | ||
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95c523738c | ||
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1fcc058dd8 | ||
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ee25e2a4fa |
@@ -1075,12 +1075,37 @@ body.hasActionBar #holdemSidebar {
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.actionStatus {
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display: flex;
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flex-wrap: wrap;
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align-items: baseline;
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gap: 0.6rem;
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gap: 0.4rem 0.6rem;
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margin-bottom: 0.55rem;
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font-size: 0.78rem;
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}
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/* Always there while there's something to take back, rather than a toast per tap. */
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.actionUndo {
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flex: none;
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min-height: 30px;
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max-width: 100%;
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padding: 0.15rem 0.6rem;
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border-radius: 999px;
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border: 1px solid #414141;
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background: #262626;
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color: #bdbdbd;
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font-family: inherit;
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font-size: 0.72rem;
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cursor: pointer;
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overflow: hidden;
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text-overflow: ellipsis;
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white-space: nowrap;
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}
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.actionUndo:hover {
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background: #333;
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border-color: #4f4f4f;
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color: #eee;
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}
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.actionStreet {
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color: #d8b46a;
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font-weight: 600;
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@@ -1094,6 +1119,11 @@ body.hasActionBar #holdemSidebar {
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font-variant-numeric: tabular-nums;
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}
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.actionPlayers {
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color: #9c9c9c;
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font-variant-numeric: tabular-nums;
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}
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.actionWho {
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margin-left: auto;
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color: #9c9c9c;
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@@ -1102,6 +1132,87 @@ body.hasActionBar #holdemSidebar {
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white-space: nowrap;
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}
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/* Stopwatch, not a shot clock: it colours up as a prompt to the dealer, and does
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nothing else. */
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.actionTank {
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flex: none;
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min-width: 3.1rem;
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text-align: right;
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color: #7d7d7d;
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font-variant-numeric: tabular-nums;
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transition: color 0.3s ease;
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}
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.actionTank.tankNudge {
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color: #d8b46a;
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}
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.actionTank.tankSlow {
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color: #e07b7b;
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font-weight: 600;
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}
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/* ---------- Side-pot breakdown ---------- */
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.potBreakdown {
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display: flex;
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flex-direction: column;
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gap: 0.2rem;
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margin-bottom: 0.55rem;
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padding: 0.4rem 0.55rem;
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background: rgba(216, 180, 106, 0.07);
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border: 1px solid rgba(216, 180, 106, 0.25);
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border-radius: 8px;
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}
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.potBreakdownHeading {
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margin: 0 0 0.35rem;
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color: #d8b46a;
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font-size: 0.68rem;
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letter-spacing: 0.08em;
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text-transform: uppercase;
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}
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.potLayer {
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display: flex;
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align-items: baseline;
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gap: 0.5rem;
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font-size: 0.76rem;
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}
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.potLayerLabel {
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color: #d8b46a;
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font-weight: 600;
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flex: none;
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}
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.potLayerAmount {
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color: #f2f2f2;
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font-variant-numeric: tabular-nums;
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font-weight: 600;
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flex: none;
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}
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.potLayerWho {
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color: #9a9a9a;
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flex: 1;
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min-width: 0;
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text-align: right;
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overflow: hidden;
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text-overflow: ellipsis;
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white-space: nowrap;
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}
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.potBreakdownWizard {
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margin-bottom: 1rem;
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}
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.potLayerReturn .potLayerLabel,
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.potLayerReturn .potLayerAmount {
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color: #9a9a9a;
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font-weight: 500;
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}
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.actionButtons {
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display: flex;
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gap: 0.5rem;
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@@ -27,6 +27,8 @@ const ActionBar = {
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if (!this.isRunning()) {
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host.hidden = true;
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document.body.classList.remove("hasActionBar");
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this.stopTankTimer();
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this.tankSeatIndex = null;
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return;
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}
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host.hidden = false;
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@@ -34,6 +36,9 @@ const ActionBar = {
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host.appendChild(this.renderStatus());
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const breakdown = this.renderPotBreakdown();
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if (breakdown) host.appendChild(breakdown);
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if (Betting.isHandOver(this.state)) {
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host.appendChild(this.renderHandOver());
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} else if (this.state.actingSeatIndex === null || this.state.actingSeatIndex === undefined) {
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@@ -43,6 +48,8 @@ const ActionBar = {
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} else {
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host.appendChild(this.renderActions());
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}
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this.syncTankTimer();
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},
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renderStatus() {
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@@ -59,6 +66,14 @@ const ActionBar = {
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pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`;
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row.appendChild(pot);
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// How many are still in the hand — part of the standard per-street
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// announcement, and the number a dealer is asked for most often.
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const remaining = Betting.liveSeats(this.state).length;
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const players = document.createElement("span");
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players.className = "actionPlayers";
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players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
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row.appendChild(players);
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const index = this.state.actingSeatIndex;
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if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
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const player = this.state.seats[index];
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@@ -66,11 +81,119 @@ const ActionBar = {
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who.className = "actionWho";
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who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`;
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row.appendChild(who);
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const tank = document.createElement("span");
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tank.className = "actionTank";
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tank.id = "actionTank";
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tank.title = "How long this player has been thinking";
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tank.textContent = "0:00";
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row.appendChild(tank);
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}
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// A standing control rather than a toast per action: a dealer taps this bar
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// constantly, and a toast after every fold would be noise they'd learn to
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// ignore — which is exactly when they'd miss the one that mattered.
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const undoLabel = this.hooks.lastActionLabel();
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if (undoLabel) {
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const undo = document.createElement("button");
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undo.type = "button";
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undo.className = "actionUndo";
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undo.title = `Undo ${undoLabel}`;
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undo.textContent = `↶ ${undoLabel}`;
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undo.addEventListener("click", () => this.hooks.undoLast());
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row.appendChild(undo);
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}
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return row;
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},
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// ---- Think timer ----
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//
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// A player who hasn't noticed the action is on them costs more time than anything
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// else a dealer does, so the bar shows how long the current player has been in the
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// tank. It's a stopwatch, not a shot clock: nothing happens when it grows, it just
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// tells the dealer when it's worth a nudge.
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NUDGE_AFTER_S: 30,
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SLOW_AFTER_S: 60,
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tankSeatIndex: null,
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tankStartedAt: null,
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tankInterval: null,
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// Restarts only when the action actually moves — a re-render for any other reason
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// (a chip edit, a name change) must not put a thinking player back to zero.
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syncTankTimer() {
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const index = this.state.actingSeatIndex;
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const running = index !== null && index !== undefined && !Betting.isHandOver(this.state);
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if (!running) {
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this.stopTankTimer();
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this.tankSeatIndex = null;
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return;
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}
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if (this.tankSeatIndex !== index) {
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this.tankSeatIndex = index;
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this.tankStartedAt = Date.now();
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}
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if (!this.tankInterval) {
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this.tankInterval = setInterval(() => this.paintTank(), 1000);
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}
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this.paintTank();
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},
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stopTankTimer() {
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if (this.tankInterval) {
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clearInterval(this.tankInterval);
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this.tankInterval = null;
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}
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},
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// Updates only the timer's own text, so the seconds ticking over never rebuilds the
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// buttons under the dealer's thumb.
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paintTank() {
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const el = document.getElementById("actionTank");
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if (!el || this.tankStartedAt === null) return;
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const seconds = Math.floor((Date.now() - this.tankStartedAt) / 1000);
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const mins = Math.floor(seconds / 60);
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el.textContent = `${mins}:${String(seconds % 60).padStart(2, "0")}`;
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el.classList.toggle("tankNudge", seconds >= this.NUDGE_AFTER_S && seconds < this.SLOW_AFTER_S);
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el.classList.toggle("tankSlow", seconds >= this.SLOW_AFTER_S);
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},
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// Shown only once someone is all-in and the money has actually split — a single
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// undivided pot needs no announcement, and a line that's always there stops being
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// read.
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renderPotBreakdown() {
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// Only worth showing once someone is actually all-in. Mid-street the amounts in
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// front of players are unequal all the time — the blinds alone are unequal —
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// and layering that would announce a side pot on every hand before anyone had
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// even acted.
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const someoneAllIn = this.state.seats.some(
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player => player.inHand && Betting.handTotal(player) > 0 && Betting.stackOf(this.state, player) <= 0
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);
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if (!someoneAllIn) return null;
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const contributions = this.state.seats.map((player, index) => ({
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id: player.id,
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index,
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contribution: Betting.handTotal(player),
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folded: player.folded,
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}));
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const nameById = new Map(
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this.state.seats.map((player, index) => [player.id, HoldemState.displayName(player, index)])
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);
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return Render.buildPotBreakdown(
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PotCalculator.layers(contributions),
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PotCalculator.uncalledReturns(contributions),
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id => nameById.get(id)
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);
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},
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button(label, className, onClick, sublabel) {
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const btn = document.createElement("button");
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btn.type = "button";
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@@ -92,7 +215,11 @@ const ActionBar = {
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return btn;
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},
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commit(mutate) {
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// Every action taken from the bar goes through here, which is also where it gets
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// recorded so it can be taken back. A misclick on Fold is the one mistake in this
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// tool a dealer can't talk their way out of.
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commit(label, mutate) {
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this.hooks.beginAction(label);
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mutate();
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this.hooks.save(this.state);
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this.hooks.rerender();
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@@ -103,20 +230,21 @@ const ActionBar = {
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const player = this.state.seats[index];
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const owed = Betting.toCall(this.state, player);
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const stack = Betting.stackOf(this.state, player);
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const who = HoldemState.displayName(player, index);
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const row = document.createElement("div");
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row.className = "actionButtons";
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row.appendChild(this.button("Fold", "actionFold", () => this.commit(() => Betting.fold(this.state, index))));
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row.appendChild(this.button("Fold", "actionFold", () => this.commit(`${who}'s fold`, () => Betting.fold(this.state, index))));
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if (owed <= 0) {
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row.appendChild(this.button("Check", "actionCheck", () => this.commit(() => Betting.check(this.state, index))));
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row.appendChild(this.button("Check", "actionCheck", () => this.commit(`${who}'s check`, () => Betting.check(this.state, index))));
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} else if (owed >= stack) {
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// Calling would put them all-in, so say that rather than quoting a number
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// they can't cover.
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row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(() => Betting.allIn(this.state, index)), Money.format(stack)));
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row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(`${who}'s all-in`, () => Betting.allIn(this.state, index)), Money.format(stack)));
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} else {
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row.appendChild(this.button("Call", "actionCall", () => this.commit(() => Betting.call(this.state, index)), Money.format(owed)));
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row.appendChild(this.button("Call", "actionCall", () => this.commit(`${who}'s call`, () => Betting.call(this.state, index)), Money.format(owed)));
|
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}
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|
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if (stack > owed) {
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@@ -185,7 +313,8 @@ const ActionBar = {
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entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
|
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const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
|
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this.raiseOpen = false;
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this.commit(() => Betting.raiseTo(this.state, index, target));
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const who = HoldemState.displayName(player, index);
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this.commit(`${who}'s raise to ${Money.format(target)}`, () => Betting.raiseTo(this.state, index, target));
|
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}));
|
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|
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wrap.appendChild(entry);
|
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@@ -204,7 +333,7 @@ const ActionBar = {
|
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this.hooks.resolvePot();
|
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return;
|
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}
|
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this.commit(() => Betting.closeStreet(this.state));
|
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this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
|
||||
}));
|
||||
|
||||
return row;
|
||||
|
||||
@@ -83,12 +83,39 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
});
|
||||
};
|
||||
|
||||
// A short history of actions taken from the bar, so a misclicked Fold can be taken
|
||||
// back — and the one before it, since a dealer usually notices a beat late. Kept in
|
||||
// memory only: this is for the mistake you just made, not last night's hand.
|
||||
const MAX_UNDO_STEPS = 12;
|
||||
const actionHistory = [];
|
||||
|
||||
ActionBar.mount(state, {
|
||||
save: hooks.save,
|
||||
rerender: hooks.rerender,
|
||||
resolvePot: openPotWizard,
|
||||
|
||||
beginAction: label => {
|
||||
actionHistory.push({ label, snapshot: JSON.parse(JSON.stringify(state)) });
|
||||
if (actionHistory.length > MAX_UNDO_STEPS) actionHistory.shift();
|
||||
},
|
||||
|
||||
lastActionLabel: () => (actionHistory.length ? actionHistory[actionHistory.length - 1].label : null),
|
||||
|
||||
undoLast: () => {
|
||||
const step = actionHistory.pop();
|
||||
if (!step) return;
|
||||
Object.keys(state).forEach(key => delete state[key]);
|
||||
Object.assign(state, step.snapshot);
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
Toast.show(`Took back ${step.label}.`, { duration: 2500 });
|
||||
},
|
||||
});
|
||||
|
||||
// Anything that ends the hand makes the per-action history meaningless — the
|
||||
// snapshots refer to a hand that no longer exists.
|
||||
const clearActionHistory = () => { actionHistory.length = 0; };
|
||||
|
||||
// Moving to the next hand used to ask "are you sure?" every single time —
|
||||
// the most-pressed button in a session, gated behind a system dialog. It now
|
||||
// just happens, and the toast offers the way back for the few seconds anyone
|
||||
@@ -97,6 +124,9 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
const runUndoable = (message, mutate) => {
|
||||
const snapshot = JSON.parse(JSON.stringify(state));
|
||||
mutate();
|
||||
// Starting or settling a hand invalidates the per-action history: those
|
||||
// snapshots describe a hand that's over. The whole-step Undo below replaces it.
|
||||
clearActionHistory();
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
|
||||
@@ -177,6 +207,7 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
|
||||
HoldemState.clear();
|
||||
Object.assign(state, HoldemState.createDefault());
|
||||
clearActionHistory();
|
||||
Render.mount(state, hooks);
|
||||
Toast.show("Table reset.", { duration: 2500 });
|
||||
});
|
||||
|
||||
@@ -24,6 +24,79 @@ const PotCalculator = {
|
||||
return entries.filter(e => !e.folded && e.remaining > this.EPSILON);
|
||||
},
|
||||
|
||||
// Splits the money on the table into the main pot and any side pots, with who can
|
||||
// win each. Read-only — this is what a dealer says out loud before the showdown
|
||||
// ("main pot four-eighty, side pot ninety between seats 3 and 5"), which is the
|
||||
// announcement that goes missing far more often than the arithmetic goes wrong.
|
||||
//
|
||||
// Every distinct all-in amount opens a new layer: each player pays into a layer up
|
||||
// to their own contribution, and only players who reached that height can win it.
|
||||
// Folded money stays in — it's dead money owed to whoever wins the layer it fell in.
|
||||
layers(players) {
|
||||
const live = players.filter(p => p.contribution > this.EPSILON);
|
||||
if (live.length === 0) return [];
|
||||
|
||||
const heights = [...new Set(live.map(p => Math.round(p.contribution * 100)))].sort((a, b) => a - b);
|
||||
|
||||
const layers = [];
|
||||
let floor = 0;
|
||||
heights.forEach(height => {
|
||||
const band = height - floor;
|
||||
const payers = live.filter(p => Math.round(p.contribution * 100) >= height);
|
||||
const amount = band * payers.length;
|
||||
const eligible = payers.filter(p => !p.folded).map(p => p.id);
|
||||
|
||||
// A band nobody can win isn't a pot — it's an overbet that never got
|
||||
// called, and it goes back to whoever put it in. Announcing it as a side
|
||||
// pot would overstate what's actually being played for.
|
||||
if (amount > 0 && eligible.length > 0) {
|
||||
layers.push({ amount: amount / 100, eligible });
|
||||
}
|
||||
floor = height;
|
||||
});
|
||||
|
||||
// Consecutive layers with the same set of eligible players are one pot to a
|
||||
// dealer — nobody announces two side pots between the same two people.
|
||||
const merged = [];
|
||||
layers.forEach(layer => {
|
||||
const previous = merged[merged.length - 1];
|
||||
const sameEligibility =
|
||||
previous &&
|
||||
previous.eligible.length === layer.eligible.length &&
|
||||
previous.eligible.every(id => layer.eligible.includes(id));
|
||||
|
||||
if (sameEligibility) {
|
||||
previous.amount = Math.round((previous.amount + layer.amount) * 100) / 100;
|
||||
} else {
|
||||
merged.push({ ...layer });
|
||||
}
|
||||
});
|
||||
|
||||
return merged.map((layer, index) => ({
|
||||
...layer,
|
||||
label: index === 0 ? "Main pot" : `Side pot ${index}`,
|
||||
}));
|
||||
},
|
||||
|
||||
// Chips nobody could call, which the dealer pushes back rather than into the pot.
|
||||
// Anything above the biggest live contribution was never contested — most often an
|
||||
// overbet by someone who then folded.
|
||||
uncalledReturns(players) {
|
||||
const contributing = players.filter(p => p.contribution > this.EPSILON);
|
||||
const liveCents = contributing.filter(p => !p.folded).map(p => Math.round(p.contribution * 100));
|
||||
|
||||
// Nobody live at all means the fold flags are wrong, not that every chip on
|
||||
// the table was uncalled. That's a correction for the dealer to make, so say
|
||||
// nothing here and let the wizard ask them to fix it.
|
||||
if (liveCents.length === 0) return [];
|
||||
|
||||
const cap = Math.max(...liveCents);
|
||||
|
||||
return contributing
|
||||
.map(p => ({ id: p.id, amount: (Math.round(p.contribution * 100) - cap) / 100 }))
|
||||
.filter(r => r.amount > this.EPSILON);
|
||||
},
|
||||
|
||||
// Awards the current pot layer to `winnerIds` (one id, or several for a split/tie).
|
||||
// The payout is capped at the smallest remaining contribution among the winners —
|
||||
// that's the classic side-pot rule: an all-in player can only win what everyone at
|
||||
|
||||
@@ -18,13 +18,16 @@ const PotWizard = {
|
||||
this.playerLabelById = new Map(
|
||||
players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))])
|
||||
);
|
||||
this.entries = PotCalculator.buildEntries(
|
||||
players.map(p => ({
|
||||
id: p.id,
|
||||
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
|
||||
folded: p.folded,
|
||||
}))
|
||||
);
|
||||
const contributions = players.map(p => ({
|
||||
id: p.id,
|
||||
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
|
||||
folded: p.folded,
|
||||
}));
|
||||
this.entries = PotCalculator.buildEntries(contributions);
|
||||
// Kept so the wizard can show the whole breakdown up front, not just the layer
|
||||
// it happens to be asking about.
|
||||
this.layers = PotCalculator.layers(contributions);
|
||||
this.returns = PotCalculator.uncalledReturns(contributions);
|
||||
this.log = [];
|
||||
this.totals = new Map();
|
||||
|
||||
@@ -58,6 +61,7 @@ const PotWizard = {
|
||||
|
||||
const body = document.getElementById("potWizardBody");
|
||||
body.innerHTML = "";
|
||||
if (this.log.length === 0) body.appendChild(this.renderBreakdown());
|
||||
body.appendChild(this.renderLog());
|
||||
|
||||
const remaining = PotCalculator.totalPot(this.entries.filter(e => e.remaining > PotCalculator.EPSILON));
|
||||
@@ -65,7 +69,17 @@ const PotWizard = {
|
||||
if (contenders.length === 0 && remaining > PotCalculator.EPSILON) {
|
||||
const warning = document.createElement("p");
|
||||
warning.className = "potWizardPrompt";
|
||||
warning.textContent = `${Money.format(remaining)} is still unassigned, but every remaining player is marked Folded. Uncheck Fold on whoever should win it.`;
|
||||
|
||||
// Money left over because nobody could call it isn't a pot anyone won —
|
||||
// it goes back to whoever put it in. Telling the dealer to un-fold someone
|
||||
// to "win" it would be wrong.
|
||||
const returned = (this.returns || []).reduce((sum, r) => sum + r.amount, 0);
|
||||
if (Math.abs(returned - remaining) <= PotCalculator.EPSILON && returned > 0) {
|
||||
const who = this.returns.map(r => this.playerLabelById.get(r.id)).join(", ");
|
||||
warning.textContent = `${Money.format(remaining)} was never called — push it back to ${who} rather than paying it out.`;
|
||||
} else {
|
||||
warning.textContent = `${Money.format(remaining)} is still unassigned, but every remaining player is marked Folded. Uncheck Fold on whoever should win it.`;
|
||||
}
|
||||
body.appendChild(warning);
|
||||
body.appendChild(this.renderSummary());
|
||||
return;
|
||||
@@ -131,6 +145,20 @@ const PotWizard = {
|
||||
});
|
||||
},
|
||||
|
||||
// The announcement, spelled out before anyone is asked to pick a winner: what the
|
||||
// main pot is worth, what each side pot is worth, and who can win each.
|
||||
renderBreakdown() {
|
||||
const node = Render.buildPotBreakdown(
|
||||
this.layers || [],
|
||||
this.returns || [],
|
||||
id => this.playerLabelById.get(id),
|
||||
"Announce before the showdown"
|
||||
);
|
||||
if (!node) return document.createDocumentFragment();
|
||||
node.classList.add("potBreakdownWizard");
|
||||
return node;
|
||||
},
|
||||
|
||||
renderLog() {
|
||||
const wrap = document.createElement("div");
|
||||
wrap.className = "potWizardLog";
|
||||
|
||||
@@ -520,6 +520,51 @@ const Render = {
|
||||
});
|
||||
},
|
||||
|
||||
// ---- Pot breakdown ----
|
||||
|
||||
// Shared by the action bar (live, mid-hand) and the pot wizard (before winners are
|
||||
// picked), because both are showing the dealer the same announcement.
|
||||
buildPotBreakdown(pots, returns, nameFor, heading) {
|
||||
if (pots.length < 2 && returns.length === 0) return null;
|
||||
|
||||
const wrap = document.createElement("div");
|
||||
wrap.className = "potBreakdown";
|
||||
|
||||
if (heading) {
|
||||
const title = document.createElement("p");
|
||||
title.className = "potBreakdownHeading";
|
||||
title.textContent = heading;
|
||||
wrap.appendChild(title);
|
||||
}
|
||||
|
||||
const addRow = (label, amount, who, className) => {
|
||||
const row = document.createElement("div");
|
||||
row.className = `potLayer ${className || ""}`;
|
||||
|
||||
const labelEl = document.createElement("span");
|
||||
labelEl.className = "potLayerLabel";
|
||||
labelEl.textContent = label;
|
||||
|
||||
const amountEl = document.createElement("span");
|
||||
amountEl.className = "potLayerAmount";
|
||||
amountEl.textContent = Money.format(amount);
|
||||
|
||||
const whoEl = document.createElement("span");
|
||||
whoEl.className = "potLayerWho";
|
||||
whoEl.textContent = who;
|
||||
|
||||
row.appendChild(labelEl);
|
||||
row.appendChild(amountEl);
|
||||
row.appendChild(whoEl);
|
||||
wrap.appendChild(row);
|
||||
};
|
||||
|
||||
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.map(nameFor).join(", ")));
|
||||
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${nameFor(ret.id)}`, "potLayerReturn"));
|
||||
|
||||
return wrap;
|
||||
},
|
||||
|
||||
// ---- Session standings ----
|
||||
|
||||
renderStandings() {
|
||||
|
||||
Reference in New Issue
Block a user