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15 changed files with 101 additions and 1791 deletions
+29 -107
View File
@@ -31,13 +31,9 @@
<span id="potBadgeAmount">$0</span>
</div>
</div>
<div id="betsLayer" aria-hidden="true"></div>
<div id="seatsLayer"></div>
</div>
<p id="tableHint" class="tableHint"></p>
<p class="tableHintActions">
<button type="button" id="openRulingsBtn" class="linkBtn">Common rulings</button>
</p>
</section>
<aside id="holdemSidebar">
@@ -85,25 +81,34 @@
<span>Starting stack ($)</span>
<input type="number" id="defaultStackInput" min="0" step="1" placeholder="e.g. 200" />
</label>
<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
<details class="subPanel">
<summary>Without live betting</summary>
<div class="subPanelBody">
<label class="fieldRow">
<span>Base pot amount ($)</span>
<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
</label>
<p class="fieldHint">For tracking a hand by hand instead of tapping the action: everyone is assumed to have put in this much, unless their seat says otherwise.</p>
</div>
</details>
<p class="fieldHint">Blinds post themselves each hand, and every seat without its own stack starts here. Set a seat's own stack in its editor.</p>
<label class="fieldRow">
<span>Base pot amount ($)</span>
<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
</label>
<p class="fieldHint">Every player who didn't go all-in short is assumed to have put in this amount. Enter a smaller amount on a seat only if that player is all-in for less.</p>
</div>
</details>
<details class="sidebarPanel">
<summary>Session</summary>
<summary>Chip Legend</summary>
<div class="panelBody">
<div id="chipLegendList"></div>
<button id="addChipColorBtn" class="holdemBtn holdemBtnSmall">+ Add chip color</button>
<p class="fieldHint">Give each chip color a dollar value, then count chips per seat instead of typing a total.</p>
</div>
</details>
<details class="sidebarPanel">
<summary>Table Notes</summary>
<div class="panelBody">
<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
</div>
</details>
<details class="sidebarPanel">
<summary>Session Standings</summary>
<div class="panelBody">
<h3 class="panelSubhead">Standings</h3>
<div id="standingsTable">
<div class="standingsRow standingsHeader">
<span>Player</span>
@@ -114,33 +119,20 @@
<div id="standingsList"></div>
</div>
<p id="standingsEmptyHint" class="fieldHint">Once you resolve a pot, everyone's running total for the night shows up here.</p>
</div>
</details>
<h3 class="panelSubhead">Hands</h3>
<details class="sidebarPanel">
<summary>Hand History</summary>
<div class="panelBody">
<div id="handHistoryList"></div>
<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots are logged here, in case a chip count is disputed later.</p>
<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots show up here as you play, in case a chip count is disputed later.</p>
<div class="handHistoryActions">
<button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button>
<button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button>
</div>
</div>
</details>
<details class="sidebarPanel">
<summary>Chip Legend</summary>
<div class="panelBody">
<div id="chipLegendList"></div>
<button id="addChipColorBtn" class="holdemBtn holdemBtnSmall">+ Add chip color</button>
<p class="fieldHint">Give each chip color a value, then count chips on a seat instead of typing a total.</p>
</div>
</details>
<details class="sidebarPanel">
<summary>Table Notes</summary>
<div class="panelBody">
<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
</div>
</details>
</aside>
</div>
</div>
@@ -182,7 +174,6 @@
<span>Stack</span>
<input type="number" class="stackInput" min="0" step="1" placeholder="table default" />
</label>
<div class="seatBuyIns" hidden></div>
<div class="seatContribution">
<div class="chipCounts"></div>
<label class="fieldRow amountOverrideRow">
@@ -239,73 +230,6 @@
</div>
</template>
<div id="addChipsOverlay" hidden>
<div id="addChipsSheet" role="dialog" aria-labelledby="addChipsTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="addChipsHeader">
<h2 id="addChipsTitle"></h2>
<span id="addChipsSubtitle"></span>
</div>
<div id="addChipsQuick"></div>
<div class="addChipsEntry">
<span class="addChipsCurrency">$</span>
<input type="text" id="addChipsInput" inputmode="decimal" autocomplete="off" aria-label="Amount to add" />
</div>
<div class="addChipsActions">
<button id="addChipsConfirmBtn" class="holdemBtn holdemBtnAccent" type="button">Add to stack</button>
<button id="addChipsCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
</div>
</div>
</div>
<div id="rulingsOverlay" hidden>
<div id="rulingsSheet" role="dialog" aria-labelledby="rulingsTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="rulingsHeader">
<h2 id="rulingsTitle">Common rulings</h2>
<button id="closeRulingsBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
</div>
<p class="rulingsIntro">
The conventions most rooms follow, for the calls that come up mid-hand.
Your house rules always win — and settle a dispute before the next hand,
not during it.
</p>
<section class="ruling">
<h3>Redeal it — misdeal</h3>
<ul>
<li>The first card goes to the wrong seat.</li>
<li>A seat entitled to a hand gets dealt out, or a seat that isn't entitled gets dealt in.</li>
<li>Two or more boxed cards turn up on the initial deal.</li>
<li>Either of the first two cards is exposed by dealer error.</li>
</ul>
</section>
<section class="ruling">
<h3>A board card turned too early</h3>
<p>
If the fourth board card gets turned before the betting round is finished,
that card is out of play for the round. Finish the betting, then burn and
turn what would have been the fifth card in the fourth card's place.
</p>
</section>
<section class="ruling">
<h3>Acting out of turn</h3>
<p>
A one-off is usually just backed up if no one has acted behind them.
Doing it repeatedly is what earns a penalty.
</p>
</section>
<p class="rulingsSource">
Follows the Tournament Directors Association rules, which most rooms and
home games take their lead from.
</p>
</div>
</div>
<div id="seatMenuOverlay" hidden>
<div id="seatMenuSheet" role="dialog" aria-labelledby="seatMenuTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
@@ -368,10 +292,8 @@
<script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/cardPicker.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/seatMenu.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/addChips.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/betting.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/actionBar.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/shortcuts.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/handHistoryExport.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
@@ -11,11 +11,6 @@
<p class="splitSubtitle">Chop a pot without setting up a table.</p>
</header>
<div id="modeToggle" class="chipRow" role="group" aria-label="How the money went in">
<button type="button" id="modeEvenBtn" class="choiceChip selected">Everyone matched</button>
<button type="button" id="modeUnevenBtn" class="choiceChip">Someone's all-in</button>
</div>
<div id="splitResult" aria-live="polite">
<div id="splitResultLabel">Each player gets</div>
<div id="splitResultAmount">$0.00</div>
@@ -23,18 +18,7 @@
<div id="splitDustNote" hidden></div>
</div>
<div id="unevenResult" hidden aria-live="polite">
<div id="unevenPots"></div>
<p id="unevenEmpty" class="unevenEmpty">Enter what each player put in.</p>
</div>
<section class="splitField unevenOnly" hidden>
<span class="splitLabel">What each player put in</span>
<div id="unevenRows"></div>
<button type="button" id="addPlayerBtn" class="splitBtn splitBtnGhost">+ Add player</button>
</section>
<section class="splitField evenOnly">
<section class="splitField">
<label for="potInput" class="splitLabel">Pot</label>
<div class="potInputWrap">
<span class="potCurrency">$</span>
@@ -44,12 +28,12 @@
</div>
</section>
<section class="splitField evenOnly">
<section class="splitField">
<span class="splitLabel" id="waysLabel">Split between</span>
<div id="waysChoices" class="chipRow" role="group" aria-labelledby="waysLabel"></div>
</section>
<section class="splitField evenOnly">
<section class="splitField">
<span class="splitLabel" id="chipLabel">Smallest chip in play</span>
<div id="chipChoices" class="chipRow" role="group" aria-labelledby="chipLabel"></div>
</section>
@@ -59,30 +43,12 @@
<a href="/casino/texasholdem" class="splitBtn splitBtnGhost">Full dealer table →</a>
</div>
<p class="splitFootnote evenOnly">
If somebody was all-in for less than the others, switch to
<strong>Someone's all-in</strong> above.
</p>
<p class="splitFootnote unevenOnly" hidden>
Pots are listed with who can win each. Award them by hand strength, best hand
first. Nothing here is saved — the <a href="/casino/texasholdem">full table</a>
keeps a log.
<p class="splitFootnote">
Uneven pots — someone all-in for less — need the side-pot walkthrough on the
<a href="/casino/texasholdem">full table</a>.
</p>
</div>
<template id="unevenRowTemplate">
<div class="unevenRow">
<span class="unevenRowLabel"></span>
<div class="unevenAmountWrap">
<span class="unevenCurrency">$</span>
<input type="text" class="unevenAmount" inputmode="decimal" autocomplete="off" placeholder="0" />
</div>
<button type="button" class="unevenFoldBtn" aria-pressed="false">Folded</button>
<button type="button" class="unevenRemoveBtn" aria-label="Remove player">✕</button>
</div>
</template>
@section Styles {
<link href="/css/casino/quicksplit.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
}
@@ -90,6 +56,5 @@
@section Scripts {
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/splitCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/quickSplit.js?v=@ViewData["cssVersion"]"></script>
}
+21 -621
View File
@@ -146,7 +146,7 @@ body {
}
.tableHint {
color: #949494;
color: #888;
font-size: 0.8rem;
text-align: center;
margin-top: 1rem;
@@ -223,68 +223,6 @@ body {
inset: 0;
}
/* ---------- Bets on the felt ---------- */
/* Shares the seat ring's box exactly, so a bet always lands on the spoke between its
player and the pot. When the seat ring gets inset on a phone, this moves with it —
measured the alternative, and a bets ring on its own geometry ends up either behind
the pucks or on top of the pot badge. */
#betsLayer {
position: absolute;
inset: 0;
pointer-events: none;
}
.betChip {
position: absolute;
transform: translate(-50%, -50%);
display: flex;
align-items: center;
gap: 0.28rem;
padding: 0.1rem 0.42rem 0.1rem 0.2rem;
background: rgba(0, 0, 0, 0.55);
border: 1px solid rgba(255, 255, 255, 0.14);
border-radius: 999px;
box-shadow: 0 2px 6px rgba(0, 0, 0, 0.5);
white-space: nowrap;
}
/* Reads as a chip seen from above: a lighter top-left, a rim, and the notches a
casino chip has around its edge. */
.betChipDisc {
width: 13px;
height: 13px;
border-radius: 50%;
border: 1px solid rgba(255, 255, 255, 0.45);
box-shadow:
inset 0 1px 1px rgba(255, 255, 255, 0.45),
inset 0 -1px 2px rgba(0, 0, 0, 0.45);
}
.betChipAmount {
font-size: 0.62rem;
font-weight: 700;
color: #f0f0f0;
font-variant-numeric: tabular-nums;
}
/* Clinging to a puck rather than sitting on its own ring — the phone layout. */
.betChipAnchored {
left: 50%;
z-index: 3;
}
.betChipAbove {
top: -11px;
transform: translate(-50%, -50%);
}
.betChipBelow {
top: auto;
bottom: -11px;
transform: translate(-50%, 50%);
}
/* ---------- Seats (compact pucks on the table) ---------- */
.seat {
@@ -357,7 +295,7 @@ body {
}
.seatEmptyLabel {
color: #8a8a8a;
color: #6d6d6d;
font-size: 0.6rem;
letter-spacing: 0.08em;
text-transform: uppercase;
@@ -373,7 +311,7 @@ body {
top: 2px;
left: 6px;
font-size: 0.58rem;
color: #8a8a8a;
color: #777;
}
.seatPuckName {
@@ -578,267 +516,13 @@ body {
.cardSlot.cardSlotEmpty {
background: #191919;
color: #8a8a8a;
color: #5c5c5c;
border-style: dashed;
border-color: #3f3f3f;
box-shadow: none;
font-weight: 400;
}
/* ---------- Add chips ---------- */
.seatBuyIns {
margin-top: -0.3rem;
color: #9a9a9a;
font-size: 0.75rem;
font-variant-numeric: tabular-nums;
}
#addChipsOverlay {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.72);
display: flex;
align-items: flex-end;
justify-content: center;
z-index: 98;
}
#addChipsOverlay[hidden] {
display: none;
}
#addChipsSheet {
width: 100%;
max-width: 420px;
background: linear-gradient(180deg, #242424, #1a1a1a);
border: 1px solid #3a3a3a;
border-bottom: none;
border-radius: 16px 16px 0 0;
padding: 0.35rem 1rem calc(1.2rem + env(safe-area-inset-bottom, 0px));
box-shadow: 0 -14px 40px rgba(0, 0, 0, 0.65);
}
.addChipsHeader {
margin-bottom: 0.8rem;
}
.addChipsHeader h2 {
margin: 0;
font-size: 1rem;
font-weight: 500;
color: #f5f5f5;
}
#addChipsSubtitle {
color: #9a9a9a;
font-size: 0.78rem;
font-variant-numeric: tabular-nums;
}
#addChipsQuick {
display: flex;
gap: 0.45rem;
margin-bottom: 0.7rem;
}
.addChipsQuickBtn {
flex: 1;
display: flex;
flex-direction: column;
align-items: center;
gap: 0.1rem;
min-height: 52px;
border-radius: 11px;
border: 1px solid #3a3a3a;
background: linear-gradient(180deg, #2e2e2e, #232323);
color: #ddd;
font-family: inherit;
cursor: pointer;
}
.addChipsQuickBtn.selected {
border-color: #d8b46a;
background: linear-gradient(180deg, #3a2f18, #241d0f);
color: #f0d9a8;
}
.addChipsQuickLabel {
font-size: 0.78rem;
font-weight: 600;
}
.addChipsQuickAmount {
font-size: 0.7rem;
color: #a8a8a8;
font-variant-numeric: tabular-nums;
}
.addChipsQuickBtn.selected .addChipsQuickAmount {
color: #d8b46a;
}
.addChipsEntry {
display: flex;
align-items: center;
gap: 0.4rem;
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 11px;
padding: 0.2rem 0.8rem;
margin-bottom: 0.8rem;
}
.addChipsEntry:focus-within {
border-color: #d8b46a;
}
.addChipsCurrency {
color: #8a8a8a;
font-size: 1.3rem;
}
#addChipsInput {
flex: 1;
min-width: 0;
background: none;
border: none;
outline: none;
color: #f2f2f2;
font-family: inherit;
font-size: 1.5rem;
font-weight: 500;
font-variant-numeric: tabular-nums;
padding: 0.4rem 0;
}
.addChipsActions {
display: flex;
flex-direction: column-reverse;
gap: 0.5rem;
}
.addChipsActions .holdemBtn {
width: 100%;
justify-content: center;
min-height: 48px;
}
/* ---------- Rulings reference ---------- */
.tableHintActions {
margin: 0.35rem 0 0;
text-align: center;
}
.linkBtn {
background: none;
border: none;
padding: 0;
color: #d8b46a;
font-family: inherit;
font-size: 0.78rem;
text-decoration: underline;
text-underline-offset: 2px;
cursor: pointer;
}
.linkBtn:hover {
color: #d8b46a;
}
#rulingsOverlay {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.72);
display: flex;
align-items: flex-end;
justify-content: center;
z-index: 97;
}
#rulingsOverlay[hidden] {
display: none;
}
#rulingsSheet {
width: 100%;
max-width: 460px;
max-height: 86vh;
overflow-y: auto;
background: linear-gradient(180deg, #242424, #1a1a1a);
border: 1px solid #3a3a3a;
border-bottom: none;
border-radius: 16px 16px 0 0;
padding: 0.35rem 1.1rem calc(1.2rem + env(safe-area-inset-bottom, 0px));
box-shadow: 0 -14px 40px rgba(0, 0, 0, 0.65);
}
.rulingsHeader {
display: flex;
align-items: center;
gap: 0.6rem;
margin-bottom: 0.5rem;
}
.rulingsHeader h2 {
flex: 1;
margin: 0;
font-size: 1.05rem;
font-weight: 500;
color: #f5f5f5;
}
.rulingsIntro {
margin: 0 0 1rem;
color: #9a9a9a;
font-size: 0.8rem;
line-height: 1.5;
}
.ruling {
margin-bottom: 1rem;
padding-left: 0.7rem;
border-left: 2px solid rgba(216, 180, 106, 0.4);
}
.ruling h3 {
margin: 0 0 0.35rem;
color: #d8b46a;
font-size: 0.82rem;
font-weight: 600;
letter-spacing: 0.03em;
}
.ruling p,
.ruling li {
color: #c4c4c4;
font-size: 0.82rem;
line-height: 1.5;
}
.ruling p {
margin: 0;
}
.ruling ul {
margin: 0;
padding-left: 1.1rem;
}
.ruling li + li {
margin-top: 0.25rem;
}
.rulingsSource {
margin: 0;
padding-top: 0.6rem;
border-top: 1px solid #2c2c2c;
color: #8a8a8a;
font-size: 0.72rem;
line-height: 1.45;
}
/* ---------- Seat long-press menu ---------- */
/* Held down, before the menu opens — the only feedback that a press is being
@@ -1188,46 +872,6 @@ body {
gap: 0.7rem;
}
/* A heading inside a panel, so one panel can hold two related things — the
standings and the hand log are two views of the same session — without needing
two identical-looking accordions to say so. */
.panelSubhead {
margin: 0.2rem 0 0;
color: #d8b46a;
font-size: 0.68rem;
font-weight: 600;
letter-spacing: 0.09em;
text-transform: uppercase;
}
.panelSubhead + * {
margin-top: -0.2rem;
}
/* Nested disclosure for the things a dealer sets once and then forgets, kept out
of the way of the settings they actually touch. */
.subPanel {
border-top: 1px solid #2c2c2c;
padding-top: 0.5rem;
}
.subPanel summary {
cursor: pointer;
color: #9a9a9a;
font-size: 0.78rem;
}
.subPanel summary:hover {
color: #c5c5c5;
}
.subPanelBody {
display: flex;
flex-direction: column;
gap: 0.5rem;
padding-top: 0.6rem;
}
.fieldRow {
display: flex;
align-items: center;
@@ -1249,7 +893,7 @@ body {
.fieldHint {
font-size: 0.75rem;
color: #949494;
color: #888;
line-height: 1.4;
margin: 0;
}
@@ -1306,7 +950,7 @@ body {
}
.standingsHeader {
color: #8a8a8a;
color: #777;
font-size: 0.7rem;
letter-spacing: 0.04em;
text-transform: uppercase;
@@ -1374,7 +1018,7 @@ body {
.handHistoryTime {
margin-left: auto;
color: #8a8a8a;
color: #777;
font-size: 0.72rem;
}
@@ -1431,37 +1075,12 @@ body.hasActionBar #holdemSidebar {
.actionStatus {
display: flex;
flex-wrap: wrap;
align-items: baseline;
gap: 0.4rem 0.6rem;
gap: 0.6rem;
margin-bottom: 0.55rem;
font-size: 0.78rem;
}
/* Always there while there's something to take back, rather than a toast per tap. */
.actionUndo {
flex: none;
min-height: 30px;
max-width: 100%;
padding: 0.15rem 0.6rem;
border-radius: 999px;
border: 1px solid #414141;
background: #262626;
color: #bdbdbd;
font-family: inherit;
font-size: 0.72rem;
cursor: pointer;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.actionUndo:hover {
background: #333;
border-color: #4f4f4f;
color: #eee;
}
.actionStreet {
color: #d8b46a;
font-weight: 600;
@@ -1475,17 +1094,6 @@ body.hasActionBar #holdemSidebar {
font-variant-numeric: tabular-nums;
}
.actionPlayers {
color: #9c9c9c;
font-variant-numeric: tabular-nums;
}
.actionRunout {
margin-left: auto;
color: #d8b46a;
font-size: 0.74rem;
}
.actionWho {
margin-left: auto;
color: #9c9c9c;
@@ -1494,26 +1102,6 @@ body.hasActionBar #holdemSidebar {
white-space: nowrap;
}
/* Stopwatch, not a shot clock: it colours up as a prompt to the dealer, and does
nothing else. */
.actionTank {
flex: none;
min-width: 3.1rem;
text-align: right;
color: #949494;
font-variant-numeric: tabular-nums;
transition: color 0.3s ease;
}
.actionTank.tankNudge {
color: #d8b46a;
}
.actionTank.tankSlow {
color: #e07b7b;
font-weight: 600;
}
/* ---------- Side-pot breakdown ---------- */
.potBreakdown {
@@ -1581,7 +1169,6 @@ body.hasActionBar #holdemSidebar {
}
.actionBtn {
position: relative;
flex: 1;
display: flex;
flex-direction: column;
@@ -1619,29 +1206,6 @@ body.hasActionBar #holdemSidebar {
font-variant-numeric: tabular-nums;
}
.actionKey {
position: absolute;
top: 5px;
right: 7px;
padding: 0 0.25rem;
border-radius: 4px;
border: 1px solid currentColor;
opacity: 0.4;
font-family: inherit;
font-size: 0.6rem;
line-height: 1.4;
text-transform: uppercase;
pointer-events: none;
}
/* No keyboard, no key badges — on a phone they'd just be clutter on the buttons
the dealer is already tapping. */
@media (hover: none) {
.actionKey {
display: none;
}
}
.actionFold {
background: linear-gradient(180deg, #3d1f1f, #2c1515);
border-color: #5b2626;
@@ -1738,7 +1302,7 @@ body.hasActionBar #holdemSidebar {
.seatPuckStack {
font-size: 0.58rem;
color: #9a9a9a;
color: #8f8f8f;
font-variant-numeric: tabular-nums;
margin-top: 0.1rem;
}
@@ -1752,18 +1316,11 @@ body.hasActionBar #holdemSidebar {
.blindsRow .fieldRow {
flex: 1 1 120px;
min-width: 0;
gap: 0.4rem;
}
/* "Small blind" broke onto two lines beside its input, which made the pair look
like a mistake rather than a pair. */
.blindsRow .fieldRow > span {
white-space: nowrap;
}
.blindsRow input {
min-width: 0;
width: 3.4rem;
width: 5rem;
}
/* ---------- Toasts ---------- */
@@ -1842,7 +1399,7 @@ body.hasActionBar #toastHost {
border-radius: 50%;
border: none;
background: transparent;
color: #949494;
color: #888;
font-size: 0.8rem;
font-family: inherit;
cursor: pointer;
@@ -1968,75 +1525,20 @@ body.hasActionBar #toastHost {
margin-bottom: 0.6rem;
}
/* This is the screen where the money gets decided, so it holds the same 44px+
targets as the rest of the tool rather than the smallest ones in it. Picking the
wrong winner is the one mistake here that costs somebody real money. */
.potWizardChoice {
display: flex;
align-items: center;
gap: 0.7rem;
min-height: 56px;
gap: 0.5rem;
background: #141414;
border: 1px solid #333;
border-radius: 10px;
padding: 0.6rem 0.8rem;
border-radius: 6px;
padding: 0.5rem 0.7rem;
cursor: pointer;
font-size: 0.95rem;
transition: border-color 0.12s ease, background 0.12s ease;
font-size: 0.85rem;
}
.potWizardChoice:hover {
border-color: #555;
background: #191919;
}
.potWizardChoice input {
flex: none;
width: 22px;
height: 22px;
accent-color: #1e8449;
}
/* Selected has to be obvious at a glance — a dealer confirms this with players
watching, and a checkbox alone is easy to misread across a table. */
.potWizardChoice.chosen {
border-color: #1e8449;
background: linear-gradient(180deg, #16301f, #12241a);
}
.potWizardChoice.chosen .potWizardChoiceName {
color: #d6ffe0;
}
.potWizardChoiceText {
flex: 1;
min-width: 0;
display: flex;
flex-direction: column;
gap: 0.1rem;
}
.potWizardChoiceName {
color: #f0f0f0;
font-weight: 600;
}
.potWizardChoiceUpTo {
color: #9a9a9a;
font-size: 0.76rem;
font-variant-numeric: tabular-nums;
}
.potWizardChoiceCards {
flex: none;
font-family: var(--font-mono, monospace);
font-size: 1rem;
font-weight: 700;
color: #ddd;
}
.potWizardChoiceCards .cardRed {
color: #ff6b6b;
}
.potWizardSummary ul {
@@ -2057,37 +1559,6 @@ body.hasActionBar #toastHost {
gap: 0.6rem;
}
/* Every button in this modal is one a dealer presses with players waiting. */
#potWizardBody .holdemBtn {
min-height: 48px;
justify-content: center;
}
/* The confirm is the whole point of the step, so it gets the whole width rather
than being sized to the length of its own label. */
.potWizardRound > .holdemBtn {
width: 100%;
}
.potWizardActions .holdemBtn {
flex: 1;
}
.potWizardSummary li {
font-variant-numeric: tabular-nums;
}
@media (max-width: 700px) {
/* Stacked, with the action that ends the hand furthest from a stray thumb. */
.potWizardActions {
flex-direction: column-reverse;
}
.potWizardChoice {
min-height: 60px;
}
}
@media (max-width: 900px) {
#holdemLayout {
grid-template-columns: 1fr;
@@ -2142,8 +1613,7 @@ body.hasActionBar #toastHost {
/* Keeps every puck inside the viewport: the ring is drawn within this box,
so half a puck of padding is exactly enough to stop the overhang. */
#seatsLayer,
#betsLayer {
#seatsLayer {
inset: 26px 44px;
}
@@ -2232,10 +1702,11 @@ body.hasActionBar #toastHost {
whole phone width to work with, so everything grows to thumb size — and
every field goes to 16px, below which iOS zooms the page on focus and the
dealer has to pinch back out mid-hand. */
/* Every text or number field in the form, rather than a list of the ones that
existed when this was written. The stack field was added later and sat at 28px
next to its 44px neighbours precisely because it wasn't on that list. */
.seatEditorForm input:not([type="checkbox"]):not([type="color"]) {
.seatEditorForm .seatNameInput,
.seatEditorForm .amountOverrideInput,
.seatEditorForm .chipCountInput,
.seatEditorForm .customFieldLabel,
.seatEditorForm .customFieldValue {
font-size: 16px;
min-height: 44px;
padding: 0.4rem 0.6rem;
@@ -2299,77 +1770,6 @@ body.hasActionBar #toastHost {
margin-top: 0.4rem;
}
/* The sidebar's own controls never got the touch pass the seat form did — these
are settings a dealer changes at the table, on the same phone. Written against
the panel rather than each field, so a setting added later inherits it. */
.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 {
min-height: 44px;
}
/* Destructive and tiny is the worst combination: these delete a chip colour or a
custom field, and were 28px wide. */
.removeChipColorBtn,
.removeFieldBtn {
min-width: 44px;
min-height: 44px;
}
/* flex-shrink would take a stated width straight back off again in a row this
narrow, which is why it stayed 32px wide with the height applied. */
.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;
}
/* A bare checkbox with no label box around it to grow. */
#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;
}
/* The dealer button has to stay a 22px disc — it's a chip sitting on a seat, and
drawing it thumb-sized would swallow the puck. So the disc keeps its size and
an invisible pad around it takes the tap. It reaches outward, away from the
puck's own tap target, so pressing the seat still opens the seat. */
.dealerChip::after {
content: "";
position: absolute;
top: 50%;
left: 50%;
width: 44px;
height: 44px;
transform: translate(-50%, -50%);
}
.dealerChip {
overflow: visible;
}
.toastAction {
min-height: 44px;
}
@@ -45,171 +45,6 @@ body {
font-size: 0.85rem;
}
/* ---------- Mode toggle ---------- */
#modeToggle {
margin-bottom: 1.1rem;
}
/* ---------- Uneven amounts ---------- */
#unevenRows {
display: flex;
flex-direction: column;
gap: 0.45rem;
margin-bottom: 0.6rem;
}
.unevenRow {
display: flex;
align-items: center;
gap: 0.45rem;
}
.unevenRowLabel {
flex: none;
width: 2rem;
color: #8f8f8f;
font-size: 0.8rem;
font-weight: 600;
}
.unevenAmountWrap {
flex: 1;
min-width: 0;
display: flex;
align-items: center;
gap: 0.3rem;
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 10px;
padding: 0 0.6rem;
}
.unevenAmountWrap:focus-within {
border-color: #d8b46a;
}
.unevenCurrency {
color: #777;
}
.unevenAmount {
flex: 1;
min-width: 0;
background: none;
border: none;
outline: none;
color: #f2f2f2;
font-family: inherit;
font-size: 16px;
font-variant-numeric: tabular-nums;
padding: 0.6rem 0;
}
.unevenFoldBtn {
flex: none;
min-height: 44px;
padding: 0 0.6rem;
border-radius: 9px;
border: 1px solid #3a3a3a;
background: #232323;
color: #8f8f8f;
font-family: inherit;
font-size: 0.72rem;
cursor: pointer;
}
.unevenFoldBtn.selected {
background: linear-gradient(180deg, #3d1f1f, #2c1515);
border-color: #5b2626;
color: #ffd6d6;
}
.unevenRemoveBtn {
flex: none;
width: 30px;
height: 44px;
border: none;
background: none;
color: #6a6a6a;
font-size: 0.85rem;
cursor: pointer;
}
.unevenRemoveBtn:disabled {
opacity: 0.3;
cursor: not-allowed;
}
#unevenResult {
background: linear-gradient(160deg, #1f2a21, #161c17);
border: 1px solid #2c3a2f;
border-radius: 14px;
padding: 0.9rem 1rem;
margin-bottom: 1.5rem;
}
#unevenResult[hidden] {
display: none;
}
.unevenPot {
display: flex;
align-items: baseline;
gap: 0.6rem;
padding: 0.3rem 0;
font-size: 0.85rem;
}
.unevenPot + .unevenPot {
border-top: 1px solid rgba(255, 255, 255, 0.06);
}
.unevenPotLabel {
flex: none;
color: #d8b46a;
font-weight: 600;
}
.unevenPotAmount {
flex: none;
color: #f2f2f2;
font-weight: 600;
font-variant-numeric: tabular-nums;
}
.unevenPotWho {
flex: 1;
min-width: 0;
text-align: right;
color: #9a9a9a;
font-size: 0.78rem;
}
.unevenPotReturn .unevenPotLabel,
.unevenPotReturn .unevenPotAmount {
color: #9a9a9a;
font-weight: 500;
}
.unevenPotTotal {
margin-top: 0.15rem;
border-top: 1px solid rgba(255, 255, 255, 0.14) !important;
}
.unevenPotTotal .unevenPotLabel {
color: #8f9d92;
font-weight: 500;
}
.unevenEmpty {
margin: 0;
color: #8f9d92;
font-size: 0.82rem;
line-height: 1.45;
}
/* ---------- The answer ---------- */
#splitResult {
@@ -269,12 +104,6 @@ body {
margin-bottom: 1.35rem;
}
/* A `display` declaration outranks the browser's own [hidden] rule, so anything
given one has to opt back out explicitly or toggling `hidden` does nothing. */
[hidden] {
display: none !important;
}
.splitLabel {
display: block;
margin-bottom: 0.5rem;
@@ -27,8 +27,6 @@ const ActionBar = {
if (!this.isRunning()) {
host.hidden = true;
document.body.classList.remove("hasActionBar");
this.stopTankTimer();
this.tankSeatIndex = null;
return;
}
host.hidden = false;
@@ -48,8 +46,6 @@ const ActionBar = {
} else {
host.appendChild(this.renderActions());
}
this.syncTankTimer();
},
renderStatus() {
@@ -66,24 +62,6 @@ const ActionBar = {
pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`;
row.appendChild(pot);
// How many are still in the hand — part of the standard per-street
// announcement, and the number a dealer is asked for most often.
const remaining = Betting.liveSeats(this.state).length;
const players = document.createElement("span");
players.className = "actionPlayers";
players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
row.appendChild(players);
// Nobody is being asked to act because nobody can — say so, or the bar just
// looks like it's waiting for something.
if (Betting.isRunningOut(this.state) && !Betting.isHandOver(this.state)) {
const runout = document.createElement("span");
runout.className = "actionRunout";
const stillIn = Betting.liveSeats(this.state).length;
runout.textContent = `All-in — running out the board (${stillIn} players)`;
row.appendChild(runout);
}
const index = this.state.actingSeatIndex;
if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
const player = this.state.seats[index];
@@ -91,101 +69,15 @@ const ActionBar = {
who.className = "actionWho";
who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`;
row.appendChild(who);
const tank = document.createElement("span");
tank.className = "actionTank";
tank.id = "actionTank";
tank.title = "How long this player has been thinking";
tank.textContent = "0:00";
row.appendChild(tank);
}
// A standing control rather than a toast per action: a dealer taps this bar
// constantly, and a toast after every fold would be noise they'd learn to
// ignore — which is exactly when they'd miss the one that mattered.
const undoLabel = this.hooks.lastActionLabel();
if (undoLabel) {
const undo = document.createElement("button");
undo.type = "button";
undo.className = "actionUndo";
undo.title = `Undo ${undoLabel}`;
undo.textContent = `↶ ${undoLabel}`;
undo.addEventListener("click", () => this.hooks.undoLast());
row.appendChild(undo);
}
return row;
},
// ---- Think timer ----
//
// A player who hasn't noticed the action is on them costs more time than anything
// else a dealer does, so the bar shows how long the current player has been in the
// tank. It's a stopwatch, not a shot clock: nothing happens when it grows, it just
// tells the dealer when it's worth a nudge.
NUDGE_AFTER_S: 30,
SLOW_AFTER_S: 60,
tankSeatIndex: null,
tankStartedAt: null,
tankInterval: null,
// Restarts only when the action actually moves — a re-render for any other reason
// (a chip edit, a name change) must not put a thinking player back to zero.
syncTankTimer() {
const index = this.state.actingSeatIndex;
const running = index !== null && index !== undefined && !Betting.isHandOver(this.state);
if (!running) {
this.stopTankTimer();
this.tankSeatIndex = null;
return;
}
if (this.tankSeatIndex !== index) {
this.tankSeatIndex = index;
this.tankStartedAt = Date.now();
}
if (!this.tankInterval) {
this.tankInterval = setInterval(() => this.paintTank(), 1000);
}
this.paintTank();
},
stopTankTimer() {
if (this.tankInterval) {
clearInterval(this.tankInterval);
this.tankInterval = null;
}
},
// Updates only the timer's own text, so the seconds ticking over never rebuilds the
// buttons under the dealer's thumb.
paintTank() {
const el = document.getElementById("actionTank");
if (!el || this.tankStartedAt === null) return;
const seconds = Math.floor((Date.now() - this.tankStartedAt) / 1000);
const mins = Math.floor(seconds / 60);
el.textContent = `${mins}:${String(seconds % 60).padStart(2, "0")}`;
el.classList.toggle("tankNudge", seconds >= this.NUDGE_AFTER_S && seconds < this.SLOW_AFTER_S);
el.classList.toggle("tankSlow", seconds >= this.SLOW_AFTER_S);
},
// Shown only once someone is all-in and the money has actually split — a single
// undivided pot needs no announcement, and a line that's always there stops being
// read.
renderPotBreakdown() {
// Only worth showing once someone is actually all-in. Mid-street the amounts in
// front of players are unequal all the time — the blinds alone are unequal —
// and layering that would announce a side pot on every hand before anyone had
// even acted.
const someoneAllIn = this.state.seats.some(
player => player.inHand && Betting.handTotal(player) > 0 && Betting.stackOf(this.state, player) <= 0
);
if (!someoneAllIn) return null;
const contributions = this.state.seats.map((player, index) => ({
id: player.id,
index,
@@ -204,19 +96,6 @@ const ActionBar = {
);
},
// Which key presses each button. Shown on the button itself and hidden on touch
// devices — a shortcut nobody can discover may as well not exist, and a key badge
// on a phone is just clutter.
KEY_HINTS: {
actionFold: "F",
actionCheck: "C",
actionCall: "C",
actionRaise: "R",
actionAdvance: "↵",
raiseConfirm: "↵",
raiseCancel: "esc",
},
button(label, className, onClick, sublabel) {
const btn = document.createElement("button");
btn.type = "button";
@@ -227,14 +106,6 @@ const ActionBar = {
main.textContent = label;
btn.appendChild(main);
const hint = this.KEY_HINTS[className];
if (hint) {
const kbd = document.createElement("kbd");
kbd.className = "actionKey";
kbd.textContent = hint;
btn.appendChild(kbd);
}
if (sublabel) {
const sub = document.createElement("span");
sub.className = "actionBtnSub";
@@ -246,11 +117,7 @@ const ActionBar = {
return btn;
},
// Every action taken from the bar goes through here, which is also where it gets
// recorded so it can be taken back. A misclick on Fold is the one mistake in this
// tool a dealer can't talk their way out of.
commit(label, mutate) {
this.hooks.beginAction(label);
commit(mutate) {
mutate();
this.hooks.save(this.state);
this.hooks.rerender();
@@ -261,21 +128,20 @@ const ActionBar = {
const player = this.state.seats[index];
const owed = Betting.toCall(this.state, player);
const stack = Betting.stackOf(this.state, player);
const who = HoldemState.displayName(player, index);
const row = document.createElement("div");
row.className = "actionButtons";
row.appendChild(this.button("Fold", "actionFold", () => this.commit(`${who}'s fold`, () => Betting.fold(this.state, index))));
row.appendChild(this.button("Fold", "actionFold", () => this.commit(() => Betting.fold(this.state, index))));
if (owed <= 0) {
row.appendChild(this.button("Check", "actionCheck", () => this.commit(`${who}'s check`, () => Betting.check(this.state, index))));
row.appendChild(this.button("Check", "actionCheck", () => this.commit(() => Betting.check(this.state, index))));
} else if (owed >= stack) {
// Calling would put them all-in, so say that rather than quoting a number
// they can't cover.
row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(`${who}'s all-in`, () => Betting.allIn(this.state, index)), Money.format(stack)));
row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(() => Betting.allIn(this.state, index)), Money.format(stack)));
} else {
row.appendChild(this.button("Call", "actionCall", () => this.commit(`${who}'s call`, () => Betting.call(this.state, index)), Money.format(owed)));
row.appendChild(this.button("Call", "actionCall", () => this.commit(() => Betting.call(this.state, index)), Money.format(owed)));
}
if (stack > owed) {
@@ -344,8 +210,7 @@ const ActionBar = {
entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
this.raiseOpen = false;
const who = HoldemState.displayName(player, index);
this.commit(`${who}'s raise to ${Money.format(target)}`, () => Betting.raiseTo(this.state, index, target));
this.commit(() => Betting.raiseTo(this.state, index, target));
}));
wrap.appendChild(entry);
@@ -364,7 +229,7 @@ const ActionBar = {
this.hooks.resolvePot();
return;
}
this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
this.commit(() => Betting.closeStreet(this.state));
}));
return row;
@@ -1,92 +0,0 @@
// "Add chips" — a rebuy, a top-up, or the first buy-in of the night.
//
// Quick amounts come off the table's starting stack, because a rebuy is almost
// always one buy-in, sometimes half or two. The keypad is there for the times it
// isn't. Recorded as cash in as well as chips, so at the end of the night the
// dealer can say what each player actually handed over.
const AddChips = {
state: null,
onConfirm: null,
seatIndex: null,
draft: "",
open(state, seatIndex, onConfirm) {
this.state = state;
this.seatIndex = seatIndex;
this.onConfirm = onConfirm;
this.draft = String(this.baseAmount());
this.render();
document.getElementById("addChipsOverlay").hidden = false;
},
close() {
document.getElementById("addChipsOverlay").hidden = true;
},
// The table's starting stack if there is one, otherwise something sane to nudge
// rather than an empty box.
baseAmount() {
const configured = Number(this.state.defaultStack);
if (!Number.isNaN(configured) && configured > 0) return configured;
const bb = Number(this.state.bigBlind) || 0;
return bb > 0 ? bb * 100 : 100;
},
quickAmounts() {
const base = this.baseAmount();
return [
{ label: "½ buy-in", value: Math.round(base / 2 * 100) / 100 },
{ label: "Buy-in", value: base },
{ label: "2 buy-ins", value: base * 2 },
];
},
render() {
const player = this.state.seats[this.seatIndex];
document.getElementById("addChipsTitle").textContent =
`Add chips — ${HoldemState.displayName(player, this.seatIndex)}`;
const stack = Betting.stackOf(this.state, player);
const boughtIn = Number(player.buyIns) || 0;
document.getElementById("addChipsSubtitle").textContent = boughtIn > 0
? `${Money.format(stack)} in front · ${Money.format(boughtIn)} in so far`
: `${Money.format(stack)} in front`;
const quick = document.getElementById("addChipsQuick");
quick.innerHTML = "";
this.quickAmounts().forEach(option => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "addChipsQuickBtn";
btn.classList.toggle("selected", Number(this.draft) === option.value);
const label = document.createElement("span");
label.className = "addChipsQuickLabel";
label.textContent = option.label;
const amount = document.createElement("span");
amount.className = "addChipsQuickAmount";
amount.textContent = Money.format(option.value);
btn.appendChild(label);
btn.appendChild(amount);
btn.addEventListener("click", () => {
this.draft = String(option.value);
this.render();
});
quick.appendChild(btn);
});
const input = document.getElementById("addChipsInput");
input.value = this.draft;
},
confirm() {
const amount = Math.max(0, Number(document.getElementById("addChipsInput").value) || 0);
this.close();
if (amount > 0) this.onConfirm(this.seatIndex, Math.round(amount * 100) / 100);
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = AddChips;
}
@@ -70,19 +70,7 @@ const Betting = {
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded) return index;
}
return null;
},
// Who the dealer asks next. A player who is all-in is still in the hand and still
// wins pots, but has no decision left, so the action passes over them.
nextToAct(state, fromIndex) {
const count = state.seatCount;
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded && this.stackOf(state, player) > this.EPSILON_CHIPS) return index;
if (player.inHand && !player.folded && this.stackOf(state, player) >= 0) return index;
}
return null;
},
@@ -168,7 +156,7 @@ const Betting = {
},
passAction(state, index) {
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextToAct(state, index);
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextLiveIndex(state, index);
},
// ---- Street and hand boundaries ----
@@ -196,52 +184,15 @@ const Betting = {
const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
state.street = this.STREETS[nextStreetIndex] || "river";
// It takes two players with chips to have a bet. Once everyone left is all-in
// the rest of the board is just dealt out.
if (!this.canStillBet(state)) {
state.actingSeatIndex = null;
return;
}
// After the flop the first live player left of the button acts — which heads-up
// is the big blind, since the button is the small blind. Naming the big blind
// directly also covers a button parked on a seat nobody is sitting in, and it
// still has to be someone with chips left to bet.
const { bbIndex, headsUp } = HoldemState.getBlindSeats(state);
const bigBlindCanAct =
headsUp &&
bbIndex !== null &&
!state.seats[bbIndex].folded &&
this.stackOf(state, state.seats[bbIndex]) > this.EPSILON_CHIPS;
state.actingSeatIndex = bigBlindCanAct
? bbIndex
: this.nextToAct(state, state.dealerSeatIndex);
state.actingSeatIndex = this.liveSeats(state).length > 1
? this.nextLiveIndex(state, state.dealerSeatIndex)
: null;
},
isHandOver(state) {
return this.liveSeats(state).length <= 1;
},
// Players still in the hand who have chips left to put in. Fewer than two of them
// means the betting is finished even though the hand isn't.
seatsWithChips(state) {
return this.liveSeats(state).filter(s => this.stackOf(state, s.player) > this.EPSILON_CHIPS);
},
EPSILON_CHIPS: 0.004,
canStillBet(state) {
return this.liveSeats(state).length > 1 && this.seatsWithChips(state).length > 1;
},
// True when the hand is still live but nobody can bet again — the dealer is just
// running the board out.
isRunningOut(state) {
return this.liveSeats(state).length > 1 && !this.canStillBet(state);
},
// Deals a fresh betting round: blinds posted, action to the seat after the big
// blind, which is where a dealer expects to be looking when the cards go out.
beginHand(state) {
@@ -256,26 +207,15 @@ const Betting = {
const sb = Number(state.smallBlind) || 0;
const bb = Number(state.bigBlind) || 0;
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
const sbIndex = this.seatAt(state, state.dealerSeatIndex, 1);
const bbIndex = this.seatAt(state, state.dealerSeatIndex, 2);
if (sbIndex === null || bbIndex === null) {
state.currentBet = 0;
state.actingSeatIndex = null;
return;
}
if (sb > 0) this.putIn(state, sbIndex, sb);
if (bb > 0) this.putIn(state, bbIndex, bb);
if (sb > 0 && state.seats[sbIndex].inHand) this.putIn(state, sbIndex, sb);
if (bb > 0 && state.seats[bbIndex].inHand) this.putIn(state, bbIndex, bb);
state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
state.lastRaiseSize = bb || 0;
// Heads-up the button is the small blind and acts first before the flop; with
// three or more it's the seat after the big blind. Either way, a blind big
// enough to put that player all-in leaves them nothing to decide.
state.actingSeatIndex = headsUp
? (this.stackOf(state, state.seats[sbIndex]) > this.EPSILON_CHIPS ? sbIndex : this.nextToAct(state, sbIndex))
: this.nextToAct(state, bbIndex);
state.actingSeatIndex = this.nextLiveIndex(state, bbIndex);
},
// Winners get their share put back in front of them.
@@ -35,19 +35,9 @@ const HandHistoryExport = {
if (standings.length > 0) {
rows.push([]);
rows.push(["Session Standings"]);
// Bought in and chips now are what a cash-out is settled from; paid in and
// won describe the hands. Both belong in the file the dealer hands over.
rows.push(["Player", "Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down"]);
rows.push(["Player", "Paid In", "Won", "Net"]);
standings.forEach(row => {
rows.push([
row.name,
Money.format(row.in),
Money.format(row.won),
Money.formatSigned(row.net),
Money.format(row.boughtIn || 0),
Money.format(row.chipsNow || 0),
Money.formatSigned(row.cashPosition || 0),
]);
rows.push([row.name, Money.format(row.in), Money.format(row.won), Money.formatSigned(row.net)]);
});
}
+4 -124
View File
@@ -57,15 +57,6 @@ document.addEventListener("DOMContentLoaded", () => {
},
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => { state.dealerSeatIndex = index; }),
editSeat: index => Render.toggleSeatEditor(index),
addChips: index => AddChips.open(state, index, (seatIndex, amount) => {
seatAction(seatIndex, `${nameOf(seatIndex)} added ${Money.format(amount)}.`, player => {
// 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 = Math.round((Betting.stackOf(state, player) + amount) * 100) / 100;
player.buyIns = Math.round(((Number(player.buyIns) || 0) + amount) * 100) / 100;
});
}),
};
Render.mount(state, hooks);
@@ -92,69 +83,10 @@ 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; };
// Keyboard shortcuts press the very same buttons a dealer would tap, rather than
// calling the betting engine themselves — there's no second code path to drift out
// of step with what the bar is actually offering right now.
const pressInBar = selector => {
const btn = document.querySelector(`#actionBar ${selector}`);
if (!btn || btn.disabled) return false;
btn.click();
return true;
};
const quickRaiseButton = label =>
[...document.querySelectorAll("#actionBar .raiseQuickBtn")]
.find(b => b.querySelector(".actionBtnLabel").textContent === label);
Shortcuts.mount({
fold: () => pressInBar(".actionFold"),
checkOrCall: () => pressInBar(".actionCheck") || pressInBar(".actionCall"),
raise: () => pressInBar(".actionRaise"),
allIn: () => {
// Open the raise pad first if it isn't already, then take its All-in amount.
if (!document.querySelector("#actionBar .raisePad") && !pressInBar(".actionRaise")) return false;
const quick = quickRaiseButton("All-in");
if (!quick) return false;
quick.click();
return true;
},
// Enter confirms a raise if one is being entered, otherwise moves the hand on.
advance: () => pressInBar(".raiseConfirm") || pressInBar(".actionAdvance"),
undo: () => pressInBar(".actionUndo"),
cancel: () => pressInBar(".raiseCancel"),
});
// Moving to the next hand used to ask "are you sure?" every single time —
@@ -165,9 +97,6 @@ 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();
@@ -183,38 +112,10 @@ document.addEventListener("DOMContentLoaded", () => {
});
};
// A seat that has anything of a player in it — a name, chips, cash in, or a hand
// in progress. Shrinking the table throws these away permanently, and it also
// orphans them in the session standings, where they keep their winnings but lose
// the stack and buy-in the settle-up is worked out from.
const seatHasSomeoneIn = player =>
!!(player.name && player.name.trim()) ||
player.inHand ||
(Number(player.stack) || 0) > 0 ||
(Number(player.buyIns) || 0) > 0 ||
(Number(player.amountOverride) || 0) > 0;
document.getElementById("seatCountInput").addEventListener("change", async e => {
const requested = Math.max(2, Math.min(24, Math.floor(Number(e.target.value)) || state.seatCount));
const losing = state.seats.slice(requested).filter(seatHasSomeoneIn);
if (losing.length > 0) {
const who = losing
.map((p, i) => HoldemState.displayName(p, requested + state.seats.slice(requested).indexOf(p)))
.join(", ");
const ok = await Dialog.confirm({
title: `Remove ${losing.length} ${losing.length === 1 ? "player" : "players"}?`,
message: `Going down to ${requested} seats takes ${who} off the table along with their chips and buy-ins, and their session totals stop adding up.`,
confirmLabel: "Remove them",
danger: true,
});
if (!ok) {
e.target.value = state.seatCount;
return;
}
}
runUndoable(`Table set to ${requested} seats.`, () => HoldemState.resizeSeats(state, requested));
document.getElementById("seatCountInput").addEventListener("change", e => {
HoldemState.resizeSeats(state, Number(e.target.value));
hooks.save(state);
Render.renderAll();
});
document.getElementById("directionSelect").addEventListener("change", e => {
@@ -276,7 +177,6 @@ document.addEventListener("DOMContentLoaded", () => {
HoldemState.clear();
Object.assign(state, HoldemState.createDefault());
clearActionHistory();
Render.mount(state, hooks);
Toast.show("Table reset.", { duration: 2500 });
});
@@ -297,26 +197,6 @@ document.addEventListener("DOMContentLoaded", () => {
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
document.getElementById("addChipsConfirmBtn").addEventListener("click", () => AddChips.confirm());
document.getElementById("addChipsCancelBtn").addEventListener("click", () => AddChips.close());
document.getElementById("addChipsOverlay").addEventListener("click", e => {
if (e.target.id === "addChipsOverlay") AddChips.close();
});
document.getElementById("addChipsInput").addEventListener("keydown", e => {
if (e.key === "Enter") AddChips.confirm();
});
const rulingsOverlay = document.getElementById("rulingsOverlay");
const closeRulings = () => { rulingsOverlay.hidden = true; };
document.getElementById("openRulingsBtn").addEventListener("click", () => { rulingsOverlay.hidden = false; });
document.getElementById("closeRulingsBtn").addEventListener("click", closeRulings);
rulingsOverlay.addEventListener("click", e => {
if (e.target === rulingsOverlay) closeRulings();
});
document.addEventListener("keydown", e => {
if (e.key === "Escape" && !rulingsOverlay.hidden) closeRulings();
});
document.getElementById("seatMenuCancelBtn").addEventListener("click", () => SeatMenu.close());
document.getElementById("seatMenuOverlay").addEventListener("click", e => {
if (e.target.id === "seatMenuOverlay") SeatMenu.close();
@@ -18,15 +18,6 @@ const PotWizard = {
this.playerLabelById = new Map(
players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))])
);
this.seatIndexById = new Map(players.map(p => [p.id, state.seats.indexOf(p)]));
// The label carries name and cards together for the log and the payout lines;
// the choice rows want them separately so each can be styled and read on its own.
this.nameById = new Map(
players.map(p => [p.id, HoldemState.displayName(p, state.seats.indexOf(p))])
);
this.cardsById = new Map(
players.map(p => [p.id, (p.cards || []).filter(Boolean)])
);
const contributions = players.map(p => ({
id: p.id,
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
@@ -58,20 +49,6 @@ const PotWizard = {
this.totals.set(id, (this.totals.get(id) || 0) + amount);
},
// A chopped pot rarely divides exactly, and the odd chip goes to the first player
// left of the button — not to whoever the dealer happened to tick first. The
// calculator hands leftovers out in the order it's given the winners, so ordering
// them here is what makes the payout match the rule.
orderFromButton(ids) {
const distance = new Map();
for (let step = 1; step <= this.state.seatCount; step++) {
distance.set(HoldemState.nextSeatIndex(this.state, this.state.dealerSeatIndex, step), step);
}
return [...ids].sort((a, b) =>
(distance.get(this.seatIndexById.get(a)) ?? 0) - (distance.get(this.seatIndexById.get(b)) ?? 0)
);
},
renderStep() {
// Auto-resolve any round where only one player is left standing — nothing to ask.
let contenders = PotCalculator.getContenders(this.entries);
@@ -128,46 +105,13 @@ const PotWizard = {
contenders.forEach(c => {
const label = document.createElement("label");
label.className = "potWizardChoice";
const checkbox = document.createElement("input");
checkbox.type = "checkbox";
checkbox.value = c.id;
// The row is the target, not the box — so the row has to look chosen too.
checkbox.addEventListener("change", () => {
label.classList.toggle("chosen", checkbox.checked);
});
label.appendChild(checkbox);
const text = document.createElement("span");
text.className = "potWizardChoiceText";
const name = document.createElement("span");
name.className = "potWizardChoiceName";
name.textContent = this.nameById.get(c.id);
text.appendChild(name);
const upTo = document.createElement("span");
upTo.className = "potWizardChoiceUpTo";
upTo.textContent = `up to ${Money.format(c.remaining)}`;
text.appendChild(upTo);
text.textContent = `${this.playerLabelById.get(c.id)} — up to ${Money.format(c.remaining)}`;
label.appendChild(checkbox);
label.appendChild(text);
// Cards sit apart from the name rather than inside it, so a dealer reading
// a row across the table sees the hand, not a sentence.
const cards = this.cardsById.get(c.id) || [];
if (cards.length > 0) {
const cardsEl = document.createElement("span");
cardsEl.className = "potWizardChoiceCards";
cards.forEach((card, i) => {
if (i > 0) cardsEl.appendChild(document.createTextNode(" "));
const span = document.createElement("span");
if (/[HD]$/i.test(card)) span.className = "cardRed";
span.textContent = Render.formatCard(card);
cardsEl.appendChild(span);
});
label.appendChild(cardsEl);
}
choices.appendChild(label);
});
round.appendChild(choices);
@@ -183,7 +127,7 @@ const PotWizard = {
confirmBtn.addEventListener("click", () => {
const selected = Array.from(choices.querySelectorAll("input:checked")).map(i => i.value);
if (selected.length === 0) return;
const result = PotCalculator.resolveRound(this.entries, this.orderFromButton(selected));
const result = PotCalculator.resolveRound(this.entries, selected);
this.recordRound(result);
this.entries = result.updatedEntries;
this.renderStep();
@@ -15,28 +15,12 @@ const QuickSplit = {
ways: 2,
chip: 1,
// "even" is the common case — one pot, everyone matched. "uneven" is the one this
// screen used to send people back to the full table for: somebody all-in for less,
// so the money splits into a main pot and side pots.
mode: "even",
entries: [],
mount() {
this.potInput = document.getElementById("potInput");
this.clearPotBtn = document.getElementById("clearPotBtn");
this.entries = [{ amount: "", folded: false }, { amount: "", folded: false }, { amount: "", folded: false }];
this.renderWayChoices();
this.renderChipChoices();
this.renderUnevenRows();
document.getElementById("modeEvenBtn").addEventListener("click", () => this.setMode("even"));
document.getElementById("modeUnevenBtn").addEventListener("click", () => this.setMode("uneven"));
document.getElementById("addPlayerBtn").addEventListener("click", () => {
this.entries.push({ amount: "", folded: false });
this.renderUnevenRows();
this.update();
});
this.potInput.addEventListener("input", () => {
this.sanitizePotInput();
@@ -143,112 +127,7 @@ const QuickSplit = {
});
},
setMode(mode) {
this.mode = mode;
document.getElementById("modeEvenBtn").classList.toggle("selected", mode === "even");
document.getElementById("modeUnevenBtn").classList.toggle("selected", mode === "uneven");
document.querySelectorAll(".evenOnly").forEach(el => { el.hidden = mode !== "even"; });
document.querySelectorAll(".unevenOnly").forEach(el => { el.hidden = mode !== "uneven"; });
document.getElementById("splitResult").hidden = mode !== "even";
document.getElementById("unevenResult").hidden = mode !== "uneven";
this.update();
},
renderUnevenRows() {
const host = document.getElementById("unevenRows");
const template = document.getElementById("unevenRowTemplate");
host.innerHTML = "";
this.entries.forEach((entry, index) => {
const row = template.content.firstElementChild.cloneNode(true);
row.querySelector(".unevenRowLabel").textContent = `P${index + 1}`;
const amount = row.querySelector(".unevenAmount");
amount.value = entry.amount;
amount.setAttribute("aria-label", `Player ${index + 1} amount`);
amount.addEventListener("input", () => {
entry.amount = amount.value.replace(/[^0-9.]/g, "").replace(/(\..*)\./g, "$1");
if (entry.amount !== amount.value) amount.value = entry.amount;
this.update();
});
// Folded money stays in the pot as dead money, but its owner can't win any
// of it — which is exactly the distinction that makes side pots tricky.
const fold = row.querySelector(".unevenFoldBtn");
fold.classList.toggle("selected", entry.folded);
fold.setAttribute("aria-pressed", String(entry.folded));
fold.addEventListener("click", () => {
entry.folded = !entry.folded;
this.renderUnevenRows();
this.update();
});
const remove = row.querySelector(".unevenRemoveBtn");
remove.disabled = this.entries.length <= 2;
remove.addEventListener("click", () => {
this.entries.splice(index, 1);
this.renderUnevenRows();
this.update();
});
host.appendChild(row);
});
},
updateUneven() {
const players = this.entries
.map((entry, index) => ({ id: `P${index + 1}`, contribution: Number(entry.amount) || 0, folded: entry.folded }))
.filter(p => p.contribution > 0);
const pots = PotCalculator.layers(players);
const returns = PotCalculator.uncalledReturns(players);
const host = document.getElementById("unevenPots");
const empty = document.getElementById("unevenEmpty");
host.innerHTML = "";
if (pots.length === 0 && returns.length === 0) {
empty.hidden = false;
empty.textContent = players.length === 0
? "Enter what each player put in."
: "Nobody left who can win — un-fold whoever should take it.";
return;
}
empty.hidden = true;
const addRow = (label, amount, who, className) => {
const row = document.createElement("div");
row.className = `unevenPot ${className || ""}`;
const name = document.createElement("span");
name.className = "unevenPotLabel";
name.textContent = label;
const value = document.createElement("span");
value.className = "unevenPotAmount";
value.textContent = Money.format(amount);
const eligible = document.createElement("span");
eligible.className = "unevenPotWho";
eligible.textContent = who;
row.appendChild(name);
row.appendChild(value);
row.appendChild(eligible);
host.appendChild(row);
};
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.join(", ")));
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${ret.id}`, "unevenPotReturn"));
const total = players.reduce((sum, p) => sum + p.contribution, 0);
addRow("On the table", Math.round(total * 100) / 100, "", "unevenPotTotal");
},
update() {
if (this.mode === "uneven") {
this.updateUneven();
return;
}
const potValue = Number(this.potInput.value);
const pot = Number.isNaN(potValue) ? 0 : potValue;
this.clearPotBtn.hidden = this.potInput.value === "";
@@ -69,85 +69,13 @@ const Render = {
// ---- Seats around the table (compact pucks) ----
seatPosition(index, count) {
return this.positionOnRing(index, count, 44, 42);
},
// Bets sit on the felt between their player and the pot, the way chips actually
// do — closer in than the seats, on the same spoke. The bets layer is inset to
// match the seat ring (see the CSS), so this one radius holds at every size.
betPosition(index, count) {
return this.positionOnRing(index, count, 27, 25);
},
positionOnRing(index, count, rx, ry) {
const angle = -90 + (360 / count) * index;
const radians = (angle * Math.PI) / 180;
return {
left: 50 + rx * Math.cos(radians),
top: 50 + ry * Math.sin(radians),
};
},
// Colour a bet by the biggest chip that fits it, so a table with a chip legend
// gets bets that look like the chips actually being pushed out.
chipColorFor(amount) {
const legend = [...(this.state.chipLegend || [])]
.filter(chip => Number(chip.value) > 0)
.sort((a, b) => Number(b.value) - Number(a.value));
const match = legend.find(chip => amount >= Number(chip.value));
return (match || legend[legend.length - 1] || {}).color || "#8a8a8a";
},
// ---- Bets on the felt ----
makeBetChip(bet) {
const chip = document.createElement("div");
chip.className = "betChip";
const disc = document.createElement("span");
disc.className = "betChipDisc";
disc.style.background = this.chipColorFor(bet);
const amount = document.createElement("span");
amount.className = "betChipAmount";
amount.textContent = Money.format(bet);
chip.appendChild(disc);
chip.appendChild(amount);
return chip;
},
// A phone's felt has no room for a third ring: measured every radius between the
// seats and the pot badge and each one collides with one or the other. So on a
// narrow screen the bet clings to its own puck instead — same chip, no ring —
// sitting on whichever side faces the middle of the table.
renderBets() {
const layer = document.getElementById("betsLayer");
if (!layer) return;
layer.innerHTML = "";
const anchorToSeat = window.matchMedia("(max-width: 700px)").matches;
this.state.seats.forEach((player, index) => {
const bet = Betting.committed(player);
if (bet <= 0) return;
const chip = this.makeBetChip(bet);
const pos = this.betPosition(index, this.state.seatCount);
if (anchorToSeat) {
const seat = document.querySelector(`.seat[data-seat-index="${index}"]`);
if (!seat) return;
const seatPos = this.seatPosition(index, this.state.seatCount);
chip.classList.add("betChipAnchored", seatPos.top > 50 ? "betChipAbove" : "betChipBelow");
seat.appendChild(chip);
return;
}
chip.style.left = `${pos.left}%`;
chip.style.top = `${pos.top}%`;
layer.appendChild(chip);
});
const rx = 44;
const ry = 42;
const left = 50 + rx * Math.cos(radians);
const top = 50 + ry * Math.sin(radians);
return { left, top };
},
puckLabel(player, seatIndex) {
@@ -190,8 +118,6 @@ const Render = {
layer.appendChild(node);
});
this.renderBets();
},
isRedSuit(card) {
@@ -242,13 +168,11 @@ const Render = {
span.textContent = this.formatCard(card);
cardsEl.appendChild(span);
});
// Always this player's total for the hand. What they've just pushed out on this
// street is shown as a chip on the felt instead — the puck used to flip between
// the two meanings depending on the moment, which is a bad thing for a number
// sitting next to a stack size to do.
const handTotal = Betting.handTotal(player);
const total = handTotal > 0
? handTotal
// What's in front of them this street reads as the live number during betting;
// between hands it falls back to their total for the hand.
const streetBet = Betting.committed(player);
const total = streetBet > 0
? streetBet
: HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : "";
@@ -491,13 +415,6 @@ const Render = {
});
});
// What they've handed over tonight, shown next to what's in front of them so a
// cash-out is one subtraction rather than a memory test.
const boughtIn = Number(player.buyIns) || 0;
const boughtInEl = form.querySelector(".seatBuyIns");
boughtInEl.textContent = boughtIn > 0 ? `Bought in ${Money.format(boughtIn)}` : "";
boughtInEl.hidden = boughtIn <= 0;
const stackInput = form.querySelector(".stackInput");
stackInput.value = player.stack ?? "";
stackInput.addEventListener("input", () => {
@@ -32,10 +32,6 @@ const SeatMenu = {
actions.push({ label: "Un-fold", run: () => this.hooks.unfold(index) });
}
// The most common interruption in a cash game, and until now it meant opening
// the editor and retyping a stack from memory.
actions.push({ label: "Add chips…", run: () => this.hooks.addChips(index) });
actions.push({
label: dealtIn ? "Sit out" : "Deal in",
run: () => this.hooks.toggleDealtIn(index),
@@ -1,64 +0,0 @@
// Keyboard control for a dealer running this on a laptop.
//
// The phone has gestures; the desktop had a mouse and nothing else. These are the
// same actions the bar already offers, reachable without moving a hand to the
// trackpad between every decision — which is the whole point when the bar is being
// tapped thirty times a hand.
const Shortcuts = {
// Deliberately single letters with no modifier: a dealer's spare hand rests on
// the keyboard, and a chord is slower than reaching for the button would be.
KEYS: {
f: "fold",
c: "checkOrCall",
r: "raise",
a: "allIn",
" ": "advance",
enter: "advance",
u: "undo",
escape: "cancel",
},
mount(handlers) {
this.handlers = handlers;
document.addEventListener("keydown", e => this.onKey(e));
},
// Nothing fires while the dealer is typing a name, an amount, or a note — the
// "c" in "Cass" must not fold the table.
isTyping() {
const el = document.activeElement;
if (!el) return false;
const tag = el.tagName;
return tag === "INPUT" || tag === "TEXTAREA" || tag === "SELECT" || el.isContentEditable;
},
// An overlay owns the keyboard while it's up: the confirm dialog already binds
// Enter and Escape, and the card picker and seat menu are modal.
overlayOpen() {
return ["confirmOverlay", "potWizardOverlay", "cardPickerOverlay", "seatMenuOverlay", "rulingsOverlay", "addChipsOverlay"]
.some(id => {
const el = document.getElementById(id);
return el && !el.hidden;
});
},
onKey(e) {
if (e.metaKey || e.ctrlKey || e.altKey) return;
const key = e.key.length === 1 ? e.key.toLowerCase() : e.key.toLowerCase();
const action = this.KEYS[key];
if (!action) 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;
if (this.overlayOpen()) return;
const handled = this.handlers[action] && this.handlers[action]();
if (handled) e.preventDefault();
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = Shortcuts;
}
@@ -31,8 +31,6 @@ const HoldemState = {
stack: null,
committed: 0,
hasActed: false,
// Cash handed over tonight, which only moves when they buy chips.
buyIns: 0,
};
},
@@ -81,7 +79,6 @@ const HoldemState = {
if (player.stack === undefined) player.stack = null;
if (player.committed === undefined) player.committed = 0;
if (player.hasActed === undefined) player.hasActed = false;
if (player.buyIns === undefined) player.buyIns = 0;
});
return parsed;
@@ -159,53 +156,14 @@ const HoldemState = {
return ((fromIndex + delta) % count + count) % count;
},
// The button passes to the next player, not the next chair. Moving it one seat at
// a time parks it on empty chairs — with four players spread around ten seats it
// sits on nobody most hands — and that isn't only untidy: position and blinds are
// supposed to come round to each player at the same rate, and they don't if the
// button is rotating past chairs nobody is sitting in.
advanceButton(state) {
for (let step = 1; step <= state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) {
state.dealerSeatIndex = index;
return;
}
}
// Nobody is dealt in; move it along anyway so it doesn't look stuck.
state.dealerSeatIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
},
// Seats dealt into this hand, in blind order starting from the seat after the
// button. Blinds follow the players, not the chairs — the seats immediately left
// of the button are empty often enough that counting chairs posts them to nobody.
liveOrderFromButton(state) {
const order = [];
for (let step = 1; step <= state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) order.push(index);
}
return order;
},
// Who posts what. Heads-up is its own rule: with two players the button posts the
// small blind, which is the opposite of the usual order.
getBlindSeats(state) {
const live = this.liveOrderFromButton(state);
const dealerIndex = state.dealerSeatIndex;
if (live.length < 2) {
return { dealerIndex, sbIndex: null, bbIndex: null, headsUp: false };
}
if (live.length === 2) {
const buttonIsPlaying = state.seats[dealerIndex].inHand;
const sbIndex = buttonIsPlaying ? dealerIndex : live[0];
const bbIndex = live.find(i => i !== sbIndex);
return { dealerIndex, sbIndex, bbIndex, headsUp: true };
}
return { dealerIndex, sbIndex: live[0], bbIndex: live[1], headsUp: false };
const sbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
const bbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 2);
return { dealerIndex: state.dealerSeatIndex, sbIndex, bbIndex };
},
startNextHand(state) {
@@ -278,32 +236,13 @@ const HoldemState = {
});
});
// Cash bought in and chips currently in front don't come from the hand log at
// all, so they're read off the seat rather than summed — a rebuy isn't a hand.
const seatById = new Map(state.seats.map(p => [p.id, p]));
return Array.from(totals.values())
.map(t => {
const seat = seatById.get(t.id);
const boughtIn = seat ? Math.round((Number(seat.buyIns) || 0) * 100) / 100 : 0;
const chipsNow = seat ? Math.round((Number(seat.stack) || 0) * 100) / 100 : 0;
// Chips already pushed into the hand in progress are still this
// player's money until it's won. Leaving them out makes the cash
// position disagree with the hand log for as long as a hand is open —
// and blinds are posted the instant the previous one settles, so that
// window is almost always.
const inFrontOfThem = seat ? (Number(seat.amountOverride) || 0) + (Number(seat.committed) || 0) : 0;
return {
...t,
in: Math.round(t.in * 100) / 100,
won: Math.round(t.won * 100) / 100,
net: Math.round((t.won - t.in) * 100) / 100,
boughtIn,
chipsNow,
cashPosition: Math.round((chipsNow + inFrontOfThem - boughtIn) * 100) / 100,
};
})
.map(t => ({
...t,
in: Math.round(t.in * 100) / 100,
won: Math.round(t.won * 100) / 100,
net: Math.round((t.won - t.in) * 100) / 100,
}))
.sort((a, b) => b.net - a.net);
},
};