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@@ -0,0 +1,26 @@
|
||||
# Unit tests for the Texas Hold'em dealer's money logic.
|
||||
#
|
||||
# The betting engine, the side-pot calculator and the table state are plain script-tag
|
||||
# modules with no build step, so they run directly under Node's built-in test runner —
|
||||
# no package.json, no install step, nothing to keep up to date.
|
||||
|
||||
name: Hold'em tests
|
||||
|
||||
on:
|
||||
pull_request:
|
||||
branches: [ "master" ]
|
||||
push:
|
||||
branches: [ "master" ]
|
||||
|
||||
jobs:
|
||||
test:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- name: Setup Node
|
||||
uses: actions/setup-node@v4
|
||||
with:
|
||||
node-version: 20
|
||||
- name: Run Hold'em unit tests
|
||||
run: node --test tests/holdem/*.test.js
|
||||
@@ -7,17 +7,23 @@
|
||||
|
||||
<div id="holdemApp">
|
||||
<header id="holdemHeader">
|
||||
@* Six equally-weighted buttons used to sit here in two rows, and on a 390px
|
||||
phone the felt did not start until 225px down — a quarter of the screen spent
|
||||
before the dealer saw the table. Only two of the six are per-hand controls.
|
||||
The rest have gone where they belong rather than into a "more" menu, which
|
||||
would have relocated the crowding rather than removed it: Reset Table to the
|
||||
Session panel beside Clear history and the save/load pair, Quick Split down
|
||||
with Common rulings where the other "open something else" link already lives,
|
||||
and the way back to the site up top where a back link goes. *@
|
||||
<div id="holdemHeaderLeft">
|
||||
<a href="/casino" class="holdemBackLink">← Casino</a>
|
||||
<h1>Texas Hold'em Dealer</h1>
|
||||
<p class="holdemSubtitle">Seat your players, track the action, split the pot.</p>
|
||||
<span id="handCounterBadge" class="handCounterBadge">Hand #1</span>
|
||||
</div>
|
||||
<div id="holdemHeaderActions">
|
||||
<a href="/casino/texasholdem/quicksplit" class="holdemBtn" title="Chop a pot without setting up a table">Quick Split</a>
|
||||
<button id="misdealBtn" class="holdemBtn" title="Take this hand back — every chip returns to the player who put it in, and the same button deals again" hidden>Misdeal</button>
|
||||
<button id="nextHandBtn" class="holdemBtn" title="Move the button, small blind and big blind to the next occupied seat">Next Hand ⟳</button>
|
||||
<button id="resolvePotBtn" class="holdemBtn holdemBtnAccent">Resolve Pot</button>
|
||||
<button id="resetTableBtn" class="holdemBtn holdemBtnDanger">Reset Table</button>
|
||||
<a href="/casino" class="holdemBtn holdemBtnGhost">← Casino</a>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
@@ -25,15 +31,19 @@
|
||||
<section id="tableSection">
|
||||
<div id="pokerTableWrap">
|
||||
<div id="pokerTable">
|
||||
<div id="tableWatermark">Texas Hold'em</div>
|
||||
<div id="potBadge">
|
||||
<span id="potBadgeLabel">Pot</span>
|
||||
<span id="potBadgeAmount">$0</span>
|
||||
</div>
|
||||
</div>
|
||||
<div id="betsLayer" aria-hidden="true"></div>
|
||||
<div id="seatsLayer"></div>
|
||||
</div>
|
||||
<p id="tableHint" class="tableHint"></p>
|
||||
<p class="tableHintActions">
|
||||
<button type="button" id="openRulingsBtn" class="linkBtn">Common rulings</button>
|
||||
<a href="/casino/texasholdem/quicksplit" class="linkBtn" title="Chop a pot without setting up a table">Quick Split</a>
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<aside id="holdemSidebar">
|
||||
@@ -48,7 +58,11 @@
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<details class="sidebarPanel" open>
|
||||
@* Not `open` in the markup any more. Whether this panel starts open is a
|
||||
question about the table, so main.js answers it after the state has
|
||||
loaded: open on a table nobody has set up yet, shut on one already
|
||||
half-way through a night. *@
|
||||
<details class="sidebarPanel" id="tableSetupPanel">
|
||||
<summary>Table Setup</summary>
|
||||
<div class="panelBody">
|
||||
<label class="fieldRow">
|
||||
@@ -81,12 +95,136 @@
|
||||
<span>Starting stack ($)</span>
|
||||
<input type="number" id="defaultStackInput" min="0" step="1" placeholder="e.g. 200" />
|
||||
</label>
|
||||
<p class="fieldHint">Blinds post themselves each hand, 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 ($)</span>
|
||||
<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
|
||||
</label>
|
||||
<p class="fieldHint">Every player who didn't go all-in short is assumed to have put in this amount. Enter a smaller amount on a seat only if that player is all-in for less.</p>
|
||||
<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
|
||||
|
||||
<details class="subPanel">
|
||||
<summary>House take</summary>
|
||||
<div class="subPanelBody">
|
||||
<div class="blindsRow">
|
||||
<label class="fieldRow">
|
||||
<span>Rake (%)</span>
|
||||
<input type="number" id="rakePercentInput" min="0" max="100" step="0.5" placeholder="0" />
|
||||
</label>
|
||||
<label class="fieldRow">
|
||||
<span>Cap ($)</span>
|
||||
<input type="number" id="rakeCapInput" min="0" step="1" placeholder="none" />
|
||||
</label>
|
||||
</div>
|
||||
<label class="fieldRow">
|
||||
<span>No flop, no drop</span>
|
||||
<input type="checkbox" id="rakeNoFlopInput" />
|
||||
</label>
|
||||
<p class="fieldHint">
|
||||
Taken from the pot when it's awarded, and shown before anything is pushed.
|
||||
Rounded down to a chip the table has, so the players keep what the house
|
||||
can't make. Leave the percentage at zero for a game that doesn't rake.
|
||||
</p>
|
||||
<p class="fieldHint" id="rakeTakenHint" hidden></p>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="subPanel">
|
||||
<summary>Without live betting</summary>
|
||||
<div class="subPanelBody">
|
||||
<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>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="sidebarPanel">
|
||||
<summary>Session</summary>
|
||||
<div class="panelBody">
|
||||
<p id="storageWarning" class="storageWarning" hidden></p>
|
||||
<h3 class="panelSubhead">Standings</h3>
|
||||
<div class="standingsTableWrap">
|
||||
<div id="standingsTable">
|
||||
<div class="standingsRow standingsHeader">
|
||||
<span>Player</span>
|
||||
<span class="standingsInHead">In</span>
|
||||
<span class="standingsWonHead">Won</span>
|
||||
<span class="standingsNetHead">Net</span>
|
||||
<span class="standingsChipsHead" title="What they are holding — the cash to count out if they leave now">Chips</span>
|
||||
<span title="Those chips, less the cash they handed over">Up/down</span>
|
||||
</div>
|
||||
<div id="standingsList"></div>
|
||||
</div>
|
||||
</div>
|
||||
<p id="standingsEmptyHint" class="fieldHint">Everyone who has bought in shows up here, with what they'd be owed if the night ended now.</p>
|
||||
|
||||
<h3 class="panelSubhead">Waiting list</h3>
|
||||
<form id="waitingListForm" class="waitingAdd">
|
||||
<input type="text" id="waitingNameInput" maxlength="24" placeholder="Who's waiting?" autocomplete="off" />
|
||||
<button type="submit" id="waitingAddBtn" class="holdemBtn holdemBtnSmall">Add</button>
|
||||
</form>
|
||||
<ol id="waitingList" class="waitingList"></ol>
|
||||
<p id="waitingEmptyHint" class="fieldHint">Nobody waiting. Add the people standing behind the chairs, and the tool will offer them the next seat that opens.</p>
|
||||
|
||||
<div id="bankReconcile" class="bankReconcile" hidden>
|
||||
<div class="bankReconcileRow">
|
||||
<span>Cash taken</span>
|
||||
<span id="bankCashIn"></span>
|
||||
</div>
|
||||
<div class="bankReconcileRow">
|
||||
<span>Chips in play</span>
|
||||
<span id="bankChipsInPlay"></span>
|
||||
</div>
|
||||
<div class="bankReconcileRow" id="bankDiscardedRow" hidden>
|
||||
<span>Taken off the table</span>
|
||||
<span id="bankDiscarded"></span>
|
||||
</div>
|
||||
<div class="bankReconcileRow" id="bankRakedRow" hidden>
|
||||
<span>House take</span>
|
||||
<span id="bankRaked"></span>
|
||||
</div>
|
||||
<div class="bankReconcileRow" id="bankPaidOutRow" hidden>
|
||||
<span>Paid out</span>
|
||||
<span id="bankPaidOut"></span>
|
||||
</div>
|
||||
<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
|
||||
<button type="button" id="bankRecordBuyInsBtn" class="holdemBtn holdemBtnSmall" hidden></button>
|
||||
</div>
|
||||
|
||||
<div id="settleUp" hidden>
|
||||
<h3 class="panelSubhead">Settle up</h3>
|
||||
<ul id="settleUpList" class="settleUpList"></ul>
|
||||
<p id="settleUpNote" class="fieldHint"></p>
|
||||
</div>
|
||||
|
||||
<h3 class="panelSubhead">Hands</h3>
|
||||
<div class="handHistoryFilterRow">
|
||||
<input id="handHistoryFilter" type="search" class="handHistoryFilter"
|
||||
placeholder="Find a hand — name, amount or #" aria-label="Filter the hand log by player, amount or hand number" />
|
||||
<span id="handHistoryCount" class="handHistoryCount" hidden></span>
|
||||
</div>
|
||||
<div id="handHistoryList"></div>
|
||||
<p id="handHistoryNoMatch" class="fieldHint" hidden></p>
|
||||
<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots are logged here, in case a chip count is disputed later.</p>
|
||||
|
||||
<div class="handHistoryActions">
|
||||
<button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button>
|
||||
<button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button>
|
||||
</div>
|
||||
|
||||
<h3 class="panelSubhead">The table itself</h3>
|
||||
<p class="fieldHint">
|
||||
The night lives in this browser and nowhere else. Save it to a file to carry it
|
||||
to another device, or to have something to come back to if this one dies.
|
||||
</p>
|
||||
<div class="handHistoryActions">
|
||||
<button id="saveTableBtn" class="holdemBtn holdemBtnSmall">Save table file</button>
|
||||
<button id="loadTableBtn" class="holdemBtn holdemBtnSmall">Load table file</button>
|
||||
<input id="loadTableInput" type="file" accept="application/json,.json" hidden />
|
||||
@* Down from the header, where it sat in the same weight as Resolve Pot
|
||||
— the most-pressed control in a session next to the one that throws
|
||||
the night away. Here it is beside Clear history, which is the other
|
||||
thing that destroys records, and behind a panel you have to open. *@
|
||||
<button id="resetTableBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Reset table</button>
|
||||
</div>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
@@ -95,42 +233,28 @@
|
||||
<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>
|
||||
<p class="fieldHint">Give each chip color a value, then count chips on a seat instead of typing a total.</p>
|
||||
|
||||
<div id="colourUp" hidden>
|
||||
<h3 class="panelSubhead">Stacks in chips</h3>
|
||||
<dl id="colourUpList" class="colourUpList"></dl>
|
||||
<p class="fieldHint">The fewest chips that make each stack — for colouring up, or counting one out.</p>
|
||||
</div>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="sidebarPanel" id="keyboardPanel">
|
||||
<summary>Keyboard</summary>
|
||||
<div class="panelBody">
|
||||
<dl id="shortcutLegend" class="shortcutLegend"></dl>
|
||||
<p class="fieldHint">Nothing fires while you're typing in a field, or while a sheet is open over the table.</p>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="sidebarPanel">
|
||||
<summary>Table Notes</summary>
|
||||
<div class="panelBody">
|
||||
<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="sidebarPanel">
|
||||
<summary>Session Standings</summary>
|
||||
<div class="panelBody">
|
||||
<div id="standingsTable">
|
||||
<div class="standingsRow standingsHeader">
|
||||
<span>Player</span>
|
||||
<span>In</span>
|
||||
<span>Won</span>
|
||||
<span>Net</span>
|
||||
</div>
|
||||
<div id="standingsList"></div>
|
||||
</div>
|
||||
<p id="standingsEmptyHint" class="fieldHint">Once you resolve a pot, everyone's running total for the night shows up here.</p>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="sidebarPanel">
|
||||
<summary>Hand History</summary>
|
||||
<div class="panelBody">
|
||||
<div id="handHistoryList"></div>
|
||||
<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>
|
||||
<textarea id="tableNotes" rows="4" aria-label="Table notes" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
|
||||
</div>
|
||||
</details>
|
||||
</aside>
|
||||
@@ -140,9 +264,10 @@
|
||||
<template id="seatTemplate">
|
||||
<div class="seat" draggable="true">
|
||||
<div class="seatChairNumber"></div>
|
||||
<button class="dealerChip" title="Make this seat the dealer button">D</button>
|
||||
<button class="dealerChip" type="button" title="Make this seat the dealer button">D</button>
|
||||
<span class="blindBadge sbBadge">SB</span>
|
||||
<span class="blindBadge bbBadge">BB</span>
|
||||
<span class="blindBadge strBadge" title="Straddled — the action comes back to this seat">STR</span>
|
||||
<div class="seatPuckName"></div>
|
||||
<div class="seatPuckCards"></div>
|
||||
<div class="seatPuckTotal"></div>
|
||||
@@ -174,6 +299,7 @@
|
||||
<span>Stack</span>
|
||||
<input type="number" class="stackInput" min="0" step="1" placeholder="table default" />
|
||||
</label>
|
||||
<div class="seatBuyIns" hidden></div>
|
||||
<div class="seatContribution">
|
||||
<div class="chipCounts"></div>
|
||||
<label class="fieldRow amountOverrideRow">
|
||||
@@ -189,8 +315,8 @@
|
||||
|
||||
<template id="chipLegendRowTemplate">
|
||||
<div class="chipLegendRow">
|
||||
<input type="color" class="chipColorInput" />
|
||||
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" />
|
||||
<input type="color" class="chipColorInput" aria-label="Chip colour" />
|
||||
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" aria-label="Chip value" />
|
||||
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeChipColorBtn">×</button>
|
||||
</div>
|
||||
</template>
|
||||
@@ -216,6 +342,8 @@
|
||||
<span class="standingsIn"></span>
|
||||
<span class="standingsWon"></span>
|
||||
<span class="standingsNet"></span>
|
||||
<span class="standingsChips"></span>
|
||||
<span class="standingsCashOut"></span>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
@@ -230,20 +358,239 @@
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<div id="addChipsOverlay" hidden>
|
||||
<div id="addChipsSheet" role="dialog" aria-labelledby="addChipsTitle">
|
||||
<div class="seatSheetGrip" aria-hidden="true"></div>
|
||||
<div class="addChipsHeader">
|
||||
<h2 id="addChipsTitle"></h2>
|
||||
<span id="addChipsSubtitle"></span>
|
||||
</div>
|
||||
<div id="addChipsQuick"></div>
|
||||
<div class="addChipsEntry">
|
||||
<span class="addChipsCurrency">$</span>
|
||||
<input type="text" id="addChipsInput" inputmode="decimal" autocomplete="off" aria-label="Amount to add" />
|
||||
</div>
|
||||
<div class="addChipsActions">
|
||||
<button id="addChipsConfirmBtn" class="holdemBtn holdemBtnAccent" type="button">Add to stack</button>
|
||||
<button id="addChipsCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="rulingsOverlay" hidden>
|
||||
<div id="rulingsSheet" role="dialog" aria-labelledby="rulingsTitle">
|
||||
<div class="seatSheetGrip" aria-hidden="true"></div>
|
||||
<div class="rulingsHeader">
|
||||
<h2 id="rulingsTitle">Common rulings</h2>
|
||||
<button id="closeRulingsBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
|
||||
</div>
|
||||
|
||||
<p class="rulingsIntro">
|
||||
The conventions most rooms follow, for the calls that come up mid-hand.
|
||||
Your house rules always win — and settle a dispute before the next hand,
|
||||
not during it.
|
||||
</p>
|
||||
|
||||
<nav id="rulingsIndex" class="rulingsIndex" aria-label="Jump to a ruling"></nav>
|
||||
|
||||
<section class="ruling" data-short="Misdeal">
|
||||
<h3>Redeal it — misdeal</h3>
|
||||
<ul>
|
||||
<li>The first card goes to the wrong seat.</li>
|
||||
<li>A seat entitled to a hand gets dealt out, or a seat that isn't entitled gets dealt in.</li>
|
||||
<li>Two or more boxed cards turn up on the initial deal.</li>
|
||||
<li>Either of the first two cards is exposed by dealer error.</li>
|
||||
</ul>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Board card early">
|
||||
<h3>A board card turned too early</h3>
|
||||
<p>
|
||||
If the fourth board card gets turned before the betting round is finished,
|
||||
that card is out of play for the round. Finish the betting, then burn and
|
||||
turn what would have been the fifth card in the fourth card's place.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Out of turn">
|
||||
<h3>Acting out of turn</h3>
|
||||
<p>
|
||||
A one-off is usually just backed up if no one has acted behind them.
|
||||
Doing it repeatedly is what earns a penalty.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Clock">
|
||||
<h3>Calling the clock on a player</h3>
|
||||
<p>
|
||||
Any player may ask for a clock once a decision is taking unreasonably
|
||||
long; it is the dealer, not the table, who grants it. The player then
|
||||
gets a set time and a countdown out loud — thirty seconds and ten is the
|
||||
usual form.
|
||||
</p>
|
||||
<p>
|
||||
If the count reaches zero with no action, the hand is <em>dead</em> if
|
||||
they were facing a bet, and <em>checked</em> if they were not: nobody is
|
||||
folded for slowness when checking was free. The action bar runs the
|
||||
count once you tap <em>Call the clock</em>, and offers the ruling as one
|
||||
button when it ends.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Straddle">
|
||||
<h3>A straddle is a blind raise</h3>
|
||||
<p>
|
||||
The player left of the big blind may put out twice it before the cards,
|
||||
without looking. It is a blind bet, not a raise made in turn, so it does
|
||||
three things at once: everyone else acts first, the minimum raise becomes
|
||||
twice the straddle, and the straddler still has the option when the
|
||||
action comes back — they may raise even if nobody raised into them.
|
||||
</p>
|
||||
<p>
|
||||
Re-straddles carry on to the left, each doubling again, and stop before
|
||||
the small blind. Tap <em>Straddle</em> on the deal prompt and the tool
|
||||
posts it, puts the right player on the clock and prices the raise;
|
||||
the seat wears an <em>STR</em> badge for the hand.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Short all-in">
|
||||
<h3>A short all-in doesn't reopen the betting</h3>
|
||||
<p>
|
||||
Somebody shoving in less than a full raise — say $3 more when the last
|
||||
raise was $8 — does not give the players behind them another go. Anyone
|
||||
who has already acted owes the difference or folds; they don't get to
|
||||
raise again because a short stack happened to land between them.
|
||||
</p>
|
||||
<p>
|
||||
A player who hadn't acted yet keeps full rights and may still raise, and
|
||||
the minimum raise stays measured off the last <em>full</em> raise, not
|
||||
off the short one. The action bar follows this for you.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Uncalled bet">
|
||||
<h3>Chips nobody called come back</h3>
|
||||
<p>
|
||||
Bet more than anyone was able to call and the excess is returned to you
|
||||
before the showdown — it was never contested, so it isn't part of the
|
||||
pot. The pot breakdown shows it as "uncalled" rather than pretending it's
|
||||
a side pot you could win.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Oversized chip">
|
||||
<h3>One big chip, nothing said</h3>
|
||||
<p>
|
||||
The most common argument at a home table. A player facing a bet who
|
||||
pushes out a single oversized chip without saying anything has
|
||||
<em>called</em> — not raised, however big the chip is. To raise with one
|
||||
chip you have to say "raise" before it lands; say it without an amount
|
||||
and the raise is the most that chip allows.
|
||||
</p>
|
||||
<p>
|
||||
Facing no bet, the same silent chip is a bet of the whole chip. And a
|
||||
clear verbal declaration in turn is binding either way — if words and
|
||||
chips disagree, whichever came first is the action.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Minimum raise">
|
||||
<h3>A raise has to be a full raise</h3>
|
||||
<p>
|
||||
At least as much again as the last raise, or the big blind if there
|
||||
hasn't been one. Anything between a call and that minimum isn't a raise
|
||||
a player can make — it's a call, unless they're putting their last chips
|
||||
in. The raise pad says so if you type one, and won't stop you: your
|
||||
ruling beats the arithmetic.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Who shows first">
|
||||
<h3>Who turns their hand over first</h3>
|
||||
<p>
|
||||
If there was a bet on the river, the last player to bet or raise shows
|
||||
first. If the river was checked all the way round, it's the first live
|
||||
player left of the button. Nobody has to be asked twice — a player may
|
||||
always turn their hand over early if they want to.
|
||||
</p>
|
||||
<p>
|
||||
When everyone is all-in before the river there was no final round to
|
||||
lead, so it falls to whoever last put money in, on whichever street that
|
||||
was. The action bar names the seat and the reason at every showdown, so
|
||||
the call is already made before anyone asks.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Odd chip">
|
||||
<h3>The odd chip in a split pot</h3>
|
||||
<p>
|
||||
When a chopped pot won't divide evenly, the odd chip goes to the first
|
||||
player left of the button, not to whoever the dealer happened to tick
|
||||
first. Pot payouts here order the winners that way, so the leftover lands
|
||||
on the right seat every time.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="String bet">
|
||||
<h3>Betting in one motion — the string bet</h3>
|
||||
<p>
|
||||
A bet is whatever goes in on the first trip to the stack, unless the
|
||||
amount was said out loud first. Reaching back for more chips without
|
||||
having said "raise" is a string bet, and only the first motion stands.
|
||||
Saying the number is always enough on its own: "raise to sixty" binds
|
||||
whatever order the chips arrive in.
|
||||
</p>
|
||||
<p>
|
||||
It's the rule home games invoke most and enforce least, and both are
|
||||
fine — the point is that a player can't watch the table react and then
|
||||
decide how much to bet. Say it, or push it all at once.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<p class="rulingsSource">
|
||||
Follows the Tournament Directors Association rules, which most rooms and
|
||||
home games take their lead from.
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="seatMenuOverlay" hidden>
|
||||
<div id="seatMenuSheet" role="dialog" aria-labelledby="seatMenuTitle">
|
||||
<div class="seatSheetGrip" aria-hidden="true"></div>
|
||||
<div class="seatMenuHeader">
|
||||
<h2 id="seatMenuTitle"></h2>
|
||||
<span id="seatMenuSubtitle"></span>
|
||||
</div>
|
||||
<div id="seatMenuActions"></div>
|
||||
<button id="seatMenuCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="cardPickerOverlay" hidden>
|
||||
<div id="cardPickerSheet" role="dialog" aria-labelledby="cardPickerTitle">
|
||||
<div class="seatSheetGrip" aria-hidden="true"></div>
|
||||
<div class="cardPickerHeader">
|
||||
<h2 id="cardPickerTitle"></h2>
|
||||
<button id="cardPickerClearBtn" class="holdemBtn holdemBtnSmall" type="button">Clear</button>
|
||||
<button id="cardPickerCloseBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
|
||||
<button id="cardPickerCloseBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
|
||||
</div>
|
||||
<div id="cardPickerSlots"></div>
|
||||
<div id="cardPickerGrid"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="actionBar" aria-live="polite" hidden></div>
|
||||
@* No aria-live here any more. This element's entire contents are rebuilt on every
|
||||
action, so a live region on it announced the whole bar every time — measured, after
|
||||
one tap: "PRE-FLOP Pot $15 9 players Bob · $250 behind 0:00 ↶ dealing the hand U
|
||||
Fold Call $10 Raise". That is what a screen reader read out after every single fold.
|
||||
A live region has to be a stable element whose *text* changes; the one below is. *@
|
||||
<div id="actionBar" hidden></div>
|
||||
|
||||
@* Whose turn it is, in a sentence. Empty in the markup and only ever written to, so
|
||||
assistive tech is already watching it when the first update lands — a live region
|
||||
created at the moment it has something to say is one the screen reader misses. *@
|
||||
<div id="actionAnnouncer" role="status" aria-live="polite" class="visuallyHidden"></div>
|
||||
|
||||
<div id="toastHost" aria-live="polite"></div>
|
||||
|
||||
@@ -252,36 +599,71 @@
|
||||
<h2 id="confirmTitle"></h2>
|
||||
<p id="confirmMessage"></p>
|
||||
<div class="confirmActions">
|
||||
<button id="confirmCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
|
||||
<button id="confirmCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
|
||||
<button id="confirmAcceptBtn" class="holdemBtn holdemBtnDanger" type="button">Confirm</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="potWizardOverlay" hidden>
|
||||
<div id="potWizardModal">
|
||||
<div id="potWizardModal" role="dialog" aria-labelledby="potWizardTitle">
|
||||
<div class="potWizardHeader">
|
||||
<h2>Resolve the Pot</h2>
|
||||
<button id="closePotWizardBtn" class="holdemBtn holdemBtnGhost">✕</button>
|
||||
<h2 id="potWizardTitle">Resolve the Pot</h2>
|
||||
<button id="closePotWizardBtn" data-modal-close class="holdemBtn holdemBtnGhost">✕</button>
|
||||
</div>
|
||||
<div id="potWizardBody"></div>
|
||||
@* The buttons live outside the scrolling body on purpose. This is the one
|
||||
dialog that divides money, and its Confirm sat below a scroll at every screen
|
||||
size — 244px off the bottom on an iPhone, 583 on a phone held sideways. A
|
||||
sticky footer cannot fix that from inside: the actions were the last child of
|
||||
the scrolling content, so their containing block ended exactly where they did
|
||||
and `bottom` had no room to lift them. Out here they simply don't scroll. *@
|
||||
<div id="potWizardFooter"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@section Styles {
|
||||
<link href="/css/casino/holdem.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
|
||||
|
||||
@* Installable, and works with no signal — see the service worker registration at the
|
||||
foot of main.js. A dealer running a night in somebody's back room is on the worst
|
||||
network there is, and the tool being a *website* was the last thing that could
|
||||
take it away from them mid-game. *@
|
||||
<link rel="manifest" href="/casino/holdem.webmanifest" />
|
||||
@* iOS reads none of the manifest's icons and only this. *@
|
||||
<link rel="apple-touch-icon" href="/images/casino/holdem-apple-touch.png" />
|
||||
<meta name="apple-mobile-web-app-capable" content="yes" />
|
||||
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
|
||||
<meta name="apple-mobile-web-app-title" content="Hold'em" />
|
||||
@* Paints the phone's chrome the same near-black as the felt's ground, so an
|
||||
installed copy doesn't sit under a white status bar. *@
|
||||
<meta name="theme-color" content="#141414" />
|
||||
}
|
||||
|
||||
@* A note for whoever reads the ?v= below and assumes it works: it doesn't. ViewData
|
||||
["cssVersion"] is assigned in _Layout's own code block, which runs after these
|
||||
sections are handed their values, so every one of these renders as a bare "?v=" —
|
||||
on this page and on Chess, Particles and Memory Lane too. It is inert rather than
|
||||
broken: Program.cs sends `Cache-Control: no-store` on every static file, so nothing
|
||||
is being browser-cached for a version string to bust in the first place.
|
||||
Left alone deliberately. Fixing it is a one-line change to a file every page on the
|
||||
site shares, and the service worker was the reason to care — that now uses stale-
|
||||
while-revalidate, which needs no version to stay current. *@
|
||||
@section Scripts {
|
||||
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/feedback.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/state.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/settleUp.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/cardPicker.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/seatMenu.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/addChips.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/betting.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/actionBar.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/shortcuts.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/handHistoryExport.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/modal.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
|
||||
}
|
||||
|
||||
@@ -11,6 +11,11 @@
|
||||
<p class="splitSubtitle">Chop a pot without setting up a table.</p>
|
||||
</header>
|
||||
|
||||
<div id="modeToggle" class="chipRow" role="group" aria-label="How the money went in">
|
||||
<button type="button" id="modeEvenBtn" class="choiceChip selected">Everyone matched</button>
|
||||
<button type="button" id="modeUnevenBtn" class="choiceChip">Someone's all-in</button>
|
||||
</div>
|
||||
|
||||
<div id="splitResult" aria-live="polite">
|
||||
<div id="splitResultLabel">Each player gets</div>
|
||||
<div id="splitResultAmount">$0.00</div>
|
||||
@@ -18,7 +23,18 @@
|
||||
<div id="splitDustNote" hidden></div>
|
||||
</div>
|
||||
|
||||
<section class="splitField">
|
||||
<div id="unevenResult" hidden aria-live="polite">
|
||||
<div id="unevenPots"></div>
|
||||
<p id="unevenEmpty" class="unevenEmpty">Enter what each player put in.</p>
|
||||
</div>
|
||||
|
||||
<section class="splitField unevenOnly" hidden>
|
||||
<span class="splitLabel">What each player put in</span>
|
||||
<div id="unevenRows"></div>
|
||||
<button type="button" id="addPlayerBtn" class="splitBtn splitBtnGhost">+ Add player</button>
|
||||
</section>
|
||||
|
||||
<section class="splitField evenOnly">
|
||||
<label for="potInput" class="splitLabel">Pot</label>
|
||||
<div class="potInputWrap">
|
||||
<span class="potCurrency">$</span>
|
||||
@@ -28,12 +44,12 @@
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section class="splitField">
|
||||
<section class="splitField evenOnly">
|
||||
<span class="splitLabel" id="waysLabel">Split between</span>
|
||||
<div id="waysChoices" class="chipRow" role="group" aria-labelledby="waysLabel"></div>
|
||||
</section>
|
||||
|
||||
<section class="splitField">
|
||||
<section class="splitField evenOnly">
|
||||
<span class="splitLabel" id="chipLabel">Smallest chip in play</span>
|
||||
<div id="chipChoices" class="chipRow" role="group" aria-labelledby="chipLabel"></div>
|
||||
</section>
|
||||
@@ -43,12 +59,30 @@
|
||||
<a href="/casino/texasholdem" class="splitBtn splitBtnGhost">Full dealer table →</a>
|
||||
</div>
|
||||
|
||||
<p class="splitFootnote">
|
||||
Uneven pots — someone all-in for less — need the side-pot walkthrough on the
|
||||
<a href="/casino/texasholdem">full table</a>.
|
||||
<p class="splitFootnote evenOnly">
|
||||
If somebody was all-in for less than the others, switch to
|
||||
<strong>Someone's all-in</strong> above.
|
||||
</p>
|
||||
|
||||
<p class="splitFootnote unevenOnly" hidden>
|
||||
Pots are listed with who can win each. Award them by hand strength, best hand
|
||||
first. Nothing here is saved — the <a href="/casino/texasholdem">full table</a>
|
||||
keeps a log.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<template id="unevenRowTemplate">
|
||||
<div class="unevenRow">
|
||||
<span class="unevenRowLabel"></span>
|
||||
<div class="unevenAmountWrap">
|
||||
<span class="unevenCurrency">$</span>
|
||||
<input type="text" class="unevenAmount" inputmode="decimal" autocomplete="off" placeholder="0" />
|
||||
</div>
|
||||
<button type="button" class="unevenFoldBtn" aria-pressed="false">Folded</button>
|
||||
<button type="button" class="unevenRemoveBtn" aria-label="Remove player">✕</button>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
@section Styles {
|
||||
<link href="/css/casino/quicksplit.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
|
||||
}
|
||||
@@ -56,5 +90,6 @@
|
||||
@section Scripts {
|
||||
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/splitCalculator.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/quickSplit.js?v=@ViewData["cssVersion"]"></script>
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using JoshHeaps.Net.Hubs;
|
||||
using JoshHeaps.Net.Services.Implementations;
|
||||
using JoshHeaps.Net.Services.Interfaces;
|
||||
using Microsoft.AspNetCore.StaticFiles;
|
||||
|
||||
var builder = WebApplication.CreateBuilder(args);
|
||||
|
||||
@@ -52,8 +53,16 @@ if (!app.Environment.IsDevelopment())
|
||||
|
||||
app.UseHttpsRedirection();
|
||||
|
||||
// .webmanifest isn't in the default MIME map, and an unknown extension isn't served
|
||||
// with the wrong type — it isn't served at all. Without this the Hold'em tool's
|
||||
// manifest 404s, and a 404 manifest is exactly the silent failure that stops a browser
|
||||
// ever offering "Add to Home Screen": nothing is logged and no prompt appears.
|
||||
var contentTypes = new FileExtensionContentTypeProvider();
|
||||
contentTypes.Mappings[".webmanifest"] = "application/manifest+json";
|
||||
|
||||
app.UseStaticFiles(new StaticFileOptions
|
||||
{
|
||||
ContentTypeProvider = contentTypes,
|
||||
OnPrepareResponse = ctx =>
|
||||
{
|
||||
ctx.Context.Response.Headers.Append("Cache-Control", "no-cache, no-store, must-revalidate");
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
{
|
||||
"name": "Texas Hold'em Dealer",
|
||||
"short_name": "Hold'em",
|
||||
"description": "Seat your players, track the action, split the pot. Works with no signal.",
|
||||
"start_url": "/casino/texasholdem",
|
||||
"scope": "/casino/",
|
||||
"display": "standalone",
|
||||
"orientation": "any",
|
||||
"background_color": "#141414",
|
||||
"theme_color": "#141414",
|
||||
"categories": ["utilities"],
|
||||
"icons": [
|
||||
{
|
||||
"src": "/images/casino/holdem-192.png",
|
||||
"sizes": "192x192",
|
||||
"type": "image/png",
|
||||
"purpose": "any"
|
||||
},
|
||||
{
|
||||
"src": "/images/casino/holdem-512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png",
|
||||
"purpose": "any"
|
||||
},
|
||||
{
|
||||
"src": "/images/casino/holdem-maskable-512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png",
|
||||
"purpose": "maskable"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,125 @@
|
||||
// Keeps the dealer tool working when the network doesn't.
|
||||
//
|
||||
// A home game is the worst network in the world: somebody's back room, one bar of
|
||||
// signal, a router two floors away. The tool already keeps the whole night in
|
||||
// localStorage, so the *table* survives anything — but the page didn't. Reload with no
|
||||
// signal, or open it fresh when the wifi has dropped, and a dealer holding a phone in
|
||||
// one hand and a deck in the other got a browser error page with nine players waiting.
|
||||
//
|
||||
// This is the one thing standing between "a website about poker" and "a tool you can
|
||||
// rely on at a table", so it is worth the moving part.
|
||||
//
|
||||
// Scope is /casino/ rather than /casino/texasholdem/, because a scope has to be a
|
||||
// prefix of the page it controls and "/casino/texasholdem" does not start with
|
||||
// "/casino/texasholdem/". Anything in that scope this worker has not been told about
|
||||
// goes straight to the network, so the other casino pages behave exactly as they did.
|
||||
|
||||
// Bumped whenever the shape of what is cached changes. The asset *version* rides in
|
||||
// the URLs themselves (?v=1.0.8 from _Layout), so a normal release makes new keys
|
||||
// without touching this.
|
||||
const CACHE = "holdem-shell-v1";
|
||||
|
||||
// What this worker will keep. Anything else in scope — a form post, an API call, a
|
||||
// page it was never told about — goes straight to the network and behaves exactly as
|
||||
// it did before the worker existed.
|
||||
const CACHEABLE = new Set(["script", "style", "image", "font", "manifest"]);
|
||||
|
||||
// The page hands over the exact list of URLs it was built from — see registerWorker()
|
||||
// in main.js. Deriving it from the document instead of keeping a list here is the
|
||||
// whole trick: a hand-written manifest of files drifts from the markup the first time
|
||||
// somebody adds a script tag, and the failure mode is a tool that is offline-capable
|
||||
// right up until the release that quietly broke it.
|
||||
async function precache(urls) {
|
||||
const cache = await caches.open(CACHE);
|
||||
// Individually rather than cache.addAll, which rejects the whole batch if any one
|
||||
// URL 404s — one stale entry in the list would leave the dealer with nothing.
|
||||
await Promise.all(urls.map(async url => {
|
||||
try {
|
||||
const res = await fetch(url, { cache: "reload" });
|
||||
if (res.ok) await cache.put(url, res);
|
||||
} catch {
|
||||
// Offline while installing. The runtime handler below picks these up on
|
||||
// the next online visit.
|
||||
}
|
||||
}));
|
||||
}
|
||||
|
||||
// No install handler, and deliberately no skipWaiting(). A new worker taking over a
|
||||
// live page can hand it assets from a different release than the ones it started with,
|
||||
// and this page loads seventeen separate scripts that expect to agree with each other.
|
||||
// Waiting costs a dealer nothing — the update lands the next time they open the tool —
|
||||
// and it cannot leave them with a half-swapped app in the middle of a hand.
|
||||
|
||||
self.addEventListener("activate", event => {
|
||||
event.waitUntil((async () => {
|
||||
const keys = await caches.keys();
|
||||
await Promise.all(keys
|
||||
.filter(key => key.startsWith("holdem-shell-") && key !== CACHE)
|
||||
.map(key => caches.delete(key)));
|
||||
await self.clients.claim();
|
||||
})());
|
||||
});
|
||||
|
||||
self.addEventListener("message", event => {
|
||||
if (event.data && event.data.type === "precache" && Array.isArray(event.data.urls)) {
|
||||
event.waitUntil(precache(event.data.urls));
|
||||
}
|
||||
});
|
||||
|
||||
// Only GETs, and only same-origin. A cross-origin request has opaque responses that
|
||||
// can't be inspected, and caching one would mean serving a failure forever.
|
||||
function handles(request) {
|
||||
if (request.method !== "GET") return false;
|
||||
const url = new URL(request.url);
|
||||
return url.origin === self.location.origin;
|
||||
}
|
||||
|
||||
self.addEventListener("fetch", event => {
|
||||
const { request } = event;
|
||||
if (!handles(request)) return;
|
||||
|
||||
// The page itself: network first, so an online dealer always gets the current
|
||||
// build, and the cached copy is there the moment they aren't.
|
||||
if (request.mode === "navigate") {
|
||||
event.respondWith((async () => {
|
||||
try {
|
||||
const fresh = await fetch(request);
|
||||
if (fresh.ok) (await caches.open(CACHE)).put(request, fresh.clone());
|
||||
return fresh;
|
||||
} catch {
|
||||
const cached = await caches.match(request, { ignoreSearch: true });
|
||||
if (cached) return cached;
|
||||
throw new Error("offline and this page was never cached");
|
||||
}
|
||||
})());
|
||||
return;
|
||||
}
|
||||
|
||||
// Assets: stale while revalidate. The cached copy answers immediately — which is
|
||||
// the whole point, a dealer opening this between hands should not wait for a
|
||||
// network — and a fresh copy is fetched in the background for next time.
|
||||
//
|
||||
// Cache-first would be the obvious choice, on the reasoning that these URLs carry
|
||||
// ?v= from the layout and so a hit is always the right file. They don't: the
|
||||
// version renders empty (see the note in TexasHoldem.cshtml), so every release
|
||||
// reuses the same URLs. Cache-first against unversioned URLs is how a tool gets
|
||||
// frozen on a build from three months ago with no way for anyone to tell. This
|
||||
// strategy needs no version to be correct: worst case a dealer is one launch
|
||||
// behind, which for a tool that runs entirely in the browser is nothing.
|
||||
if (!CACHEABLE.has(request.destination)) return;
|
||||
|
||||
event.respondWith((async () => {
|
||||
const cache = await caches.open(CACHE);
|
||||
const cached = await cache.match(request);
|
||||
|
||||
const fresh = fetch(request).then(res => {
|
||||
if (res.ok) cache.put(request, res.clone());
|
||||
return res;
|
||||
}).catch(() => null);
|
||||
|
||||
if (cached) return cached;
|
||||
const res = await fresh;
|
||||
if (res) return res;
|
||||
throw new Error("offline and not cached: " + request.url);
|
||||
})());
|
||||
});
|
||||
File diff suppressed because it is too large
Load Diff
@@ -9,6 +9,58 @@ body {
|
||||
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
|
||||
}
|
||||
|
||||
/* Same touch handling as the dealer table — see the note there. This page is the one
|
||||
a dealer opens mid-hand to chop a pot, so the ~300ms the browser spends deciding
|
||||
whether a tap was a double-tap-to-zoom is the last thing it needs. */
|
||||
button,
|
||||
[role="button"],
|
||||
input,
|
||||
select,
|
||||
textarea,
|
||||
a {
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
button,
|
||||
[role="button"],
|
||||
input,
|
||||
select,
|
||||
textarea,
|
||||
a {
|
||||
-webkit-tap-highlight-color: transparent;
|
||||
}
|
||||
|
||||
/* Not on the fields — a dealer typing a pot amount still needs to select it. */
|
||||
button,
|
||||
[role="button"] {
|
||||
-webkit-user-select: none;
|
||||
user-select: none;
|
||||
}
|
||||
|
||||
.clearPotBtn:active:not(:disabled),
|
||||
.choiceChip:active:not(:disabled),
|
||||
.stepBtn:active:not(:disabled),
|
||||
.splitBtn:active:not(:disabled),
|
||||
.splitBtnGhost:active:not(:disabled),
|
||||
.unevenFoldBtn:active:not(:disabled),
|
||||
.unevenRemoveBtn:active:not(:disabled) {
|
||||
transform: translateY(1px);
|
||||
filter: brightness(1.25);
|
||||
transition-duration: 0.04s;
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.clearPotBtn:active:not(:disabled),
|
||||
.choiceChip:active:not(:disabled),
|
||||
.stepBtn:active:not(:disabled),
|
||||
.splitBtn:active:not(:disabled),
|
||||
.splitBtnGhost:active:not(:disabled),
|
||||
.unevenFoldBtn:active:not(:disabled),
|
||||
.unevenRemoveBtn:active:not(:disabled) {
|
||||
transform: none;
|
||||
}
|
||||
}
|
||||
|
||||
#splitApp {
|
||||
max-width: 480px;
|
||||
margin: 0 auto;
|
||||
@@ -45,6 +97,256 @@ body {
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
/* ---------- Mode toggle ---------- */
|
||||
|
||||
#modeToggle {
|
||||
margin-bottom: 1.1rem;
|
||||
}
|
||||
|
||||
/* ---------- Uneven amounts ---------- */
|
||||
|
||||
#unevenRows {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.45rem;
|
||||
margin-bottom: 0.6rem;
|
||||
}
|
||||
|
||||
.unevenRow {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.45rem;
|
||||
}
|
||||
|
||||
.unevenRowLabel {
|
||||
flex: none;
|
||||
width: 2rem;
|
||||
color: #8f8f8f;
|
||||
font-size: 0.8rem;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.unevenAmountWrap {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.3rem;
|
||||
background: #141414;
|
||||
border: 1px solid #3a3a3a;
|
||||
border-radius: 10px;
|
||||
padding: 0 0.6rem;
|
||||
}
|
||||
|
||||
.unevenAmountWrap:focus-within {
|
||||
border-color: #d8b46a;
|
||||
}
|
||||
|
||||
.unevenCurrency {
|
||||
/* Was #777 — 4.11:1 on this background, under the 4.5:1 small text needs. It sits
|
||||
against every amount a dealer types, so it is read constantly. */
|
||||
color: #8f8f8f;
|
||||
}
|
||||
|
||||
/* 37px tall, on the field a dealer types every amount into. The touch rule has been
|
||||
44px everywhere else since the round that set it; this page never got measured for
|
||||
it, because the audit only ran the target check when asked and nothing asked. */
|
||||
.unevenAmount {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
min-height: 46px;
|
||||
background: none;
|
||||
border: none;
|
||||
outline: none;
|
||||
color: #f2f2f2;
|
||||
font-family: inherit;
|
||||
font-size: 16px;
|
||||
font-variant-numeric: tabular-nums;
|
||||
padding: 0.6rem 0;
|
||||
}
|
||||
|
||||
.unevenFoldBtn {
|
||||
flex: none;
|
||||
min-height: 44px;
|
||||
padding: 0 0.6rem;
|
||||
border-radius: 9px;
|
||||
border: 1px solid #3a3a3a;
|
||||
background: #232323;
|
||||
color: #8f8f8f;
|
||||
font-family: inherit;
|
||||
font-size: 0.72rem;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.unevenFoldBtn.selected {
|
||||
background: linear-gradient(180deg, #3d1f1f, #2c1515);
|
||||
border-color: #5b2626;
|
||||
color: #ffd6d6;
|
||||
}
|
||||
|
||||
/* 30px across, and it deletes a player's entry — the one control on the row where a
|
||||
near miss costs something. The amount field beside it gives up the 16px. */
|
||||
.unevenRemoveBtn {
|
||||
flex: none;
|
||||
width: 46px;
|
||||
height: 46px;
|
||||
border: none;
|
||||
background: none;
|
||||
/* Was #6a6a6a — 3.66:1, the worst on the page, on a control that deletes a
|
||||
player's entry. A destructive action should not be the faintest thing in view. */
|
||||
color: #9a9a9a;
|
||||
font-size: 0.85rem;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.unevenRemoveBtn:disabled {
|
||||
opacity: 0.3;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
#unevenResult {
|
||||
background: linear-gradient(160deg, #1f2a21, #161c17);
|
||||
border: 1px solid #2c3a2f;
|
||||
border-radius: 14px;
|
||||
padding: 0.9rem 1rem;
|
||||
margin-bottom: 1.5rem;
|
||||
}
|
||||
|
||||
#unevenResult[hidden] {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.unevenPot {
|
||||
display: flex;
|
||||
align-items: baseline;
|
||||
/* Wraps so a chop opens underneath its own pot rather than squeezing in beside the
|
||||
eligible-players list and pushing it off the row. */
|
||||
flex-wrap: wrap;
|
||||
gap: 0.6rem;
|
||||
padding: 0.3rem 0;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.unevenChopToggle {
|
||||
flex: none;
|
||||
order: 3;
|
||||
/* 44px on touch: it moves money, like everything else that does. */
|
||||
min-height: 32px;
|
||||
padding: 0.2rem 0.6rem;
|
||||
border: 1px solid rgba(216, 180, 106, 0.45);
|
||||
border-radius: 999px;
|
||||
background: rgba(216, 180, 106, 0.1);
|
||||
color: #e3c887;
|
||||
font: inherit;
|
||||
font-size: 0.74rem;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.unevenChopToggle:hover {
|
||||
background: rgba(216, 180, 106, 0.18);
|
||||
}
|
||||
|
||||
.unevenChopToggle:focus-visible {
|
||||
outline: 2px solid #d8b46a;
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.unevenChopDetail {
|
||||
order: 4;
|
||||
flex: 0 0 100%;
|
||||
/* Or the padding is added on top of the 100% basis and the panel sits wider than
|
||||
the row it belongs to — measured 328px inside a 309px row on a phone. */
|
||||
box-sizing: border-box;
|
||||
margin: 0.15rem 0 0.2rem;
|
||||
padding: 0.45rem 0.6rem;
|
||||
border-radius: 8px;
|
||||
background: rgba(255, 255, 255, 0.04);
|
||||
}
|
||||
|
||||
.unevenChopWays {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.45rem;
|
||||
margin-bottom: 0.3rem;
|
||||
}
|
||||
|
||||
.unevenChopWaysLabel {
|
||||
color: #cfcfcf;
|
||||
font-size: 0.78rem;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.unevenChopEach {
|
||||
margin: 0;
|
||||
color: #f2f2f2;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.unevenChopNote {
|
||||
margin: 0.2rem 0 0;
|
||||
color: #9a9a9a;
|
||||
font-size: 0.76rem;
|
||||
}
|
||||
|
||||
.unevenChopDust {
|
||||
color: #e0b169;
|
||||
}
|
||||
|
||||
@media (max-width: 700px), (pointer: coarse) {
|
||||
.unevenChopToggle {
|
||||
min-height: 44px;
|
||||
padding: 0.4rem 0.9rem;
|
||||
}
|
||||
}
|
||||
|
||||
.unevenPot + .unevenPot {
|
||||
border-top: 1px solid rgba(255, 255, 255, 0.06);
|
||||
}
|
||||
|
||||
.unevenPotLabel {
|
||||
flex: none;
|
||||
color: #d8b46a;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.unevenPotAmount {
|
||||
flex: none;
|
||||
color: #f2f2f2;
|
||||
font-weight: 600;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.unevenPotWho {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
text-align: right;
|
||||
color: #9a9a9a;
|
||||
font-size: 0.78rem;
|
||||
}
|
||||
|
||||
.unevenPotReturn .unevenPotLabel,
|
||||
.unevenPotReturn .unevenPotAmount {
|
||||
color: #9a9a9a;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.unevenPotTotal {
|
||||
margin-top: 0.15rem;
|
||||
border-top: 1px solid rgba(255, 255, 255, 0.14) !important;
|
||||
}
|
||||
|
||||
.unevenPotTotal .unevenPotLabel {
|
||||
color: #8f9d92;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.unevenEmpty {
|
||||
margin: 0;
|
||||
color: #8f9d92;
|
||||
font-size: 0.82rem;
|
||||
line-height: 1.45;
|
||||
}
|
||||
|
||||
/* ---------- The answer ---------- */
|
||||
|
||||
#splitResult {
|
||||
@@ -104,6 +406,12 @@ body {
|
||||
margin-bottom: 1.35rem;
|
||||
}
|
||||
|
||||
/* A `display` declaration outranks the browser's own [hidden] rule, so anything
|
||||
given one has to opt back out explicitly or toggling `hidden` does nothing. */
|
||||
[hidden] {
|
||||
display: none !important;
|
||||
}
|
||||
|
||||
.splitLabel {
|
||||
display: block;
|
||||
margin-bottom: 0.5rem;
|
||||
@@ -165,9 +473,11 @@ body {
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.clearPotBtn:hover {
|
||||
background: #333;
|
||||
color: #ddd;
|
||||
@media (hover: hover) {
|
||||
.clearPotBtn:hover {
|
||||
background: #333;
|
||||
color: #ddd;
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------- Tap targets ---------- */
|
||||
@@ -193,9 +503,11 @@ body {
|
||||
transition: all 0.15s ease;
|
||||
}
|
||||
|
||||
.choiceChip:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
@media (hover: hover) {
|
||||
.choiceChip:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
}
|
||||
}
|
||||
|
||||
.choiceChip.selected {
|
||||
@@ -230,8 +542,10 @@ body {
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.stepBtn:hover {
|
||||
background: #333;
|
||||
@media (hover: hover) {
|
||||
.stepBtn:hover {
|
||||
background: #333;
|
||||
}
|
||||
}
|
||||
|
||||
.waysReadout {
|
||||
@@ -268,9 +582,11 @@ body {
|
||||
transition: all 0.15s ease;
|
||||
}
|
||||
|
||||
.splitBtn:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
@media (hover: hover) {
|
||||
.splitBtn:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
}
|
||||
}
|
||||
|
||||
.splitBtnGhost {
|
||||
@@ -279,12 +595,23 @@ body {
|
||||
|
||||
.splitFootnote {
|
||||
margin-top: 1.5rem;
|
||||
color: #6f6f6f;
|
||||
/* Was #6f6f6f — 3.94:1. It carries the instruction for what to do with the pot
|
||||
list, which is not a decorative line. */
|
||||
color: #8d8d8d;
|
||||
font-size: 0.78rem;
|
||||
line-height: 1.5;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
/* This footnote names a control the dealer is being told to reach for, so the name
|
||||
itself has to be readable — it was 3.39:1 at its worst, inheriting the muted grey
|
||||
the surrounding sentence is deliberately set in. Emphasised text carrying the
|
||||
instruction gets its own colour rather than the aside's. */
|
||||
.splitFootnote strong {
|
||||
color: #a8a8a8;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.splitFootnote a {
|
||||
color: #a9782f;
|
||||
}
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 12 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 31 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 11 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 25 KiB |
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,92 @@
|
||||
// "Add chips" — a rebuy, a top-up, or the first buy-in of the night.
|
||||
//
|
||||
// Quick amounts come off the table's starting stack, because a rebuy is almost
|
||||
// always one buy-in, sometimes half or two. The keypad is there for the times it
|
||||
// isn't. Recorded as cash in as well as chips, so at the end of the night the
|
||||
// dealer can say what each player actually handed over.
|
||||
const AddChips = {
|
||||
state: null,
|
||||
onConfirm: null,
|
||||
seatIndex: null,
|
||||
draft: "",
|
||||
|
||||
open(state, seatIndex, onConfirm) {
|
||||
this.state = state;
|
||||
this.seatIndex = seatIndex;
|
||||
this.onConfirm = onConfirm;
|
||||
this.draft = String(this.baseAmount());
|
||||
this.render();
|
||||
document.getElementById("addChipsOverlay").hidden = false;
|
||||
},
|
||||
|
||||
close() {
|
||||
document.getElementById("addChipsOverlay").hidden = true;
|
||||
},
|
||||
|
||||
// The table's starting stack if there is one, otherwise something sane to nudge
|
||||
// rather than an empty box.
|
||||
baseAmount() {
|
||||
const configured = Number(this.state.defaultStack);
|
||||
if (!Number.isNaN(configured) && configured > 0) return configured;
|
||||
const bb = Number(this.state.bigBlind) || 0;
|
||||
return bb > 0 ? bb * 100 : 100;
|
||||
},
|
||||
|
||||
quickAmounts() {
|
||||
const base = this.baseAmount();
|
||||
return [
|
||||
{ label: "½ buy-in", value: Money.round(base / 2) },
|
||||
{ label: "Buy-in", value: base },
|
||||
{ label: "2 buy-ins", value: base * 2 },
|
||||
];
|
||||
},
|
||||
|
||||
render() {
|
||||
const player = this.state.seats[this.seatIndex];
|
||||
document.getElementById("addChipsTitle").textContent =
|
||||
`Add chips — ${HoldemState.displayName(player, this.seatIndex)}`;
|
||||
|
||||
const stack = Betting.stackOf(this.state, player);
|
||||
const boughtIn = Number(player.buyIns) || 0;
|
||||
document.getElementById("addChipsSubtitle").textContent = boughtIn > 0
|
||||
? `${Money.format(stack)} in front · ${Money.format(boughtIn)} in so far`
|
||||
: `${Money.format(stack)} in front`;
|
||||
|
||||
const quick = document.getElementById("addChipsQuick");
|
||||
quick.innerHTML = "";
|
||||
this.quickAmounts().forEach(option => {
|
||||
const btn = document.createElement("button");
|
||||
btn.type = "button";
|
||||
btn.className = "addChipsQuickBtn";
|
||||
btn.classList.toggle("selected", Number(this.draft) === option.value);
|
||||
|
||||
const label = document.createElement("span");
|
||||
label.className = "addChipsQuickLabel";
|
||||
label.textContent = option.label;
|
||||
const amount = document.createElement("span");
|
||||
amount.className = "addChipsQuickAmount";
|
||||
amount.textContent = Money.format(option.value);
|
||||
|
||||
btn.appendChild(label);
|
||||
btn.appendChild(amount);
|
||||
btn.addEventListener("click", () => {
|
||||
this.draft = String(option.value);
|
||||
this.render();
|
||||
});
|
||||
quick.appendChild(btn);
|
||||
});
|
||||
|
||||
const input = document.getElementById("addChipsInput");
|
||||
input.value = this.draft;
|
||||
},
|
||||
|
||||
confirm() {
|
||||
const amount = Math.max(0, Number(document.getElementById("addChipsInput").value) || 0);
|
||||
this.close();
|
||||
if (amount > 0) this.onConfirm(this.seatIndex, Money.round(amount));
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = AddChips;
|
||||
}
|
||||
@@ -18,7 +18,7 @@ const Betting = {
|
||||
},
|
||||
|
||||
round(amount) {
|
||||
return Math.round((Number(amount) || 0) * 100) / 100;
|
||||
return Money.round(amount);
|
||||
},
|
||||
|
||||
// ---- Reading the table ----
|
||||
@@ -29,6 +29,162 @@ const Betting = {
|
||||
.filter(s => s.player.inHand && !s.player.folded);
|
||||
},
|
||||
|
||||
// Who would post if the hand were dealt right now. Used to preview the blinds
|
||||
// while the table is still being set, so a dealer can see where they'll land
|
||||
// before any money moves.
|
||||
// A seat that is dealt in, has nothing in the pot, and has no chips behind.
|
||||
//
|
||||
// Not the same as all-in: an all-in player has money riding on the hand. This is
|
||||
// somebody who busted and hasn't bought back in yet, which a home game produces
|
||||
// about once an hour. A seat with no stack *recorded* isn't broke either —
|
||||
// stackOf falls back to the table's starting stack for those — only an explicit
|
||||
// zero counts.
|
||||
brokeSeats(state) {
|
||||
const broke = [];
|
||||
state.seats.forEach((player, index) => {
|
||||
if (!player.inHand) return;
|
||||
if (this.handTotal(player) > this.EPSILON_CHIPS) return;
|
||||
if (this.stackOf(state, player) > this.EPSILON_CHIPS) return;
|
||||
broke.push(index);
|
||||
});
|
||||
return broke;
|
||||
},
|
||||
|
||||
// The table as it will be once the seats that can't post are dealt around. A view,
|
||||
// not a change: the preview has to ask the same question the deal will answer, and
|
||||
// asking it of a different shape of table is how the two came apart last time.
|
||||
tableAsDealt(state) {
|
||||
const broke = this.brokeSeats(state);
|
||||
if (broke.length === 0) return state;
|
||||
const skip = new Set(broke);
|
||||
return {
|
||||
...state,
|
||||
seats: state.seats.map((player, index) =>
|
||||
skip.has(index) ? { ...player, inHand: false, folded: false } : player),
|
||||
};
|
||||
},
|
||||
|
||||
blindPreview(state) {
|
||||
// Dealing relocates a button parked on an empty chair before it works out who
|
||||
// posts, so the preview has to answer for the button where it *will* be. Asking
|
||||
// from where it currently sits gave a different pair of blinds than the deal
|
||||
// produced — the preview promising one thing and doing another is exactly the
|
||||
// guessing this whole step exists to remove. Same reason the broke seats come
|
||||
// out first: the preview once promised a small blind from a seat with no chips.
|
||||
const dealt = this.tableAsDealt(state);
|
||||
const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
|
||||
const asDealt = buttonIndex === dealt.dealerSeatIndex
|
||||
? dealt
|
||||
: { ...dealt, dealerSeatIndex: buttonIndex };
|
||||
|
||||
const satOut = this.brokeSeats(state);
|
||||
const { sbIndex, bbIndex, headsUp, manual, deadSmallBlind } = HoldemState.getBlindSeats(asDealt);
|
||||
if (bbIndex === null) return null;
|
||||
return {
|
||||
sbIndex, bbIndex, headsUp, manual: !!manual, deadSmallBlind: !!deadSmallBlind,
|
||||
deadButton: !!asDealt.deadButton && !asDealt.seats[buttonIndex].inHand,
|
||||
// Asked of the table as it will be dealt, for the same reason the blinds
|
||||
// are: someone sitting out for having no chips isn't owed a blind, and the
|
||||
// big blind of the hand about to go out isn't either.
|
||||
debtors: HoldemState.blindDebtors(asDealt, bbIndex),
|
||||
posting: (state.postingIn || []).slice(),
|
||||
buttonIndex,
|
||||
buttonMoves: buttonIndex !== state.dealerSeatIndex,
|
||||
satOut,
|
||||
smallBlind: this.round(state.smallBlind || 0),
|
||||
bigBlind: this.round(state.bigBlind || 0),
|
||||
// What the straddles will be if the hand is dealt as it stands, and how
|
||||
// many more this table could take.
|
||||
straddles: this.straddleSeats(state),
|
||||
maxStraddles: this.maxStraddles(state),
|
||||
};
|
||||
},
|
||||
|
||||
// ---- Straddles ----
|
||||
//
|
||||
// A straddle is a blind raise put out before the cards, by the player left of the
|
||||
// big blind, for twice it. It buys the last word before the flop: everyone else
|
||||
// acts first, and the straddler still has the option when it comes back round even
|
||||
// if nobody raised. Re-straddles carry on left, each doubling again.
|
||||
//
|
||||
// Home games run them constantly and a dealer has to get three things right at
|
||||
// once — the amount, who is first to act, and what the minimum raise becomes. The
|
||||
// tool used to do none of them, so a dealer's only way through was to deal, have
|
||||
// the straddler "raise" to $4, and hand the action to the wrong player.
|
||||
|
||||
// How many straddles this table could take. Everyone but the two blinds can put
|
||||
// one out; heads-up that is nobody, which is the right answer — the button is
|
||||
// already the small blind and there is no seat left of the big blind to straddle
|
||||
// from.
|
||||
maxStraddles(state) {
|
||||
return Math.max(0, this.liveSeats(this.tableAsDealt(state)).length - 2);
|
||||
},
|
||||
|
||||
// Who straddles and for how much, walking left from the big blind and doubling.
|
||||
// Asked of the table as it will be dealt, so a seat about to be sat out for having
|
||||
// no chips is never handed a straddle it can't post.
|
||||
straddleSeats(state, count = state.straddleCount) {
|
||||
const wanted = Math.min(Math.max(0, Number(count) || 0), this.maxStraddles(state));
|
||||
if (wanted <= 0) return [];
|
||||
|
||||
const dealt = this.tableAsDealt(state);
|
||||
const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
|
||||
const asDealt = buttonIndex === dealt.dealerSeatIndex
|
||||
? dealt
|
||||
: { ...dealt, dealerSeatIndex: buttonIndex };
|
||||
const { bbIndex } = HoldemState.getBlindSeats(asDealt);
|
||||
if (bbIndex === null) return [];
|
||||
|
||||
const straddles = [];
|
||||
let index = bbIndex;
|
||||
let amount = this.round((Number(state.bigBlind) || 0) * 2);
|
||||
for (let n = 0; n < wanted; n++) {
|
||||
index = this.nextToAct(asDealt, index);
|
||||
if (index === null || index === bbIndex) break;
|
||||
straddles.push({ index, amount });
|
||||
amount = this.round(amount * 2);
|
||||
}
|
||||
return straddles;
|
||||
},
|
||||
|
||||
// Does handing this seat chips also put them back in the game?
|
||||
//
|
||||
// At a real table those are one event, and here they were two: a busted player got
|
||||
// their chips and stayed sat out, silently skipped hand after hand until somebody
|
||||
// noticed and found "Deal in" in the seat menu. Nothing said so — the toast just
|
||||
// read "Ben added $100".
|
||||
//
|
||||
// Not for a seat that was sat out while *holding* chips. That's a dealer who sat
|
||||
// somebody out on purpose and is topping them up, and dealing them back in would be
|
||||
// the tool guessing at something it wasn't told. Only a seat with no stack of its
|
||||
// own: busted at zero, or a chair being bought into for the first time.
|
||||
//
|
||||
// Deliberately reads player.stack rather than stackOf(), which substitutes the
|
||||
// table's starting stack for a seat that has none — the question here is what this
|
||||
// seat was actually recorded as holding.
|
||||
buyInDealsThemIn(player) {
|
||||
if (!player || player.inHand) return false;
|
||||
const own = player.stack;
|
||||
const recorded = own !== null && own !== undefined && String(own).trim() !== "";
|
||||
return !recorded || Number(own) <= this.EPSILON_CHIPS;
|
||||
},
|
||||
|
||||
// "bet" or "raise" — what putting more in is actually called right now.
|
||||
//
|
||||
// A wager into a pot nobody has wagered into is a bet; everything after that is a
|
||||
// raise. The bar decided this from what the acting player still owes, which gets
|
||||
// the big blind's option backwards: they owe nothing, so it offered "Bet", but
|
||||
// their own blind is a live bet and putting more in is a raise. It gets the other
|
||||
// half wrong too — the raise pad said "Raise to" for an opening bet on the flop,
|
||||
// and wrote "Ann's raise to $10" into the undo control for it.
|
||||
//
|
||||
// The arithmetic was always right (minRaiseTo returns two big blinds for the big
|
||||
// blind's option and one for an opening bet). This is only what it's called, which
|
||||
// for a tool a dealer announces the action from is not a small thing.
|
||||
wagerVerb(state) {
|
||||
return (state.currentBet || 0) > this.EPSILON_CHIPS ? "raise" : "bet";
|
||||
},
|
||||
|
||||
committed(player) {
|
||||
return this.round(player.committed || 0);
|
||||
},
|
||||
@@ -39,11 +195,16 @@ const Betting = {
|
||||
return this.round((Number(player.amountOverride) || 0) + this.committed(player));
|
||||
},
|
||||
|
||||
// Never below zero. A seat can't have negative chips in front of it, and a typo in
|
||||
// the stack field used to come back as-is — which then flowed into putIn(), where
|
||||
// `Math.min(amount, -50)` moves a negative amount and *adds* chips to the table.
|
||||
stackOf(state, player) {
|
||||
const own = player.stack;
|
||||
if (own !== null && own !== undefined && String(own).trim() !== "") return this.round(own);
|
||||
if (own !== null && own !== undefined && String(own).trim() !== "") {
|
||||
return Math.max(0, this.round(own));
|
||||
}
|
||||
const fallback = Number(state.defaultStack);
|
||||
return Number.isNaN(fallback) ? 0 : this.round(fallback);
|
||||
return Number.isNaN(fallback) ? 0 : Math.max(0, this.round(fallback));
|
||||
},
|
||||
|
||||
toCall(state, player) {
|
||||
@@ -70,15 +231,42 @@ const Betting = {
|
||||
for (let step = 1; step <= count; step++) {
|
||||
const index = this.seatAt(state, fromIndex, step);
|
||||
const player = state.seats[index];
|
||||
if (player.inHand && !player.folded && this.stackOf(state, player) >= 0) return index;
|
||||
if (player.inHand && !player.folded) return index;
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
seatAt(state, fromIndex, step) {
|
||||
// Who the dealer asks next. A player who is all-in is still in the hand and still
|
||||
// wins pots, but has no decision left, so the action passes over them.
|
||||
nextToAct(state, fromIndex) {
|
||||
const count = state.seatCount;
|
||||
const delta = state.direction === "counterclockwise" ? -step : step;
|
||||
return ((fromIndex + delta) % count + count) % count;
|
||||
for (let step = 1; step <= count; step++) {
|
||||
const index = this.seatAt(state, fromIndex, step);
|
||||
const player = state.seats[index];
|
||||
if (player.inHand && !player.folded && this.stackOf(state, player) > this.EPSILON_CHIPS) return index;
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
// A player still in the hand with chips in the pot and nothing left behind. This is
|
||||
// the same stack test nextToAct uses to pass over them, which is the point: the
|
||||
// seat the felt marks all-in is exactly the seat the dealer will never be asked to
|
||||
// act on again.
|
||||
//
|
||||
// The "chips in the pot" half matters. A seat with an empty stack who hasn't put
|
||||
// anything in is a busted player who shouldn't have been dealt in, not a player
|
||||
// who moved all-in, and calling them all-in on the felt would be a lie.
|
||||
isAllIn(state, player) {
|
||||
if (!player || !player.inHand || player.folded) return false;
|
||||
return this.handTotal(player) > this.EPSILON_CHIPS &&
|
||||
this.stackOf(state, player) <= this.EPSILON_CHIPS;
|
||||
},
|
||||
|
||||
// Which chair sits `step` places along in the direction of play. The table owns
|
||||
// this — walking the seats is exactly where the button, the blinds and the action
|
||||
// used to drift apart from each other, so there is one implementation of it.
|
||||
seatAt(state, fromIndex, step) {
|
||||
return HoldemState.nextSeatIndex(state, fromIndex, step);
|
||||
},
|
||||
|
||||
// A street is done when everyone still live has either matched the bet or has
|
||||
@@ -135,14 +323,38 @@ const Betting = {
|
||||
const delta = this.round(target - this.committed(player));
|
||||
const moved = this.putIn(state, index, delta);
|
||||
const newBet = this.committed(player);
|
||||
const previousBet = state.currentBet || 0;
|
||||
|
||||
if (newBet > previousBet) {
|
||||
const increase = this.round(newBet - previousBet);
|
||||
// Aggression, whether or not it was a full raise — a short all-in doesn't
|
||||
// reopen the betting, but the player who made it is still the last one who
|
||||
// put money in, and at the showdown they are still the one who shows first.
|
||||
state.streetAggressorIndex = index;
|
||||
state.handAggressorIndex = index;
|
||||
// What a full raise would have had to be: at least as much again as the
|
||||
// last one, or the big blind if there hasn't been a raise yet.
|
||||
const fullRaise = this.round(state.lastRaiseSize || state.bigBlind || 0);
|
||||
const isFullRaise = increase >= fullRaise - this.EPSILON_CHIPS;
|
||||
|
||||
if (newBet > (state.currentBet || 0)) {
|
||||
state.lastRaiseSize = this.round(newBet - (state.currentBet || 0));
|
||||
state.currentBet = newBet;
|
||||
// A raise reopens the action: everyone else owes a response again.
|
||||
state.seats.forEach((p, i) => {
|
||||
if (i !== index && p.inHand && !p.folded) p.hasActed = false;
|
||||
});
|
||||
|
||||
if (isFullRaise) {
|
||||
state.lastRaiseSize = increase;
|
||||
// A real raise reopens the action: everyone else owes a response again.
|
||||
state.seats.forEach((p, i) => {
|
||||
if (i !== index && p.inHand && !p.folded) p.hasActed = false;
|
||||
});
|
||||
}
|
||||
// Otherwise this is a short all-in — somebody with less than a full raise
|
||||
// left shoving it in. The most misread rule in poker: it does *not* reopen
|
||||
// the betting to anyone who has already acted. They owe the difference or
|
||||
// they fold; they don't get to raise again because a short stack happened
|
||||
// to be between them. Players yet to act keep their full rights, which
|
||||
// they do here because their hasActed is already false.
|
||||
//
|
||||
// lastRaiseSize deliberately isn't lowered either, or the next legal raise
|
||||
// would be computed off the short amount and come out too small.
|
||||
}
|
||||
|
||||
player.hasActed = true;
|
||||
@@ -156,7 +368,7 @@ const Betting = {
|
||||
},
|
||||
|
||||
passAction(state, index) {
|
||||
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextLiveIndex(state, index);
|
||||
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextToAct(state, index);
|
||||
},
|
||||
|
||||
// ---- Street and hand boundaries ----
|
||||
@@ -181,24 +393,231 @@ const Betting = {
|
||||
|
||||
state.currentBet = 0;
|
||||
state.lastRaiseSize = 0;
|
||||
// Whoever led this street stops being the answer the moment the next one opens.
|
||||
// The hand's aggressor is deliberately left alone: it's the fallback for a
|
||||
// river nobody could bet on.
|
||||
state.streetAggressorIndex = null;
|
||||
|
||||
const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
|
||||
state.street = this.STREETS[nextStreetIndex] || "river";
|
||||
state.actingSeatIndex = this.liveSeats(state).length > 1
|
||||
? this.nextLiveIndex(state, state.dealerSeatIndex)
|
||||
: null;
|
||||
|
||||
// It takes two players with chips to have a bet. Once everyone left is all-in
|
||||
// the rest of the board is just dealt out.
|
||||
if (!this.canStillBet(state)) {
|
||||
state.actingSeatIndex = null;
|
||||
return;
|
||||
}
|
||||
|
||||
// After the flop the first live player left of the button acts — which heads-up
|
||||
// is the big blind, since the button is the small blind. Naming the big blind
|
||||
// directly also covers a button parked on a seat nobody is sitting in, and it
|
||||
// still has to be someone with chips left to bet.
|
||||
const { bbIndex, headsUp } = HoldemState.getBlindSeats(state);
|
||||
const bigBlindCanAct =
|
||||
headsUp &&
|
||||
bbIndex !== null &&
|
||||
!state.seats[bbIndex].folded &&
|
||||
this.stackOf(state, state.seats[bbIndex]) > this.EPSILON_CHIPS;
|
||||
|
||||
state.actingSeatIndex = bigBlindCanAct
|
||||
? bbIndex
|
||||
: this.nextToAct(state, state.dealerSeatIndex);
|
||||
},
|
||||
|
||||
isHandOver(state) {
|
||||
return this.liveSeats(state).length <= 1;
|
||||
},
|
||||
|
||||
// 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) {
|
||||
// Players still in the hand who have chips left to put in. Fewer than two of them
|
||||
// means the betting is finished even though the hand isn't.
|
||||
seatsWithChips(state) {
|
||||
return this.liveSeats(state).filter(s => this.stackOf(state, s.player) > this.EPSILON_CHIPS);
|
||||
},
|
||||
|
||||
EPSILON_CHIPS: Money.EPSILON,
|
||||
|
||||
canStillBet(state) {
|
||||
return this.liveSeats(state).length > 1 && this.seatsWithChips(state).length > 1;
|
||||
},
|
||||
|
||||
// True when the hand is still live but nobody can bet again — the dealer is just
|
||||
// running the board out.
|
||||
isRunningOut(state) {
|
||||
// Only while a hand is actually being played. Before the deal, a table of
|
||||
// busted players who haven't rebought looks exactly like a table of all-ins to
|
||||
// this test, and the bar was announcing a run-out over a felt with no cards and
|
||||
// no chips on it.
|
||||
if (!state.bettingOpen) return false;
|
||||
return this.liveSeats(state).length > 1 && !this.canStillBet(state);
|
||||
},
|
||||
|
||||
// True while nothing has happened in this hand except the blinds going in. Up to
|
||||
// that point the dealer can still move the button or rename the blinds and have
|
||||
// it cost nothing — which is the state a home game spends a lot of time in,
|
||||
// arguing about whose turn it is before the cards come out.
|
||||
onlyBlindsIn(state) {
|
||||
return (state.street || "preflop") === "preflop" && state.seats.every(p => !p.hasActed);
|
||||
},
|
||||
|
||||
// Are the blinds actually down? Moving the button or naming a blind means two
|
||||
// completely different things depending on the answer, and `onlyBlindsIn` alone
|
||||
// cannot tell them apart: a table sitting in setup, with no cards out and nothing
|
||||
// committed, satisfies it just as well as a hand that has only just been dealt.
|
||||
//
|
||||
// With a hand open, the blinds are chips on the felt. Re-aiming them has to take
|
||||
// those chips back and post them again from the new positions, or the badges and
|
||||
// the money disagree.
|
||||
//
|
||||
// Before the deal it is a marker being slid round a table with nothing in the
|
||||
// middle. Re-posting there would *deal the hand* — betting opened, blinds taken off
|
||||
// two stacks, action on the seat after the big blind — which is not what a dealer
|
||||
// means by "she's the big blind this one". Setting the positions is how a dealer
|
||||
// gets ready to deal; the cards come out when they press the button, and not a
|
||||
// moment before.
|
||||
blindsArePosted(state) {
|
||||
return !!state.bettingOpen && this.onlyBlindsIn(state);
|
||||
},
|
||||
|
||||
// Chips the pot has been priced with but nobody has actually paid.
|
||||
//
|
||||
// Two ways a contribution gets into this tool. Tapping the action moves chips: the
|
||||
// bet leaves the stack, sits in front of the player, and is swept into their hand
|
||||
// total at the end of the street. The other way is the "without live betting" panel
|
||||
// — a base pot amount, or chips counted out on a seat — where the dealer is
|
||||
// recording a hand they are watching rather than driving, and nothing ever leaves
|
||||
// anybody's stack.
|
||||
//
|
||||
// The pot wizard prices both the same way, and awarding it credits the winner. So
|
||||
// in that second mode the table simply grew: measured at a three-handed table with
|
||||
// a $50 base pot, paying the pot took the chips on the table from $600 to $750 and
|
||||
// left the bank check blaming a rebuy that never happened.
|
||||
//
|
||||
// So before the pot is pushed, whatever was assumed rather than taken comes off the
|
||||
// stacks that assumed it. Chips already committed or swept are left alone; they
|
||||
// have been paid once already, and taking them twice is the same bug the other way
|
||||
// round.
|
||||
collectAssumedContributions(state) {
|
||||
const taken = [];
|
||||
state.seats.forEach((player, index) => {
|
||||
const priced = HoldemState.computeContribution(player, state.chipLegend, state.basePotAmount);
|
||||
const alreadyPaid = this.round(this.committed(player) + (Number(player.amountOverride) || 0));
|
||||
const owed = this.round(priced - alreadyPaid);
|
||||
if (owed <= this.EPSILON_CHIPS) return;
|
||||
|
||||
// Never more than they are holding. A seat priced above its own stack is a
|
||||
// dealer's typo or a player who is short, and inventing the difference is
|
||||
// what this whole function exists to stop.
|
||||
const moved = this.round(Math.min(owed, this.stackOf(state, player)));
|
||||
if (moved <= this.EPSILON_CHIPS) return;
|
||||
|
||||
player.stack = this.round(this.stackOf(state, player) - moved);
|
||||
// Recorded where a swept bet lives, so the money is in exactly the place
|
||||
// the rest of the tool looks for chips that are in the middle this hand.
|
||||
player.amountOverride = this.round((Number(player.amountOverride) || 0) + moved);
|
||||
taken.push({ index, name: HoldemState.displayName(player, index), amount: moved });
|
||||
});
|
||||
return { taken, total: this.round(taken.reduce((sum, row) => sum + row.amount, 0)) };
|
||||
},
|
||||
|
||||
// A misdeal: the hand never happened, so every chip goes back where it came from.
|
||||
//
|
||||
// The rulings sheet in this tool has told dealers to redeal since the day it was
|
||||
// written — first card to the wrong seat, a seat entitled to a hand dealt out, one
|
||||
// of the first two cards exposed — and the tool had no way to do it. The only
|
||||
// control that ended a live hand was Next Hand, which says out loud that it takes
|
||||
// the money off the table without paying anybody. That is right for an abandoned
|
||||
// pot and wrong for a misdeal, where the blinds and any calls belong to the people
|
||||
// who put them in.
|
||||
//
|
||||
// Undo covers the first second of it — "↶ dealing the hand" is one tap — but only
|
||||
// while the action history is still there. It lives in memory, so a dealer who
|
||||
// refreshes the page mid-hand, or who is three calls in, has nothing.
|
||||
//
|
||||
// What is deliberately kept: the button, the blinds, the straddle and anyone
|
||||
// posting in. A misdeal is the *same* hand dealt again, not the next one.
|
||||
takeHandBack(state) {
|
||||
const returned = [];
|
||||
state.seats.forEach((player, index) => {
|
||||
const back = this.round(this.committed(player) + (Number(player.amountOverride) || 0));
|
||||
if (back > 0) {
|
||||
player.stack = this.round(this.stackOf(state, player) + back);
|
||||
returned.push({ index, name: HoldemState.displayName(player, index), amount: back });
|
||||
}
|
||||
player.committed = 0;
|
||||
player.amountOverride = null;
|
||||
player.hasActed = false;
|
||||
player.folded = false;
|
||||
player.cards = ["", ""];
|
||||
});
|
||||
|
||||
state.bettingOpen = false;
|
||||
state.street = "preflop";
|
||||
state.currentBet = 0;
|
||||
state.lastRaiseSize = 0;
|
||||
state.actingSeatIndex = null;
|
||||
state.streetAggressorIndex = null;
|
||||
state.handAggressorIndex = null;
|
||||
// Nothing was posted, as far as the next rotation is concerned: the hand this
|
||||
// would have counted as is being dealt again from the same button.
|
||||
state.postedBlinds = null;
|
||||
state.postedStraddles = [];
|
||||
|
||||
return {
|
||||
returned,
|
||||
total: this.round(returned.reduce((sum, row) => sum + row.amount, 0)),
|
||||
};
|
||||
},
|
||||
|
||||
// Pulls the blinds back off the table and posts them again from wherever the
|
||||
// button and the blind assignment now say they belong. Refunding first is what
|
||||
// keeps the chip count straight when the button gets passed round three or four
|
||||
// times before anybody is happy with it.
|
||||
repostBlinds(state) {
|
||||
state.seats.forEach(player => {
|
||||
const back = this.committed(player);
|
||||
if (back > 0) player.stack = this.round(this.stackOf(state, player) + back);
|
||||
player.committed = 0;
|
||||
player.hasActed = false;
|
||||
});
|
||||
this.beginHand(state);
|
||||
},
|
||||
|
||||
// Deals a fresh betting round: blinds posted, action to the seat after the big
|
||||
// blind, which is where a dealer expects to be looking when the cards go out.
|
||||
//
|
||||
// Called when the dealer says the table is ready, not automatically when the
|
||||
// previous hand ends — everything before this point is setup, where seats and the
|
||||
// button can move freely because no money has been committed.
|
||||
beginHand(state) {
|
||||
state.bettingOpen = true;
|
||||
state.street = "preflop";
|
||||
state.currentBet = 0;
|
||||
state.lastRaiseSize = 0;
|
||||
// Posting a blind isn't aggression — a hand limped and checked all the way
|
||||
// down has no aggressor at all, which is exactly the case the showdown rule
|
||||
// sends to the seat left of the button.
|
||||
state.streetAggressorIndex = null;
|
||||
state.handAggressorIndex = null;
|
||||
|
||||
// Deal around anyone with no chips, before anything else reads the table.
|
||||
//
|
||||
// A busted player who hasn't rebought used to be dealt in anyway, and the
|
||||
// result was a hand nobody could finish: the table promised a small blind from
|
||||
// a seat with nothing to post it with, took it from nobody, put the action on
|
||||
// the big blind with only their own money in front of them, and announced
|
||||
// "3 players — all-in, running out the board" before a card was dealt.
|
||||
//
|
||||
// Sitting them out is what a dealer does. Seat, name and buy-in record are
|
||||
// untouched, so dealing them back in is one tap when they buy chips.
|
||||
this.brokeSeats(state).forEach(index => {
|
||||
state.seats[index].inHand = false;
|
||||
state.seats[index].folded = false;
|
||||
});
|
||||
|
||||
// Position is read off the button all through the hand, so it has to be on
|
||||
// somebody before the blinds are worked out — not on the empty seat 1 a
|
||||
// brand-new table starts on.
|
||||
HoldemState.ensureButtonOnPlayer(state);
|
||||
|
||||
state.seats.forEach(player => {
|
||||
player.committed = 0;
|
||||
@@ -207,15 +626,150 @@ const Betting = {
|
||||
|
||||
const sb = Number(state.smallBlind) || 0;
|
||||
const bb = Number(state.bigBlind) || 0;
|
||||
const sbIndex = this.seatAt(state, state.dealerSeatIndex, 1);
|
||||
const bbIndex = this.seatAt(state, state.dealerSeatIndex, 2);
|
||||
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
|
||||
|
||||
if (sb > 0 && state.seats[sbIndex].inHand) this.putIn(state, sbIndex, sb);
|
||||
if (bb > 0 && state.seats[bbIndex].inHand) this.putIn(state, bbIndex, bb);
|
||||
// A null big blind means there aren't enough players to post at all. A null
|
||||
// small blind with a big blind behind it is the dead small blind, which is a
|
||||
// hand that gets dealt like any other — it just has one blind in it.
|
||||
if (bbIndex === null) {
|
||||
state.currentBet = 0;
|
||||
state.actingSeatIndex = null;
|
||||
state.postedBlinds = null;
|
||||
state.postedStraddles = [];
|
||||
return;
|
||||
}
|
||||
|
||||
state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
|
||||
state.lastRaiseSize = bb || 0;
|
||||
state.actingSeatIndex = this.nextLiveIndex(state, bbIndex);
|
||||
if (sb > 0 && sbIndex !== null) this.putIn(state, sbIndex, sb);
|
||||
if (bb > 0) this.putIn(state, bbIndex, bb);
|
||||
|
||||
// Anyone the dealer said would post to come in past the blinds. It's a big
|
||||
// blind like any other — it buys them a hand they'd otherwise have to wait for
|
||||
// — so it goes in the middle the same way, before the count below reads it.
|
||||
const posting = Array.isArray(state.postingIn) ? state.postingIn : [];
|
||||
if (bb > 0) {
|
||||
state.seats.forEach((player, index) => {
|
||||
if (index === sbIndex || index === bbIndex) return;
|
||||
if (player.inHand && posting.includes(player.id)) this.putIn(state, index, bb);
|
||||
});
|
||||
}
|
||||
// Deliberately not cleared here. repostBlinds takes every posted chip back and
|
||||
// deals again through this same function, so a post that cleared itself on the
|
||||
// way in would be refunded and never retaken — the dealer moves the button and
|
||||
// somebody's post quietly vanishes. startNextHand is what ends it.
|
||||
|
||||
// What the next hand's rotation is worked out from. Recorded here, where the
|
||||
// blinds are actually posted, because by the time it's needed the seats have
|
||||
// moved on and the answer can no longer be read off the table.
|
||||
state.postedBlinds = { sbIndex, bbIndex };
|
||||
|
||||
// Who got cards. Read next hand to tell a player who has been here all along
|
||||
// from one who has just walked up and had the blinds go past them.
|
||||
state.dealtLastHand = state.seats.filter(p => p.inHand).map(p => p.id);
|
||||
|
||||
// Straddles go out after the blinds and before the cards, each one left of the
|
||||
// last. Posted here rather than left to the dealer to fake as a raise, because
|
||||
// a raise from that seat would hand the action to the wrong player.
|
||||
const straddles = this.straddleSeats(state);
|
||||
straddles.forEach(({ index, amount }) => this.putIn(state, index, amount));
|
||||
state.postedStraddles = straddles.map(({ index }) => index);
|
||||
|
||||
state.currentBet = this.round(state.seats.reduce(
|
||||
(most, player) => Math.max(most, this.committed(player)), 0));
|
||||
// A straddle is a blind raise, so what has to be matched to raise again is the
|
||||
// straddle itself, not the big blind underneath it: $2 blinds with a $4
|
||||
// straddle make the next raise $8, the same way the $2 blind makes it $4.
|
||||
// Left alone, the minimum would come out at $6 and the dealer would be talked
|
||||
// out of it by every player at the table.
|
||||
state.lastRaiseSize = straddles.length > 0 ? state.currentBet : (bb || 0);
|
||||
|
||||
// Heads-up the button is the small blind and acts first before the flop; with
|
||||
// three or more it's the seat after the big blind. Either way, a blind big
|
||||
// enough to put that player all-in leaves them nothing to decide.
|
||||
//
|
||||
// A straddle moves that seat along: first to act is left of the last straddler,
|
||||
// and the straddler keeps the option, which falls out of nobody having acted
|
||||
// yet.
|
||||
const lastPosted = straddles.length > 0
|
||||
? straddles[straddles.length - 1].index
|
||||
: bbIndex;
|
||||
state.actingSeatIndex = headsUp
|
||||
? (this.stackOf(state, state.seats[sbIndex]) > this.EPSILON_CHIPS ? sbIndex : this.nextToAct(state, sbIndex))
|
||||
: this.nextToAct(state, lastPosted);
|
||||
},
|
||||
|
||||
// What a pot-sized raise actually is, as a "raise to" total.
|
||||
//
|
||||
// Not "the bet plus the pot as it stands". The raiser calls first, and their call
|
||||
// is in the pot before the raise is measured off it, so the pot being matched is
|
||||
// the one that exists after the call:
|
||||
//
|
||||
// raise to = the current bet + (pot + what they owe) × fraction
|
||||
//
|
||||
// Pre-flop at 1/2 that gives $7, not $5: call the $2, which makes the pot $5, then
|
||||
// raise $5. Leaving the call out understates every one of these, and players say
|
||||
// "pot" out loud meaning a definite number.
|
||||
//
|
||||
// Facing no bet this is a plain pot-sized bet — toCall is zero and currentBet is
|
||||
// zero, so it comes out as the pot, which is the right answer there too.
|
||||
// Rounded up to something the table's chips can actually build. Half the pot is
|
||||
// constantly a half-chip amount — pre-flop at 1/2 it is $4.50, and the smallest
|
||||
// chip in the default legend is a dollar, so the button offered a number the
|
||||
// dealer would have to round themselves every single time.
|
||||
//
|
||||
// Only when the legend describes this game. A smallest chip *larger* than the big
|
||||
// blind means the denominations were never set for these stakes, and rounding a
|
||||
// 5c/10c table up to whole dollars would be the tool doing real damage on the
|
||||
// strength of a field somebody forgot to fill in. Left exact there, and the wrong
|
||||
// legend stays visible rather than being quietly applied.
|
||||
potRaiseTo(state, index, fraction = 1) {
|
||||
const player = state.seats[index];
|
||||
if (!player) return 0;
|
||||
const potAfterCall = this.round(this.potSoFar(state) + this.toCall(state, player));
|
||||
const exact = this.round((state.currentBet || 0) + potAfterCall * fraction);
|
||||
|
||||
const step = Money.fromCents(Money.chipStepCents(state.chipLegend));
|
||||
const bigBlind = Number(state.bigBlind) || 0;
|
||||
if (step <= 0 || (bigBlind > 0 && step > bigBlind)) return exact;
|
||||
return Money.upToChip(exact, state.chipLegend);
|
||||
},
|
||||
|
||||
// Who turns their hand over first.
|
||||
//
|
||||
// A call the dealer makes at every showdown that isn't a fold, and one nobody at
|
||||
// the table volunteers for — everyone would rather see a hand than show one. The
|
||||
// tool knew who last raised and who sits left of the button and said neither, so
|
||||
// the dealer was working it out from memory while five people waited.
|
||||
//
|
||||
// Three cases, in the order the rule asks them:
|
||||
// * somebody bet or raised on the final round — they show first;
|
||||
// * the round was checked through — first live player left of the button;
|
||||
// * nobody could bet, because the chips were already in — the last player who
|
||||
// did put money in, on whichever round that was.
|
||||
//
|
||||
// Returns null when there's nothing to call: one player left, or none.
|
||||
showdownOrder(state) {
|
||||
const live = this.liveSeats(state);
|
||||
if (live.length < 2) return null;
|
||||
|
||||
const seatOf = index =>
|
||||
Number.isInteger(index) && live.some(s => s.index === index) ? index : null;
|
||||
|
||||
const streetAggressor = seatOf(state.streetAggressorIndex);
|
||||
if (streetAggressor !== null) {
|
||||
return { index: streetAggressor, reason: "aggressor" };
|
||||
}
|
||||
|
||||
// Nobody could have bet this round, so "no bet on the final round" isn't a
|
||||
// choice anybody made and the seat left of the button hasn't earned the
|
||||
// obligation. It falls to whoever last put money in.
|
||||
if (!this.canStillBet(state)) {
|
||||
const handAggressor = seatOf(state.handAggressorIndex);
|
||||
if (handAggressor !== null) return { index: handAggressor, reason: "allInAggressor" };
|
||||
}
|
||||
|
||||
const order = HoldemState.liveOrderFromButton(state)
|
||||
.filter(index => live.some(s => s.index === index));
|
||||
return order.length > 0 ? { index: order[0], reason: "leftOfButton" } : null;
|
||||
},
|
||||
|
||||
// Winners get their share put back in front of them.
|
||||
|
||||
@@ -15,8 +15,16 @@ const HandHistoryExport = {
|
||||
}
|
||||
},
|
||||
|
||||
toCsv(handHistory, standings = []) {
|
||||
const rows = [["Hand #", "Time", "Pot", "Payouts"]];
|
||||
// Money columns go in as bare numbers. Written as "$1,250,000.00" they import as
|
||||
// text, so the one thing anybody opens this file to do — total a column and see
|
||||
// who owes what — doesn't work without cleaning every cell first. The commas were
|
||||
// quoted correctly, so the file parsed; it just wouldn't add up.
|
||||
toCsv(handHistory, standings = [], { notes = "" } = {}) {
|
||||
// The rake gets its own column rather than being folded into the pot: the two
|
||||
// numbers answer different questions — what was in the middle, and what the
|
||||
// house took out of it — and a night's worth of the second one is what the box
|
||||
// is counted against.
|
||||
const rows = [["Hand #", "Time", "Pot", "House take", "Payouts"]];
|
||||
// handHistory is stored newest-first; the export reads better oldest-first.
|
||||
[...handHistory].reverse().forEach(entry => {
|
||||
const payouts = (entry.payouts || [])
|
||||
@@ -25,7 +33,8 @@ const HandHistoryExport = {
|
||||
rows.push([
|
||||
entry.handNumber,
|
||||
this.formatTimestamp(entry.timestamp),
|
||||
Money.format(entry.pot),
|
||||
Money.forSheet(entry.pot),
|
||||
Money.forSheet(entry.rake || 0),
|
||||
payouts,
|
||||
]);
|
||||
});
|
||||
@@ -35,10 +44,61 @@ const HandHistoryExport = {
|
||||
if (standings.length > 0) {
|
||||
rows.push([]);
|
||||
rows.push(["Session Standings"]);
|
||||
rows.push(["Player", "Paid In", "Won", "Net"]);
|
||||
// Bought in and chips now are what a cash-out is settled from; paid in and
|
||||
// won describe the hands. Both belong in the file the dealer hands over.
|
||||
//
|
||||
// Notes go last so the money columns keep the shape a spreadsheet expects.
|
||||
// "IOU: $20 to Ann" is exactly the kind of thing that has to be in the file
|
||||
// somebody settles up from, and it was only ever visible inside that seat's
|
||||
// own editor.
|
||||
rows.push(["Player", "Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down", "Notes"]);
|
||||
standings.forEach(row => {
|
||||
rows.push([row.name, Money.format(row.in), Money.format(row.won), Money.formatSigned(row.net)]);
|
||||
rows.push([
|
||||
// Somebody who has gone home is marked in the file the same way the
|
||||
// panel marks them, because this is the copy that gets read at the
|
||||
// end of the night when nobody remembers who has already been paid.
|
||||
row.cashedOut ? `${row.name} (paid out)` : row.name,
|
||||
Money.forSheet(row.in),
|
||||
Money.forSheet(row.won),
|
||||
Money.forSheet(row.net),
|
||||
Money.forSheet(row.boughtIn || 0),
|
||||
Money.forSheet(row.chipsNow || 0),
|
||||
Money.forSheet(row.cashPosition || 0),
|
||||
row.notes || "",
|
||||
]);
|
||||
});
|
||||
|
||||
// And the answer the standings are read to get to. Whoever opens this file
|
||||
// wants the payment list, not to redo the arithmetic in a spreadsheet.
|
||||
const plan = SettleUp.plan(standings);
|
||||
if (plan.payments.length > 0) {
|
||||
rows.push([]);
|
||||
rows.push(["Settle Up"]);
|
||||
rows.push(["Pays", "Receives", "Amount"]);
|
||||
plan.payments.forEach(payment => {
|
||||
rows.push([payment.from, payment.to, Money.forSheet(payment.amount)]);
|
||||
});
|
||||
if (!plan.balanced) {
|
||||
// The file is the paper trail, so the caveat travels with it rather
|
||||
// than living only in a sidebar nobody exported.
|
||||
rows.push([
|
||||
plan.shortBy > 0
|
||||
? `Unpaid: ${Money.forSheet(plan.shortBy)} — more chips in play than cash taken`
|
||||
: `Unclaimed: ${Money.forSheet(plan.overBy)} — more cash taken than chips in play`,
|
||||
]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The table's own notes — side bets, IOUs, the promo running until midnight.
|
||||
// The dealer typed them because they matter to the night, and the export is the
|
||||
// thing that outlives the browser tab; leaving them behind meant the one place
|
||||
// the context was written down was the one place it couldn't be handed over.
|
||||
// csvField quotes the line breaks, so a multi-line note survives as one cell.
|
||||
if (notes && notes.trim()) {
|
||||
rows.push([]);
|
||||
rows.push(["Table Notes"]);
|
||||
rows.push([notes.trim()]);
|
||||
}
|
||||
|
||||
return rows.map(row => row.map(f => this.csvField(f)).join(",")).join("\r\n");
|
||||
@@ -51,8 +111,8 @@ const HandHistoryExport = {
|
||||
return `holdem-hand-history-${stamp}.csv`;
|
||||
},
|
||||
|
||||
download(handHistory, standings = []) {
|
||||
const csv = this.toCsv(handHistory, standings);
|
||||
download(handHistory, standings = [], options = {}) {
|
||||
const csv = this.toCsv(handHistory, standings, options);
|
||||
const blob = new Blob([csv], { type: "text/csv;charset=utf-8;" });
|
||||
const url = URL.createObjectURL(blob);
|
||||
const link = document.createElement("a");
|
||||
|
||||
@@ -1,13 +1,278 @@
|
||||
document.addEventListener("DOMContentLoaded", () => {
|
||||
const state = HoldemState.load();
|
||||
|
||||
// Focus, Tab-trapping and Escape for every overlay, wired once by watching the
|
||||
// `hidden` attribute they all already toggle.
|
||||
Modal.mount();
|
||||
|
||||
// Undo works by swapping the whole table back to a snapshot. `state` is handed out
|
||||
// by reference to every module at mount time, so it has to be refilled in place —
|
||||
// reassigning the variable would leave the renderer and the betting bar pointing at
|
||||
// the old object and quietly ignoring the undo.
|
||||
const snapshotState = () => JSON.parse(JSON.stringify(state));
|
||||
|
||||
const restoreState = snapshot => {
|
||||
Object.keys(state).forEach(key => delete state[key]);
|
||||
Object.assign(state, snapshot);
|
||||
HoldemState.save(state);
|
||||
Render.renderAll();
|
||||
};
|
||||
|
||||
// A gesture on a seat is a shortcut for something the dealer could do the long
|
||||
// way, so each one is undoable the same way the header buttons are.
|
||||
const seatAction = (index, message, mutate) => {
|
||||
const snapshot = snapshotState();
|
||||
mutate(state.seats[index], index);
|
||||
HoldemState.save(state);
|
||||
Render.renderAll();
|
||||
|
||||
Toast.show(message, {
|
||||
actionLabel: "Undo",
|
||||
onAction: () => {
|
||||
restoreState(snapshot);
|
||||
Toast.show("Undone.", { duration: 2500 });
|
||||
},
|
||||
duration: 6000,
|
||||
});
|
||||
};
|
||||
|
||||
const nameOf = index => HoldemState.displayName(state.seats[index], index);
|
||||
|
||||
const hooks = {
|
||||
save: s => HoldemState.save(s),
|
||||
rerender: () => Render.renderAll(),
|
||||
|
||||
onSeatDoubleTap: index => {
|
||||
const player = state.seats[index];
|
||||
if (!player.inHand) return;
|
||||
if (player.folded) {
|
||||
seatAction(index, `${nameOf(index)} is back in the hand.`, p => { p.folded = false; });
|
||||
return;
|
||||
}
|
||||
seatAction(index, `${nameOf(index)} folds.`, () => {
|
||||
if (state.actingSeatIndex === index) Betting.fold(state, index);
|
||||
else player.folded = true;
|
||||
});
|
||||
},
|
||||
|
||||
onSeatLongPress: index => SeatMenu.open(state, seatMenuHooks, index),
|
||||
|
||||
// The waiting list, from the Session panel and from an empty chair's menu.
|
||||
// The state change goes inside runUndoable, not before it: the snapshot is
|
||||
// taken as the first thing that happens, so anything done ahead of it is
|
||||
// already baked into what Undo would restore.
|
||||
seatWaiting: (id, index) => {
|
||||
const entry = (state.waitingList || []).find(row => row.id === id);
|
||||
const seat = state.seats[index];
|
||||
if (!entry || !seat) {
|
||||
Toast.show("They aren't on the list any more.", { duration: 3000 });
|
||||
hooks.rerender();
|
||||
return;
|
||||
}
|
||||
const occupied = HoldemState.seatInPlay(seat);
|
||||
if (occupied) {
|
||||
Toast.show(`${HoldemState.displayName(seat, index)} is already in that seat.`, { duration: 3500 });
|
||||
hooks.rerender();
|
||||
return;
|
||||
}
|
||||
runUndoable(`${entry.name} takes seat ${index + 1}. Add their chips when they buy in.`,
|
||||
() => HoldemState.seatFromWaitingList(state, id, index));
|
||||
},
|
||||
|
||||
dropWaiting: id => {
|
||||
const entry = (state.waitingList || []).find(row => row.id === id);
|
||||
if (!entry) return;
|
||||
runUndoable(`${entry.name} taken off the waiting list.`,
|
||||
() => HoldemState.removeFromWaitingList(state, id));
|
||||
},
|
||||
onGiveButton: index => seatMenuHooks.makeDealer(index),
|
||||
};
|
||||
|
||||
const seatMenuHooks = {
|
||||
fold: index => hooks.onSeatDoubleTap(index),
|
||||
unfold: index => seatAction(index, `${nameOf(index)} is back in the hand.`, p => { p.folded = false; }),
|
||||
allIn: index => seatAction(index, `${nameOf(index)} is all-in.`, () => Betting.allIn(state, index)),
|
||||
toggleDealtIn: index => {
|
||||
const player = state.seats[index];
|
||||
const dealtIn = player.inHand;
|
||||
const handRunning = !Betting.onlyBlindsIn(state) || Betting.potSoFar(state) > 0;
|
||||
const alreadyIn = Betting.handTotal(player);
|
||||
|
||||
// Somebody walking away mid-hand doesn't get their chips back — they're
|
||||
// dead money the winner collects. Say so, because the pot total pointedly
|
||||
// does not go down and a dealer needs to know that's deliberate.
|
||||
const message = dealtIn
|
||||
? (alreadyIn > 0
|
||||
? `${nameOf(index)} is out — their ${Money.format(alreadyIn)} stays in the pot.`
|
||||
: `${nameOf(index)} sits out.`)
|
||||
: (handRunning
|
||||
? `${nameOf(index)} is in from the next hand.`
|
||||
: `${nameOf(index)} is dealt in.`);
|
||||
|
||||
seatAction(index, message, p => {
|
||||
p.inHand = !dealtIn;
|
||||
if (!p.inHand) {
|
||||
// Their chips stay put; only the fold flag is cleared, since being
|
||||
// out of the hand already covers not winning it.
|
||||
p.folded = false;
|
||||
if (state.actingSeatIndex === index) Betting.passAction(state, index);
|
||||
} else if (handRunning) {
|
||||
// Joining a hand already in progress means sitting this one out —
|
||||
// you can't buy into a pot you haven't been paying for. `folded`
|
||||
// is exactly that state, and the next hand clears it.
|
||||
p.folded = true;
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
// Somebody is done for the night. The dealer counts their chips out, the chair
|
||||
// opens, and both halves of what happened stay on the record — the cash the box
|
||||
// took from them, and the chips it handed back. Wiping the seat by hand did
|
||||
// neither: it left the bank check declaring their whole stack missing for the
|
||||
// rest of the night.
|
||||
cashOut: async index => {
|
||||
const allowed = HoldemState.canCashOut(state, index);
|
||||
if (!allowed.ok) {
|
||||
Toast.show(allowed.reason, { duration: 4000 });
|
||||
return;
|
||||
}
|
||||
|
||||
const preview = HoldemState.cashOutPreview(state, index);
|
||||
const result = preview.net === 0
|
||||
? "even for the night"
|
||||
: preview.net > 0
|
||||
? `up ${Money.format(preview.net)}`
|
||||
: `down ${Money.format(Math.abs(preview.net))}`;
|
||||
const chips = preview.breakdown ? ` — ${preview.breakdown}` : "";
|
||||
|
||||
const ok = await Dialog.confirm({
|
||||
title: `Cash out ${preview.name}?`,
|
||||
message: `Count out ${Money.format(preview.chips)}${chips}. They bought in for ` +
|
||||
`${Money.format(preview.boughtIn)}, so they leave ${result}. The chair opens up, and the ` +
|
||||
`night's record keeps both their buy-in and this payout so the bank still balances.`,
|
||||
confirmLabel: `Pay ${Money.format(preview.chips)}`,
|
||||
});
|
||||
if (!ok) return;
|
||||
|
||||
runUndoable(`${preview.name} cashed out for ${Money.format(preview.chips)}.`,
|
||||
() => HoldemState.cashOut(state, index));
|
||||
},
|
||||
|
||||
// Two players change chairs. Undoable like every other seat action, because a
|
||||
// swap is easy to aim wrong and the seats look alike at a glance.
|
||||
swapSeats: (from, to) => {
|
||||
const movedName = nameOf(from);
|
||||
const intoName = nameOf(to);
|
||||
const wasEmpty = Render.isEmptySeat(state.seats[to]);
|
||||
runUndoable(
|
||||
wasEmpty
|
||||
? `${movedName} moved to seat ${to + 1}.`
|
||||
: `${movedName} and ${intoName} changed seats.`,
|
||||
() => HoldemState.swapSeats(state, from, to));
|
||||
},
|
||||
|
||||
makeDealer: index => {
|
||||
// Before the deal there's nothing posted, so this is just moving a marker.
|
||||
// After it, the blinds have to follow the button or the badges and the
|
||||
// money disagree — but that's a real thing happening to real chips, and
|
||||
// the dealer gets told rather than finding out later.
|
||||
const willRepost = Betting.blindsArePosted(state);
|
||||
|
||||
seatAction(index, willRepost
|
||||
? `Button on ${nameOf(index)} — blinds taken back and re-posted.`
|
||||
: `Button on ${nameOf(index)}.`, () => {
|
||||
state.dealerSeatIndex = index;
|
||||
// Putting the button somewhere by hand is the dealer overruling the
|
||||
// rotation, dead positions included. Leaving them set would hold a
|
||||
// small blind dead at a table whose button has moved out from under it.
|
||||
state.deadButton = false;
|
||||
state.deadSmallBlind = false;
|
||||
if (willRepost) Betting.repostBlinds(state);
|
||||
});
|
||||
},
|
||||
|
||||
assignBlind: (index, which) => {
|
||||
const blinds = HoldemState.getBlindSeats(state);
|
||||
const other = which === "sb" ? blinds.bbIndex : blinds.sbIndex;
|
||||
// Naming one blind pins the other where it already is, so the dealer only
|
||||
// has to state the part they're changing. If that would land both on one
|
||||
// player, the other blind moves to the next seat along.
|
||||
let partner = other !== null && other !== undefined && other !== index
|
||||
? other
|
||||
: Betting.nextLiveIndex(state, index);
|
||||
if (partner === index || partner === null) partner = Betting.nextLiveIndex(state, index);
|
||||
|
||||
const label = which === "sb" ? "small blind" : "big blind";
|
||||
// Only a hand that is already open has blinds to move. Before the deal this
|
||||
// is aiming the next hand, and re-posting would have dealt it — the dealer
|
||||
// says who the blind is well before they say "cards".
|
||||
const posted = Betting.blindsArePosted(state);
|
||||
seatAction(index, posted
|
||||
? `${nameOf(index)} posts the ${label}.`
|
||||
: `${nameOf(index)} has the ${label} next hand.`, () => {
|
||||
state.blindOverride = which === "sb"
|
||||
? { sbIndex: index, bbIndex: partner }
|
||||
: { sbIndex: partner, bbIndex: index };
|
||||
if (posted) Betting.repostBlinds(state);
|
||||
});
|
||||
},
|
||||
|
||||
clearBlindOverride: () => {
|
||||
const posted = Betting.blindsArePosted(state);
|
||||
seatAction(state.dealerSeatIndex, posted
|
||||
? "Blinds follow the button again — taken back and re-posted."
|
||||
: "Blinds follow the button again.", () => {
|
||||
state.blindOverride = null;
|
||||
if (posted) Betting.repostBlinds(state);
|
||||
});
|
||||
},
|
||||
|
||||
editSeat: index => Render.toggleSeatEditor(index),
|
||||
|
||||
addChips: index => AddChips.open(state, index, (seatIndex, amount) => {
|
||||
// Buying chips puts you back in the game — see Betting.buyInDealsThemIn.
|
||||
const dealBackIn = Betting.buyInDealsThemIn(state.seats[seatIndex]);
|
||||
const handRunning = !Betting.onlyBlindsIn(state) || Betting.potSoFar(state) > 0;
|
||||
|
||||
const message = `${nameOf(seatIndex)} added ${Money.format(amount)}` +
|
||||
(dealBackIn
|
||||
? handRunning ? " — in from the next hand." : " — dealt in."
|
||||
: ".");
|
||||
|
||||
seatAction(seatIndex, message, p => {
|
||||
// Chips in front and cash in are different questions — the stack moves
|
||||
// every hand, what they've handed over only moves when they buy.
|
||||
p.stack = Money.round(Betting.stackOf(state, p) + amount);
|
||||
p.buyIns = Money.round((Number(p.buyIns) || 0) + amount);
|
||||
|
||||
if (dealBackIn) {
|
||||
p.inHand = true;
|
||||
// Same rule "Deal in" follows: you can't buy into a pot you haven't
|
||||
// been paying for, and `folded` is exactly that state for one hand.
|
||||
p.folded = handRunning;
|
||||
}
|
||||
});
|
||||
}),
|
||||
};
|
||||
|
||||
Render.mount(state, hooks);
|
||||
|
||||
// Table Setup used to ship open, so the tool's first screen was its most crowded
|
||||
// one: seat count, blind direction, dedicated dealer, both blinds, starting stack
|
||||
// and two sub-panels, all under a felt the dealer had come here to look at. It is
|
||||
// the right panel to have open on a table nobody has touched, and the wrong one to
|
||||
// have open on the fourth hand of a night.
|
||||
//
|
||||
// Decided once, here, rather than on every render — a panel that reopened itself
|
||||
// whenever the table emptied would fight the dealer who had just shut it.
|
||||
(() => {
|
||||
const panel = document.getElementById("tableSetupPanel");
|
||||
if (!panel) return;
|
||||
const fresh = (Number(state.handNumber) || 1) === 1 &&
|
||||
!state.seats.some(seat => HoldemState.seatInPlay(seat));
|
||||
panel.open = fresh;
|
||||
})();
|
||||
|
||||
const openPotWizard = () => {
|
||||
// Chips still in front of players belong in the pot being priced, so bank them
|
||||
// before the wizard reads anyone's contribution.
|
||||
@@ -15,25 +280,104 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
|
||||
PotWizard.open(state, payouts => {
|
||||
PotWizard.open(state, (payouts, { rake = 0 } = {}) => {
|
||||
const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
|
||||
runUndoable(paid ? `Paid ${paid}.` : "Hand closed with nothing to pay out.", () => {
|
||||
const withRake = rake > 0 ? `${paid}, house ${Money.format(rake)}` : paid;
|
||||
runUndoable(withRake ? `Paid ${withRake}.` : "Hand closed with nothing to pay out.", () => {
|
||||
if (rake > 0) {
|
||||
state.rakeTaken = Money.round((Number(state.rakeTaken) || 0) + rake);
|
||||
}
|
||||
// Anything the pot was priced with but nobody actually paid — the
|
||||
// base pot and counted chips of the no-live-betting flow — comes off
|
||||
// the stacks that owe it before the winner is paid. Otherwise the
|
||||
// table gains the whole pot out of nowhere.
|
||||
Betting.collectAssumedContributions(state);
|
||||
if (payouts.length > 0) {
|
||||
HoldemState.recordHand(state, payouts);
|
||||
HoldemState.recordHand(state, payouts, rake);
|
||||
// Winnings go straight back in front of the player, so the next
|
||||
// hand's stacks are already right.
|
||||
Betting.creditWinnings(state, payouts);
|
||||
}
|
||||
// Settling a pot ends the hand; it doesn't start the next one. The
|
||||
// table goes back to setup so people can sit down or cash out before
|
||||
// any blinds are committed.
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
});
|
||||
});
|
||||
};
|
||||
|
||||
// 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,
|
||||
|
||||
// The first thing a dealer does on a table nobody is sitting at. Opens the
|
||||
// seat editor on the first free chair — the same panel tapping the seat gives
|
||||
// them, so the button teaches the gesture rather than replacing it.
|
||||
seatFirstPlayer: () => {
|
||||
const index = state.seats.findIndex(seat => !HoldemState.seatInPlay(seat));
|
||||
Render.toggleSeatEditor(index < 0 ? 0 : index);
|
||||
const panel = document.getElementById("seatEditorPanel");
|
||||
if (panel) panel.scrollIntoView({ block: "nearest", behavior: "smooth" });
|
||||
},
|
||||
|
||||
beginAction: label => {
|
||||
actionHistory.push({ label, snapshot: snapshotState() });
|
||||
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;
|
||||
restoreState(step.snapshot);
|
||||
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.
|
||||
// Dealing is an advance too — Enter should carry a dealer through setup, deal,
|
||||
// streets and showdown without reaching for the trackpad.
|
||||
advance: () => pressInBar(".raiseConfirm") || pressInBar(".actionAdvance") || pressInBar(".actionDeal"),
|
||||
undo: () => pressInBar(".actionUndo"),
|
||||
cancel: () => pressInBar(".raiseCancel"),
|
||||
});
|
||||
|
||||
// Moving to the next hand used to ask "are you sure?" every single time —
|
||||
@@ -42,27 +386,54 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
// would notice a misclick. The snapshot is deliberately in-memory only: an
|
||||
// undo is for the mistake you just made, not one from last night's session.
|
||||
const runUndoable = (message, mutate) => {
|
||||
const snapshot = JSON.parse(JSON.stringify(state));
|
||||
const snapshot = snapshotState();
|
||||
mutate();
|
||||
// Starting or settling a hand invalidates the per-action history: those
|
||||
// snapshots describe a hand that's over. The whole-step Undo below replaces it.
|
||||
clearActionHistory();
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
|
||||
Toast.show(message, {
|
||||
actionLabel: "Undo",
|
||||
onAction: () => {
|
||||
Object.keys(state).forEach(key => delete state[key]);
|
||||
Object.assign(state, snapshot);
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
restoreState(snapshot);
|
||||
Toast.show("Undone.", { duration: 2500 });
|
||||
},
|
||||
});
|
||||
};
|
||||
|
||||
document.getElementById("seatCountInput").addEventListener("change", e => {
|
||||
HoldemState.resizeSeats(state, Number(e.target.value));
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
// A seat that has anything of a player in it — a name, chips, cash in, or a hand
|
||||
// in progress. Shrinking the table throws these away permanently, and it also
|
||||
// orphans them in the session standings, where they keep their winnings but lose
|
||||
// the stack and buy-in the settle-up is worked out from.
|
||||
// One question, asked in one place. This predicate existed here, in the seat menu,
|
||||
// in the action bar and twice in the state module, in four slightly different
|
||||
// spellings — and a chair that counts as occupied for the waiting list but empty
|
||||
// for the seat count is how somebody's chips get thrown away.
|
||||
const seatHasSomeoneIn = player => HoldemState.seatInPlay(player);
|
||||
|
||||
document.getElementById("seatCountInput").addEventListener("change", async e => {
|
||||
const requested = Math.max(2, Math.min(24, Math.floor(Number(e.target.value)) || state.seatCount));
|
||||
const losing = state.seats.slice(requested).filter(seatHasSomeoneIn);
|
||||
|
||||
if (losing.length > 0) {
|
||||
const who = losing
|
||||
.map((p, i) => HoldemState.displayName(p, requested + state.seats.slice(requested).indexOf(p)))
|
||||
.join(", ");
|
||||
const ok = await Dialog.confirm({
|
||||
title: `Remove ${losing.length} ${losing.length === 1 ? "player" : "players"}?`,
|
||||
message: `Going down to ${requested} seats takes ${who} off the table along with their chips and buy-ins, and their session totals stop adding up.`,
|
||||
confirmLabel: "Remove them",
|
||||
danger: true,
|
||||
});
|
||||
if (!ok) {
|
||||
e.target.value = state.seatCount;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
runUndoable(`Table set to ${requested} seats.`, () => HoldemState.resizeSeats(state, requested));
|
||||
});
|
||||
|
||||
document.getElementById("directionSelect").addEventListener("change", e => {
|
||||
@@ -99,17 +470,101 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
Render.renderAll();
|
||||
});
|
||||
|
||||
document.getElementById("nextHandBtn").addEventListener("click", () => {
|
||||
// startNextHand moves the button on by one; say where it landed so the
|
||||
// dealer can confirm the rotation without hunting for the badge.
|
||||
const nextDealer = HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1);
|
||||
const where = state.dedicatedDealer
|
||||
? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
|
||||
: `button on seat ${nextDealer + 1}`;
|
||||
// A misdeal. Everything in the middle goes back to whoever put it there, and the
|
||||
// same button deals the same hand again.
|
||||
// The seats holding the table's starting stack, written down as cash taken.
|
||||
document.getElementById("bankRecordBuyInsBtn").addEventListener("click", async () => {
|
||||
const starting = HoldemState.seatsOwingCash(state).filter(row => row.fromStartingStack);
|
||||
if (starting.length === 0) return;
|
||||
const total = Money.round(starting.reduce((sum, row) => sum + row.chips, 0));
|
||||
|
||||
runUndoable(`Next hand — ${where}. Blinds posted.`, () => {
|
||||
const ok = await Dialog.confirm({
|
||||
title: `Write down ${Money.format(total)} taken?`,
|
||||
message: `${starting.map(row => `${row.name} ${Money.format(row.chips)}`).join(", ")} — the starting stack ` +
|
||||
`each of them is playing with. Only do this if the cash is actually in the box.`,
|
||||
confirmLabel: "Write it down",
|
||||
});
|
||||
if (!ok) return;
|
||||
|
||||
runUndoable(`${Money.format(total)} recorded from ${starting.length} ${starting.length === 1 ? "player" : "players"}.`,
|
||||
() => HoldemState.recordStartingBuyIns(state));
|
||||
});
|
||||
|
||||
document.getElementById("waitingListForm").addEventListener("submit", e => {
|
||||
e.preventDefault();
|
||||
const field = document.getElementById("waitingNameInput");
|
||||
const name = field.value.trim();
|
||||
if (!name) return;
|
||||
field.value = "";
|
||||
runUndoable(`${name} added to the waiting list.`, () => HoldemState.addToWaitingList(state, name));
|
||||
field.focus();
|
||||
});
|
||||
|
||||
document.getElementById("misdealBtn").addEventListener("click", async () => {
|
||||
const inPlay = HoldemState.unresolvedContributions(state);
|
||||
const acted = state.seats.filter(p => p.hasActed).length;
|
||||
|
||||
const ok = await Dialog.confirm({
|
||||
title: "Misdeal — take the hand back?",
|
||||
message: inPlay > Betting.EPSILON_CHIPS
|
||||
? `${Money.format(inPlay)} goes back to the players who put it in, cards are cleared, and the same ` +
|
||||
`button deals again.${acted > 1 ? " Note that most rooms let a deal stand once two players have acted." : ""}`
|
||||
: "Cards are cleared and the same button deals again. Nothing has been put in yet, so no chips move.",
|
||||
confirmLabel: "Take it back",
|
||||
});
|
||||
if (!ok) return;
|
||||
|
||||
// The label is both the toast a dealer reads now and the words on the undo
|
||||
// control afterwards, so it says what happened to the money rather than naming
|
||||
// the ruling: "the misdeal" told a table nothing about where their chips went.
|
||||
const label = inPlay > Betting.EPSILON_CHIPS
|
||||
? `Misdeal — ${Money.format(inPlay)} returned, same button deals again.`
|
||||
: "Misdeal — nothing was in yet, same button deals again.";
|
||||
runUndoable(label, () => Betting.takeHandBack(state));
|
||||
});
|
||||
|
||||
document.getElementById("nextHandBtn").addEventListener("click", async () => {
|
||||
// Moving on wipes every seat's contribution, so an unresolved pot is simply
|
||||
// destroyed — measured at a four-handed table, pressing this with $8 in the
|
||||
// middle took the table from 800 chips to 792, and the toast said nothing
|
||||
// about it. Chips only ever leave this tool because a dealer meant them to.
|
||||
const unresolved = HoldemState.unresolvedContributions(state);
|
||||
|
||||
if (unresolved > Betting.EPSILON_CHIPS) {
|
||||
const ok = await Dialog.confirm({
|
||||
title: `Throw away ${Money.format(unresolved)}?`,
|
||||
message: "There's still money in the middle from this hand. Starting the next one takes it off the table without paying anybody — use Resolve Pot if somebody won it.",
|
||||
confirmLabel: "Throw it away",
|
||||
danger: true,
|
||||
});
|
||||
if (!ok) return;
|
||||
}
|
||||
|
||||
// Say where the button landed so the dealer can confirm the rotation without
|
||||
// hunting for the badge. Asked of the rotation itself rather than guessed at as
|
||||
// "the next chair along" — which was only ever right at a table with nobody
|
||||
// missing, and is the exact thing the dead button makes untrue.
|
||||
const rotation = HoldemState.nextButtonRotation(state);
|
||||
const nextDealer = rotation.buttonIndex !== null
|
||||
? rotation.buttonIndex
|
||||
: HoldemState.buttonSeatForDeal({ ...state, dealerSeatIndex: HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1) });
|
||||
const where = rotation.deadButton
|
||||
? `dead button on seat ${nextDealer + 1}`
|
||||
: state.dedicatedDealer
|
||||
? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
|
||||
: `button on seat ${nextDealer + 1}`;
|
||||
const discarded = unresolved > Betting.EPSILON_CHIPS
|
||||
? ` ${Money.format(unresolved)} taken off the table.`
|
||||
: "";
|
||||
|
||||
runUndoable(`Next hand — ${where}. Seat the table, then deal.${discarded}`, () => {
|
||||
// Written down as well as announced. The toast is a moment; the bank check
|
||||
// is asked at cash-out, and until now it saw only that the chips were gone
|
||||
// and reported them as missing.
|
||||
if (unresolved > Betting.EPSILON_CHIPS) {
|
||||
state.discarded = Money.round((Number(state.discarded) || 0) + unresolved);
|
||||
}
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -124,10 +579,34 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
|
||||
HoldemState.clear();
|
||||
Object.assign(state, HoldemState.createDefault());
|
||||
clearActionHistory();
|
||||
Render.mount(state, hooks);
|
||||
Toast.show("Table reset.", { duration: 2500 });
|
||||
});
|
||||
|
||||
// A pre-filled amount is a suggestion, so reaching for the box replaces it.
|
||||
//
|
||||
// Delegated from the document rather than wired per field: the raise pad, the
|
||||
// add-chips sheet and the seat editor all build their inputs fresh every render,
|
||||
// and a box added later should not have to remember to ask for this.
|
||||
document.addEventListener("focusin", event => {
|
||||
const field = event.target;
|
||||
if (!Money.selectsOnFocus(field)) return;
|
||||
if (!field.value) return;
|
||||
// After the browser has finished placing its own caret, or it wins the race
|
||||
// and the selection collapses again the moment the tap completes.
|
||||
setTimeout(() => {
|
||||
if (document.activeElement !== field) return;
|
||||
try {
|
||||
field.select();
|
||||
} catch {
|
||||
// A number input refuses setSelectionRange in some browsers; select()
|
||||
// is the one that works on both, and if neither does the field is
|
||||
// simply left as it was.
|
||||
}
|
||||
}, 0);
|
||||
});
|
||||
|
||||
document.getElementById("resolvePotBtn").addEventListener("click", openPotWizard);
|
||||
|
||||
[
|
||||
@@ -142,8 +621,133 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
});
|
||||
});
|
||||
|
||||
// The house's cut. Kept as a group rather than three loose fields, because
|
||||
// migrate() guarantees the shape and half a rake object would be a table nobody
|
||||
// could read back.
|
||||
const readRake = () => {
|
||||
const percent = Number(document.getElementById("rakePercentInput").value);
|
||||
const cap = Number(document.getElementById("rakeCapInput").value);
|
||||
state.rake = {
|
||||
percent: Number.isFinite(percent) ? Math.min(100, Math.max(0, percent)) : 0,
|
||||
cap: Number.isFinite(cap) && cap > 0 ? Money.round(cap) : null,
|
||||
noFlopNoDrop: document.getElementById("rakeNoFlopInput").checked,
|
||||
};
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
};
|
||||
["rakePercentInput", "rakeCapInput"].forEach(id => {
|
||||
document.getElementById(id).addEventListener("input", readRake);
|
||||
});
|
||||
document.getElementById("rakeNoFlopInput").addEventListener("change", readRake);
|
||||
|
||||
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
|
||||
|
||||
document.getElementById("addChipsConfirmBtn").addEventListener("click", () => AddChips.confirm());
|
||||
document.getElementById("addChipsCancelBtn").addEventListener("click", () => AddChips.close());
|
||||
document.getElementById("addChipsOverlay").addEventListener("click", e => {
|
||||
if (e.target.id === "addChipsOverlay") AddChips.close();
|
||||
});
|
||||
document.getElementById("addChipsInput").addEventListener("keydown", e => {
|
||||
if (e.key === "Enter") AddChips.confirm();
|
||||
});
|
||||
|
||||
// Escape is Modal's job now, for this sheet and the five others that never had it.
|
||||
const rulingsOverlay = document.getElementById("rulingsOverlay");
|
||||
const closeRulings = () => { rulingsOverlay.hidden = true; };
|
||||
// The one time the browser refuses to save, say so out loud as well as leaving the
|
||||
// standing warning in the Session panel. Set before the first render so a failure
|
||||
// during start-up is caught too.
|
||||
// Another tab writing to the same table. Said once, with the way out attached —
|
||||
// reloading here adopts whatever that tab has done, which is the only resolution
|
||||
// that doesn't throw somebody's work away.
|
||||
HoldemState.onOtherTab = () => {
|
||||
Toast.show(
|
||||
"This table is open in another tab. Whichever acts last wins.",
|
||||
{ actionLabel: "Reload", onAction: () => window.location.reload(), duration: 20000 });
|
||||
Render.renderStorageWarning();
|
||||
};
|
||||
HoldemState.watchOtherTabs();
|
||||
|
||||
HoldemState.onSaveFailed = () => {
|
||||
Toast.show(
|
||||
"This table isn't being saved — refreshing would lose it. Keep this tab open.",
|
||||
{ duration: 12000 });
|
||||
Render.renderStorageWarning();
|
||||
};
|
||||
|
||||
// The shortcut legend, built from the same list the handlers are keyed off, so a
|
||||
// shortcut can't exist without a line here saying what it does.
|
||||
const legend = document.getElementById("shortcutLegend");
|
||||
if (legend) {
|
||||
Shortcuts.LEGEND.forEach(entry => {
|
||||
const term = document.createElement("dt");
|
||||
entry.keys.forEach(key => {
|
||||
const kbd = document.createElement("kbd");
|
||||
kbd.className = "shortcutKey";
|
||||
kbd.textContent = key;
|
||||
term.appendChild(kbd);
|
||||
});
|
||||
const detail = document.createElement("dd");
|
||||
detail.textContent = entry.what;
|
||||
legend.appendChild(term);
|
||||
legend.appendChild(detail);
|
||||
});
|
||||
}
|
||||
|
||||
// An index across the top of the rulings sheet, one chip per ruling.
|
||||
//
|
||||
// This is opened mid-argument with players waiting, and it was nine rulings of
|
||||
// prose with no way in: reaching the last one meant scrolling 1.6 screens on a
|
||||
// desktop, 2.1 on a phone and 3.5 on a phone held sideways. A dealer looking for
|
||||
// the odd-chip rule had to read past seven others to find it.
|
||||
//
|
||||
// Built from the sections rather than written out beside them, so a ruling added
|
||||
// later turns up in the index without anyone having to remember to add it twice.
|
||||
const buildRulingsIndex = () => {
|
||||
const index = document.getElementById("rulingsIndex");
|
||||
if (!index || index.childElementCount > 0) return;
|
||||
[...rulingsOverlay.querySelectorAll(".ruling")].forEach((section, i) => {
|
||||
const heading = section.querySelector("h3");
|
||||
if (!heading) return;
|
||||
if (!section.id) section.id = `ruling${i + 1}`;
|
||||
|
||||
const jump = document.createElement("button");
|
||||
jump.type = "button";
|
||||
jump.className = "rulingsIndexBtn";
|
||||
// A short label where the ruling gives one. The headings are sentences —
|
||||
// "A short all-in doesn't reopen the betting" — and nine of those stacked
|
||||
// one per row made the index 342px tall on a phone, which is most of the
|
||||
// sheet before the first ruling. "Short all-in" says the same thing to
|
||||
// somebody who is looking for it, and three fit on a line.
|
||||
jump.textContent = section.dataset.short || heading.textContent;
|
||||
// The full heading is still what it announces, so the short label never
|
||||
// costs a screen reader the sentence.
|
||||
if (section.dataset.short) jump.setAttribute("aria-label", heading.textContent);
|
||||
jump.addEventListener("click", () => {
|
||||
section.scrollIntoView({ block: "start", behavior: "smooth" });
|
||||
// The heading is what the dealer is now reading, so that is where the
|
||||
// keyboard and a screen reader should be too.
|
||||
heading.setAttribute("tabindex", "-1");
|
||||
heading.focus({ preventScroll: true });
|
||||
});
|
||||
index.appendChild(jump);
|
||||
});
|
||||
};
|
||||
|
||||
document.getElementById("openRulingsBtn").addEventListener("click", () => {
|
||||
buildRulingsIndex();
|
||||
rulingsOverlay.hidden = false;
|
||||
});
|
||||
document.getElementById("closeRulingsBtn").addEventListener("click", closeRulings);
|
||||
rulingsOverlay.addEventListener("click", e => {
|
||||
if (e.target === rulingsOverlay) closeRulings();
|
||||
});
|
||||
|
||||
document.getElementById("seatMenuCancelBtn").addEventListener("click", () => SeatMenu.close());
|
||||
document.getElementById("seatMenuOverlay").addEventListener("click", e => {
|
||||
if (e.target.id === "seatMenuOverlay") SeatMenu.close();
|
||||
});
|
||||
|
||||
document.getElementById("cardPickerCloseBtn").addEventListener("click", () => CardPicker.close());
|
||||
document.getElementById("cardPickerClearBtn").addEventListener("click", () => CardPicker.clearSlot());
|
||||
document.getElementById("cardPickerOverlay").addEventListener("click", e => {
|
||||
@@ -165,13 +769,155 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
if (!ok) return;
|
||||
|
||||
HoldemState.clearHistory(state);
|
||||
Render.historyFilter = "";
|
||||
document.getElementById("handHistoryFilter").value = "";
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
Toast.show("Hand history cleared.", { duration: 2500 });
|
||||
});
|
||||
|
||||
document.getElementById("saveTableBtn").addEventListener("click", () => {
|
||||
const blob = new Blob([HoldemState.toBackup(state)], { type: "application/json" });
|
||||
const url = URL.createObjectURL(blob);
|
||||
const link = document.createElement("a");
|
||||
link.href = url;
|
||||
link.download = HoldemState.backupFileName();
|
||||
document.body.appendChild(link);
|
||||
link.click();
|
||||
document.body.removeChild(link);
|
||||
URL.revokeObjectURL(url);
|
||||
Toast.show(`Table saved as ${link.download}.`, { duration: 3500 });
|
||||
});
|
||||
|
||||
document.getElementById("loadTableBtn").addEventListener("click", () => {
|
||||
document.getElementById("loadTableInput").click();
|
||||
});
|
||||
|
||||
document.getElementById("loadTableInput").addEventListener("change", async e => {
|
||||
const file = e.target.files && e.target.files[0];
|
||||
// Cleared straight away so picking the same file twice still fires a change.
|
||||
e.target.value = "";
|
||||
if (!file) return;
|
||||
|
||||
let text;
|
||||
try {
|
||||
text = await file.text();
|
||||
} catch {
|
||||
Toast.show("That file couldn't be read.", { duration: 4000 });
|
||||
return;
|
||||
}
|
||||
|
||||
const result = HoldemState.fromBackup(text);
|
||||
if (result.error) {
|
||||
Toast.show(result.error, { duration: 5000 });
|
||||
return;
|
||||
}
|
||||
|
||||
// Loading replaces everything: stacks, buy-ins, the button, the log. Naming
|
||||
// what is about to be lost is the difference between a dealer choosing that
|
||||
// and discovering it — and the current table might be the live one.
|
||||
const here = HoldemState.sessionStandings(state).length;
|
||||
const incoming = HoldemState.sessionStandings(result.table).length;
|
||||
const when = result.savedAt ? new Date(result.savedAt) : null;
|
||||
const saidWhen = when && !Number.isNaN(when.getTime())
|
||||
? ` It was saved ${when.toLocaleString()}.`
|
||||
: "";
|
||||
const ok = await Dialog.confirm({
|
||||
title: "Replace this table?",
|
||||
message:
|
||||
`The file has a table with ${incoming} ${incoming === 1 ? "player" : "players"} in it.${saidWhen} ` +
|
||||
`Loading it replaces the table on screen — ${here} ${here === 1 ? "player" : "players"}, ` +
|
||||
`${(state.handHistory || []).length} logged ${(state.handHistory || []).length === 1 ? "hand" : "hands"}. ` +
|
||||
`Undo will bring it back for a few seconds; after that it is gone.`,
|
||||
confirmLabel: "Load it",
|
||||
danger: true,
|
||||
});
|
||||
if (!ok) return;
|
||||
|
||||
runUndoable("loading a saved table", () => {
|
||||
// Replace the contents rather than the reference: everything on the page
|
||||
// holds a pointer to this object.
|
||||
Object.keys(state).forEach(key => { delete state[key]; });
|
||||
Object.assign(state, result.table);
|
||||
});
|
||||
});
|
||||
|
||||
// The filter is how the dealer looks at the log, not something about the table, so
|
||||
// it lives on the view: it isn't saved, isn't undoable, and doesn't reach the other
|
||||
// tab. Clearing the history clears it too, since there is nothing left to filter.
|
||||
document.getElementById("handHistoryFilter").addEventListener("input", e => {
|
||||
Render.historyFilter = e.target.value;
|
||||
Render.renderHandHistory();
|
||||
});
|
||||
|
||||
document.getElementById("exportHistoryBtn").addEventListener("click", () => {
|
||||
if ((state.handHistory || []).length === 0) return;
|
||||
HandHistoryExport.download(state.handHistory, HoldemState.sessionStandings(state));
|
||||
// Always the whole night. A filter is for reading the panel; an export that
|
||||
// quietly dropped the hands scrolled past would be a record with holes in it,
|
||||
// and nothing on the CSV would say so.
|
||||
HandHistoryExport.download(state.handHistory, HoldemState.sessionStandings(state),
|
||||
{ notes: state.notes });
|
||||
if (Render.historyFilter) {
|
||||
Toast.show(`Exported all ${state.handHistory.length} hands, not just the ${
|
||||
state.handHistory.filter(h => Render.handMatchesFilter(h, Render.historyFilter)).length} shown.`,
|
||||
{ duration: 3500 });
|
||||
}
|
||||
});
|
||||
|
||||
// The load happens on the first line of this file, long before there's a Toast to
|
||||
// show it in, so this is checked here rather than wired as a callback. The standing
|
||||
// warning in the Session panel doesn't need it — that reads the flag every render —
|
||||
// but an empty table is a thing a dealer needs told, not left to notice.
|
||||
if (HoldemState.loadFailed) {
|
||||
Toast.show(
|
||||
"The saved table couldn't be read, so this one started empty.",
|
||||
{ duration: 12000 });
|
||||
}
|
||||
|
||||
// ---- Working with no signal ----
|
||||
//
|
||||
// The night already survives anything — it lives in localStorage — but the page
|
||||
// did not. Reload in a back room with one bar of signal and a dealer with nine
|
||||
// players waiting got a browser error page. The worker below keeps the tool itself
|
||||
// on the phone; see wwwroot/casino/sw.js for what it does and doesn't cache.
|
||||
//
|
||||
// The list of files to keep is read off this document rather than written down in
|
||||
// the worker. Every stylesheet and script the page actually loaded is right here in
|
||||
// the DOM, already carrying the ?v= release string from _Layout — so the list
|
||||
// cannot drift from the markup, which is the way a hand-kept one always fails: it
|
||||
// stays right until somebody adds a script tag, and then the tool is quietly
|
||||
// offline-broken until a dealer finds out the hard way.
|
||||
const registerWorker = () => {
|
||||
if (!("serviceWorker" in navigator)) return;
|
||||
|
||||
const shell = [
|
||||
location.pathname,
|
||||
"/casino/holdem.webmanifest",
|
||||
...[...document.querySelectorAll('link[rel="stylesheet"][href]')].map(el => el.href),
|
||||
...[...document.querySelectorAll("script[src]")].map(el => el.src),
|
||||
].filter(url => new URL(url, location.origin).origin === location.origin);
|
||||
|
||||
navigator.serviceWorker.register("/casino/sw.js", { scope: "/casino/" })
|
||||
.then(reg => {
|
||||
// The worker that will answer for this page — `controller` is still null
|
||||
// on the very first visit, before activate has claimed it.
|
||||
const worker = reg.active || navigator.serviceWorker.controller;
|
||||
if (worker) {
|
||||
worker.postMessage({ type: "precache", urls: shell });
|
||||
return;
|
||||
}
|
||||
navigator.serviceWorker.ready.then(ready => {
|
||||
if (ready.active) ready.active.postMessage({ type: "precache", urls: shell });
|
||||
});
|
||||
})
|
||||
.catch(() => {
|
||||
// No worker means no offline, and nothing else. Every other part of the
|
||||
// tool works exactly as it did, so this is not worth a toast at a table.
|
||||
});
|
||||
};
|
||||
|
||||
// After load, not during it: registering competes with the page's own scripts for
|
||||
// the network, and the first paint matters more than the second visit does.
|
||||
if (document.readyState === "complete") registerWorker();
|
||||
else window.addEventListener("load", registerWorker, { once: true });
|
||||
});
|
||||
|
||||
@@ -0,0 +1,147 @@
|
||||
// Keyboard and screen-reader behaviour for every overlay in the tool, in one place.
|
||||
//
|
||||
// There are six of them — seat menu, card picker, add chips, rulings, pot wizard,
|
||||
// confirm — opened and closed by five different modules, and each one was missing
|
||||
// the same three things: focus never moved into the dialog, Tab walked straight out
|
||||
// of it into the page behind the scrim, and Escape did nothing (only the rulings
|
||||
// sheet handled it). Measured before this: 0 of 5 moved focus in, 5 of 5 leaked Tab,
|
||||
// 1 of 5 closed on Escape.
|
||||
//
|
||||
// Rather than patch that into five modules, this watches the `hidden` attribute every
|
||||
// overlay already toggles. Nothing else had to change, and an overlay added later
|
||||
// gets the same behaviour without anyone remembering to wire it up — which is the
|
||||
// failure this is fixing in the first place.
|
||||
const Modal = {
|
||||
// `:not([hidden])` matters — a sheet that is itself hidden inside an open overlay
|
||||
// must not be a Tab stop.
|
||||
FOCUSABLE: [
|
||||
"a[href]",
|
||||
"button:not([disabled])",
|
||||
'input:not([disabled]):not([type="hidden"])',
|
||||
"select:not([disabled])",
|
||||
"textarea:not([disabled])",
|
||||
'[tabindex]:not([tabindex="-1"])',
|
||||
].join(","),
|
||||
|
||||
open: [],
|
||||
|
||||
mount() {
|
||||
document.querySelectorAll('[id$="Overlay"]').forEach(overlay => this.watch(overlay));
|
||||
// Capture phase: the dialog gets first refusal on Escape and Tab, before any
|
||||
// table-level shortcut sees them.
|
||||
document.addEventListener("keydown", e => this.onKeyDown(e), true);
|
||||
},
|
||||
|
||||
watch(overlay) {
|
||||
const sync = () => {
|
||||
const isOpen = !overlay.hidden;
|
||||
const known = this.open.some(entry => entry.overlay === overlay);
|
||||
if (isOpen && !known) this.onOpened(overlay);
|
||||
else if (!isOpen && known) this.onClosed(overlay);
|
||||
};
|
||||
new MutationObserver(sync).observe(overlay, { attributes: true, attributeFilter: ["hidden"] });
|
||||
sync();
|
||||
},
|
||||
|
||||
sheetOf(overlay) {
|
||||
return overlay.querySelector('[role="dialog"], [role="alertdialog"]') || overlay.firstElementChild || overlay;
|
||||
},
|
||||
|
||||
focusableIn(overlay) {
|
||||
return [...overlay.querySelectorAll(this.FOCUSABLE)].filter(el => {
|
||||
if (el.closest("[hidden]")) return false;
|
||||
const rect = el.getBoundingClientRect();
|
||||
return rect.width > 0 && rect.height > 0;
|
||||
});
|
||||
},
|
||||
|
||||
onOpened(overlay) {
|
||||
const sheet = this.sheetOf(overlay);
|
||||
// aria-modal is only true while the thing is actually open, so it's set here
|
||||
// rather than baked into the markup.
|
||||
if (sheet) sheet.setAttribute("aria-modal", "true");
|
||||
|
||||
this.open.push({ overlay, returnFocus: document.activeElement });
|
||||
|
||||
// Focus the first real control. A dialog that leaves focus on the button
|
||||
// behind it reads, to a screen reader, as though nothing happened at all.
|
||||
// Content-only sheets get focus on the sheet so the title is announced.
|
||||
const focusable = this.focusableIn(overlay);
|
||||
const target = focusable[0];
|
||||
if (target) {
|
||||
target.focus({ preventScroll: true });
|
||||
} else if (sheet) {
|
||||
if (!sheet.hasAttribute("tabindex")) sheet.setAttribute("tabindex", "-1");
|
||||
sheet.focus({ preventScroll: true });
|
||||
}
|
||||
},
|
||||
|
||||
onClosed(overlay) {
|
||||
const index = this.open.findIndex(entry => entry.overlay === overlay);
|
||||
if (index === -1) return;
|
||||
const [entry] = this.open.splice(index, 1);
|
||||
|
||||
const sheet = this.sheetOf(overlay);
|
||||
if (sheet) sheet.removeAttribute("aria-modal");
|
||||
|
||||
// Put the dealer back where they were. Without this, closing the pot wizard
|
||||
// drops focus to the top of the document and the next Tab starts from the
|
||||
// page header.
|
||||
const back = entry.returnFocus;
|
||||
if (back && back.isConnected && typeof back.focus === "function") {
|
||||
back.focus({ preventScroll: true });
|
||||
}
|
||||
},
|
||||
|
||||
topmost() {
|
||||
return this.open.length ? this.open[this.open.length - 1] : null;
|
||||
},
|
||||
|
||||
// Escape presses the dialog's own cancel/close button rather than just hiding the
|
||||
// overlay, so whatever that button does — resolving the confirm promise, clearing
|
||||
// the add-chips draft — still happens. Only if there isn't one does it hide the
|
||||
// overlay directly.
|
||||
dismiss(overlay) {
|
||||
const closer = overlay.querySelector("[data-modal-close]");
|
||||
if (closer) closer.click();
|
||||
else overlay.hidden = true;
|
||||
},
|
||||
|
||||
onKeyDown(event) {
|
||||
const top = this.topmost();
|
||||
if (!top) return;
|
||||
|
||||
if (event.key === "Escape") {
|
||||
event.preventDefault();
|
||||
event.stopPropagation();
|
||||
this.dismiss(top.overlay);
|
||||
return;
|
||||
}
|
||||
|
||||
if (event.key !== "Tab") return;
|
||||
|
||||
// Keep Tab inside the dialog. Everything behind the scrim is unreachable by
|
||||
// mouse, so letting the keyboard wander back there is a trap with no way out.
|
||||
const focusable = this.focusableIn(top.overlay);
|
||||
if (focusable.length === 0) {
|
||||
event.preventDefault();
|
||||
return;
|
||||
}
|
||||
|
||||
const first = focusable[0];
|
||||
const last = focusable[focusable.length - 1];
|
||||
const active = document.activeElement;
|
||||
|
||||
if (event.shiftKey && (active === first || !top.overlay.contains(active))) {
|
||||
event.preventDefault();
|
||||
last.focus({ preventScroll: true });
|
||||
} else if (!event.shiftKey && (active === last || !top.overlay.contains(active))) {
|
||||
event.preventDefault();
|
||||
first.focus({ preventScroll: true });
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = Modal;
|
||||
}
|
||||
@@ -1,10 +1,159 @@
|
||||
// Shared money formatting for every casino surface. Kept apart from the table's
|
||||
// rendering so the quick-split calculator can pull in the formatter without dragging
|
||||
// the whole seat/chip UI along with it.
|
||||
// Shared money handling for every casino surface. Kept apart from the table's
|
||||
// rendering so the quick-split calculator can pull it in without dragging the whole
|
||||
// seat/chip UI along with it.
|
||||
//
|
||||
// Everything the dealer touches is money, and money is decimal, so every module used
|
||||
// to carry its own `Math.round(x * 100) / 100`. That's one rounding rule written out
|
||||
// sixteen times in six files, which is sixteen chances for one of them to drift.
|
||||
// It lives here now, and the modules that do arithmetic call these instead.
|
||||
const Money = {
|
||||
// Half a cent. Chip comparisons need a tolerance: a stack that lands on
|
||||
// 0.0000000001 after a split is empty as far as a dealer is concerned, and an
|
||||
// exact `> 0` would treat that player as still having chips to bet.
|
||||
EPSILON: 0.004,
|
||||
|
||||
// All money maths goes through cents, so 0.1 + 0.2 never reaches a payout.
|
||||
toCents(amount) {
|
||||
return Math.round((Number(amount) || 0) * 100);
|
||||
},
|
||||
|
||||
fromCents(cents) {
|
||||
return cents / 100;
|
||||
},
|
||||
|
||||
round(amount) {
|
||||
return this.toCents(amount) / 100;
|
||||
},
|
||||
|
||||
// Cents only when there are cents.
|
||||
//
|
||||
// A chip game deals in whole numbers nearly all the time, and a trailing ".00"
|
||||
// is two characters that say nothing — measured at ~22px, against the 64px a
|
||||
// seat puck has to show a stack in. "$1,250,000.00" doesn't fit and wraps;
|
||||
// "$1,250,000" does. Amounts that genuinely carry cents still show them, so a
|
||||
// 25c-blind game reads exactly as it did.
|
||||
format(amount) {
|
||||
const value = Number(amount) || 0;
|
||||
return `$${value.toLocaleString(undefined, { minimumFractionDigits: 2, maximumFractionDigits: 2 })}`;
|
||||
const hasCents = this.toCents(value) % 100 !== 0;
|
||||
return `$${value.toLocaleString(undefined, {
|
||||
minimumFractionDigits: hasCents ? 2 : 0,
|
||||
maximumFractionDigits: 2,
|
||||
})}`;
|
||||
},
|
||||
|
||||
// The same amount for a spreadsheet rather than for a person: no currency symbol
|
||||
// and no thousands separators, because those are what make a column of money
|
||||
// import as text and refuse to add up.
|
||||
forSheet(amount) {
|
||||
return (this.toCents(amount) / 100).toFixed(2);
|
||||
},
|
||||
|
||||
// The chips to actually push, for an amount.
|
||||
//
|
||||
// A payout figure is the answer to the arithmetic, not to the dealer's job: they
|
||||
// still have to work out that $132 is two blacks, a green, a red and two whites
|
||||
// while six people watch. The chip legend already knows the denominations.
|
||||
//
|
||||
// Largest first, which is greedy and therefore not optimal for an arbitrary set of
|
||||
// values — but poker chips are not arbitrary. Every real set is canonical (each
|
||||
// denomination divides the next: 1, 5, 25, 100, 500), and greedy is exactly optimal
|
||||
// on those. A dealer who invents a 3-and-7 chip set gets a valid answer that might
|
||||
// use one chip more than it had to.
|
||||
//
|
||||
// Anything the smallest chip can't make comes back as `remainder` rather than being
|
||||
// rounded away: a 50c share in a game whose smallest chip is a dollar is a real
|
||||
// problem for the dealer to solve, not a rounding error to hide.
|
||||
// The smallest chip the table has said it plays with, in cents. Zero when no
|
||||
// denominations are set, which means the tool has been told nothing about what
|
||||
// chips exist and shouldn't pretend otherwise.
|
||||
chipStepCents(legend) {
|
||||
const values = (legend || [])
|
||||
.map(chip => this.toCents(chip.value))
|
||||
.filter(cents => cents > 0);
|
||||
return values.length > 0 ? Math.min(...values) : 0;
|
||||
},
|
||||
|
||||
// Rounds an amount up to something the table can actually build out of its chips.
|
||||
//
|
||||
// Up rather than down or nearest: these are bet sizes, and a pot-sized bet that
|
||||
// has been shaved is no longer a pot-sized bet. Rounding up also can't drop an
|
||||
// amount below a legal minimum, which rounding the other way can.
|
||||
upToChip(amount, legend) {
|
||||
const step = this.chipStepCents(legend);
|
||||
if (step <= 0) return this.round(amount);
|
||||
const cents = this.toCents(amount);
|
||||
if (cents <= 0) return this.round(amount);
|
||||
return this.fromCents(Math.ceil(cents / step) * step);
|
||||
},
|
||||
|
||||
// And down, for money coming *out* of a pot rather than going into it.
|
||||
//
|
||||
// The rake is the one amount in this tool that leaves the table, so the direction
|
||||
// of the rounding is a decision about whose money it is. Down: a house that can't
|
||||
// make 40c out of its chips takes nothing rather than a dollar, and the players
|
||||
// keep the difference. Being wrong in the players' favour is the only way to be
|
||||
// wrong about this that nobody has to argue about.
|
||||
downToChip(amount, legend) {
|
||||
const step = this.chipStepCents(legend);
|
||||
if (step <= 0) return this.round(amount);
|
||||
const cents = this.toCents(amount);
|
||||
if (cents <= 0) return 0;
|
||||
return this.fromCents(Math.floor(cents / step) * step);
|
||||
},
|
||||
|
||||
chipBreakdown(amount, legend) {
|
||||
let cents = this.toCents(amount);
|
||||
if (cents <= 0) return { chips: [], remainder: 0 };
|
||||
|
||||
const values = (legend || [])
|
||||
.map(chip => ({ chip, cents: this.toCents(chip.value) }))
|
||||
.filter(entry => entry.cents > 0)
|
||||
.sort((a, b) => b.cents - a.cents);
|
||||
|
||||
const chips = [];
|
||||
values.forEach(entry => {
|
||||
const count = Math.floor(cents / entry.cents);
|
||||
if (count <= 0) return;
|
||||
cents -= count * entry.cents;
|
||||
chips.push({ value: this.fromCents(entry.cents), count, color: entry.chip.color });
|
||||
});
|
||||
|
||||
return { chips, remainder: this.fromCents(cents) };
|
||||
},
|
||||
|
||||
// "2×$50, 1×$25, 2×$1" — the breakdown as a dealer would say it out loud.
|
||||
//
|
||||
// A table with no chip legend gets nothing rather than "$132 no chip covers": it
|
||||
// hasn't told us its denominations, so there is no advice to give and the amount
|
||||
// stands on its own. A legend that exists but can't reach the amount is different,
|
||||
// and does say so.
|
||||
formatChipBreakdown(amount, legend) {
|
||||
const hasDenominations = (legend || []).some(chip => this.toCents(chip.value) > 0);
|
||||
if (!hasDenominations) return "";
|
||||
|
||||
const { chips, remainder } = this.chipBreakdown(amount, legend);
|
||||
if (chips.length === 0 && remainder === 0) return "";
|
||||
const parts = chips.map(chip => `${chip.count}×${this.format(chip.value)}`);
|
||||
if (remainder > 0) parts.push(`${this.format(remainder)} no chip covers`);
|
||||
return parts.join(", ");
|
||||
},
|
||||
|
||||
// Should focusing this field select what's already in it?
|
||||
//
|
||||
// Every amount box in this tool opens pre-filled with a suggestion: the raise pad
|
||||
// offers the minimum, Add chips offers a buy-in, the seat editor offers the stack
|
||||
// it already has. A dealer taps the box because they want a *different* number,
|
||||
// and a tap puts the caret after the suggestion instead of over it. Measured on a
|
||||
// phone: the raise pad showing 4, tap, type "60" — the field reads 460. Add chips
|
||||
// showing 200, tap, type "50" — 20050.
|
||||
//
|
||||
// Only number boxes. A name or a note is a thing you edit, and selecting all of
|
||||
// it on focus would be the same mistake pointing the other way.
|
||||
selectsOnFocus(field) {
|
||||
if (!field || field.tagName !== "INPUT") return false;
|
||||
const type = String(field.type || "").toLowerCase();
|
||||
if (type === "number") return true;
|
||||
return type === "text" && String(field.inputMode || "").toLowerCase() === "decimal";
|
||||
},
|
||||
|
||||
// "+$40.00" / "-$40.00" rather than "$-40.00" — a standings column is read at a
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
// A "contribution entry" is { id, remaining, folded }. `remaining` starts as the amount
|
||||
// that player put in the pot and is whittled down round by round as money gets paid out.
|
||||
const PotCalculator = {
|
||||
EPSILON: 0.004,
|
||||
EPSILON: Money.EPSILON,
|
||||
|
||||
// Builds the initial entry list from raw contributions, keeping folded players in
|
||||
// (their chips are still "dead money" owed to whoever wins) while excluding anyone
|
||||
@@ -24,6 +24,101 @@ 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) {
|
||||
// Uncalled chips were never played for, so they come off the top before any
|
||||
// pot is built. Deriving the pots from what's left is what keeps this function
|
||||
// and uncalledReturns() from disagreeing about the same money — they used to
|
||||
// decide "uncontested" separately, and an overbet that its own bettor was
|
||||
// still live for got announced as a side pot only they could win.
|
||||
const returned = new Map(this.uncalledReturns(players).map(r => [r.id, Money.toCents(r.amount)]));
|
||||
const live = players
|
||||
.map(p => ({ ...p, cents: Money.toCents(p.contribution) - (returned.get(p.id) || 0) }))
|
||||
.filter(p => p.cents > 0);
|
||||
if (live.length === 0) return [];
|
||||
|
||||
const heights = [...new Set(live.map(p => p.cents))].sort((a, b) => a - b);
|
||||
|
||||
const layers = [];
|
||||
let floor = 0;
|
||||
heights.forEach(height => {
|
||||
const band = height - floor;
|
||||
const payers = live.filter(p => p.cents >= height);
|
||||
const amount = band * payers.length;
|
||||
const eligible = payers.filter(p => !p.folded).map(p => p.id);
|
||||
|
||||
if (amount > 0) {
|
||||
if (eligible.length > 0) {
|
||||
layers.push({ amount: Money.fromCents(amount), eligible });
|
||||
} else if (layers.length > 0) {
|
||||
// Everyone who reached this height folded, so it isn't a pot of its
|
||||
// own — it's dead money owed to whoever wins the layer underneath.
|
||||
// Dropping it would quietly shrink the announced pot.
|
||||
const below = layers[layers.length - 1];
|
||||
below.amount = Money.round(below.amount + Money.fromCents(amount));
|
||||
}
|
||||
// With no layer underneath either, nobody in the hand is live at all.
|
||||
// That's a fold flag the dealer needs to fix, not a payout to guess at.
|
||||
}
|
||||
floor = height;
|
||||
});
|
||||
|
||||
// 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 = Money.round(previous.amount + layer.amount);
|
||||
} 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.
|
||||
//
|
||||
// A bet is only called up to what somebody *else* was willing to put in, so the
|
||||
// ceiling for each player is the largest contribution among everyone but them.
|
||||
// Measuring against the whole table instead — including the bettor's own chips —
|
||||
// makes the biggest bet its own yardstick, so the one case this exists for (you
|
||||
// shove, a short stack calls for less) comes back empty.
|
||||
uncalledReturns(players) {
|
||||
const contributing = players.filter(p => p.contribution > this.EPSILON);
|
||||
|
||||
// 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 (contributing.filter(p => !p.folded).length === 0) return [];
|
||||
|
||||
const cents = contributing.map(p => Money.toCents(p.contribution));
|
||||
|
||||
return contributing
|
||||
.map((p, index) => {
|
||||
const others = cents.filter((_, i) => i !== index);
|
||||
const cap = others.length > 0 ? Math.max(...others) : 0;
|
||||
return { id: p.id, amount: Money.fromCents(cents[index] - cap) };
|
||||
})
|
||||
.filter(r => r.amount > this.EPSILON);
|
||||
},
|
||||
|
||||
// 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
|
||||
@@ -40,12 +135,12 @@ const PotCalculator = {
|
||||
if (e.remaining <= this.EPSILON) return e;
|
||||
const used = Math.min(e.remaining, cap);
|
||||
payoutPool += used;
|
||||
return { ...e, remaining: Math.round((e.remaining - used) * 100) / 100 };
|
||||
return { ...e, remaining: Money.round(e.remaining - used) };
|
||||
});
|
||||
|
||||
payoutPool = Math.round(payoutPool * 100) / 100;
|
||||
const baseShareCents = Math.floor((payoutPool * 100) / winners.length);
|
||||
let leftoverCents = Math.round(payoutPool * 100) - baseShareCents * winners.length;
|
||||
payoutPool = Money.round(payoutPool);
|
||||
const baseShareCents = Math.floor(Money.toCents(payoutPool) / winners.length);
|
||||
let leftoverCents = Money.toCents(payoutPool) - baseShareCents * winners.length;
|
||||
|
||||
const perWinner = winnerIds
|
||||
.filter(id => winners.some(w => w.id === id))
|
||||
@@ -60,7 +155,7 @@ const PotCalculator = {
|
||||
i++;
|
||||
}
|
||||
|
||||
const result = perWinner.map(w => ({ id: w.id, amount: w.amountCents / 100 }));
|
||||
const result = perWinner.map(w => ({ id: w.id, amount: Money.fromCents(w.amountCents) }));
|
||||
const remainingContenders = this.getContenders(updatedEntries);
|
||||
|
||||
return {
|
||||
|
||||
@@ -18,13 +18,28 @@ 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,
|
||||
}))
|
||||
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),
|
||||
// A seat switched off mid-hand still has its chips in the pot, but it
|
||||
// can no more win them than a folded one can — same dead money, and the
|
||||
// wizard must not offer it as a winner.
|
||||
folded: p.folded || HoldemState.isDeadMoney(p),
|
||||
}));
|
||||
this.entries = PotCalculator.buildEntries(contributions);
|
||||
// Kept so the wizard can show the whole breakdown up front, not just the layer
|
||||
// it happens to be asking about.
|
||||
this.layers = PotCalculator.layers(contributions);
|
||||
this.returns = PotCalculator.uncalledReturns(contributions);
|
||||
this.log = [];
|
||||
this.totals = new Map();
|
||||
|
||||
@@ -46,6 +61,20 @@ const PotWizard = {
|
||||
this.totals.set(id, (this.totals.get(id) || 0) + amount);
|
||||
},
|
||||
|
||||
// A chopped pot rarely divides exactly, and the odd chip goes to the first player
|
||||
// left of the button — not to whoever the dealer happened to tick first. The
|
||||
// calculator hands leftovers out in the order it's given the winners, so ordering
|
||||
// them here is what makes the payout match the rule.
|
||||
orderFromButton(ids) {
|
||||
const distance = new Map();
|
||||
for (let step = 1; step <= this.state.seatCount; step++) {
|
||||
distance.set(HoldemState.nextSeatIndex(this.state, this.state.dealerSeatIndex, step), step);
|
||||
}
|
||||
return [...ids].sort((a, b) =>
|
||||
(distance.get(this.seatIndexById.get(a)) ?? 0) - (distance.get(this.seatIndexById.get(b)) ?? 0)
|
||||
);
|
||||
},
|
||||
|
||||
renderStep() {
|
||||
// Auto-resolve any round where only one player is left standing — nothing to ask.
|
||||
let contenders = PotCalculator.getContenders(this.entries);
|
||||
@@ -58,6 +87,12 @@ const PotWizard = {
|
||||
|
||||
const body = document.getElementById("potWizardBody");
|
||||
body.innerHTML = "";
|
||||
// The footer is a sibling of the body, outside the scroll — see the note in
|
||||
// TexasHoldem.cshtml. Cleared alongside it so a step can never inherit the
|
||||
// previous step's buttons.
|
||||
const footer = this.footer();
|
||||
footer.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 +100,17 @@ 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;
|
||||
@@ -91,13 +136,46 @@ const PotWizard = {
|
||||
contenders.forEach(c => {
|
||||
const label = document.createElement("label");
|
||||
label.className = "potWizardChoice";
|
||||
|
||||
const checkbox = document.createElement("input");
|
||||
checkbox.type = "checkbox";
|
||||
checkbox.value = c.id;
|
||||
const text = document.createElement("span");
|
||||
text.textContent = `${this.playerLabelById.get(c.id)} — up to ${Money.format(c.remaining)}`;
|
||||
// The row is the target, not the box — so the row has to look chosen too.
|
||||
checkbox.addEventListener("change", () => {
|
||||
label.classList.toggle("chosen", checkbox.checked);
|
||||
});
|
||||
label.appendChild(checkbox);
|
||||
|
||||
const text = document.createElement("span");
|
||||
text.className = "potWizardChoiceText";
|
||||
|
||||
const name = document.createElement("span");
|
||||
name.className = "potWizardChoiceName";
|
||||
name.textContent = this.nameById.get(c.id);
|
||||
text.appendChild(name);
|
||||
|
||||
const upTo = document.createElement("span");
|
||||
upTo.className = "potWizardChoiceUpTo";
|
||||
upTo.textContent = `up to ${Money.format(c.remaining)}`;
|
||||
text.appendChild(upTo);
|
||||
label.appendChild(text);
|
||||
|
||||
// Cards sit apart from the name rather than inside it, so a dealer reading
|
||||
// a row across the table sees the hand, not a sentence.
|
||||
const cards = this.cardsById.get(c.id) || [];
|
||||
if (cards.length > 0) {
|
||||
const cardsEl = document.createElement("span");
|
||||
cardsEl.className = "potWizardChoiceCards";
|
||||
cards.forEach((card, i) => {
|
||||
if (i > 0) cardsEl.appendChild(document.createTextNode(" "));
|
||||
const span = document.createElement("span");
|
||||
if (/[HD]$/i.test(card)) span.className = "cardRed";
|
||||
span.textContent = Render.formatCard(card);
|
||||
cardsEl.appendChild(span);
|
||||
});
|
||||
label.appendChild(cardsEl);
|
||||
}
|
||||
|
||||
choices.appendChild(label);
|
||||
});
|
||||
round.appendChild(choices);
|
||||
@@ -113,14 +191,18 @@ const PotWizard = {
|
||||
confirmBtn.addEventListener("click", () => {
|
||||
const selected = Array.from(choices.querySelectorAll("input:checked")).map(i => i.value);
|
||||
if (selected.length === 0) return;
|
||||
const result = PotCalculator.resolveRound(this.entries, selected);
|
||||
const result = PotCalculator.resolveRound(this.entries, this.orderFromButton(selected));
|
||||
this.recordRound(result);
|
||||
this.entries = result.updatedEntries;
|
||||
this.renderStep();
|
||||
});
|
||||
round.appendChild(confirmBtn);
|
||||
|
||||
body.appendChild(round);
|
||||
footer.appendChild(confirmBtn);
|
||||
},
|
||||
|
||||
// The row of buttons that never scrolls away.
|
||||
footer() {
|
||||
return document.getElementById("potWizardFooter");
|
||||
},
|
||||
|
||||
recordRound(result) {
|
||||
@@ -131,6 +213,20 @@ 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";
|
||||
@@ -145,6 +241,24 @@ const PotWizard = {
|
||||
return wrap;
|
||||
},
|
||||
|
||||
// What the house takes out of this pot, and what is left to push.
|
||||
//
|
||||
// Worked out here rather than at the end so the dealer sees it before anything
|
||||
// moves: the summary is the last chance to disagree with the arithmetic, and a
|
||||
// rake that only appeared in the hand log afterwards would be the tool taking
|
||||
// money quietly.
|
||||
rakeSplit() {
|
||||
const gross = Array.from(this.totals.entries()).map(([id, amount]) => ({
|
||||
id,
|
||||
label: this.playerLabelById.get(id),
|
||||
amount,
|
||||
}));
|
||||
const pot = gross.reduce((sum, p) => sum + p.amount, 0);
|
||||
const sawFlop = (this.state.street || "preflop") !== "preflop";
|
||||
const rake = HoldemState.rakeOn(this.state, pot, sawFlop);
|
||||
return { pot, sawFlop, ...HoldemState.applyRake(gross, rake) };
|
||||
},
|
||||
|
||||
renderSummary() {
|
||||
const wrap = document.createElement("div");
|
||||
wrap.className = "potWizardSummary";
|
||||
@@ -153,16 +267,43 @@ const PotWizard = {
|
||||
heading.textContent = "Final Payouts";
|
||||
wrap.appendChild(heading);
|
||||
|
||||
const split = this.rakeSplit();
|
||||
const rakeSet = Number((this.state.rake || {}).percent) > 0;
|
||||
if (rakeSet && this.totals.size > 0) {
|
||||
const line = document.createElement("p");
|
||||
line.className = "potWizardRake";
|
||||
const cap = Number(this.state.rake.cap) > 0 ? `, capped at ${Money.format(this.state.rake.cap)}` : "";
|
||||
line.textContent = split.rake > 0
|
||||
? `House takes ${Money.format(split.rake)} of ${Money.format(split.pot)} — ${this.state.rake.percent}%${cap}.`
|
||||
: split.sawFlop
|
||||
? `No rake on this one — ${this.state.rake.percent}% of ${Money.format(split.pot)} doesn't make a chip the table has.`
|
||||
: "No flop, no drop — nothing taken from a pot that ended before the flop.";
|
||||
wrap.appendChild(line);
|
||||
}
|
||||
|
||||
if (this.totals.size === 0) {
|
||||
const empty = document.createElement("p");
|
||||
empty.className = "fieldHint";
|
||||
empty.textContent = "Nobody has money in this pot yet — mark seats \"In hand\" and set contributions first.";
|
||||
wrap.appendChild(empty);
|
||||
} else {
|
||||
const legend = (this.state && this.state.chipLegend) || [];
|
||||
const list = document.createElement("ul");
|
||||
for (const [id, amount] of this.totals.entries()) {
|
||||
for (const { id, amount } of split.payouts) {
|
||||
const li = document.createElement("li");
|
||||
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
|
||||
|
||||
// The amount is the answer to the arithmetic; the chips are the answer
|
||||
// to the dealer's job. Only when the legend has been filled in — a
|
||||
// table that never set up chip colours gets the number on its own,
|
||||
// which is what it had before.
|
||||
const chips = Money.formatChipBreakdown(amount, legend);
|
||||
if (chips) {
|
||||
const note = document.createElement("span");
|
||||
note.className = "payoutChips";
|
||||
note.textContent = chips;
|
||||
li.appendChild(note);
|
||||
}
|
||||
list.appendChild(li);
|
||||
}
|
||||
wrap.appendChild(list);
|
||||
@@ -175,23 +316,34 @@ const PotWizard = {
|
||||
applyBtn.className = "holdemBtn holdemBtnAccent";
|
||||
applyBtn.textContent = "Start Next Hand";
|
||||
applyBtn.addEventListener("click", () => {
|
||||
const payouts = Array.from(this.totals.entries()).map(([id, amount]) => ({
|
||||
id,
|
||||
label: this.playerLabelById.get(id),
|
||||
amount,
|
||||
}));
|
||||
// Recomputed rather than reused from the render: the same numbers, but
|
||||
// taken at the moment the dealer commits rather than when they last
|
||||
// looked at the screen.
|
||||
const paid = this.rakeSplit();
|
||||
this.close();
|
||||
this.onFinished(payouts);
|
||||
this.onFinished(paid.payouts, { rake: paid.rake, pot: paid.pot });
|
||||
});
|
||||
actions.appendChild(applyBtn);
|
||||
|
||||
const closeBtn = document.createElement("button");
|
||||
closeBtn.className = "holdemBtn holdemBtnGhost";
|
||||
closeBtn.textContent = "Close";
|
||||
closeBtn.addEventListener("click", () => this.close());
|
||||
actions.appendChild(closeBtn);
|
||||
// This button cancels — it does not pay anybody. Under a heading reading
|
||||
// "Final Payouts" with an amount beside a name, "Close" reads like dismissing
|
||||
// something already done, and a dealer who taps it walks away believing the
|
||||
// pot has been pushed. It hasn't: the chips are still in the middle and the
|
||||
// hand isn't logged. So it says what it does.
|
||||
const cancelBtn = document.createElement("button");
|
||||
cancelBtn.className = "holdemBtn holdemBtnGhost";
|
||||
cancelBtn.textContent = "Cancel — don't pay yet";
|
||||
cancelBtn.addEventListener("click", () => this.close());
|
||||
actions.appendChild(cancelBtn);
|
||||
|
||||
wrap.appendChild(actions);
|
||||
if (this.totals.size > 0) {
|
||||
const note = document.createElement("p");
|
||||
note.className = "fieldHint potWizardPendingNote";
|
||||
note.textContent = "Nothing has been paid out yet. Start Next Hand pushes the pot and logs the hand.";
|
||||
wrap.appendChild(note);
|
||||
}
|
||||
|
||||
this.footer().appendChild(actions);
|
||||
return wrap;
|
||||
},
|
||||
};
|
||||
|
||||
@@ -15,12 +15,28 @@ const QuickSplit = {
|
||||
ways: 2,
|
||||
chip: 1,
|
||||
|
||||
// "even" is the common case — one pot, everyone matched. "uneven" is the one this
|
||||
// screen used to send people back to the full table for: somebody all-in for less,
|
||||
// so the money splits into a main pot and side pots.
|
||||
mode: "even",
|
||||
entries: [],
|
||||
|
||||
mount() {
|
||||
this.potInput = document.getElementById("potInput");
|
||||
this.clearPotBtn = document.getElementById("clearPotBtn");
|
||||
this.entries = [{ amount: "", folded: false }, { amount: "", folded: false }, { amount: "", folded: false }];
|
||||
|
||||
this.renderWayChoices();
|
||||
this.renderChipChoices();
|
||||
this.renderUnevenRows();
|
||||
|
||||
document.getElementById("modeEvenBtn").addEventListener("click", () => this.setMode("even"));
|
||||
document.getElementById("modeUnevenBtn").addEventListener("click", () => this.setMode("uneven"));
|
||||
document.getElementById("addPlayerBtn").addEventListener("click", () => {
|
||||
this.entries.push({ amount: "", folded: false });
|
||||
this.renderUnevenRows();
|
||||
this.update();
|
||||
});
|
||||
|
||||
this.potInput.addEventListener("input", () => {
|
||||
this.sanitizePotInput();
|
||||
@@ -127,7 +143,196 @@ const QuickSplit = {
|
||||
});
|
||||
},
|
||||
|
||||
setMode(mode) {
|
||||
this.mode = mode;
|
||||
document.getElementById("modeEvenBtn").classList.toggle("selected", mode === "even");
|
||||
document.getElementById("modeUnevenBtn").classList.toggle("selected", mode === "uneven");
|
||||
|
||||
document.querySelectorAll(".evenOnly").forEach(el => { el.hidden = mode !== "even"; });
|
||||
document.querySelectorAll(".unevenOnly").forEach(el => { el.hidden = mode !== "uneven"; });
|
||||
document.getElementById("splitResult").hidden = mode !== "even";
|
||||
document.getElementById("unevenResult").hidden = mode !== "uneven";
|
||||
|
||||
this.update();
|
||||
},
|
||||
|
||||
renderUnevenRows() {
|
||||
const host = document.getElementById("unevenRows");
|
||||
const template = document.getElementById("unevenRowTemplate");
|
||||
host.innerHTML = "";
|
||||
|
||||
this.entries.forEach((entry, index) => {
|
||||
const row = template.content.firstElementChild.cloneNode(true);
|
||||
row.querySelector(".unevenRowLabel").textContent = `P${index + 1}`;
|
||||
|
||||
const amount = row.querySelector(".unevenAmount");
|
||||
amount.value = entry.amount;
|
||||
amount.setAttribute("aria-label", `Player ${index + 1} amount`);
|
||||
amount.addEventListener("input", () => {
|
||||
entry.amount = amount.value.replace(/[^0-9.]/g, "").replace(/(\..*)\./g, "$1");
|
||||
if (entry.amount !== amount.value) amount.value = entry.amount;
|
||||
this.update();
|
||||
});
|
||||
|
||||
// Folded money stays in the pot as dead money, but its owner can't win any
|
||||
// of it — which is exactly the distinction that makes side pots tricky.
|
||||
const fold = row.querySelector(".unevenFoldBtn");
|
||||
fold.classList.toggle("selected", entry.folded);
|
||||
fold.setAttribute("aria-pressed", String(entry.folded));
|
||||
fold.addEventListener("click", () => {
|
||||
entry.folded = !entry.folded;
|
||||
this.renderUnevenRows();
|
||||
this.update();
|
||||
});
|
||||
|
||||
const remove = row.querySelector(".unevenRemoveBtn");
|
||||
remove.disabled = this.entries.length <= 2;
|
||||
remove.addEventListener("click", () => {
|
||||
this.entries.splice(index, 1);
|
||||
this.renderUnevenRows();
|
||||
this.update();
|
||||
});
|
||||
|
||||
host.appendChild(row);
|
||||
});
|
||||
},
|
||||
|
||||
// Chopping one of the pots listed above, without leaving the screen that worked it
|
||||
// out. Starts closed and at as many ways as there are players who can win the pot,
|
||||
// which is the common case; the stepper covers a chop between fewer of them, which
|
||||
// is the other one.
|
||||
//
|
||||
// The per-pot ways live on the row rather than in `this.ways`, so opening a chop on
|
||||
// the main pot doesn't change what the side pot below it is saying.
|
||||
addChopControl(row, amount, contenderCount) {
|
||||
let ways = contenderCount;
|
||||
let open = false;
|
||||
|
||||
const toggle = document.createElement("button");
|
||||
toggle.type = "button";
|
||||
toggle.className = "unevenChopToggle";
|
||||
|
||||
const detail = document.createElement("div");
|
||||
detail.className = "unevenChopDetail";
|
||||
detail.hidden = true;
|
||||
|
||||
const draw = () => {
|
||||
toggle.textContent = open ? "Hide chop" : "Chop";
|
||||
toggle.setAttribute("aria-expanded", String(open));
|
||||
detail.hidden = !open;
|
||||
if (!open) return;
|
||||
|
||||
const result = SplitCalculator.split(amount, ways, this.chip);
|
||||
detail.innerHTML = "";
|
||||
|
||||
const stepper = document.createElement("div");
|
||||
stepper.className = "unevenChopWays";
|
||||
stepper.appendChild(this.makeStepButton("−", () => {
|
||||
if (ways > 2) { ways -= 1; draw(); }
|
||||
}));
|
||||
const label = document.createElement("span");
|
||||
label.className = "unevenChopWaysLabel";
|
||||
label.textContent = `${ways} ways`;
|
||||
stepper.appendChild(label);
|
||||
stepper.appendChild(this.makeStepButton("+", () => {
|
||||
if (ways < Math.max(contenderCount, this.MAX_WAYS)) { ways += 1; draw(); }
|
||||
}));
|
||||
detail.appendChild(stepper);
|
||||
|
||||
const each = document.createElement("p");
|
||||
each.className = "unevenChopEach";
|
||||
each.textContent = `${Money.format(result.each)} each`;
|
||||
detail.appendChild(each);
|
||||
|
||||
// Same wording as the main split, because it is the same rule and a dealer
|
||||
// shouldn't have to notice they're reading a different screen.
|
||||
if (result.valid && result.oddChips > 0) {
|
||||
const odd = document.createElement("p");
|
||||
odd.className = "unevenChopNote";
|
||||
odd.textContent = result.oddChips === 1
|
||||
? `plus one odd ${Money.format(result.chip)} chip to the first player left of the button`
|
||||
: `plus ${result.oddChips} odd ${Money.format(result.chip)} chips — one each to the ` +
|
||||
`first ${result.oddChips} players left of the button`;
|
||||
detail.appendChild(odd);
|
||||
}
|
||||
if (result.valid && result.dust > 0) {
|
||||
const dust = document.createElement("p");
|
||||
dust.className = "unevenChopNote unevenChopDust";
|
||||
dust.textContent =
|
||||
`${Money.format(result.dust)} doesn't divide into ${Money.format(result.chip)} chips — ` +
|
||||
`pick a smaller denomination.`;
|
||||
detail.appendChild(dust);
|
||||
}
|
||||
};
|
||||
|
||||
toggle.addEventListener("click", () => { open = !open; draw(); });
|
||||
draw();
|
||||
row.appendChild(toggle);
|
||||
row.appendChild(detail);
|
||||
},
|
||||
|
||||
updateUneven() {
|
||||
const players = this.entries
|
||||
.map((entry, index) => ({ id: `P${index + 1}`, contribution: Number(entry.amount) || 0, folded: entry.folded }))
|
||||
.filter(p => p.contribution > 0);
|
||||
|
||||
const pots = PotCalculator.layers(players);
|
||||
const returns = PotCalculator.uncalledReturns(players);
|
||||
|
||||
const host = document.getElementById("unevenPots");
|
||||
const empty = document.getElementById("unevenEmpty");
|
||||
host.innerHTML = "";
|
||||
|
||||
if (pots.length === 0 && returns.length === 0) {
|
||||
empty.hidden = false;
|
||||
empty.textContent = players.length === 0
|
||||
? "Enter what each player put in."
|
||||
: "Nobody left who can win — un-fold whoever should take it.";
|
||||
return;
|
||||
}
|
||||
empty.hidden = true;
|
||||
|
||||
const addRow = (label, amount, who, className, chopWays) => {
|
||||
const row = document.createElement("div");
|
||||
row.className = `unevenPot ${className || ""}`;
|
||||
const name = document.createElement("span");
|
||||
name.className = "unevenPotLabel";
|
||||
name.textContent = label;
|
||||
const value = document.createElement("span");
|
||||
value.className = "unevenPotAmount";
|
||||
value.textContent = Money.format(amount);
|
||||
const eligible = document.createElement("span");
|
||||
eligible.className = "unevenPotWho";
|
||||
eligible.textContent = who;
|
||||
row.appendChild(name);
|
||||
row.appendChild(value);
|
||||
row.appendChild(eligible);
|
||||
host.appendChild(row);
|
||||
|
||||
// Two players tying for a side pot is ordinary, and working out each one's
|
||||
// share meant copying the amount into the other mode by hand — retyping a
|
||||
// number the screen had just worked out, which is a transcription error
|
||||
// waiting to happen with money on it. The chop happens here instead.
|
||||
//
|
||||
// Only offered where it means something: a pot with at least two people
|
||||
// who can win it. Not the uncalled row, which goes back to one player, and
|
||||
// not the total.
|
||||
if (chopWays >= 2) this.addChopControl(row, amount, chopWays);
|
||||
};
|
||||
|
||||
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.join(", "), "", pot.eligible.length));
|
||||
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${ret.id}`, "unevenPotReturn"));
|
||||
|
||||
const total = players.reduce((sum, p) => sum + p.contribution, 0);
|
||||
addRow("On the table", Money.round(total), "", "unevenPotTotal");
|
||||
},
|
||||
|
||||
update() {
|
||||
if (this.mode === "uneven") {
|
||||
this.updateUneven();
|
||||
return;
|
||||
}
|
||||
|
||||
const potValue = Number(this.potInput.value);
|
||||
const pot = Number.isNaN(potValue) ? 0 : potValue;
|
||||
this.clearPotBtn.hidden = this.potInput.value === "";
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,178 @@
|
||||
// The long-press menu on a seat. Everything a dealer does to one player mid-hand,
|
||||
// one press and one tap away, without opening the full editor and without hunting
|
||||
// for whose turn it is in the action bar.
|
||||
const SeatMenu = {
|
||||
state: null,
|
||||
hooks: null,
|
||||
seatIndex: null,
|
||||
|
||||
mode: null,
|
||||
|
||||
open(state, hooks, seatIndex) {
|
||||
this.state = state;
|
||||
this.hooks = hooks;
|
||||
this.seatIndex = seatIndex;
|
||||
// Always the action list, never whatever the sheet was showing when it last
|
||||
// closed — a seat menu that opens on a list of chairs is a menu that lost the
|
||||
// dealer's place.
|
||||
this.mode = null;
|
||||
this.render();
|
||||
document.getElementById("seatMenuOverlay").hidden = false;
|
||||
},
|
||||
|
||||
close() {
|
||||
document.getElementById("seatMenuOverlay").hidden = true;
|
||||
},
|
||||
|
||||
// Only the actions that make sense for this seat right now — a folded player has
|
||||
// nothing to go all-in with, and an empty chair has nothing to fold.
|
||||
actionsFor(player, index) {
|
||||
const actions = [];
|
||||
const dealtIn = player.inHand;
|
||||
const live = dealtIn && !player.folded;
|
||||
|
||||
if (live) {
|
||||
actions.push({ label: "Fold", className: "menuDanger", run: () => this.hooks.fold(index) });
|
||||
actions.push({ label: "All-in", className: "menuAccent", run: () => this.hooks.allIn(index) });
|
||||
} else if (dealtIn && player.folded) {
|
||||
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),
|
||||
});
|
||||
|
||||
// An empty chair with people waiting: the dealer taps the chair somebody is
|
||||
// about to sit in, which is what their hand is doing anyway. Only the front of
|
||||
// the queue is offered, for the same reason the panel only offers them — a list
|
||||
// that isn't kept in order is just a pile of names.
|
||||
const waiting = (this.state.waitingList || [])[0];
|
||||
const emptyChair = !HoldemState.seatInPlay(player);
|
||||
if (waiting && emptyChair) {
|
||||
actions.push({
|
||||
label: `Seat ${waiting.name}`,
|
||||
className: "menuAccent",
|
||||
run: () => this.hooks.seatWaiting(waiting.id, index),
|
||||
});
|
||||
}
|
||||
|
||||
// Leaving for the night, which is a different thing from sitting out a hand:
|
||||
// the chips go back over the rail and the chair opens. Offered only for a seat
|
||||
// that has somebody in it, since an empty chair has nobody to pay.
|
||||
if (HoldemState.seatInPlay(player)) {
|
||||
actions.push({ label: "Cash out…", run: () => this.hooks.cashOut(index) });
|
||||
}
|
||||
|
||||
if (!this.state.dedicatedDealer && index !== this.state.dealerSeatIndex) {
|
||||
actions.push({ label: "Give the button", run: () => this.hooks.makeDealer(index) });
|
||||
}
|
||||
|
||||
// Naming a blind by hand. Only offered while nothing but the blinds are in —
|
||||
// once somebody has called, moving a blind would mean unpicking a bet that
|
||||
// has already been answered, and that's a decision for the dealer's mouth,
|
||||
// not a menu item. Which blind a seat already has is shown rather than
|
||||
// offered again.
|
||||
if (dealtIn && Betting.onlyBlindsIn(this.state)) {
|
||||
const blinds = HoldemState.getBlindSeats(this.state);
|
||||
if (blinds.sbIndex !== index) {
|
||||
actions.push({ label: "Make small blind", run: () => this.hooks.assignBlind(index, "sb") });
|
||||
}
|
||||
if (blinds.bbIndex !== index) {
|
||||
actions.push({ label: "Make big blind", run: () => this.hooks.assignBlind(index, "bb") });
|
||||
}
|
||||
if (this.state.blindOverride) {
|
||||
actions.push({ label: "Blinds follow the button again", run: () => this.hooks.clearBlindOverride() });
|
||||
}
|
||||
}
|
||||
|
||||
// Changing chairs was drag-and-drop only, and HTML5 drag events are never
|
||||
// generated from a touch screen — so on the device this tool is mostly used on,
|
||||
// the "drag to swap seats" the hint advertised did nothing at all. This is the
|
||||
// same move, by the route a thumb can actually take.
|
||||
if (this.state.seats.length > 1) {
|
||||
actions.push({ label: "Move to…", run: () => this.openMovePicker() });
|
||||
}
|
||||
|
||||
actions.push({ label: "Edit seat…", run: () => this.hooks.editSeat(index) });
|
||||
return actions;
|
||||
},
|
||||
|
||||
// The chairs this player could move to. Every other chair: swapping into an empty
|
||||
// one is how a player moves, and swapping with an occupied one is two players
|
||||
// changing places, which is the other half of the same job.
|
||||
destinationsFor(index) {
|
||||
return this.state.seats
|
||||
.map((player, seat) => ({ player, seat }))
|
||||
.filter(entry => entry.seat !== index);
|
||||
},
|
||||
|
||||
openMovePicker() {
|
||||
this.mode = "move";
|
||||
this.render();
|
||||
},
|
||||
|
||||
render() {
|
||||
const player = this.state.seats[this.seatIndex];
|
||||
const title = document.getElementById("seatMenuTitle");
|
||||
const subtitle = document.getElementById("seatMenuSubtitle");
|
||||
const list = document.getElementById("seatMenuActions");
|
||||
list.innerHTML = "";
|
||||
|
||||
if (this.mode === "move") {
|
||||
title.textContent = `Move ${HoldemState.displayName(player, this.seatIndex)} to…`;
|
||||
subtitle.textContent = "Their chips, cards and bet go with them. The button and the blinds stay on the chair.";
|
||||
this.destinationsFor(this.seatIndex).forEach(({ player: other, seat }) => {
|
||||
const btn = document.createElement("button");
|
||||
btn.type = "button";
|
||||
btn.className = "seatMenuBtn";
|
||||
// displayName falls back to "Seat 5" for a chair with nobody in it,
|
||||
// which reads as "Seat 5 — Seat 5". An empty chair says it's empty.
|
||||
const named = (other.name || "").trim();
|
||||
btn.textContent = named ? `Seat ${seat + 1} — ${named}` : `Seat ${seat + 1} — empty`;
|
||||
btn.addEventListener("click", () => {
|
||||
const from = this.seatIndex;
|
||||
this.close();
|
||||
this.hooks.swapSeats(from, seat);
|
||||
});
|
||||
list.appendChild(btn);
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
title.textContent = HoldemState.displayName(player, this.seatIndex);
|
||||
|
||||
const stack = Betting.stackOf(this.state, player);
|
||||
const owed = Betting.toCall(this.state, player);
|
||||
const bits = [];
|
||||
if (stack > 0) bits.push(`${Money.format(stack)} behind`);
|
||||
if (owed > 0) bits.push(`${Money.format(owed)} to call`);
|
||||
subtitle.textContent = bits.join(" · ");
|
||||
|
||||
this.actionsFor(player, this.seatIndex).forEach(action => {
|
||||
const btn = document.createElement("button");
|
||||
btn.type = "button";
|
||||
btn.className = `seatMenuBtn ${action.className || ""}`;
|
||||
btn.textContent = action.label;
|
||||
btn.addEventListener("click", () => {
|
||||
// "Move to…" stays on the sheet and swaps it for the seat list; every
|
||||
// other action is the end of the interaction.
|
||||
if (action.label === "Move to…") {
|
||||
action.run();
|
||||
return;
|
||||
}
|
||||
this.close();
|
||||
action.run();
|
||||
});
|
||||
list.appendChild(btn);
|
||||
});
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = SeatMenu;
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
// Who hands cash to whom at the end of the night.
|
||||
//
|
||||
// The standings panel already works out what everyone is up or down. It then stopped,
|
||||
// which leaves the dealer with six signed numbers at 2am and the actual job still to
|
||||
// do: turning them into payments. That's the step people get wrong — not the poker.
|
||||
//
|
||||
// Everything is done in cents. A settlement that has to come out exactly right is the
|
||||
// last place to let a float land on 41.99999999.
|
||||
const SettleUp = {
|
||||
// Largest debt against largest win, repeatedly. It's greedy rather than optimal,
|
||||
// and for this problem that's the right trade: finding the true minimum number of
|
||||
// transfers is NP-hard, while this is guaranteed to need at most one payment fewer
|
||||
// than there are people, and each payment it does emit clears somebody out of the
|
||||
// list entirely. A dealer wants a short list they can read down, not a proof.
|
||||
//
|
||||
// Payers are the outer loop so that everything one person owes is printed together
|
||||
// — the list is read out loud, one player at a time.
|
||||
plan(standings) {
|
||||
const owed = [];
|
||||
const owing = [];
|
||||
|
||||
(standings || []).forEach(row => {
|
||||
const cents = Money.toCents(row.cashPosition);
|
||||
if (cents > 0) owed.push({ name: row.name, cents });
|
||||
else if (cents < 0) owing.push({ name: row.name, cents: -cents });
|
||||
});
|
||||
|
||||
owed.sort((a, b) => b.cents - a.cents || a.name.localeCompare(b.name));
|
||||
owing.sort((a, b) => b.cents - a.cents || a.name.localeCompare(b.name));
|
||||
|
||||
const payments = [];
|
||||
let creditor = 0;
|
||||
owing.forEach(payer => {
|
||||
while (payer.cents > 0 && creditor < owed.length) {
|
||||
const taker = owed[creditor];
|
||||
const amount = Math.min(payer.cents, taker.cents);
|
||||
payments.push({ from: payer.name, to: taker.name, amount: Money.fromCents(amount) });
|
||||
payer.cents -= amount;
|
||||
taker.cents -= amount;
|
||||
if (taker.cents === 0) creditor++;
|
||||
}
|
||||
});
|
||||
|
||||
// What's left over when the chips on the table don't match the cash that came
|
||||
// in. It is never a rounding artifact — the arithmetic is integer cents — so it
|
||||
// is always the thing the bank check is already warning about: a rebuy nobody
|
||||
// wrote down, or a miscount. Reported rather than quietly spread across the
|
||||
// payments, because inventing a transfer to make the columns agree is how a
|
||||
// real person ends up short.
|
||||
const unpaid = Money.fromCents(owed.reduce((sum, row) => sum + row.cents, 0));
|
||||
const unspent = Money.fromCents(owing.reduce((sum, row) => sum + row.cents, 0));
|
||||
|
||||
return {
|
||||
payments,
|
||||
// Only one of these can be non-zero: either there are more chips than cash
|
||||
// or less, never both.
|
||||
shortBy: unpaid,
|
||||
overBy: unspent,
|
||||
balanced: unpaid === 0 && unspent === 0,
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = SettleUp;
|
||||
}
|
||||
@@ -0,0 +1,97 @@
|
||||
// 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",
|
||||
},
|
||||
|
||||
// What each one does, in a dealer's words, for the legend in the sidebar.
|
||||
//
|
||||
// Lives beside KEYS because the two must not drift: F, C and R are printed on the
|
||||
// buttons they drive, but A and U were on nothing at all — a dealer who learned
|
||||
// the first three from the bar had no way to find out the other two existed. A
|
||||
// shortcut with no line here is a shortcut nobody can find, and there's a test
|
||||
// that says so.
|
||||
LEGEND: [
|
||||
{ keys: ["F"], action: "fold", what: "Fold" },
|
||||
{ keys: ["C"], action: "checkOrCall", what: "Check, or call the bet" },
|
||||
{ keys: ["R"], action: "raise", what: "Open the amount pad to bet or raise" },
|
||||
{ keys: ["A"], action: "allIn", what: "Put this player all-in" },
|
||||
{ keys: ["U"], action: "undo", what: "Take back the last action" },
|
||||
{ keys: ["Space", "Enter"], action: "advance", what: "Deal, or move to the next street" },
|
||||
{ keys: ["Esc"], action: "cancel", what: "Close the amount pad without betting" },
|
||||
],
|
||||
|
||||
mount(handlers) {
|
||||
this.handlers = handlers;
|
||||
document.addEventListener("keydown", e => this.onKey(e));
|
||||
},
|
||||
|
||||
// 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. Asking the document which overlays
|
||||
// are open, rather than listing them, means a sheet added later can't quietly
|
||||
// start letting "f" fold the table behind it — the same reason Modal watches for
|
||||
// them instead of being told about each one.
|
||||
overlayOpen() {
|
||||
return [...document.querySelectorAll('[id$="Overlay"]')].some(el => !el.hidden);
|
||||
},
|
||||
|
||||
// Enter and Space are how a keyboard presses the control it is already sitting on.
|
||||
// Claiming them for "advance" didn't just block that press — it ran a different
|
||||
// action instead. Measured: Tab to Resolve Pot, press Enter, and the table dealt
|
||||
// the next hand. Space on the same button worked, because "advance" happened to
|
||||
// decline that time and the browser's own activation got through. A control that
|
||||
// does something else every other press is worse than one that does nothing.
|
||||
//
|
||||
// Only these two keys are handed back. The letter shortcuts stay live with a
|
||||
// button focused, because a button does nothing with "f" and the dealer's hand
|
||||
// shouldn't have to leave them.
|
||||
focusedControlOwnsKey(key) {
|
||||
if (key !== "enter" && key !== " ") return false;
|
||||
const el = document.activeElement;
|
||||
return !!(el && el.matches && el.matches('button, [role="button"], a[href], summary'));
|
||||
},
|
||||
|
||||
onKey(e) {
|
||||
if (e.metaKey || e.ctrlKey || e.altKey) return;
|
||||
|
||||
const key = e.key.length === 1 ? e.key.toLowerCase() : e.key.toLowerCase();
|
||||
const action = this.KEYS[key];
|
||||
if (!action) return;
|
||||
|
||||
if (this.focusedControlOwnsKey(key)) return;
|
||||
|
||||
// Escape is the exception: it should still close the raise pad even if focus
|
||||
// happens to be sitting in its amount field.
|
||||
if (this.isTyping() && !(action === "cancel")) return;
|
||||
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;
|
||||
}
|
||||
@@ -7,7 +7,7 @@
|
||||
const SplitCalculator = {
|
||||
// Everything is done in cents to keep 0.1 + 0.2 out of a payout.
|
||||
toCents(amount) {
|
||||
return Math.round((Number(amount) || 0) * 100);
|
||||
return Money.toCents(amount);
|
||||
},
|
||||
|
||||
split(potAmount, ways, chipAmount) {
|
||||
@@ -40,11 +40,11 @@ const SplitCalculator = {
|
||||
|
||||
// Sanity check for the UI: what the split actually hands out has to equal the pot.
|
||||
accountedFor(result) {
|
||||
return (
|
||||
Math.round(result.each * 100) * result.players +
|
||||
Math.round(result.chip * 100) * result.oddChips +
|
||||
Math.round(result.dust * 100)
|
||||
) / 100;
|
||||
return Money.fromCents(
|
||||
Money.toCents(result.each) * result.players +
|
||||
Money.toCents(result.chip) * result.oddChips +
|
||||
Money.toCents(result.dust)
|
||||
);
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,98 @@
|
||||
# Hold'em dealer tests
|
||||
|
||||
Unit tests for the money logic behind `/Casino/TexasHoldem` — the betting engine, the
|
||||
side-pot calculator, the split calculator and the table state.
|
||||
|
||||
```bash
|
||||
node --test tests/holdem/*.test.js
|
||||
```
|
||||
|
||||
No install step, no `package.json`, no dependencies. The browser modules are plain
|
||||
script-tag files that each end with a `module.exports` guard, so Node can require them
|
||||
as-is; `load.js` puts them on `globalThis` under the same names they use to find each
|
||||
other in the page, in the load order from `TexasHoldem.cshtml`.
|
||||
|
||||
## What's covered
|
||||
|
||||
| File | Covers |
|
||||
| --- | --- |
|
||||
| `potCalculator.test.js` | Main and side pots, dead money, uncalled bets, odd-cent distribution |
|
||||
| `betting.test.js` | Blinds, street completion, raises reopening the action, all-in run-outs |
|
||||
| `state.test.js` | Button rotation, which seats post blinds, session standings |
|
||||
| `splitCalculator.test.js` | Chopped pots, odd chips, unmakeable denominations |
|
||||
| `invariants.test.js` | 1000 randomised hands per property (see below) |
|
||||
|
||||
## The layout audit
|
||||
|
||||
The unit tests above cover the money. `uiAudit.js` covers the thing you can only see
|
||||
in a browser: whether a dealer can actually reach every control.
|
||||
|
||||
```bash
|
||||
node tests/holdem/runUiAudit.js # needs Playwright and the site running
|
||||
```
|
||||
|
||||
It checks WCAG AA contrast, touch target sizes, touch-action and tap highlights, that fields stay selectable and are large
|
||||
enough not to trigger iOS zoom, that nothing important is covered or off-screen with
|
||||
no way to scroll to it, that no grid column has collapsed to nothing, and that no
|
||||
text is painted outside its box. It runs over the table, all five overlays and Quick
|
||||
Split, at thirteen viewports from a 360px phone to a 1600px desktop and the same
|
||||
phones on their side — each viewport twice, once with a mouse and once with a thumb.
|
||||
|
||||
That last part, and two of those checks, are newer than this paragraph claiming them.
|
||||
`runAll()` did not include the contrast check at all, and touch targets sat behind an
|
||||
opt-in flag nothing passed, so "the audit is clean" meant nine checks rather than
|
||||
eleven for a long run of rounds. Both were written and tested and simply never called.
|
||||
The mouse/thumb pair matters for the same reason: the 44px rule stands itself down
|
||||
where `hover: hover` says there is a pointer, and a headless desktop browser is a
|
||||
pointer, so a single pass had never measured a touch target at any viewport. Between
|
||||
them they found a 9px seat label at 3.39:1, a 37px-tall amount field and a 30px delete
|
||||
button on Quick Split.
|
||||
|
||||
A check that decides it doesn't apply says so in the output rather than reporting no
|
||||
offenders, which reads identically to a pass. The same goes for the two exemptions
|
||||
that exist: a disabled control, which WCAG itself excuses, and a link inside a
|
||||
sentence, whose size is set by the line it sits in.
|
||||
|
||||
Deliberately not in CI: the unit suite is dependency-free and runs in a second, while
|
||||
this one needs a browser and a running site. Run it after any change that adds or
|
||||
resizes a control. With no Playwright to hand, paste `uiAudit.js` into devtools and
|
||||
call `LayoutAudit.runAll()`.
|
||||
|
||||
The contrast check is built so it cannot report a false positive: backgrounds
|
||||
composite through alpha, and where a gradient is involved every colour stop is tried
|
||||
and the most flattering one used. A finding means the text fails even under the
|
||||
reading most generous to it. Two earlier attempts at this got it wrong in both
|
||||
directions — one read only `background-color` and scored text on a gradient against
|
||||
nothing, the other treated low-alpha stops as opaque — so `uiAudit.js` is checked
|
||||
against known-answer cases before it is believed.
|
||||
|
||||
Touch targets are measured by probing outward with `elementFromPoint` rather than by
|
||||
reading the element box, because the box lies in both directions: a small control can
|
||||
be padded out with a transparent `::after` and respond well beyond its painted size,
|
||||
and a checkbox inside a label is hit by tapping the label. The 44px rule is only
|
||||
enforced where `hover: none` says there's no mouse.
|
||||
|
||||
It exists because these checks were being re-typed into a console every time
|
||||
something changed, and each time they only covered whatever had just been touched.
|
||||
That is how the standings table shipped with a player-name column zero pixels wide
|
||||
and kept it for two rounds.
|
||||
|
||||
## Why the randomised suite exists
|
||||
|
||||
Every correctness bug found in this tool so far has been shape-dependent: blinds posted
|
||||
to empty chairs, the button skipping past players, heads-up acting out of order, an
|
||||
overbet announced as a side pot. None of them show up on a full six-handed table with
|
||||
equal stacks, which is the table anyone writes a fixed example for.
|
||||
|
||||
`invariants.test.js` deals a thousand hands across random seat counts, random empty
|
||||
chairs, random stack depths and random dealer input, and checks the things a dealer
|
||||
would notice being wrong:
|
||||
|
||||
- chips are never created or destroyed during play
|
||||
- the pot breakdown plus the uncalled returns always equal the money that went in
|
||||
- paying the pot out settles it to the cent
|
||||
- once uncalled chips are handed back, nobody is still betting above the whole table
|
||||
- the button and both blinds always land on players who are actually in the hand
|
||||
|
||||
The generator is seeded, so a failure reproduces from the seed printed in the message
|
||||
rather than being a flake to re-run.
|
||||
@@ -0,0 +1,128 @@
|
||||
// Saying who the blind is, before saying "cards".
|
||||
//
|
||||
// A dealer sets the table up out loud — button here, she's the small blind, he's the
|
||||
// big blind — and only then deals. The seat menu offers "Make small blind" for exactly
|
||||
// that, and it was answering by dealing the hand: betting opened, two stacks docked,
|
||||
// the action bar up and waiting on the seat after the big blind. The dealer had said
|
||||
// where the blinds go, and the tool heard "deal".
|
||||
//
|
||||
// The condition it was asking is `onlyBlindsIn`, which means "nothing has happened in
|
||||
// this hand except the blinds" — true of a hand one second old, and equally true of a
|
||||
// table in setup with no cards out and nothing committed. Those two need telling apart,
|
||||
// which is what `blindsArePosted` is for.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
describe("before the deal", () => {
|
||||
test("the blinds are not down, however much the table looks ready", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
|
||||
assert.equal(state.bettingOpen, false);
|
||||
// The old condition, on its own, says yes here — this is the whole bug.
|
||||
assert.equal(Betting.onlyBlindsIn(state), true);
|
||||
assert.equal(Betting.blindsArePosted(state), false);
|
||||
});
|
||||
|
||||
test("a table straight out of setup, with nobody seated, is the same answer", () => {
|
||||
assert.equal(Betting.blindsArePosted(HoldemState.createDefault()), false);
|
||||
});
|
||||
|
||||
test("re-posting would have dealt the hand, which is why it is guarded", () => {
|
||||
// Not a rule, a demonstration: repostBlinds ends in beginHand. Calling it in
|
||||
// setup is the deal, and nothing about naming a blind should reach it.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
|
||||
Betting.repostBlinds(state);
|
||||
assert.equal(state.bettingOpen, true, "chips off two stacks and the action bar up");
|
||||
assert.notEqual(state.actingSeatIndex, null);
|
||||
});
|
||||
|
||||
test("naming a blind moves a badge and no chips", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
// What the seat menu does: pin the override, repost only if the blinds are down.
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
|
||||
|
||||
assert.equal(state.bettingOpen, false, "still setup — the dealer hasn't dealt");
|
||||
assert.equal(state.actingSeatIndex, null, "nobody is being asked to act");
|
||||
assert.deepEqual(state.seats.map(p => Betting.committed(p)), [0, 0, 0, 0, 0, 0]);
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
|
||||
// And the badges say what the dealer just said.
|
||||
const blinds = HoldemState.getBlindSeats(state);
|
||||
assert.equal(blinds.sbIndex, 3);
|
||||
assert.equal(blinds.bbIndex, 0);
|
||||
});
|
||||
|
||||
test("and the hand that follows posts from where they were aimed", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(Betting.committed(state.seats[3]), 1);
|
||||
assert.equal(Betting.committed(state.seats[0]), 2);
|
||||
});
|
||||
|
||||
test("giving the button away is a marker moving too", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
const willRepost = Betting.blindsArePosted(state);
|
||||
state.dealerSeatIndex = 2;
|
||||
if (willRepost) Betting.repostBlinds(state);
|
||||
|
||||
assert.equal(willRepost, false);
|
||||
assert.equal(state.bettingOpen, false);
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
});
|
||||
|
||||
describe("once the hand is dealt", () => {
|
||||
test("the blinds are down, and re-aiming them moves real chips", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
const before = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
assert.equal(Betting.blindsArePosted(state), true);
|
||||
assert.equal(Betting.committed(state.seats[1]), 1);
|
||||
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
|
||||
|
||||
assert.equal(Betting.committed(state.seats[1]), 0, "the old small blind got their chip back");
|
||||
assert.equal(Betting.committed(state.seats[3]), 1);
|
||||
assert.equal(Betting.committed(state.seats[0]), 2);
|
||||
assert.equal(chipsOnTable(state), before, "no chips created or lost in the shuffle");
|
||||
});
|
||||
|
||||
test("but not once somebody has answered them", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
assert.equal(Betting.blindsArePosted(state), false, "there is a call to unpick now");
|
||||
});
|
||||
|
||||
test("nor on a later street", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
state.street = "flop";
|
||||
assert.equal(Betting.blindsArePosted(state), false);
|
||||
});
|
||||
|
||||
test("and a misdealt hand goes back to being a table in setup", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(Betting.blindsArePosted(state), false, "nothing is posted until the dealer deals again");
|
||||
});
|
||||
|
||||
test("as does a hand that has been paid out", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.sweepToHandTotals(state);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(Betting.blindsArePosted(state), false);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,98 @@
|
||||
// Who the felt marks "ALL IN".
|
||||
//
|
||||
// The mark's whole value is that a dealer can scan the ring and see who can still be
|
||||
// bet at, so the test that matters most is the last one: the seats it marks are
|
||||
// exactly the seats the betting round refuses to ask for another chip.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
test("a player who moved all-in is marked", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
|
||||
state.seats[3].stack = 12;
|
||||
Betting.beginHand(state);
|
||||
Betting.allIn(state, state.actingSeatIndex);
|
||||
|
||||
assert.equal(Betting.isAllIn(state, state.seats[3]), true);
|
||||
assert.equal(state.seats[3].stack, 0);
|
||||
});
|
||||
|
||||
test("a player with chips behind is not", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
Betting.beginHand(state);
|
||||
assert.equal(Betting.isAllIn(state, state.seats[0]), false);
|
||||
assert.equal(Betting.isAllIn(state, state.seats[1]), false);
|
||||
});
|
||||
|
||||
test("a busted player who was dealt in but has put nothing in is not", () => {
|
||||
// An empty stack alone isn't all-in — it's someone who shouldn't have been dealt
|
||||
// in. Calling that "ALL IN" on the felt would be a lie about a live pot.
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[2].stack = 0;
|
||||
assert.equal(Betting.isAllIn(state, state.seats[2]), false);
|
||||
});
|
||||
|
||||
test("a folded player with an empty stack is not", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[1].committed = 5;
|
||||
state.seats[1].stack = 0;
|
||||
state.seats[1].folded = true;
|
||||
assert.equal(Betting.isAllIn(state, state.seats[1]), false);
|
||||
});
|
||||
|
||||
test("an empty chair is not", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
assert.equal(Betting.isAllIn(state, state.seats[4]), false);
|
||||
});
|
||||
|
||||
test("a seat with no stack of its own falls back to the table's and isn't marked", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
|
||||
state.defaultStack = 200;
|
||||
state.seats[2].stack = null;
|
||||
state.seats[2].committed = 10;
|
||||
assert.equal(Betting.isAllIn(state, state.seats[2]), false);
|
||||
});
|
||||
|
||||
test("the seats marked are exactly the ones the action passes over", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
|
||||
state.seats[1].stack = 8;
|
||||
state.seats[3].stack = 30;
|
||||
Betting.beginHand(state);
|
||||
|
||||
// Everyone in, two of them for less than the others can cover.
|
||||
for (let step = 0; step < 4; step++) Betting.allIn(state, state.actingSeatIndex);
|
||||
|
||||
const marked = state.seats
|
||||
.map((player, index) => (Betting.isAllIn(state, player) ? index : null))
|
||||
.filter(index => index !== null);
|
||||
const skipped = state.seats
|
||||
.map((player, index) =>
|
||||
player.inHand && !player.folded && Betting.nextToAct(state, index - 1) !== index ? index : null)
|
||||
.filter(index => index !== null);
|
||||
|
||||
assert.deepEqual(marked, skipped);
|
||||
assert.ok(marked.length > 0, "the scenario should actually produce all-in players");
|
||||
});
|
||||
|
||||
test("nobody is marked once the next hand starts", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[2].stack = 5;
|
||||
Betting.beginHand(state);
|
||||
Betting.allIn(state, state.actingSeatIndex);
|
||||
assert.ok(state.seats.some(player => Betting.isAllIn(state, player)));
|
||||
|
||||
// The short stack got there by winning nothing; give them chips back the way a
|
||||
// dealer would before the next deal.
|
||||
HoldemState.startNextHand(state);
|
||||
state.seats[2].stack = 50;
|
||||
assert.equal(state.seats.filter(player => Betting.isAllIn(state, player)).length, 0);
|
||||
});
|
||||
|
||||
test("marking nobody doesn't move a chip", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
|
||||
state.seats[3].stack = 12;
|
||||
Betting.beginHand(state);
|
||||
const before = chipsOnTable(state);
|
||||
state.seats.forEach(player => Betting.isAllIn(state, player));
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
@@ -0,0 +1,135 @@
|
||||
// What the tool says out loud between taps.
|
||||
//
|
||||
// The action bar carried `aria-live="polite"` on the element whose entire contents
|
||||
// render() rebuilds every action, so a screen reader read the whole bar after every
|
||||
// single tap. Measured, after one:
|
||||
//
|
||||
// "PRE-FLOP Pot $15 9 players Bob · $250 behind 0:00 ↶ dealing the hand U
|
||||
// Fold Call $10 Raise"
|
||||
//
|
||||
// Nothing in that is wrong. It is just unusable at the speed a hand is dealt, and it
|
||||
// is the documented anti-pattern: a live region has to be a stable element whose text
|
||||
// changes, not a container that gets replaced.
|
||||
//
|
||||
// What a dealer running this by ear needs is who is on the clock and what it costs
|
||||
// them. These are the sentences.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { ActionBar, Betting, HoldemState, makeTable } = require("./load");
|
||||
|
||||
const barOn = (state) => {
|
||||
ActionBar.state = state;
|
||||
ActionBar.lastAnnouncement = undefined;
|
||||
return ActionBar;
|
||||
};
|
||||
|
||||
describe("before the cards are out", () => {
|
||||
test("a table that could be dealt says so", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
|
||||
assert.equal(barOn(state).announcement(), "Ready to deal.");
|
||||
});
|
||||
|
||||
test("and an empty table says what it is, rather than nothing", () => {
|
||||
// This used to announce "" — silence being the honest answer when the bar was
|
||||
// hidden on a table nobody was sitting at. The bar isn't hidden any more: an
|
||||
// empty table is the one state a dealer meets before they know how any of this
|
||||
// works, so it says so and offers the next step.
|
||||
const state = HoldemState.createDefault();
|
||||
assert.equal(barOn(state).announcement(), "Nobody's at the table yet.");
|
||||
});
|
||||
|
||||
test("and a table with one named player has moved on from that", () => {
|
||||
const state = HoldemState.createDefault();
|
||||
state.seats[0].name = "Ann";
|
||||
assert.notEqual(barOn(state).announcement(), "Nobody's at the table yet.");
|
||||
});
|
||||
});
|
||||
|
||||
describe("while a hand is running", () => {
|
||||
const dealt = () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
|
||||
state.seats.forEach((p, i) => { p.name = ["Ann", "Ben", "Cal", "Dee"][i] || ""; });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
test("names who is on the clock, what it costs, and the pot", () => {
|
||||
const state = dealt();
|
||||
const said = barOn(state).announcement();
|
||||
assert.match(said, /to act/);
|
||||
assert.match(said, /\$2 to call/);
|
||||
assert.match(said, /Pot \$3\./);
|
||||
});
|
||||
|
||||
test("it is the seat that is actually acting, not the one after it", () => {
|
||||
const state = dealt();
|
||||
const name = HoldemState.displayName(state.seats[state.actingSeatIndex], state.actingSeatIndex);
|
||||
assert.ok(barOn(state).announcement().startsWith(name + " to act"));
|
||||
});
|
||||
|
||||
test("says checked to them rather than $0 to call", () => {
|
||||
// A number nobody owes is a number a dealer has to stop and parse.
|
||||
const state = dealt();
|
||||
state.currentBet = 0;
|
||||
assert.match(barOn(state).announcement(), /checked to them/);
|
||||
assert.doesNotMatch(barOn(state).announcement(), /\$0 to call/);
|
||||
});
|
||||
|
||||
test("a street with nobody left to act says the street is done", () => {
|
||||
const state = dealt();
|
||||
state.actingSeatIndex = null;
|
||||
state.street = "flop";
|
||||
assert.equal(barOn(state).announcement(), "Flop betting is done.");
|
||||
});
|
||||
|
||||
test("and a finished hand points at the pot", () => {
|
||||
const state = dealt();
|
||||
state.seats.forEach((p, i) => { if (i !== 0) p.folded = true; });
|
||||
assert.equal(Betting.isHandOver(state), true);
|
||||
assert.equal(barOn(state).announcement(), "Hand over. Resolve the pot.");
|
||||
});
|
||||
});
|
||||
|
||||
describe("how often it speaks", () => {
|
||||
// A live region that is handed the same sentence twice reads it out twice, and
|
||||
// render() runs for a great many reasons that have nothing to do with whose turn
|
||||
// it is — a resize, a panel opening, a note being typed.
|
||||
const stubTarget = () => {
|
||||
const el = { textContent: "" };
|
||||
global.document = { getElementById: id => (id === "actionAnnouncer" ? el : null) };
|
||||
return el;
|
||||
};
|
||||
|
||||
test("says nothing new when nothing changed", () => {
|
||||
const el = stubTarget();
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
|
||||
Betting.beginHand(state);
|
||||
const bar = barOn(state);
|
||||
|
||||
bar.announce();
|
||||
const first = el.textContent;
|
||||
assert.ok(first.length > 0);
|
||||
|
||||
el.textContent = "CLEARED"; // if announce() writes again, this comes back
|
||||
bar.announce();
|
||||
assert.equal(el.textContent, "CLEARED", "the same sentence was not written twice");
|
||||
delete global.document;
|
||||
});
|
||||
|
||||
test("but does when the action moves", () => {
|
||||
const el = stubTarget();
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
|
||||
Betting.beginHand(state);
|
||||
const bar = barOn(state);
|
||||
|
||||
bar.announce();
|
||||
const first = el.textContent;
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
bar.announce();
|
||||
|
||||
assert.notEqual(el.textContent, first);
|
||||
assert.match(el.textContent, /to act/);
|
||||
delete global.document;
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,175 @@
|
||||
// Chips the pot was priced with that nobody actually paid.
|
||||
//
|
||||
// There are two ways a contribution gets into this tool. Tapping the action moves
|
||||
// chips: the bet leaves the stack, sits in front of the player, and is swept into their
|
||||
// hand total at the end of the street. The other is the "without live betting" panel —
|
||||
// a base pot amount, or chips counted out on a seat — where the dealer is recording a
|
||||
// hand they are watching rather than driving, and nothing ever leaves a stack.
|
||||
//
|
||||
// The pot wizard prices both the same way and awarding it credits the winner, so in
|
||||
// that second mode the table simply grew.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, Betting, HoldemState, chipsOnTable } = require("./load");
|
||||
|
||||
const basePotTable = (base = 50, stack = 200) => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 4);
|
||||
state.basePotAmount = base;
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].inHand = true;
|
||||
state.seats[i].stack = stack;
|
||||
state.seats[i].buyIns = stack;
|
||||
});
|
||||
return state;
|
||||
};
|
||||
|
||||
const pricedPot = (state) => state.seats.reduce(
|
||||
(sum, p) => sum + HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount), 0);
|
||||
|
||||
describe("what nobody paid", () => {
|
||||
test("comes off the stacks that owe it", () => {
|
||||
const state = basePotTable();
|
||||
const collected = Betting.collectAssumedContributions(state);
|
||||
assert.equal(collected.total, 150);
|
||||
assert.deepEqual(collected.taken.map(row => row.name), ["Ann", "Ben", "Cal"]);
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.stack), [150, 150, 150]);
|
||||
});
|
||||
|
||||
test("and lands where the rest of the tool looks for chips in the middle", () => {
|
||||
const state = basePotTable();
|
||||
Betting.collectAssumedContributions(state);
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.amountOverride), [50, 50, 50]);
|
||||
assert.equal(HoldemState.unresolvedContributions(state), 150);
|
||||
});
|
||||
|
||||
test("chips counted out on a seat are money too", () => {
|
||||
const state = basePotTable(0);
|
||||
state.seats[0].chipCounts = { red: 4 }; // four $5 chips
|
||||
const collected = Betting.collectAssumedContributions(state);
|
||||
assert.equal(collected.total, 20);
|
||||
assert.equal(state.seats[0].stack, 180);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what has already been paid", () => {
|
||||
test("a live bet is left exactly alone", () => {
|
||||
const state = basePotTable(0);
|
||||
state.smallBlind = 5;
|
||||
state.bigBlind = 10;
|
||||
Betting.beginHand(state);
|
||||
const before = state.seats.map(p => Betting.stackOf(state, p));
|
||||
|
||||
const collected = Betting.collectAssumedContributions(state);
|
||||
assert.equal(collected.total, 0, "the blinds are already off their stacks");
|
||||
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
|
||||
});
|
||||
|
||||
test("nor is a swept street taken a second time", () => {
|
||||
const state = basePotTable(0);
|
||||
state.smallBlind = 5;
|
||||
state.bigBlind = 10;
|
||||
Betting.beginHand(state);
|
||||
Betting.sweepToHandTotals(state);
|
||||
const before = state.seats.map(p => Betting.stackOf(state, p));
|
||||
|
||||
assert.equal(Betting.collectAssumedContributions(state).total, 0);
|
||||
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
|
||||
});
|
||||
|
||||
test("a base pot on top of a live bet only collects the difference", () => {
|
||||
// The base pot says "assume everyone is in for fifty". Somebody who has already
|
||||
// put twenty in owes thirty of it, not fifty.
|
||||
const state = basePotTable(50);
|
||||
state.seats[0].committed = 20;
|
||||
state.seats[0].stack = 180;
|
||||
const collected = Betting.collectAssumedContributions(state);
|
||||
const ann = collected.taken.find(row => row.name === "Ann");
|
||||
assert.equal(ann.amount, 30);
|
||||
assert.equal(state.seats[0].stack, 150, "fifty in the middle, either way");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it will not do", () => {
|
||||
test("take more than a player is holding", () => {
|
||||
const state = basePotTable(50);
|
||||
state.seats[1].stack = 20;
|
||||
Betting.collectAssumedContributions(state);
|
||||
assert.equal(state.seats[1].stack, 0, "all of it, and no further");
|
||||
assert.equal(state.seats[1].amountOverride, 20);
|
||||
});
|
||||
|
||||
test("touch an empty chair", () => {
|
||||
const state = basePotTable();
|
||||
const before = { ...state.seats[3] };
|
||||
Betting.collectAssumedContributions(state);
|
||||
assert.equal(state.seats[3].stack, before.stack);
|
||||
assert.equal(state.seats[3].amountOverride, before.amountOverride);
|
||||
});
|
||||
|
||||
test("or a seat that isn't in the hand", () => {
|
||||
// The base pot stands in for "everyone put the same in", and somebody sitting
|
||||
// out did not.
|
||||
const state = basePotTable();
|
||||
state.seats[2].inHand = false;
|
||||
const collected = Betting.collectAssumedContributions(state);
|
||||
assert.deepEqual(collected.taken.map(row => row.name), ["Ann", "Ben"]);
|
||||
assert.equal(state.seats[2].stack, 200);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the whole hand", () => {
|
||||
test("conserves the chips on the table, which it did not before", () => {
|
||||
const state = basePotTable();
|
||||
const total = chipsOnTable(state);
|
||||
const pot = pricedPot(state);
|
||||
|
||||
Betting.collectAssumedContributions(state);
|
||||
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: pot }]);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), total, "six hundred before, six hundred after");
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.stack), [300, 150, 150]);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("and the bank check stays balanced all the way through", () => {
|
||||
const state = basePotTable();
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
Betting.collectAssumedContributions(state);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true, "chips are in the middle, not gone");
|
||||
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: 150 }]);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("a live-betting hand is unchanged by any of this", () => {
|
||||
const state = basePotTable(0);
|
||||
state.smallBlind = 5;
|
||||
state.bigBlind = 10;
|
||||
const total = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
[3, 0, 1, 2].forEach(() => { if (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex); });
|
||||
Betting.sweepToHandTotals(state);
|
||||
const pot = HoldemState.unresolvedContributions(state);
|
||||
|
||||
Betting.collectAssumedContributions(state);
|
||||
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: pot }]);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), total);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("collecting twice takes nothing the second time", () => {
|
||||
// The pot wizard can be opened, cancelled and opened again.
|
||||
const state = basePotTable();
|
||||
Betting.collectAssumedContributions(state);
|
||||
const stacks = state.seats.map(p => p.stack);
|
||||
const again = Betting.collectAssumedContributions(state);
|
||||
assert.equal(again.total, 0);
|
||||
assert.deepEqual(state.seats.map(p => p.stack), stacks);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,108 @@
|
||||
// The sums the contrast check runs on, tested away from a browser.
|
||||
//
|
||||
// The check itself needs a page to look at, but the arithmetic underneath it doesn't —
|
||||
// and the arithmetic is the part that decides whether a real fault is reported or
|
||||
// waved through. Faded text used to be filed as "not checked" rather than measured;
|
||||
// this is the compositing that replaced that.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const LayoutAudit = require("./uiAudit");
|
||||
|
||||
const WHITE = { r: 255, g: 255, b: 255, a: 1 };
|
||||
const BLACK = { r: 0, g: 0, b: 0, a: 1 };
|
||||
const PAGE = { r: 28, g: 28, b: 28, a: 1 }; // the felt page behind everything
|
||||
const PUCK = { r: 44, g: 44, b: 44, a: 1 }; // a seat's own background
|
||||
|
||||
describe("the ratio itself", () => {
|
||||
test("black on white is the full 21:1, either way round", () => {
|
||||
assert.ok(Math.abs(LayoutAudit.contrastRatio(BLACK, WHITE) - 21) < 0.01);
|
||||
assert.ok(Math.abs(LayoutAudit.contrastRatio(WHITE, BLACK) - 21) < 0.01);
|
||||
});
|
||||
|
||||
test("a colour against itself is 1:1", () => {
|
||||
assert.ok(Math.abs(LayoutAudit.contrastRatio(PUCK, PUCK) - 1) < 0.001);
|
||||
});
|
||||
});
|
||||
|
||||
describe("text on a box that is being faded", () => {
|
||||
// opacity on a box fades the box and its text together onto whatever is behind
|
||||
// it — so a dimmed seat is not grey text on a dark puck, it is a faded puck and
|
||||
// faded text both landing on the page.
|
||||
const fade = alpha => ({ alpha, behind: PAGE });
|
||||
|
||||
test("at full strength nothing is composited", () => {
|
||||
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 1, behind: PAGE });
|
||||
assert.deepEqual(painted.fg, WHITE);
|
||||
assert.deepEqual(painted.bg, PUCK);
|
||||
});
|
||||
|
||||
test("fading moves both the text and its background, not just the text", () => {
|
||||
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
|
||||
assert.ok(painted.fg.r < WHITE.r, "the text dims");
|
||||
assert.ok(painted.bg.r < PUCK.r, "and so does what it sits on");
|
||||
assert.ok(painted.bg.r > PAGE.r, "but not all the way to the page");
|
||||
});
|
||||
|
||||
test("which is what stops a fade being reported as a fault it isn't", () => {
|
||||
// Dimming light text on a dark puck over a dark page costs contrast, but far
|
||||
// less than measuring the faded text against the *unfaded* puck would claim.
|
||||
const honest = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
|
||||
const wrong = { fg: LayoutAudit.over({ ...WHITE, a: 0.7 }, PUCK), bg: PUCK };
|
||||
assert.ok(LayoutAudit.contrastRatio(honest.fg, honest.bg) >
|
||||
LayoutAudit.contrastRatio(wrong.fg, wrong.bg));
|
||||
});
|
||||
|
||||
test("a fade all the way out lands everything on the page behind", () => {
|
||||
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0));
|
||||
assert.deepEqual(painted.fg, PAGE);
|
||||
assert.deepEqual(painted.bg, PAGE);
|
||||
});
|
||||
|
||||
test("with nothing known to be behind it, the fade is left alone", () => {
|
||||
// Better to measure the unfaded pair than to invent a backdrop.
|
||||
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 0.5, behind: null });
|
||||
assert.deepEqual(painted.fg, WHITE);
|
||||
assert.deepEqual(painted.bg, PUCK);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a fade makes small grey text worse, which is the fault it went looking for", () => {
|
||||
// Deliberately not asserting a particular CSS colour here: the page's own greys are
|
||||
// measured in the browser, against the real gradients, where they live. What this
|
||||
// pins is the direction — that dimming a box costs its text contrast, which is why
|
||||
// filing faded text as "not checked" hid faults rather than avoiding false ones.
|
||||
test("the same grey scores lower once its box is dimmed", () => {
|
||||
const grey = LayoutAudit.parseColour("rgb(138, 138, 138)");
|
||||
const solid = LayoutAudit.asPainted(grey, PUCK, { alpha: 1, behind: PAGE });
|
||||
const dimmed = LayoutAudit.asPainted(grey, PUCK, { alpha: 0.7, behind: PAGE });
|
||||
assert.ok(LayoutAudit.contrastRatio(dimmed.fg, dimmed.bg) <
|
||||
LayoutAudit.contrastRatio(solid.fg, solid.bg));
|
||||
});
|
||||
|
||||
test("and a lighter grey scores higher at the same fade", () => {
|
||||
const at = colour => {
|
||||
const painted = LayoutAudit.asPainted(LayoutAudit.parseColour(colour), PUCK, { alpha: 0.7, behind: PAGE });
|
||||
return LayoutAudit.contrastRatio(painted.fg, painted.bg);
|
||||
};
|
||||
assert.ok(at("rgb(174, 174, 174)") > at("rgb(138, 138, 138)"));
|
||||
});
|
||||
});
|
||||
|
||||
describe("reading a colour off the page", () => {
|
||||
test("rgb and rgba both come back as numbers", () => {
|
||||
assert.deepEqual(LayoutAudit.parseColour("rgb(1, 2, 3)"), { r: 1, g: 2, b: 3, a: 1 });
|
||||
assert.deepEqual(LayoutAudit.parseColour("rgba(1, 2, 3, 0.5)"), { r: 1, g: 2, b: 3, a: 0.5 });
|
||||
});
|
||||
|
||||
test("a gradient gives up every stop, because text could be over any of them", () => {
|
||||
const stops = LayoutAudit.gradientStops("linear-gradient(rgb(203, 170, 240), rgb(169, 127, 214))");
|
||||
assert.equal(stops.length, 2);
|
||||
assert.deepEqual(stops[0], { r: 203, g: 170, b: 240, a: 1 });
|
||||
assert.deepEqual(stops[1], { r: 169, g: 127, b: 214, a: 1 });
|
||||
});
|
||||
|
||||
test("no background image, no stops", () => {
|
||||
assert.deepEqual(LayoutAudit.gradientStops("none"), []);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,224 @@
|
||||
// The banker's job, which is a different job from the dealer's: every chip on the
|
||||
// table is a promise to pay cash for it later, and somebody has to be able to check
|
||||
// that the promise can be kept before the last two players try to cash out.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, HoldemState, Money, makeTable } = require("./load");
|
||||
|
||||
const seat = (state, index, name, cash, chips) => {
|
||||
const p = state.seats[index];
|
||||
p.name = name; p.inHand = true; p.buyIns = cash; p.stack = chips;
|
||||
return p;
|
||||
};
|
||||
|
||||
describe("everyone with money in the game is accounted for", () => {
|
||||
test("a player who has bought in but played no logged hand still appears", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 100);
|
||||
seat(state, 1, "Ben", 100, 100);
|
||||
seat(state, 2, "Cal", 200, 200); // just sat down
|
||||
|
||||
state.seats[0].amountOverride = 10;
|
||||
state.seats[1].amountOverride = 10;
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 20 }]);
|
||||
state.seats[0].amountOverride = null;
|
||||
state.seats[1].amountOverride = null;
|
||||
|
||||
const names = HoldemState.sessionStandings(state).map(r => r.name);
|
||||
assert.ok(names.includes("Cal"), `Cal handed over $200 and is missing: ${names.join(", ")}`);
|
||||
});
|
||||
|
||||
test("their row reads as no hands played, not as a loss", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 100);
|
||||
seat(state, 1, "Ben", 200, 200);
|
||||
|
||||
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Ben");
|
||||
assert.equal(cal.in, 0);
|
||||
assert.equal(cal.won, 0);
|
||||
assert.equal(cal.net, 0);
|
||||
assert.equal(cal.boughtIn, 200);
|
||||
assert.equal(cal.cashPosition, 0, "level: they've bought chips and still hold them");
|
||||
});
|
||||
|
||||
test("an empty chair is not dragged into the settle-up", () => {
|
||||
const state = makeTable({ seatCount: 9, seated: [0], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 100);
|
||||
const rows = HoldemState.sessionStandings(state);
|
||||
assert.equal(rows.length, 1);
|
||||
});
|
||||
|
||||
test("somebody who has cashed out completely still shows what they took", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 0); // handed every chip back
|
||||
seat(state, 1, "Ben", 100, 200);
|
||||
const ann = HoldemState.sessionStandings(state).find(r => r.name === "Ann");
|
||||
assert.equal(ann.cashPosition, -100, "down the whole buy-in");
|
||||
});
|
||||
});
|
||||
|
||||
describe("does the cash box cover the chips on the table", () => {
|
||||
test("a straight game balances", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 60);
|
||||
seat(state, 1, "Ben", 100, 140);
|
||||
seat(state, 2, "Cal", 100, 100);
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.cashIn, 300);
|
||||
assert.equal(bank.chipsInPlay, 300);
|
||||
assert.equal(bank.difference, 0);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
|
||||
test("chips outrunning the cash box is caught before cash-out", () => {
|
||||
// The 2am failure: the last players out can't be paid.
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 100);
|
||||
seat(state, 1, "Ben", 100, 100);
|
||||
seat(state, 2, "Cal", 100, 260); // took chips for a rebuy nobody wrote down
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.cashIn, 300);
|
||||
assert.equal(bank.chipsInPlay, 460);
|
||||
assert.equal(bank.difference, 160);
|
||||
assert.equal(bank.balanced, false);
|
||||
});
|
||||
|
||||
test("cash taken for chips never handed over is caught too", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
|
||||
seat(state, 0, "Ann", 200, 100); // paid 200, only got 100 in chips
|
||||
seat(state, 1, "Ben", 100, 100);
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.difference, -100);
|
||||
assert.equal(bank.balanced, false);
|
||||
});
|
||||
|
||||
test("chips in the middle still count as chips in play", () => {
|
||||
// Money in the pot is somebody's; it just hasn't been won yet. Leaving it out
|
||||
// would report a shortfall every time a hand was open — which is nearly always.
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
|
||||
|
||||
const before = HoldemState.bankReconciliation(state);
|
||||
assert.equal(before.balanced, true);
|
||||
|
||||
Betting.beginHand(state); // blinds go in
|
||||
Betting.raiseTo(state, 0, 25); // and a raise
|
||||
Betting.sweepToHandTotals(state); // banked into the pot
|
||||
|
||||
const during = HoldemState.bankReconciliation(state);
|
||||
assert.equal(during.balanced, true, "an open pot is not a discrepancy");
|
||||
assert.equal(during.chipsInPlay, before.chipsInPlay);
|
||||
});
|
||||
|
||||
test("a whole session of play never knocks the books out", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
|
||||
|
||||
for (let hand = 0; hand < 6; hand++) {
|
||||
Betting.beginHand(state);
|
||||
Betting.liveSeats(state).forEach(s => {
|
||||
if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index);
|
||||
});
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const pot = HoldemState.totalPot(state);
|
||||
const winner = Betting.liveSeats(state)[0];
|
||||
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
|
||||
HoldemState.recordHand(state, payouts);
|
||||
Betting.creditWinnings(state, payouts);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true, `books off after hand ${hand + 1}`);
|
||||
}
|
||||
});
|
||||
|
||||
test("a rebuy keeps the books straight, a chip grab doesn't", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 100);
|
||||
seat(state, 1, "Ben", 100, 100);
|
||||
|
||||
// A proper rebuy: cash to the banker, chips to the player.
|
||||
state.seats[0].buyIns += 100;
|
||||
state.seats[0].stack += 100;
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
// Chips taken without paying.
|
||||
state.seats[1].stack += 50;
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, false);
|
||||
assert.equal(bank.difference, 50);
|
||||
});
|
||||
|
||||
test("nothing to reconcile before anybody has bought in", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [], stack: 0 });
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.cashIn, 0);
|
||||
assert.equal(bank.chipsInPlay, 0);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
|
||||
test("float dust is not a discrepancy", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
|
||||
seat(state, 0, "Ann", 0.1 + 0.2, 0.3);
|
||||
seat(state, 1, "Ben", 10, 10);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the number the banker counts out", () => {
|
||||
// The standings had two signed columns and neither was an amount to pay. A player
|
||||
// up $140 on a $340 stack read "$140" under a heading saying "Cash out", at the
|
||||
// exact moment somebody was counting money onto the table.
|
||||
test("chips in front is what they are holding, not what they are up", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 340 });
|
||||
state.seats[0].name = "Ann";
|
||||
state.seats[0].buyIns = 200;
|
||||
state.seats[1].buyIns = 200;
|
||||
state.seats[1].stack = 60;
|
||||
|
||||
const rows = HoldemState.sessionStandings(state);
|
||||
const ann = rows.find(r => r.name === "Ann");
|
||||
assert.equal(ann.chipsInFront, 340, "the cash to count out");
|
||||
assert.equal(ann.cashPosition, 140, "and separately, that they are up $140");
|
||||
});
|
||||
|
||||
test("a player who is down still has chips to be handed", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 60 });
|
||||
state.seats[0].name = "Cal";
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
|
||||
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Cal");
|
||||
assert.equal(cal.chipsInFront, 60, "they leave with $60 of chips");
|
||||
assert.equal(cal.cashPosition, -140, "having lost $140 of the $200 they brought");
|
||||
});
|
||||
|
||||
test("chips still out in the middle are counted as theirs", () => {
|
||||
// Cashing out mid-hand isn't a thing, but the panel is read mid-hand constantly
|
||||
// and a stack that drops by the size of a bet looks like money going missing.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 200 });
|
||||
state.seats[0].name = "Dee";
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
Betting.beginHand(state);
|
||||
Betting.raiseTo(state, 0, 50);
|
||||
|
||||
const dee = HoldemState.sessionStandings(state).find(r => r.name === "Dee");
|
||||
assert.equal(dee.chipsInFront, 200, "stack plus what's in the middle for them");
|
||||
assert.equal(dee.cashPosition, 0, "so they are still level");
|
||||
});
|
||||
|
||||
test("chips and up/down always differ by exactly the buy-in", () => {
|
||||
const state = makeTable({ seatCount: 9, seated: [0, 1, 2, 3], stack: 100 });
|
||||
[340, 150, 60, 250].forEach((chips, i) => {
|
||||
state.seats[i].stack = chips;
|
||||
state.seats[i].buyIns = 200 + i * 50;
|
||||
});
|
||||
|
||||
HoldemState.sessionStandings(state).forEach(row => {
|
||||
assert.equal(Money.round(row.chipsInFront - row.boughtIn), row.cashPosition,
|
||||
`${row.name}'s two columns should tell one story`);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,198 @@
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
describe("Betting.beginHand", () => {
|
||||
test("blinds are posted and the seat after the big blind acts first", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0, smallBlind: 1, bigBlind: 2 });
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.seats[1].committed, 1, "small blind");
|
||||
assert.equal(state.seats[2].committed, 2, "big blind");
|
||||
assert.equal(state.currentBet, 2);
|
||||
assert.equal(state.actingSeatIndex, 3, "under the gun");
|
||||
});
|
||||
|
||||
test("heads-up, the button posts the small blind and acts first pre-flop", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.seats[2].committed, 1, "the button is the small blind");
|
||||
assert.equal(state.seats[5].committed, 2);
|
||||
assert.equal(state.actingSeatIndex, 2, "the small blind acts first pre-flop heads-up");
|
||||
});
|
||||
|
||||
test("heads-up, the big blind acts first once the flop is out", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 2);
|
||||
Betting.check(state, 5);
|
||||
Betting.closeStreet(state);
|
||||
|
||||
assert.equal(state.street, "flop");
|
||||
assert.equal(state.actingSeatIndex, 5, "the big blind is first to act after the flop");
|
||||
});
|
||||
|
||||
test("a blind bigger than a stack puts that player all-in without stalling the action", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0, smallBlind: 50, bigBlind: 100 });
|
||||
state.seats[0].stack = 10; // can't cover the small blind
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.seats[0].stack, 0, "all-in for what they had");
|
||||
assert.equal(state.seats[0].committed, 10);
|
||||
assert.notEqual(state.actingSeatIndex, 0, "a player with no chips has nothing to decide");
|
||||
});
|
||||
|
||||
test("posting blinds never invents or destroys chips", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
|
||||
const before = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
});
|
||||
|
||||
describe("Betting street completion", () => {
|
||||
test("a street ends once everyone has matched the bet and had a turn", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
|
||||
Betting.call(state, 3);
|
||||
Betting.call(state, 0);
|
||||
Betting.call(state, 1);
|
||||
assert.equal(Betting.isStreetComplete(state), false, "the big blind still has an option");
|
||||
|
||||
Betting.check(state, 2);
|
||||
assert.equal(Betting.isStreetComplete(state), true);
|
||||
assert.equal(state.actingSeatIndex, null);
|
||||
});
|
||||
|
||||
test("a raise reopens the action for everyone who had already called", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
|
||||
Betting.call(state, 3);
|
||||
Betting.call(state, 0);
|
||||
assert.equal(state.seats[3].hasActed, true);
|
||||
|
||||
Betting.raiseTo(state, 1, 10);
|
||||
assert.equal(state.seats[3].hasActed, false, "seat 3 owes a response again");
|
||||
assert.equal(state.seats[0].hasActed, false);
|
||||
assert.equal(state.currentBet, 10);
|
||||
assert.equal(Betting.isStreetComplete(state), false);
|
||||
});
|
||||
|
||||
test("the action skips a player who is all-in but still in the hand", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
state.seats[3].stack = 5;
|
||||
Betting.beginHand(state);
|
||||
|
||||
Betting.allIn(state, 3);
|
||||
assert.equal(state.seats[3].stack, 0);
|
||||
assert.notEqual(state.actingSeatIndex, 3);
|
||||
// They are still live and can still win the pot.
|
||||
assert.ok(Betting.liveSeats(state).some(s => s.index === 3));
|
||||
});
|
||||
|
||||
test("closing a street sweeps chips into hand totals and resets the bet", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 3);
|
||||
Betting.call(state, 0);
|
||||
Betting.call(state, 1);
|
||||
Betting.check(state, 2);
|
||||
|
||||
const before = chipsOnTable(state);
|
||||
Betting.closeStreet(state);
|
||||
|
||||
assert.equal(state.currentBet, 0);
|
||||
assert.equal(state.street, "flop");
|
||||
assert.equal(chipsOnTable(state), before, "sweeping moves chips, it doesn't change the total");
|
||||
state.seats.forEach(p => assert.equal(p.committed, 0));
|
||||
assert.equal(Betting.handTotal(state.seats[2]), 2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("Betting all-in run-outs", () => {
|
||||
test("with everyone all-in there is nobody left to ask", () => {
|
||||
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 20, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.allIn(state, 2);
|
||||
Betting.allIn(state, 0);
|
||||
Betting.allIn(state, 1);
|
||||
|
||||
assert.equal(Betting.canStillBet(state), false);
|
||||
assert.equal(Betting.isRunningOut(state), true, "the board just gets dealt out");
|
||||
|
||||
Betting.closeStreet(state);
|
||||
assert.equal(state.actingSeatIndex, null, "no phantom action on the flop");
|
||||
});
|
||||
|
||||
test("one player with chips against an all-in cannot bet alone", () => {
|
||||
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
state.seats[1].stack = 5;
|
||||
Betting.beginHand(state);
|
||||
Betting.fold(state, 2);
|
||||
Betting.allIn(state, 0);
|
||||
Betting.allIn(state, 1);
|
||||
|
||||
assert.equal(Betting.canStillBet(state), false);
|
||||
assert.equal(Betting.isHandOver(state), false, "two players are still live for the showdown");
|
||||
});
|
||||
|
||||
test("everyone folding to one player ends the hand", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.fold(state, 3);
|
||||
Betting.fold(state, 0);
|
||||
Betting.fold(state, 1);
|
||||
|
||||
assert.equal(Betting.isHandOver(state), true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("Betting money handling", () => {
|
||||
test("a player can never put in more than they have", () => {
|
||||
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 30, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
const moved = Betting.putIn(state, 0, 500);
|
||||
assert.equal(moved, 30);
|
||||
assert.equal(state.seats[0].stack, 0);
|
||||
});
|
||||
|
||||
test("raise-to is what a dealer says out loud, not raise-by", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.raiseTo(state, 3, 10);
|
||||
assert.equal(state.seats[3].committed, 10, "their street total is 10, not 10 on top");
|
||||
assert.equal(state.seats[3].stack, 90);
|
||||
});
|
||||
|
||||
test("the minimum raise has to match the last one", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
assert.equal(Betting.minRaiseTo(state), 4, "a big blind of 2 makes the first raise 4");
|
||||
|
||||
Betting.raiseTo(state, 3, 10);
|
||||
assert.equal(Betting.minRaiseTo(state), 18, "an 8-chip raise means the next one is to 18");
|
||||
});
|
||||
|
||||
test("winnings land back in front of the player", () => {
|
||||
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.creditWinnings(state, [{ id: state.seats[0].id, amount: 42.5 }]);
|
||||
assert.equal(state.seats[0].stack, 142.5, "the button posts nothing three-handed");
|
||||
});
|
||||
|
||||
test("fractional blinds don't drift into floating-point dust", () => {
|
||||
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 10, smallBlind: 0.1, bigBlind: 0.2 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 0); // button limps
|
||||
Betting.call(state, 1); // small blind completes
|
||||
Betting.check(state, 2); // big blind is happy
|
||||
Betting.closeStreet(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), 30, "0.1 + 0.2 arithmetic didn't lose a chip");
|
||||
assert.equal(Betting.potSoFar(state), 0.6);
|
||||
state.seats.forEach(p => assert.equal(p.stack, 9.8));
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,148 @@
|
||||
// Dealing around a player who busted and hasn't bought back in.
|
||||
//
|
||||
// A home game produces one of these about once an hour. The table used to deal them
|
||||
// in anyway, promise a blind from a seat with nothing to post it with, take it from
|
||||
// nobody, and then sit on a hand that could never finish.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
const postedBy = state =>
|
||||
state.seats
|
||||
.map((player, index) => (player.committed > 0 ? { seat: index + 1, amount: player.committed } : null))
|
||||
.filter(Boolean);
|
||||
|
||||
test("a seat with no chips and nothing in the pot is broke", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[2].stack = 0;
|
||||
assert.deepEqual(Betting.brokeSeats(state), [2]);
|
||||
});
|
||||
|
||||
test("an all-in player is not broke — they have money riding on the hand", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[2].stack = 12;
|
||||
Betting.beginHand(state);
|
||||
Betting.allIn(state, 2);
|
||||
|
||||
assert.equal(Betting.stackOf(state, state.seats[2]), 0);
|
||||
assert.equal(Betting.isAllIn(state, state.seats[2]), true);
|
||||
assert.deepEqual(Betting.brokeSeats(state), []);
|
||||
});
|
||||
|
||||
test("a seat with no stack recorded falls back to the table's and isn't broke", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.defaultStack = 200;
|
||||
state.seats[2].stack = null;
|
||||
assert.deepEqual(Betting.brokeSeats(state), []);
|
||||
});
|
||||
|
||||
test("a chair nobody is sitting in isn't broke, it's empty", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
assert.deepEqual(Betting.brokeSeats(state), []);
|
||||
});
|
||||
|
||||
test("dealing sits the broke seat out and leaves everything else about it alone", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
|
||||
state.seats[2].stack = 0;
|
||||
state.seats[2].name = "Cal";
|
||||
state.seats[2].buyIns = 100;
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.seats[2].inHand, false);
|
||||
assert.equal(state.seats[2].folded, false, "sat out, not folded — they didn't muck anything");
|
||||
assert.equal(state.seats[2].name, "Cal");
|
||||
assert.equal(state.seats[2].buyIns, 100);
|
||||
});
|
||||
|
||||
test("the blinds skip the broke seat and land on players who can post", () => {
|
||||
// Button on seat 1, so the blinds would be seats 2 and 3. Seat 2 is busted.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
state.seats[1].stack = 0;
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.deepEqual(postedBy(state), [
|
||||
{ seat: 3, amount: state.smallBlind },
|
||||
{ seat: 4, amount: state.bigBlind },
|
||||
]);
|
||||
});
|
||||
|
||||
test("the preview promises what the deal produces", () => {
|
||||
// The fault this whole step exists to prevent: the preview once read a table the
|
||||
// deal was about to change underneath it.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
state.seats[1].stack = 0;
|
||||
state.bettingOpen = false;
|
||||
|
||||
const preview = Betting.blindPreview(state);
|
||||
assert.deepEqual(preview.satOut, [1]);
|
||||
|
||||
Betting.beginHand(state);
|
||||
const posted = postedBy(state);
|
||||
assert.equal(posted.find(p => p.amount === state.smallBlind).seat, preview.sbIndex + 1);
|
||||
assert.equal(posted.find(p => p.amount === state.bigBlind).seat, preview.bbIndex + 1);
|
||||
});
|
||||
|
||||
test("asking for the preview doesn't sit anybody out on its own", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[1].stack = 0;
|
||||
|
||||
Betting.blindPreview(state);
|
||||
|
||||
assert.equal(state.seats[1].inHand, true, "the preview is a view, not a change");
|
||||
});
|
||||
|
||||
test("with only one player left holding chips there is nothing to preview", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[1].stack = 0;
|
||||
state.seats[2].stack = 0;
|
||||
|
||||
assert.equal(Betting.blindPreview(state), null);
|
||||
});
|
||||
|
||||
test("no chips move when the broke seats are dealt around", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
|
||||
state.seats[2].stack = 0;
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
|
||||
test("the board isn't running out before the hand is dealt", () => {
|
||||
// Two busted players and one with chips looks exactly like a table of all-ins to
|
||||
// the run-out test, and the bar was announcing one over an empty felt.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[1].stack = 0;
|
||||
state.seats[2].stack = 0;
|
||||
state.bettingOpen = false;
|
||||
|
||||
assert.equal(Betting.isRunningOut(state), false);
|
||||
});
|
||||
|
||||
test("buying back in puts them in the next hand", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[2].stack = 0;
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.seats[2].inHand, false);
|
||||
|
||||
// What the dealer does when they hand over cash: chips, and back in.
|
||||
state.seats[2].stack = 100;
|
||||
state.seats[2].inHand = true;
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.seats[2].inHand, true);
|
||||
assert.equal(Betting.liveSeats(state).length, 3);
|
||||
});
|
||||
|
||||
test("the table dealt around them counts the right number of players", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
|
||||
state.seats[3].stack = 0;
|
||||
|
||||
assert.equal(Betting.liveSeats(state).length, 4);
|
||||
assert.equal(Betting.liveSeats(Betting.tableAsDealt(state)).length, 3);
|
||||
assert.equal(state.seats[3].inHand, true, "the view didn't touch the table");
|
||||
});
|
||||
@@ -0,0 +1,76 @@
|
||||
// Whether handing a seat chips also puts them back in the game.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, makeTable } = require("./load");
|
||||
|
||||
test("a busted player who has been sat out comes back in", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[1].stack = 0;
|
||||
Betting.beginHand(state); // the deal sits them out
|
||||
|
||||
assert.equal(state.seats[1].inHand, false);
|
||||
assert.equal(Betting.buyInDealsThemIn(state.seats[1]), true);
|
||||
});
|
||||
|
||||
test("a chair being bought into for the first time comes in", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
state.seats[4].name = "Eve";
|
||||
state.seats[4].stack = null;
|
||||
|
||||
assert.equal(Betting.buyInDealsThemIn(state.seats[4]), true);
|
||||
});
|
||||
|
||||
test("a seat sat out while holding chips stays out", () => {
|
||||
// A dealer sat them out on purpose and is topping them up. Dealing them back in
|
||||
// would be the tool guessing at something it wasn't told.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[2].inHand = false;
|
||||
|
||||
assert.equal(Betting.buyInDealsThemIn(state.seats[2]), false);
|
||||
});
|
||||
|
||||
test("somebody already in the hand is left exactly where they are", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
assert.equal(Betting.buyInDealsThemIn(state.seats[0]), false);
|
||||
|
||||
// Including a player who is in but out of chips — they're all-in, not sat out.
|
||||
state.seats[2].stack = 0;
|
||||
assert.equal(state.seats[2].inHand, true);
|
||||
assert.equal(Betting.buyInDealsThemIn(state.seats[2]), false);
|
||||
});
|
||||
|
||||
test("a blank stack field reads as nothing recorded, not as a number", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
state.seats[3].name = "Dee";
|
||||
state.seats[3].stack = "";
|
||||
|
||||
assert.equal(Betting.buyInDealsThemIn(state.seats[3]), true);
|
||||
});
|
||||
|
||||
test("it doesn't ask the table what a missing stack would have been", () => {
|
||||
// stackOf substitutes the table's starting stack for a seat that has none, which
|
||||
// would make a seat with nothing recorded look like it was holding chips.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
state.defaultStack = 500;
|
||||
state.seats[4].name = "Eve";
|
||||
state.seats[4].stack = null;
|
||||
|
||||
assert.equal(Betting.stackOf(state, state.seats[4]), 500);
|
||||
assert.equal(Betting.buyInDealsThemIn(state.seats[4]), true);
|
||||
});
|
||||
|
||||
test("asking doesn't change anything", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[2].stack = 0;
|
||||
state.seats[2].inHand = false;
|
||||
const before = JSON.stringify(state);
|
||||
|
||||
Betting.buyInDealsThemIn(state.seats[2]);
|
||||
|
||||
assert.equal(JSON.stringify(state), before);
|
||||
});
|
||||
|
||||
test("nothing to decide about a seat that isn't there", () => {
|
||||
assert.equal(Betting.buyInDealsThemIn(null), false);
|
||||
assert.equal(Betting.buyInDealsThemIn(undefined), false);
|
||||
});
|
||||
@@ -0,0 +1,129 @@
|
||||
// Calling the clock on a player.
|
||||
//
|
||||
// The bar already had a stopwatch saying how long somebody had been thinking. This is
|
||||
// what a dealer does about it: a procedure with a shape — a set time, a countdown said
|
||||
// out loud, and a ruling at the end that depends on what the player was facing.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { ActionBar, Betting, makeTable } = require("./load");
|
||||
|
||||
// The bar rebuilds the DOM when a clock starts; none of the rules below need it.
|
||||
const onTable = (state) => {
|
||||
ActionBar.state = state;
|
||||
ActionBar.render = () => {};
|
||||
ActionBar.stopClock();
|
||||
return ActionBar;
|
||||
};
|
||||
|
||||
const dealt = () => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("starting one", () => {
|
||||
test("it runs on the player who is actually on the clock", () => {
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
assert.equal(bar.clockRunning(), false, "nothing runs until it is called");
|
||||
bar.callClock();
|
||||
assert.equal(bar.clockRunning(), true);
|
||||
assert.equal(bar.clockSeatIndex, state.actingSeatIndex);
|
||||
});
|
||||
|
||||
test("with nobody to act there is nothing to call", () => {
|
||||
const state = dealt();
|
||||
state.actingSeatIndex = null;
|
||||
const bar = onTable(state);
|
||||
bar.callClock();
|
||||
assert.equal(bar.clockRunning(), false);
|
||||
assert.equal(bar.clockLeft(), null);
|
||||
});
|
||||
|
||||
test("the dealer can put it away again", () => {
|
||||
const bar = onTable(dealt());
|
||||
bar.callClock();
|
||||
bar.stopClock();
|
||||
assert.equal(bar.clockRunning(), false);
|
||||
assert.equal(bar.clockLeft(), null);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the count", () => {
|
||||
const at = (bar, seconds) => bar.clockLeft(bar.clockStartedAt + seconds * 1000);
|
||||
|
||||
test("is the player's own time and then a countdown", () => {
|
||||
const bar = onTable(dealt());
|
||||
bar.callClock();
|
||||
assert.equal(at(bar, 0), bar.CLOCK_THINK_S + bar.CLOCK_COUNTDOWN_S);
|
||||
assert.equal(at(bar, 30), bar.CLOCK_COUNTDOWN_S, "thirty gone, the countdown starts");
|
||||
assert.equal(at(bar, 35), 5);
|
||||
});
|
||||
|
||||
test("stops at zero rather than going negative", () => {
|
||||
const bar = onTable(dealt());
|
||||
bar.callClock();
|
||||
assert.equal(at(bar, 40), 0);
|
||||
assert.equal(at(bar, 600), 0, "ten minutes later it is still just up");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what happens at zero", () => {
|
||||
test("facing a bet, the hand is dead", () => {
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
// Whoever is up pre-flop is facing the big blind.
|
||||
const ruling = bar.clockRuling();
|
||||
assert.equal(ruling.verb, "fold");
|
||||
assert.match(ruling.label, /hand is dead/);
|
||||
assert.match(ruling.say, /facing \$2/);
|
||||
});
|
||||
|
||||
test("facing nothing, it is checked — slowness doesn't fold a free hand", () => {
|
||||
const state = dealt();
|
||||
// Everyone calls round to the big blind, who has nothing to call.
|
||||
[3, 4, 5, 0, 1].forEach(seat => Betting.call(state, seat));
|
||||
const bar = onTable(state);
|
||||
assert.equal(state.actingSeatIndex, 2, "the big blind is up");
|
||||
const ruling = bar.clockRuling();
|
||||
assert.equal(ruling.verb, "check");
|
||||
assert.match(ruling.label, /check for/i);
|
||||
});
|
||||
|
||||
test("the ruling names the player, because the dealer has to say it out loud", () => {
|
||||
const state = dealt();
|
||||
state.seats[state.actingSeatIndex].name = "Priya";
|
||||
const ruling = onTable(state).clockRuling();
|
||||
assert.match(ruling.label, /Priya/);
|
||||
assert.match(ruling.say, /Priya/);
|
||||
});
|
||||
|
||||
test("with nobody to act there is no ruling to make", () => {
|
||||
const state = dealt();
|
||||
state.actingSeatIndex = null;
|
||||
assert.equal(onTable(state).clockRuling(), null);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what ends it", () => {
|
||||
test("the player acting", () => {
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
bar.callClock();
|
||||
const wasOn = state.actingSeatIndex;
|
||||
Betting.call(state, wasOn);
|
||||
assert.notEqual(state.actingSeatIndex, wasOn, "the action has moved");
|
||||
assert.equal(bar.clockRunning(), false, "so the clock is no longer this player's");
|
||||
});
|
||||
|
||||
test("and it doesn't follow the action to the next player", () => {
|
||||
// A clock is called on one decision. Left running it would put a countdown on
|
||||
// somebody nobody asked about.
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
bar.callClock();
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
assert.equal(bar.clockLeft(), null);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,229 @@
|
||||
// Somebody leaving with their chips.
|
||||
//
|
||||
// The most ordinary thing that happens at a home game after midnight, and the tool had
|
||||
// nothing for it. Freeing the chair meant wiping the seat by hand, and then the bank
|
||||
// check — cash taken against chips on the table — declared the departing player's whole
|
||||
// stack missing for the rest of the night. Wiping their buy-in too silenced it, at the
|
||||
// price of losing their night from the standings and the file the dealer hands over.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, HoldemState, Betting, makeTable } = require("./load");
|
||||
|
||||
const table = () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
|
||||
["Ann", "Ben", "Cal", "Dee"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].buyIns = 200;
|
||||
});
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("counting them out", () => {
|
||||
test("the preview is what the dealer's hands follow", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
const preview = HoldemState.cashOutPreview(state, 0);
|
||||
assert.equal(preview.name, "Ann");
|
||||
assert.equal(preview.chips, 350, "what they are holding");
|
||||
assert.equal(preview.boughtIn, 200);
|
||||
assert.equal(preview.net, 150, "up for the night");
|
||||
assert.match(preview.breakdown, /\d+×\$\d+/, "and the chips that make it");
|
||||
});
|
||||
|
||||
test("a player who is down reads as down, not as a smaller stack", () => {
|
||||
const state = table();
|
||||
state.seats[1].stack = 60;
|
||||
assert.equal(HoldemState.cashOutPreview(state, 1).net, -140);
|
||||
});
|
||||
|
||||
test("a seat that never set a stack is holding the table's starting stack", () => {
|
||||
const state = table();
|
||||
state.defaultStack = 200;
|
||||
state.seats[2].stack = null;
|
||||
assert.equal(HoldemState.cashOutPreview(state, 2).chips, 200);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it refuses", () => {
|
||||
test("paying somebody with money still in the middle", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
const bb = state.seats.findIndex(p => (Number(p.committed) || 0) > 0);
|
||||
const refusal = HoldemState.canCashOut(state, bb);
|
||||
assert.equal(refusal.ok, false);
|
||||
assert.match(refusal.reason, /in the pot/);
|
||||
// And the refusal is the whole story: nothing moved.
|
||||
assert.equal(HoldemState.cashOut(state, bb).ok, false);
|
||||
assert.equal((state.cashedOut || []).length, 0);
|
||||
assert.ok(state.seats[bb].name, "the seat is untouched");
|
||||
});
|
||||
|
||||
test("an empty chair, which has nobody to pay", () => {
|
||||
const state = table();
|
||||
const refusal = HoldemState.canCashOut(state, 99);
|
||||
assert.equal(refusal.ok, false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the chair afterwards", () => {
|
||||
test("is empty and ready for the next player", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
HoldemState.cashOut(state, 0);
|
||||
const seat = state.seats[0];
|
||||
assert.equal(seat.name, "");
|
||||
assert.equal(seat.stack, null);
|
||||
assert.equal(seat.buyIns, 0);
|
||||
assert.equal(seat.inHand, false);
|
||||
});
|
||||
|
||||
test("belongs to somebody new, so two people's nights can't merge", () => {
|
||||
const state = table();
|
||||
const wasId = state.seats[0].id;
|
||||
HoldemState.cashOut(state, 0);
|
||||
assert.notEqual(state.seats[0].id, wasId);
|
||||
});
|
||||
|
||||
test("and isn't owed the blind the person before them was posting", () => {
|
||||
const state = table();
|
||||
state.postingIn = [state.seats[0].id, state.seats[1].id];
|
||||
HoldemState.cashOut(state, 0);
|
||||
assert.deepEqual(state.postingIn, [state.seats[1].id]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the bank check", () => {
|
||||
test("balanced before, balanced after — the chips went somewhere known", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.seats[1].stack = 50;
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
HoldemState.cashOut(state, 0);
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.paidOut, 350);
|
||||
assert.equal(bank.cashIn, 800, "their buy-in is still cash the box took");
|
||||
assert.equal(bank.chipsInPlay, 450);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
|
||||
test("this is the fault it fixes: wiping the seat by hand loses $350", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.seats[1].stack = 50; // so the table starts out balanced
|
||||
// What a dealer had to do before: empty the chair themselves.
|
||||
state.seats[0].name = "";
|
||||
state.seats[0].stack = null;
|
||||
state.seats[0].inHand = false;
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, false);
|
||||
assert.equal(bank.difference, -350, "the tool called it missing money");
|
||||
});
|
||||
|
||||
test("chips that really are missing still show as missing", () => {
|
||||
// Counting a cash-out must not become a way of swallowing a genuine shortfall.
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.seats[1].stack = 50; // balanced to start with
|
||||
HoldemState.cashOut(state, 0);
|
||||
state.seats[2].stack = 150; // and now fifty chips have gone astray
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, false);
|
||||
assert.equal(bank.difference, -50);
|
||||
});
|
||||
|
||||
test("a rake and a cash-out are counted apart", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.rakeTaken = 12;
|
||||
state.seats[1].stack = 38; // the rake came out of Ben's stack
|
||||
HoldemState.cashOut(state, 0);
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.raked, 12);
|
||||
assert.equal(bank.paidOut, 350);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the record of their night", () => {
|
||||
test("they stay in the standings with what they bought and what they left with", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 150 }]);
|
||||
HoldemState.cashOut(state, 0);
|
||||
|
||||
const ann = HoldemState.sessionStandings(state).find(row => row.name === "Ann");
|
||||
assert.ok(ann, "still on the list");
|
||||
assert.equal(ann.boughtIn, 200);
|
||||
assert.equal(ann.chipsInFront, 350, "what the box handed over");
|
||||
assert.equal(ann.cashPosition, 150);
|
||||
assert.equal(ann.cashedOut, true, "and marked, so nobody pays them twice");
|
||||
});
|
||||
|
||||
test("somebody still sitting there is not marked", () => {
|
||||
const state = table();
|
||||
HoldemState.cashOut(state, 0);
|
||||
const ben = HoldemState.sessionStandings(state).find(row => row.name === "Ben");
|
||||
assert.equal(ben.cashedOut, false);
|
||||
});
|
||||
|
||||
test("two people leaving are both kept", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.seats[1].stack = 50;
|
||||
HoldemState.cashOut(state, 0);
|
||||
HoldemState.cashOut(state, 1);
|
||||
assert.equal(state.cashedOut.length, 2);
|
||||
assert.equal(HoldemState.bankReconciliation(state).paidOut, 400);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("a table saved before any of this existed has nobody cashed out", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(table()));
|
||||
delete parsed.cashedOut;
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.deepEqual(migrated.cashedOut, []);
|
||||
assert.equal(HoldemState.bankReconciliation(migrated).paidOut, 0);
|
||||
});
|
||||
|
||||
test("nonsense in a saved record is cleaned up rather than trusted", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(table()));
|
||||
parsed.cashedOut = [
|
||||
{ id: "a", name: "Ann", buyIns: -5, chips: "350", at: "nope" },
|
||||
{ name: "no id" },
|
||||
null,
|
||||
];
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.equal(migrated.cashedOut.length, 1);
|
||||
assert.equal(migrated.cashedOut[0].buyIns, 0);
|
||||
assert.equal(migrated.cashedOut[0].chips, 350);
|
||||
assert.equal(migrated.cashedOut[0].at, 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the table carries on", () => {
|
||||
test("the next hand deals round the empty chair", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
HoldemState.cashOut(state, 0);
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.seats[0].inHand, false, "nobody is in the empty chair");
|
||||
assert.equal(Betting.liveSeats(state).length, 3);
|
||||
assert.ok(state.actingSeatIndex !== null, "somebody is on the clock");
|
||||
});
|
||||
|
||||
test("and the money still adds up once it has", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.seats[1].stack = 50;
|
||||
HoldemState.cashOut(state, 0);
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(Money.round(bank.chipsInPlay + bank.paidOut), bank.cashIn);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,82 @@
|
||||
// The chips to actually push, for an amount.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money } = require("./load");
|
||||
|
||||
// A standard house set.
|
||||
const LEGEND = [
|
||||
{ value: 1, color: "#fff" },
|
||||
{ value: 5, color: "#c0392b" },
|
||||
{ value: 25, color: "#27ae60" },
|
||||
{ value: 100, color: "#2c3e50" },
|
||||
{ value: 500, color: "#8e44ad" },
|
||||
];
|
||||
|
||||
const say = (amount, legend = LEGEND) => Money.formatChipBreakdown(amount, legend);
|
||||
|
||||
test("a payout comes back as chips, largest first", () => {
|
||||
assert.equal(say(132), "1×$100, 1×$25, 1×$5, 2×$1");
|
||||
});
|
||||
|
||||
test("it uses the fewest chips on a normal set", () => {
|
||||
const { chips } = Money.chipBreakdown(500, LEGEND);
|
||||
assert.deepEqual(chips.map(c => `${c.count}×${c.value}`), ["1×500"]);
|
||||
});
|
||||
|
||||
test("a denomination that doesn't fit is skipped rather than listed as none", () => {
|
||||
assert.equal(say(7), "1×$5, 2×$1");
|
||||
});
|
||||
|
||||
test("nothing to pay is nothing to say", () => {
|
||||
assert.equal(say(0), "");
|
||||
assert.equal(say(-5), "");
|
||||
});
|
||||
|
||||
test("no legend means no advice, not a wrong answer", () => {
|
||||
// A table that never set chip colours up gets the amount on its own.
|
||||
assert.equal(say(132, []), "");
|
||||
assert.equal(say(132, null), "");
|
||||
});
|
||||
|
||||
test("a legend with no values in it yet is the same as none", () => {
|
||||
assert.equal(say(132, [{ value: "", color: "#fff" }, { value: 0, color: "#000" }]), "");
|
||||
});
|
||||
|
||||
test("what the smallest chip can't make is reported, not rounded away", () => {
|
||||
// 50c in a game whose smallest chip is a dollar is the dealer's problem to solve,
|
||||
// and they can only solve it if they're told.
|
||||
const { chips, remainder } = Money.chipBreakdown(10.5, LEGEND);
|
||||
assert.deepEqual(chips.map(c => `${c.count}×${c.value}`), ["2×5"]);
|
||||
assert.equal(remainder, 0.5);
|
||||
assert.equal(say(10.5), "2×$5, $0.50 no chip covers");
|
||||
});
|
||||
|
||||
test("cent chips make cent amounts exactly", () => {
|
||||
const cents = [{ value: 0.25 }, { value: 0.05 }, { value: 0.01 }];
|
||||
assert.equal(say(0.41, cents), "1×$0.25, 3×$0.05, 1×$0.01");
|
||||
assert.equal(Money.chipBreakdown(0.41, cents).remainder, 0);
|
||||
});
|
||||
|
||||
test("the chips add up to the amount", () => {
|
||||
for (const amount of [1, 7, 33, 132, 499, 500, 1234, 9999]) {
|
||||
const { chips, remainder } = Money.chipBreakdown(amount, LEGEND);
|
||||
const total = chips.reduce((sum, c) => sum + c.count * c.value, 0) + remainder;
|
||||
assert.equal(Money.round(total), amount, `${amount} should be accounted for`);
|
||||
}
|
||||
});
|
||||
|
||||
test("a legend in any order still pays largest first", () => {
|
||||
const jumbled = [{ value: 25 }, { value: 1 }, { value: 500 }, { value: 5 }, { value: 100 }];
|
||||
assert.equal(say(631, jumbled), "1×$500, 1×$100, 1×$25, 1×$5, 1×$1");
|
||||
});
|
||||
|
||||
test("the colour comes along, so the felt can say it in chips", () => {
|
||||
const { chips } = Money.chipBreakdown(25, LEGEND);
|
||||
assert.equal(chips[0].color, "#27ae60");
|
||||
});
|
||||
|
||||
test("a legend that exists but can't reach the amount does say so", () => {
|
||||
// Different from having no legend at all: this table has told us its chips, and
|
||||
// the answer is that they don't go that low.
|
||||
assert.equal(say(3, [{ value: 5 }, { value: 25 }]), "$3 no chip covers");
|
||||
});
|
||||
@@ -0,0 +1,268 @@
|
||||
// The button when somebody gets up out of the blinds.
|
||||
//
|
||||
// Passing the button to the next *player* is right until a chair between the button
|
||||
// and the blinds empties. Then it pulls the whole blind order forward a place: the
|
||||
// player after the empty chair is never asked for a big blind, and the one after them
|
||||
// is asked an orbit early. The dead button rule holds the rotation to the seats for
|
||||
// one hand so the big blind still advances exactly one player.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Betting, makeTable } = require("./load");
|
||||
|
||||
// Four players in six chairs: Ann 0, Ben 1, Cal 2, Dee 3.
|
||||
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
|
||||
const table = (dealerSeatIndex = 0) => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex });
|
||||
NAMES.forEach((name, i) => { state.seats[i].name = name; });
|
||||
return state;
|
||||
};
|
||||
|
||||
const nameOf = (state, index) =>
|
||||
index === null || index === undefined ? null : (state.seats[index].name || `empty seat ${index + 1}`);
|
||||
|
||||
const blinds = state => {
|
||||
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
|
||||
return { sb: nameOf(state, sbIndex), bb: nameOf(state, bbIndex) };
|
||||
};
|
||||
|
||||
const leave = (state, index) => {
|
||||
state.seats[index].name = "";
|
||||
state.seats[index].inHand = false;
|
||||
state.seats[index].stack = 0;
|
||||
state.seats[index].buyIns = 0;
|
||||
};
|
||||
|
||||
describe("somebody gets up out of the blinds", () => {
|
||||
test("the small blind leaves: dead button, and the big blind still moves one player", () => {
|
||||
const state = table(1); // button Ben, small Cal, big Dee
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(blinds(state), { sb: "Cal", bb: "Dee" });
|
||||
|
||||
leave(state, 2); // Cal takes their chips and goes
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.dealerSeatIndex, 2, "the button holds Cal's empty chair");
|
||||
assert.equal(state.seats[2].inHand, false, "which is the point — it's on nobody");
|
||||
assert.deepEqual(blinds(state), { sb: "Dee", bb: "Ann" },
|
||||
"Dee moves from big to small and Ann posts the big blind, one player along");
|
||||
});
|
||||
|
||||
test("and Ann is not skipped, which is the money in it", () => {
|
||||
// The old rotation passed the button to the next player, which made the blinds
|
||||
// Ann/Ben — Ann never posting a big blind at all, and Ben posting one an orbit
|
||||
// early. That is a real big blind out of a real player's stack.
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 2);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(blinds(state).bb, "Ann", "Ann owes the big blind and still owes it");
|
||||
});
|
||||
|
||||
test("the big blind leaves: no small blind is posted this hand", () => {
|
||||
const state = table(1); // button Ben, small Cal, big Dee
|
||||
Betting.beginHand(state);
|
||||
|
||||
leave(state, 3); // Dee goes
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
const { sbIndex, bbIndex, deadSmallBlind } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(state.dealerSeatIndex, 2, "the button reaches Cal as it was always going to");
|
||||
assert.equal(sbIndex, null, "the small blind is dead");
|
||||
assert.equal(deadSmallBlind, true, "and says so, rather than looking like a table with no blinds");
|
||||
assert.equal(nameOf(state, bbIndex), "Ann", "the big blind still moves on one player");
|
||||
});
|
||||
|
||||
test("a dead small blind still deals a hand, with one blind in the middle", () => {
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 3);
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.bettingOpen, true, "the hand goes ahead");
|
||||
const posted = state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
|
||||
assert.equal(posted, state.bigBlind, "just the big blind, and nothing conjured to stand in for the small");
|
||||
assert.equal(state.currentBet, state.bigBlind);
|
||||
assert.ok(state.actingSeatIndex !== null, "and somebody is on the clock");
|
||||
});
|
||||
|
||||
test("somebody leaving from anywhere else changes nothing", () => {
|
||||
const state = table(1); // button Ben, small Cal, big Dee
|
||||
Betting.beginHand(state);
|
||||
|
||||
leave(state, 0); // Ann, who was under the gun
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(state.dealerSeatIndex, 2, "the button passes to Cal exactly as before");
|
||||
assert.equal(state.deadButton, false);
|
||||
assert.equal(state.deadSmallBlind, false);
|
||||
assert.deepEqual(blinds(state), { sb: "Dee", bb: "Ben" });
|
||||
});
|
||||
});
|
||||
|
||||
describe("the ordinary rotation is untouched", () => {
|
||||
test("a full table passes the button one player at a time", () => {
|
||||
const state = table(0);
|
||||
const seen = [];
|
||||
for (let hand = 0; hand < 8; hand++) {
|
||||
Betting.beginHand(state);
|
||||
seen.push(blinds(state).bb);
|
||||
HoldemState.startNextHand(state);
|
||||
}
|
||||
assert.deepEqual(seen, ["Cal", "Dee", "Ann", "Ben", "Cal", "Dee", "Ann", "Ben"],
|
||||
"two clean orbits, everybody paying one big blind per orbit");
|
||||
assert.equal(state.deadButton, false);
|
||||
assert.equal(state.deadSmallBlind, false);
|
||||
});
|
||||
|
||||
test("players spread thinly around a big table don't create dead positions", () => {
|
||||
// Three players in nine chairs. The chairs between them were never in the
|
||||
// rotation, so holding to seats there would post blinds to nobody hand after
|
||||
// hand — which is why the button follows players, not chairs, by default.
|
||||
const state = makeTable({ seatCount: 9, seated: [0, 4, 7], stack: 200, dealerSeatIndex: 0 });
|
||||
["Ann", "", "", "", "Ben", "", "", "Cal"].forEach((n, i) => { state.seats[i].name = n; });
|
||||
|
||||
const seen = [];
|
||||
for (let hand = 0; hand < 6; hand++) {
|
||||
Betting.beginHand(state);
|
||||
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.ok(state.seats[sbIndex].inHand, "a real player posts the small blind");
|
||||
assert.ok(state.seats[bbIndex].inHand, "and a real player the big");
|
||||
seen.push(nameOf(state, bbIndex));
|
||||
HoldemState.startNextHand(state);
|
||||
}
|
||||
assert.deepEqual(seen, ["Cal", "Ann", "Ben", "Cal", "Ann", "Ben"], "one big blind each per orbit");
|
||||
});
|
||||
|
||||
test("pressing next hand twice without dealing just passes the button along", () => {
|
||||
const state = table(0);
|
||||
Betting.beginHand(state);
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.dealerSeatIndex, 1);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.dealerSeatIndex, 2, "and doesn't rotate off the same hand twice");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the rule knows where it stops", () => {
|
||||
test("down to two players, heads-up takes over and nothing is left dead", () => {
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 2);
|
||||
leave(state, 3); // both blinds walk at once
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(headsUp, true);
|
||||
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
|
||||
assert.ok(state.seats[state.dealerSeatIndex].inHand, "and the button is on a player again");
|
||||
});
|
||||
|
||||
test("a button stranded by accident is still rescued", () => {
|
||||
// Not the dead button: nobody left out of the blinds, the chair the button is
|
||||
// on just emptied. That one does want putting back on a player.
|
||||
const state = table(3);
|
||||
state.seats[3].inHand = false;
|
||||
HoldemState.ensureButtonOnPlayer(state);
|
||||
assert.ok(state.seats[state.dealerSeatIndex].inHand);
|
||||
});
|
||||
|
||||
test("moving the button by hand clears the dead positions", () => {
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 2);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.deadButton, true);
|
||||
|
||||
// What the seat menu's "Give the button" does.
|
||||
state.dealerSeatIndex = 0;
|
||||
state.deadButton = false;
|
||||
state.deadSmallBlind = false;
|
||||
Betting.beginHand(state);
|
||||
|
||||
const { sbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.ok(state.seats[sbIndex].inHand, "a real small blind again, where the dealer put it");
|
||||
});
|
||||
|
||||
test("naming a blind by hand overrules a dead one", () => {
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 3);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.deadSmallBlind, true);
|
||||
|
||||
state.blindOverride = { sbIndex: 1, bbIndex: 0 };
|
||||
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(manual, true);
|
||||
assert.equal(sbIndex, 1, "the dealer's word beats the rule");
|
||||
assert.equal(bbIndex, 0);
|
||||
});
|
||||
|
||||
test("a table saved before any of this reads as nothing dead", () => {
|
||||
const state = table(0);
|
||||
const parsed = JSON.parse(JSON.stringify(state));
|
||||
delete parsed.deadButton;
|
||||
delete parsed.deadSmallBlind;
|
||||
delete parsed.postedBlinds;
|
||||
|
||||
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
|
||||
globalThis.localStorage = {
|
||||
getItem: key => (store.has(key) ? store.get(key) : null),
|
||||
setItem: (key, value) => store.set(key, value),
|
||||
removeItem: key => store.delete(key),
|
||||
};
|
||||
|
||||
const loaded = HoldemState.load();
|
||||
assert.equal(loaded.deadButton, false);
|
||||
assert.equal(loaded.deadSmallBlind, false);
|
||||
assert.equal(loaded.postedBlinds, null);
|
||||
|
||||
HoldemState.startNextHand(loaded);
|
||||
assert.ok(loaded.seats[loaded.dealerSeatIndex].inHand, "and rotates the ordinary way");
|
||||
delete globalThis.localStorage;
|
||||
});
|
||||
});
|
||||
|
||||
describe("chips are not invented or lost by any of it", () => {
|
||||
test("posting one blind instead of two moves chips and doesn't make them", () => {
|
||||
// Measured across the deal, which is the step that touches stacks. A hand with
|
||||
// a dead small blind has one blind in the middle instead of two — the danger is
|
||||
// a null small blind being treated as a zero-cost posting somewhere, or the big
|
||||
// blind quietly covering for it.
|
||||
const state = table(1);
|
||||
const chips = s => s.seats.reduce(
|
||||
(sum, p) => sum + Betting.stackOf(s, p) + Betting.handTotal(p), 0);
|
||||
|
||||
Betting.beginHand(state);
|
||||
leave(state, 3); // the big blind goes, small blind dies
|
||||
|
||||
for (let hand = 0; hand < 4; hand++) {
|
||||
HoldemState.startNextHand(state);
|
||||
const before = chips(state);
|
||||
Betting.beginHand(state);
|
||||
assert.equal(chips(state), before, `the deal drifted the count on hand ${hand + 1}`);
|
||||
}
|
||||
});
|
||||
|
||||
test("a dead small blind takes exactly one blind out of one stack", () => {
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 3);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
const stacks = () => state.seats.map(p => Betting.stackOf(state, p));
|
||||
const before = stacks();
|
||||
Betting.beginHand(state);
|
||||
const after = stacks();
|
||||
|
||||
const paid = before.map((v, i) => v - after[i]).filter(d => d !== 0);
|
||||
assert.deepEqual(paid, [state.bigBlind], "one player, one big blind, nobody else touched");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,205 @@
|
||||
// Dealing and betting are two decisions, and fusing them meant the table guessed.
|
||||
//
|
||||
// The moment between hands is when people sit down, stand up and argue about whose
|
||||
// turn it is. With blinds posted the instant the previous hand ended, the blind
|
||||
// badges recomputed off `inHand` while the committed chips stayed frozen — so seating
|
||||
// somebody produced a big blind who had posted nothing.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
const postedBy = state => state.seats
|
||||
.map((p, i) => (Betting.committed(p) > 0 ? i : null))
|
||||
.filter(i => i !== null);
|
||||
|
||||
describe("the table waits to be dealt", () => {
|
||||
test("finishing a hand leaves the next one un-dealt", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.bettingOpen, true);
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(state.bettingOpen, false, "the next hand hasn't been dealt");
|
||||
assert.equal(state.actingSeatIndex, null, "nobody is on the clock");
|
||||
assert.deepEqual(postedBy(state), [], "and no blind has been committed");
|
||||
});
|
||||
|
||||
test("no money moves until the dealer deals", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
const start = chipsOnTable(state);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), start);
|
||||
assert.equal(HoldemState.totalPot(state), 0);
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.bettingOpen, true);
|
||||
assert.equal(postedBy(state).length, 2, "now the blinds are in");
|
||||
assert.equal(chipsOnTable(state), start, "and nothing was created doing it");
|
||||
});
|
||||
});
|
||||
|
||||
describe("setting the table costs nothing", () => {
|
||||
test("seating a player before the deal changes who posts", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
const before = Betting.blindPreview(state);
|
||||
state.seats[3].inHand = true;
|
||||
state.seats[3].stack = 100;
|
||||
const after = Betting.blindPreview(state);
|
||||
|
||||
assert.notDeepEqual(
|
||||
[before.sbIndex, before.bbIndex],
|
||||
[after.sbIndex, after.bbIndex],
|
||||
"the preview follows the new table"
|
||||
);
|
||||
assert.deepEqual(postedBy(state), [], "and still nothing is committed");
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(postedBy(state).sort(), [after.sbIndex, after.bbIndex].sort(),
|
||||
"the money lands where the preview said it would");
|
||||
});
|
||||
|
||||
test("removing a player before the deal can't strand their blind", () => {
|
||||
// The old failure: take out the big blind after the hand had begun and their
|
||||
// chips stayed in the pot while the badge moved to somebody who'd posted
|
||||
// nothing. Before the deal there is nothing to strand.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
const doomed = Betting.blindPreview(state).bbIndex;
|
||||
state.seats[doomed].inHand = false;
|
||||
|
||||
assert.deepEqual(postedBy(state), [], "nobody has posted, so nothing is stranded");
|
||||
|
||||
Betting.beginHand(state);
|
||||
const posted = postedBy(state);
|
||||
assert.ok(!posted.includes(doomed), "the player who left posts nothing");
|
||||
posted.forEach(i => assert.ok(state.seats[i].inHand, "only players in the hand post"));
|
||||
});
|
||||
|
||||
test("moving the button before the deal just moves it", () => {
|
||||
const state = makeTable({ seatCount: 8, seated: [0, 2, 4, 6], dealerSeatIndex: 0 });
|
||||
const start = chipsOnTable(state);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
[2, 4, 6, 0].forEach(seat => {
|
||||
state.dealerSeatIndex = seat;
|
||||
assert.deepEqual(postedBy(state), [], `passing the button to seat ${seat + 1} posted something`);
|
||||
assert.equal(chipsOnTable(state), start);
|
||||
});
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(chipsOnTable(state), start, "dealing moves chips between stacks, not into thin air");
|
||||
});
|
||||
|
||||
test("what the preview promises is what gets posted", () => {
|
||||
const state = makeTable({ seatCount: 9, seated: [1, 3, 6, 8], dealerSeatIndex: 1 });
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
const preview = Betting.blindPreview(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(Betting.committed(state.seats[preview.sbIndex]), preview.smallBlind);
|
||||
assert.equal(Betting.committed(state.seats[preview.bbIndex]), preview.bigBlind);
|
||||
});
|
||||
|
||||
test("there's nothing to preview without two players", () => {
|
||||
const alone = makeTable({ seatCount: 6, seated: [2] });
|
||||
HoldemState.startNextHand(alone);
|
||||
assert.equal(Betting.blindPreview(alone), null);
|
||||
|
||||
const empty = makeTable({ seatCount: 6, seated: [] });
|
||||
HoldemState.startNextHand(empty);
|
||||
assert.equal(Betting.blindPreview(empty), null);
|
||||
});
|
||||
|
||||
test("a hand-picked blind shows up in the preview", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
HoldemState.startNextHand(state);
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
|
||||
const preview = Betting.blindPreview(state);
|
||||
assert.equal(preview.manual, true);
|
||||
assert.equal(preview.sbIndex, 3);
|
||||
assert.equal(preview.bbIndex, 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a table saved mid-hand comes back mid-hand", () => {
|
||||
const loadWith = saved => {
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = { getItem: () => JSON.stringify(saved), setItem: () => {}, removeItem: () => {} };
|
||||
const state = HoldemState.load();
|
||||
globalThis.localStorage = original;
|
||||
return state;
|
||||
};
|
||||
|
||||
test("chips already committed mean the betting was open", () => {
|
||||
const state = loadWith({
|
||||
seats: [{ id: "a", name: "Ann", inHand: true, committed: 2 }, { id: "b", name: "Ben", inHand: true, committed: 0 }],
|
||||
handNumber: 3,
|
||||
});
|
||||
assert.equal(state.bettingOpen, true, "otherwise it would offer to deal over a live hand");
|
||||
});
|
||||
|
||||
test("somebody on the clock means the betting was open", () => {
|
||||
const state = loadWith({
|
||||
seats: [{ id: "a", inHand: true }, { id: "b", inHand: true }],
|
||||
actingSeatIndex: 1, handNumber: 2,
|
||||
});
|
||||
assert.equal(state.bettingOpen, true);
|
||||
});
|
||||
|
||||
test("a quiet table comes back waiting to be dealt", () => {
|
||||
const state = loadWith({
|
||||
seats: [{ id: "a", inHand: true }, { id: "b", inHand: true }],
|
||||
actingSeatIndex: null, handNumber: 5,
|
||||
});
|
||||
assert.equal(state.bettingOpen, false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the preview tells the truth about the button", () => {
|
||||
test("a button parked on an empty chair is answered for where it will be", () => {
|
||||
// The preview used to read the button where it sat, while dealing relocated it
|
||||
// first — so it promised one pair of blinds and produced another.
|
||||
const state = makeTable({ seatCount: 6, seated: [1, 2, 3], dealerSeatIndex: 0 });
|
||||
state.bettingOpen = false;
|
||||
assert.equal(state.seats[0].inHand, false, "the button is on an empty chair");
|
||||
|
||||
const preview = Betting.blindPreview(state);
|
||||
assert.equal(preview.buttonMoves, true, "and the preview knows it will move");
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(Betting.committed(state.seats[preview.sbIndex]), preview.smallBlind);
|
||||
assert.equal(Betting.committed(state.seats[preview.bbIndex]), preview.bigBlind);
|
||||
assert.equal(state.dealerSeatIndex, preview.buttonIndex, "and it moved where it said");
|
||||
});
|
||||
|
||||
test("asking where the button will be doesn't move it", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [1, 2, 3], dealerSeatIndex: 0 });
|
||||
state.bettingOpen = false;
|
||||
|
||||
Betting.blindPreview(state);
|
||||
Betting.blindPreview(state);
|
||||
|
||||
assert.equal(state.dealerSeatIndex, 0, "the preview is a question, not an action");
|
||||
});
|
||||
|
||||
test("a button already on a player is left alone", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
state.bettingOpen = false;
|
||||
const preview = Betting.blindPreview(state);
|
||||
assert.equal(preview.buttonMoves, false);
|
||||
assert.equal(preview.buttonIndex, 0);
|
||||
});
|
||||
|
||||
test("buttonSeatForDeal copes with a table nobody is sitting at", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [] });
|
||||
assert.equal(HoldemState.buttonSeatForDeal(state), state.dealerSeatIndex);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,154 @@
|
||||
// The stylesheet has to keep picking from the scales.
|
||||
//
|
||||
// Before the token block went in, holdem.css used 42 different spacing values, 31 font
|
||||
// sizes, 14 border-radii and 139 colours, and defined three custom properties. None of
|
||||
// that was anybody's decision — each number was chosen at the moment it was needed, and
|
||||
// the result read as crowded even where nothing overlapped, because a 0.42rem gap next
|
||||
// to a 0.45rem gap next to a 0.5rem gap gives the eye no rhythm to lock onto.
|
||||
//
|
||||
// A one-off cleanup would last until the next `padding: 0.35rem`. So the scales are
|
||||
// checked here instead: a new value has to be a step on one of them, or an exception
|
||||
// with a reason written next to it.
|
||||
//
|
||||
// This reads the stylesheet as text rather than through a CSS parser, on purpose — the
|
||||
// rest of this suite has no dependencies and runs in a second, and a regex over
|
||||
// declarations is enough to catch the thing that actually happens, which is somebody
|
||||
// (me) typing a number instead of reaching for a token.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const fs = require("fs");
|
||||
const path = require("path");
|
||||
|
||||
const CSS_PATH = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css");
|
||||
const css = fs.readFileSync(CSS_PATH, "utf8");
|
||||
|
||||
// Comments carry measurements and rationale — "measured at 342px tall on a phone" —
|
||||
// and none of that is a declaration. Strip them before looking for values.
|
||||
const declarations = css.replace(/\/\*[\s\S]*?\*\//g, "");
|
||||
|
||||
// Everything after the token block. The :root block is where the raw values are
|
||||
// supposed to be.
|
||||
const body = declarations.slice(declarations.indexOf("#potBadgeAmount,"));
|
||||
|
||||
const valuesIn = (properties, source = body) => {
|
||||
const found = [];
|
||||
// The lookbehind rejects a hyphen as well as a word character, so `scroll-padding`
|
||||
// isn't read as `padding`. It caught the pot wizard's scroll-padding the moment
|
||||
// that went in — correctly by its own rules, wrongly in substance: those two values
|
||||
// are the measured heights of the dialog's sticky header and footer, a clearance
|
||||
// like the action bar's, not a step in the spacing rhythm.
|
||||
const re = new RegExp(`(?<![\\w-])(${properties.join("|")})\\s*:([^;}]*)`, "g");
|
||||
let m;
|
||||
while ((m = re.exec(source)) !== null) {
|
||||
const [, prop, value] = m;
|
||||
// calc() and env() do their own arithmetic on tokens; the tokens inside them
|
||||
// are still checked, because the regex below looks at bare numbers only.
|
||||
(value.match(/(?<![\w-])[0-9.]+(rem|px|em)\b/g) || []).forEach(v => found.push({ prop, value: v }));
|
||||
}
|
||||
return found;
|
||||
};
|
||||
|
||||
describe("the spacing scale", () => {
|
||||
// Hairlines and structural clearances, each one deliberate:
|
||||
// 0px/1px/3px/4px/22px — borders, hairline offsets, and the 22px of room a seat
|
||||
// puck's name gives the dealer button beside it.
|
||||
// 5rem/9rem — how far the page has to scroll past the fixed action
|
||||
// bar. Not rhythm; clearance for a thing of a known size.
|
||||
const ALLOWED = new Set(["0px", "1px", "2px", "3px", "4px", "22px", "5rem", "9rem"]);
|
||||
|
||||
test("every gap, margin and padding comes off the scale", () => {
|
||||
const offenders = valuesIn(
|
||||
["padding", "padding-top", "padding-right", "padding-bottom", "padding-left",
|
||||
"margin", "margin-top", "margin-right", "margin-bottom", "margin-left",
|
||||
"gap", "row-gap", "column-gap"])
|
||||
.filter(v => !ALLOWED.has(v.value));
|
||||
|
||||
assert.deepEqual(offenders, [],
|
||||
"use var(--sp-0 … --sp-6), or add the value to ALLOWED with a reason");
|
||||
});
|
||||
|
||||
test("and the scale is the one the tokens define", () => {
|
||||
["--sp-0", "--sp-1", "--sp-2", "--sp-3", "--sp-4", "--sp-5", "--sp-6"]
|
||||
.forEach(token => assert.match(css, new RegExp(`\\${token}:`), `${token} is not defined`));
|
||||
});
|
||||
});
|
||||
|
||||
describe("the type scale", () => {
|
||||
// 16px — the size below which iOS zooms the page when a field is focused, so
|
||||
// every text input states it. Not a typographic choice.
|
||||
// 1.05em, 0.44rem — relative bumps inside a component, and the shrink-to-fit for
|
||||
// a six-figure stack on a 58px seat puck.
|
||||
const ALLOWED = new Set(["16px", "1.05em", "0.44rem"]);
|
||||
|
||||
test("every font-size comes off the scale", () => {
|
||||
const offenders = valuesIn(["font-size"]).filter(v => !ALLOWED.has(v.value));
|
||||
assert.deepEqual(offenders, [],
|
||||
"use var(--fs-2xs … --fs-2xl), or add the value to ALLOWED with a reason");
|
||||
});
|
||||
|
||||
test("and the scale is the one the tokens define", () => {
|
||||
["--fs-2xs", "--fs-xs", "--fs-sm", "--fs-base", "--fs-md", "--fs-lg", "--fs-xl", "--fs-2xl"]
|
||||
.forEach(token => assert.match(css, new RegExp(`\\${token}:`), `${token} is not defined`));
|
||||
});
|
||||
});
|
||||
|
||||
describe("the corner scale", () => {
|
||||
test("every border-radius comes off it", () => {
|
||||
const offenders = valuesIn(["border-radius"]).filter(v => v.value !== "2px");
|
||||
assert.deepEqual(offenders, [], "use var(--r-sm | --r-md | --r-lg | --r-pill)");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the tokens themselves", () => {
|
||||
test("every var() the stylesheet reaches for exists", () => {
|
||||
const used = new Set((css.match(/var\((--[a-zA-Z0-9-]+)/g) || []).map(s => s.slice(4)));
|
||||
// Published from JS at runtime rather than declared here — see actionBar.js.
|
||||
const fromScript = new Set(["--actionBarHeight", "--feltRoomPx"]);
|
||||
// Defined by the site's own stylesheet, not this one.
|
||||
const fromSite = new Set(["--font-mono"]);
|
||||
const missing = [...used].filter(t =>
|
||||
!fromScript.has(t) && !fromSite.has(t) && !new RegExp(`\\${t}\\s*:`).test(css));
|
||||
assert.deepEqual(missing, []);
|
||||
});
|
||||
|
||||
test("and the dark surfaces stay off pure black", () => {
|
||||
// Shadows are invisible on #000, so depth has to come from a lighter surface —
|
||||
// and white text on true black is the pairing that smears on an OLED phone,
|
||||
// which is what this tool is used on.
|
||||
const surfaces = [...css.matchAll(/--surface-\d+:\s*(#[0-9a-fA-F]{3,8})/g)].map(m => m[1].toLowerCase());
|
||||
assert.ok(surfaces.length >= 4, "the surface ramp should have four steps");
|
||||
surfaces.forEach(hex => {
|
||||
assert.notEqual(hex, "#000");
|
||||
assert.notEqual(hex, "#000000");
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("numbers that change while the dealer watches", () => {
|
||||
test("are set in tabular figures", () => {
|
||||
// A "1" is narrower than an "8" in a proportional face, so a pot ticking from
|
||||
// $18 to $21 shuffles its digits sideways and the eye reads movement where
|
||||
// there is only arithmetic.
|
||||
assert.match(css, /font-variant-numeric:\s*tabular-nums/);
|
||||
["#potBadgeAmount", ".seatPuckStack", ".actionPot", ".standingsRow"]
|
||||
.forEach(sel => assert.ok(css.includes(sel),
|
||||
`${sel} should be in the tabular-figures list`));
|
||||
});
|
||||
});
|
||||
|
||||
describe("controls that must not resize under a thumb", () => {
|
||||
test("the undo pill has a fixed width, not a content width", () => {
|
||||
// It names the last action, so its label changes on every tap. Measured across
|
||||
// one hand before this: 148, 110, 109, 108, 109, 110, 120.
|
||||
const rule = css.match(/\.actionUndo\s*\{[^}]*\}/);
|
||||
assert.ok(rule, ".actionUndo rule not found");
|
||||
assert.match(rule[0], /width:\s*[0-9.]+rem/);
|
||||
});
|
||||
|
||||
test("and its label is the part that ellipsizes", () => {
|
||||
const rule = css.match(/\.actionUndoLabel\s*\{[^}]*\}/);
|
||||
assert.ok(rule, ".actionUndoLabel rule not found");
|
||||
assert.match(rule[0], /text-overflow:\s*ellipsis/);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,94 @@
|
||||
// Chips the dealer took off the table on purpose.
|
||||
//
|
||||
// Starting the next hand with money still in the middle destroys it — the tool asks
|
||||
// first and says so afterwards. What it didn't do was remember, so the bank check saw
|
||||
// only that chips were gone and reported them as missing.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Money, makeTable } = require("./load");
|
||||
|
||||
const table = () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
|
||||
state.seats.slice(0, 4).forEach(player => { player.buyIns = 200; });
|
||||
return state;
|
||||
};
|
||||
|
||||
test("a table with nothing thrown away balances as before", () => {
|
||||
const bank = HoldemState.bankReconciliation(table());
|
||||
|
||||
assert.equal(bank.balanced, true);
|
||||
assert.equal(bank.discarded, 0);
|
||||
});
|
||||
|
||||
test("chips that went missing are still reported", () => {
|
||||
// The check exists for this: cash in the box with no chips to match it.
|
||||
const state = table();
|
||||
state.seats[0].stack = 150;
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, false);
|
||||
assert.equal(bank.difference, -50);
|
||||
});
|
||||
|
||||
test("an abandoned pot is accounted for rather than counted as missing", () => {
|
||||
const state = table();
|
||||
state.seats[1].stack = 199;
|
||||
state.seats[2].stack = 198;
|
||||
state.seats[3].stack = 198;
|
||||
state.discarded = 5;
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.chipsInPlay, 795);
|
||||
assert.equal(bank.discarded, 5);
|
||||
assert.equal(bank.balanced, true, "the box knows exactly where that $5 went");
|
||||
});
|
||||
|
||||
test("throwing a pot away doesn't hide a real shortfall underneath it", () => {
|
||||
const state = table();
|
||||
state.seats[1].stack = 199;
|
||||
state.seats[2].stack = 198;
|
||||
state.seats[3].stack = 148; // $50 genuinely unaccounted for as well
|
||||
state.discarded = 5;
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, false);
|
||||
assert.equal(bank.difference, -50);
|
||||
});
|
||||
|
||||
test("a nonsense discarded value can't move the answer", () => {
|
||||
const state = table();
|
||||
state.discarded = -100;
|
||||
assert.equal(HoldemState.bankReconciliation(state).discarded, 0);
|
||||
|
||||
state.discarded = "not a number";
|
||||
assert.equal(HoldemState.bankReconciliation(state).discarded, 0);
|
||||
});
|
||||
|
||||
test("a table saved before this existed reads as nothing thrown away", () => {
|
||||
const saved = JSON.stringify(table());
|
||||
const parsed = JSON.parse(saved);
|
||||
delete parsed.discarded;
|
||||
|
||||
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
|
||||
globalThis.localStorage = {
|
||||
getItem: key => (store.has(key) ? store.get(key) : null),
|
||||
setItem: (key, value) => store.set(key, value),
|
||||
removeItem: key => store.delete(key),
|
||||
};
|
||||
|
||||
const loaded = HoldemState.load();
|
||||
assert.equal(loaded.discarded, 0);
|
||||
assert.equal(HoldemState.bankReconciliation(loaded).balanced, true);
|
||||
delete globalThis.localStorage;
|
||||
});
|
||||
|
||||
test("the amounts still add up the way the panel shows them", () => {
|
||||
const state = table();
|
||||
state.seats[1].stack = 199;
|
||||
state.seats[2].stack = 198;
|
||||
state.seats[3].stack = 198;
|
||||
state.discarded = 5;
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(Money.round(bank.chipsInPlay + bank.discarded), bank.cashIn);
|
||||
});
|
||||
@@ -0,0 +1,97 @@
|
||||
// The things the dealer wrote down, in the file they hand over.
|
||||
//
|
||||
// The export already carried the hands, the standings and the settle-up. It didn't
|
||||
// carry either of the two places a dealer types context — the per-seat fields and the
|
||||
// table's own notes — so the one place an IOU was written down was the one place it
|
||||
// couldn't leave.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HandHistoryExport, HoldemState, makeTable } = require("./load");
|
||||
|
||||
const tableWithNotes = () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 200 });
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].buyIns = 200;
|
||||
});
|
||||
state.seats[0].customFields = [
|
||||
{ label: "Seat rent", value: "paid to 2am" },
|
||||
{ label: "Venmo", value: "@ann" },
|
||||
];
|
||||
state.seats[1].customFields = [{ label: "IOU", value: "$20 to Ann" }];
|
||||
return state;
|
||||
};
|
||||
|
||||
test("a seat's own fields ride along with its standings row", () => {
|
||||
const state = tableWithNotes();
|
||||
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
|
||||
|
||||
assert.match(csv, /Seat rent: paid to 2am; Venmo: @ann/);
|
||||
assert.match(csv, /IOU: \$20 to Ann/);
|
||||
});
|
||||
|
||||
test("the money columns keep their order, with notes on the end", () => {
|
||||
const state = tableWithNotes();
|
||||
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
|
||||
|
||||
assert.match(csv, /Player,Paid In,Won,Net,Bought In,Chips Now,Up\/Down,Notes/);
|
||||
});
|
||||
|
||||
test("a seat with nothing written against it gets an empty cell, not the word undefined", () => {
|
||||
const state = tableWithNotes();
|
||||
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
|
||||
const calRow = csv.split("\r\n").find(line => line.startsWith("Cal,"));
|
||||
|
||||
assert.ok(calRow, "Cal should have a row");
|
||||
assert.ok(calRow.endsWith(","), `expected an empty last cell, got ${calRow}`);
|
||||
assert.ok(!/undefined|null/.test(calRow));
|
||||
});
|
||||
|
||||
test("a blank label or value doesn't produce a stray colon", () => {
|
||||
const state = tableWithNotes();
|
||||
state.seats[2].customFields = [{ label: "Note", value: "" }, { label: "", value: "" }];
|
||||
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
|
||||
const calRow = csv.split("\r\n").find(line => line.startsWith("Cal,"));
|
||||
|
||||
assert.match(calRow, /Note/);
|
||||
assert.ok(!/;\s*;/.test(calRow), "an entirely blank field shouldn't take a slot");
|
||||
});
|
||||
|
||||
test("the table's notes are in the file", () => {
|
||||
const state = tableWithNotes();
|
||||
state.notes = "High-hand promo until midnight.";
|
||||
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes: state.notes });
|
||||
|
||||
assert.match(csv, /Table Notes/);
|
||||
assert.match(csv, /High-hand promo until midnight\./);
|
||||
});
|
||||
|
||||
test("a multi-line note survives as one cell", () => {
|
||||
// csvField quotes anything with a line break in it, so the note doesn't turn into
|
||||
// rows a spreadsheet reads as more players.
|
||||
const state = tableWithNotes();
|
||||
const notes = "Line one\nLine two, with a comma\nLine \"three\"";
|
||||
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes });
|
||||
|
||||
assert.match(csv, /"Line one\nLine two, with a comma\nLine ""three"""/);
|
||||
});
|
||||
|
||||
test("no notes means no section, not an empty heading", () => {
|
||||
const state = tableWithNotes();
|
||||
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes: " " });
|
||||
|
||||
assert.ok(!/Table Notes/.test(csv));
|
||||
});
|
||||
|
||||
test("the export still works with no standings at all", () => {
|
||||
assert.doesNotThrow(() => HandHistoryExport.toCsv([], [], { notes: "just a note" }));
|
||||
const csv = HandHistoryExport.toCsv([], [], { notes: "just a note" });
|
||||
assert.match(csv, /Table Notes/);
|
||||
});
|
||||
|
||||
test("asking for the standings doesn't change the seats", () => {
|
||||
const state = tableWithNotes();
|
||||
const before = JSON.stringify(state.seats);
|
||||
HoldemState.sessionStandings(state);
|
||||
assert.equal(JSON.stringify(state.seats), before);
|
||||
});
|
||||
@@ -0,0 +1,73 @@
|
||||
// How tall the felt is allowed to be.
|
||||
//
|
||||
// The bar is fixed to the bottom of the screen and grows with the hand, so the table
|
||||
// has to be told what is left. Everything below is the arithmetic that decides it —
|
||||
// the part that can be wrong without anyone noticing until a seat is behind the Fold
|
||||
// button.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { ActionBar } = require("./load");
|
||||
|
||||
// window height, bar height, and how far down the page the felt starts.
|
||||
const room = (windowHeight, barHeight, top) => ActionBar.feltRoomFor(windowHeight, barHeight, top);
|
||||
|
||||
describe("the room left for the felt", () => {
|
||||
test("is what the window has after the bar, the header and the bottom seat", () => {
|
||||
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
|
||||
assert.equal(room(900, 127, 146), 900 - 127 - 146 - reserved);
|
||||
});
|
||||
|
||||
test("shrinks when the bar grows mid-hand", () => {
|
||||
// Side pots make the bar taller exactly when the dealer most needs to see who
|
||||
// is still in.
|
||||
const quiet = room(900, 117, 146);
|
||||
const sidePots = room(900, 172, 146);
|
||||
assert.equal(quiet - sidePots, 55);
|
||||
});
|
||||
|
||||
test("leaves the bottom seat's overhang out of it", () => {
|
||||
// The seat pucks hang below the felt's edge; the felt has to stop short by that
|
||||
// much or the ring ends up in the bar even though the felt doesn't.
|
||||
assert.ok(ActionBar.SEAT_OVERHANG_PX > 30, "half a puck");
|
||||
assert.ok(room(900, 127, 146) < 900 - 127 - 146);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a window too short to give what was asked", () => {
|
||||
// A phone on its side: 390px tall, 127px of that is the bar and 119px is
|
||||
// everything above the felt. What's left is under 100.
|
||||
const landscape = () => room(390, 127, 119);
|
||||
|
||||
test("gets the measurement, not a comfortable number", () => {
|
||||
// The floor used to be 220px, which this window hasn't got. Holding out for it
|
||||
// put the bottom row of seats 26px inside the action bar — the exact fault the
|
||||
// measurement exists to prevent.
|
||||
assert.ok(landscape() < 150, `${landscape()}px`);
|
||||
assert.ok(landscape() + 119 + 127 <= 390, "the felt still ends above the bar");
|
||||
});
|
||||
|
||||
test("still draws a table rather than a line", () => {
|
||||
assert.equal(ActionBar.feltRoomFor(200, 160, 100), ActionBar.FELT_FLOOR_PX);
|
||||
assert.equal(ActionBar.feltRoomFor(0, 0, 0), ActionBar.FELT_FLOOR_PX);
|
||||
});
|
||||
|
||||
test("never returns something a browser can't lay out", () => {
|
||||
[[390, 300, 200], [100, 90, 90], [-10, 0, 0]].forEach(([h, bar, top]) => {
|
||||
const answer = ActionBar.feltRoomFor(h, bar, top);
|
||||
assert.ok(Number.isFinite(answer) && answer > 0, `${h}/${bar}/${top} gave ${answer}`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("a window with room to spare", () => {
|
||||
test("hands over everything that's left, floor or no floor", () => {
|
||||
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
|
||||
assert.equal(room(1000, 127, 146), 1000 - 127 - 146 - reserved);
|
||||
assert.equal(room(1366, 120, 206), 1366 - 120 - 206 - reserved);
|
||||
});
|
||||
|
||||
test("gives a whole number of pixels", () => {
|
||||
assert.equal(room(844.4, 127.6, 223.2) % 1, 0);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,123 @@
|
||||
// Finding one hand in a night of them.
|
||||
//
|
||||
// What the log is actually opened for is a single hand — the one somebody at the rail
|
||||
// is arguing about. A night runs to sixty or more, five at a time in the panel, and
|
||||
// there was no way to ask for one: the dealer scrolled and read every row.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Render } = require("./load");
|
||||
|
||||
const hand = (handNumber, pot, payouts, ledger = []) => ({
|
||||
handNumber, pot, timestamp: Date.now(), payouts, ledger,
|
||||
});
|
||||
|
||||
// A night as the tool records it: labels carry the cards the wizard was shown.
|
||||
const NIGHT = [
|
||||
hand(1, 40, [{ label: "Ann (A♠ K♠)", amount: 40 }], [{ name: "Ann", in: 20 }, { name: "Ben", in: 20 }]),
|
||||
hand(2, 190, [{ label: "Fay", amount: 190 }], [{ name: "Fay", in: 95 }, { name: "Gus", in: 95 }]),
|
||||
hand(12, 19, [{ label: "Ben", amount: 19 }], [{ name: "Ben", in: 10 }, { name: "Ann", in: 9 }]),
|
||||
hand(120, 76, [{ label: "Cal", amount: 38 }, { label: "Dee", amount: 38 }], [{ name: "Cal" }, { name: "Dee" }]),
|
||||
];
|
||||
|
||||
const found = query => NIGHT.filter(h => Render.handMatchesFilter(h, query)).map(h => h.handNumber);
|
||||
|
||||
describe("no filter", () => {
|
||||
test("shows the whole night", () => {
|
||||
assert.deepEqual(found(""), [1, 2, 12, 120]);
|
||||
assert.deepEqual(found(" "), [1, 2, 12, 120]);
|
||||
assert.deepEqual(found(null), [1, 2, 12, 120]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("by name", () => {
|
||||
test("finds the hand somebody won", () => {
|
||||
assert.deepEqual(found("Fay"), [2]);
|
||||
});
|
||||
|
||||
test("case doesn't matter — nobody types a capital at 2am", () => {
|
||||
assert.deepEqual(found("fay"), [2]);
|
||||
assert.deepEqual(found("FAY"), [2]);
|
||||
});
|
||||
|
||||
test("a name inside a label with cards on it still matches", () => {
|
||||
// The wizard writes the label as "Ann (A♠ K♠)", so the name is a substring
|
||||
// rather than the whole cell.
|
||||
assert.deepEqual(found("ann"), [1]);
|
||||
});
|
||||
|
||||
test("matches what the row shows, not everyone who was in the hand", () => {
|
||||
// Gus is in hand 2's ledger — he paid for it — but the row names the winner,
|
||||
// and searching text the panel doesn't display is a filter that looks broken
|
||||
// even when it's right. Measured on a seven-handed night where nobody folded,
|
||||
// matching the ledger returned 60 of 60 for every name at the table.
|
||||
assert.deepEqual(found("gus"), []);
|
||||
});
|
||||
|
||||
test("a split pot is found by either winner", () => {
|
||||
assert.deepEqual(found("cal"), [120]);
|
||||
assert.deepEqual(found("dee"), [120]);
|
||||
});
|
||||
|
||||
test("a name nobody has finds nothing rather than everything", () => {
|
||||
assert.deepEqual(found("zed"), []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("by amount", () => {
|
||||
test("finds a pot", () => {
|
||||
assert.deepEqual(found("190"), [2]);
|
||||
});
|
||||
|
||||
test("a dollar sign and commas are ignored", () => {
|
||||
assert.deepEqual(found("$190"), [2]);
|
||||
assert.deepEqual(found("$1,90"), [2], "typed badly, still found");
|
||||
});
|
||||
|
||||
test("finds a payout that isn't the whole pot", () => {
|
||||
assert.deepEqual(found("38"), [120], "half of a chopped $76");
|
||||
});
|
||||
|
||||
test("a partial amount narrows rather than missing", () => {
|
||||
// Half remembering "something around forty" should still get there.
|
||||
assert.deepEqual(found("4"), [1], "$40");
|
||||
assert.deepEqual(found("19"), [2, 12], "the $190 pot and the $19 one");
|
||||
});
|
||||
|
||||
test("a bare number is an exact hand number, not a prefix of one", () => {
|
||||
// Amounts match on their leading digits, because half a remembered figure is
|
||||
// still a lead. Hand numbers don't: typing 12 to mean the hand is a dealer who
|
||||
// knows which hand they want, and dragging 120 and 128 along with it is noise.
|
||||
// "#12" is there for when they do want the prefix.
|
||||
assert.ok(!found("12").includes(120));
|
||||
});
|
||||
});
|
||||
|
||||
describe("by hand number", () => {
|
||||
test("a bare number matches the hand number as well as amounts", () => {
|
||||
assert.ok(found("12").includes(12));
|
||||
});
|
||||
|
||||
test("a hash pins it to the hand number and nothing else", () => {
|
||||
assert.deepEqual(found("#12"), [12, 120], "12 and 120 both start with 12");
|
||||
assert.deepEqual(found("#2"), [2], "and not the $190 pot of hand 2's neighbours");
|
||||
});
|
||||
|
||||
test("a hash with a number nobody played finds nothing", () => {
|
||||
assert.deepEqual(found("#7"), []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("odd input can't break it", () => {
|
||||
test("punctuation on its own doesn't match everything", () => {
|
||||
assert.deepEqual(found("$"), [], "no digits and no letters left to match on");
|
||||
assert.deepEqual(found("#"), [1, 2, 12, 120], "an empty hand number is a prefix of them all");
|
||||
});
|
||||
|
||||
test("an entry with pieces missing doesn't throw", () => {
|
||||
const broken = { handNumber: 5, pot: 10 };
|
||||
assert.doesNotThrow(() => Render.handMatchesFilter(broken, "ann"));
|
||||
assert.equal(Render.handMatchesFilter(broken, "ann"), false);
|
||||
assert.equal(Render.handMatchesFilter(broken, "10"), true, "the pot is still findable");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,118 @@
|
||||
// The hand-history panel is only rebuilt when its signature changes, which takes a
|
||||
// full re-render from ~30ms to ~3ms. The whole saving depends on that signature
|
||||
// noticing every way the log can actually change — a stale panel would have the
|
||||
// dealer reading last hand's payouts while settling this one.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Render, HoldemState, makeTable } = require("./load");
|
||||
|
||||
// historySignature() reads Render.state, so point it at a table for each case.
|
||||
const signatureOf = state => {
|
||||
Render.state = state;
|
||||
return Render.historySignature();
|
||||
};
|
||||
|
||||
const tableWithHands = (count) => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
for (let i = 0; i < count; i++) {
|
||||
state.seats[0].amountOverride = 2;
|
||||
state.seats[1].amountOverride = 2;
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
|
||||
}
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("the history panel knows when to redraw", () => {
|
||||
test("nothing changes while a hand is being played", () => {
|
||||
const state = tableWithHands(3);
|
||||
const before = signatureOf(state);
|
||||
|
||||
// A whole street of betting touches no part of the log.
|
||||
state.seats[0].committed = 5;
|
||||
state.seats[1].folded = true;
|
||||
state.actingSeatIndex = 2;
|
||||
state.street = "flop";
|
||||
|
||||
assert.equal(signatureOf(state), before, "betting must not force a rebuild");
|
||||
});
|
||||
|
||||
test("settling a hand changes it", () => {
|
||||
const state = tableWithHands(3);
|
||||
const before = signatureOf(state);
|
||||
HoldemState.recordHand(state, [{ id: state.seats[1].id, label: "Ben", amount: 12 }]);
|
||||
assert.notEqual(signatureOf(state), before);
|
||||
});
|
||||
|
||||
test("clearing the history changes it", () => {
|
||||
const state = tableWithHands(5);
|
||||
const before = signatureOf(state);
|
||||
HoldemState.clearHistory(state);
|
||||
assert.notEqual(signatureOf(state), before);
|
||||
});
|
||||
|
||||
test("undoing back to a shorter log changes it", () => {
|
||||
const state = tableWithHands(2);
|
||||
const snapshot = JSON.parse(JSON.stringify(state));
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 30 }]);
|
||||
const afterRecord = signatureOf(state);
|
||||
|
||||
// The undo path swaps the state's contents in place.
|
||||
Object.keys(state).forEach(k => delete state[k]);
|
||||
Object.assign(state, snapshot);
|
||||
|
||||
assert.notEqual(signatureOf(state), afterRecord, "an undone hand must disappear from the panel");
|
||||
});
|
||||
|
||||
test("two hands that differ only in payout are told apart", () => {
|
||||
const a = tableWithHands(1);
|
||||
const b = tableWithHands(1);
|
||||
// Same count and hand number; different pot.
|
||||
b.handHistory[0].pot = a.handHistory[0].pot + 25;
|
||||
assert.notEqual(signatureOf(a), signatureOf(b));
|
||||
});
|
||||
|
||||
test("the hand counter moving on changes it", () => {
|
||||
// The counter badge is drawn by the same function, so a new hand number has
|
||||
// to invalidate even when the log itself is untouched.
|
||||
const state = tableWithHands(2);
|
||||
const before = signatureOf(state);
|
||||
state.handNumber += 1;
|
||||
assert.notEqual(signatureOf(state), before);
|
||||
});
|
||||
|
||||
test("an empty log has a stable signature of its own", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1] });
|
||||
const first = signatureOf(state);
|
||||
assert.equal(signatureOf(state), first);
|
||||
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
|
||||
assert.notEqual(signatureOf(state), first, "the first hand ever must draw the panel");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the hand-time cache", () => {
|
||||
test("the same timestamp is only formatted once, and formats the same", () => {
|
||||
Render.handTimeCache.clear();
|
||||
const stamp = Date.UTC(2026, 8, 1, 15, 4);
|
||||
const first = Render.formatHandTime(stamp);
|
||||
assert.equal(Render.handTimeCache.size, 1);
|
||||
|
||||
const second = Render.formatHandTime(stamp);
|
||||
assert.equal(second, first);
|
||||
assert.equal(Render.handTimeCache.size, 1, "not re-formatted");
|
||||
});
|
||||
|
||||
test("different timestamps still format differently", () => {
|
||||
Render.handTimeCache.clear();
|
||||
const a = Render.formatHandTime(Date.UTC(2026, 8, 1, 15, 4));
|
||||
const b = Render.formatHandTime(Date.UTC(2026, 8, 1, 18, 47));
|
||||
assert.notEqual(a, b);
|
||||
assert.equal(Render.handTimeCache.size, 2);
|
||||
});
|
||||
|
||||
test("a nonsense timestamp doesn't throw", () => {
|
||||
Render.handTimeCache.clear();
|
||||
assert.doesNotThrow(() => Render.formatHandTime(undefined));
|
||||
assert.doesNotThrow(() => Render.formatHandTime("not a date"));
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,213 @@
|
||||
// Randomised whole-hand play against the invariants a dealer would notice being broken.
|
||||
//
|
||||
// These ran once, by hand, in a browser console while the betting engine was being
|
||||
// fixed, and then went away with the tab. The bugs they caught (blinds posted to empty
|
||||
// chairs, the button skipping players, heads-up acting out of order) are all cases you
|
||||
// only hit on a particular table shape, so a fixed set of examples misses them. Keeping
|
||||
// the generator means the next change gets checked against the same thousand tables.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, PotCalculator, HoldemState, Money, makeTable, chipsOnTable, contributions } = require("./load");
|
||||
|
||||
// Deterministic PRNG: a failure has to be reproducible from the seed printed with it,
|
||||
// otherwise a randomised suite is just a flaky one.
|
||||
function rng(seed) {
|
||||
let s = seed >>> 0;
|
||||
return () => {
|
||||
s = (s * 1664525 + 1013904223) >>> 0;
|
||||
return s / 4294967296;
|
||||
};
|
||||
}
|
||||
|
||||
// Plays one hand to completion with random but legal-ish dealer input.
|
||||
function playHand(random) {
|
||||
const seatCount = 2 + Math.floor(random() * 9);
|
||||
const seatIndexes = [...Array(seatCount).keys()];
|
||||
const seated = seatIndexes.filter(() => random() < 0.7);
|
||||
if (seated.length < 2) seated.push(...seatIndexes.filter(i => !seated.includes(i)).slice(0, 2 - seated.length));
|
||||
|
||||
const bigBlind = [2, 5, 0.5][Math.floor(random() * 3)];
|
||||
const state = makeTable({
|
||||
seatCount,
|
||||
seated,
|
||||
stack: 0,
|
||||
smallBlind: bigBlind / 2,
|
||||
bigBlind,
|
||||
dealerSeatIndex: Math.floor(random() * seatCount),
|
||||
});
|
||||
|
||||
// Varied stack depths, so short stacks and side pots actually happen.
|
||||
seated.forEach(i => {
|
||||
state.seats[i].stack = Money.round(bigBlind * (1 + Math.floor(random() * 60)));
|
||||
});
|
||||
|
||||
const startingChips = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
let guard = 0;
|
||||
while (!Betting.isHandOver(state) && state.street !== "done" && guard++ < 400) {
|
||||
if (state.actingSeatIndex === null) {
|
||||
if (state.street === "river" || !Betting.canStillBet(state)) break;
|
||||
Betting.closeStreet(state);
|
||||
continue;
|
||||
}
|
||||
|
||||
const index = state.actingSeatIndex;
|
||||
const player = state.seats[index];
|
||||
const toCall = Betting.toCall(state, player);
|
||||
const roll = random();
|
||||
|
||||
if (roll < 0.15) Betting.fold(state, index);
|
||||
else if (roll < 0.25) Betting.allIn(state, index);
|
||||
else if (toCall > 0) Betting.call(state, index);
|
||||
else if (roll < 0.75) Betting.check(state, index);
|
||||
else Betting.raiseTo(state, index, Betting.minRaiseTo(state));
|
||||
}
|
||||
|
||||
Betting.sweepToHandTotals(state);
|
||||
return { state, startingChips, seated };
|
||||
}
|
||||
|
||||
describe("randomised hands hold the dealer's invariants", () => {
|
||||
const HANDS = 1000;
|
||||
|
||||
test(`${HANDS} hands never create or destroy a chip`, () => {
|
||||
const random = rng(20260901);
|
||||
for (let hand = 0; hand < HANDS; hand++) {
|
||||
const { state, startingChips } = playHand(random);
|
||||
assert.equal(
|
||||
chipsOnTable(state),
|
||||
startingChips,
|
||||
`hand ${hand}: chips on the table changed during play`
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
test(`${HANDS} hands: pots plus uncalled returns always equal the money in`, () => {
|
||||
const random = rng(778899);
|
||||
let sidePotHands = 0;
|
||||
let returnHands = 0;
|
||||
|
||||
for (let hand = 0; hand < HANDS; hand++) {
|
||||
const { state } = playHand(random);
|
||||
const players = contributions(state);
|
||||
const inThePot = players.reduce((sum, p) => sum + p.contribution, 0);
|
||||
if (inThePot <= 0) continue;
|
||||
|
||||
// Fold flags can leave nobody live, which the calculator deliberately
|
||||
// refuses to guess at — that's a dealer correction, not an invariant.
|
||||
if (players.every(p => p.folded)) continue;
|
||||
|
||||
const layered = PotCalculator.layers(players).reduce((s, l) => s + l.amount, 0);
|
||||
const returned = PotCalculator.uncalledReturns(players).reduce((s, r) => s + r.amount, 0);
|
||||
|
||||
assert.equal(
|
||||
Money.toCents(layered + returned),
|
||||
Money.toCents(inThePot),
|
||||
`hand ${hand}: pot breakdown doesn't add up to what went in`
|
||||
);
|
||||
|
||||
if (PotCalculator.layers(players).length > 1) sidePotHands++;
|
||||
if (returned > 0) returnHands++;
|
||||
}
|
||||
|
||||
assert.ok(sidePotHands > 20, `expected side pots to occur; saw ${sidePotHands}`);
|
||||
assert.ok(returnHands > 20, `expected uncalled bets to occur; saw ${returnHands}`);
|
||||
});
|
||||
|
||||
test(`${HANDS} hands: what's left after returns is money somebody actually matched`, () => {
|
||||
// The rule the pot breakdown rests on: you are only called up to what somebody
|
||||
// else was willing to put in. Once the uncalled chips are handed back, no
|
||||
// player should still be sitting above every other player at the table.
|
||||
//
|
||||
// A single-eligible pot is *not* the thing to look for here — that's legitimate
|
||||
// when a player called and then folded, leaving dead money one contender
|
||||
// collects. The bug this guards against is subtler: chips nobody ever matched
|
||||
// being dressed up as a pot to play for.
|
||||
const random = rng(13579);
|
||||
for (let hand = 0; hand < HANDS; hand++) {
|
||||
const { state } = playHand(random);
|
||||
const players = contributions(state);
|
||||
if (players.every(p => p.folded)) continue;
|
||||
|
||||
const returns = PotCalculator.uncalledReturns(players);
|
||||
assert.ok(returns.length <= 1, `hand ${hand}: only the biggest bet can go uncalled`);
|
||||
|
||||
returns.forEach(r => {
|
||||
const player = players.find(p => p.id === r.id);
|
||||
assert.ok(r.amount <= player.contribution + 0.001, `hand ${hand}: returned more than was put in`);
|
||||
});
|
||||
|
||||
const returned = new Map(returns.map(r => [r.id, r.amount]));
|
||||
const capped = players.map(p => Money.toCents(p.contribution - (returned.get(p.id) || 0)));
|
||||
|
||||
capped.forEach((cents, index) => {
|
||||
const others = capped.filter((_, i) => i !== index);
|
||||
const mostAnyoneElsePaid = others.length ? Math.max(...others) : 0;
|
||||
assert.ok(
|
||||
cents <= mostAnyoneElsePaid,
|
||||
`hand ${hand}: a player is still ${Money.fromCents(cents - mostAnyoneElsePaid)} ` +
|
||||
`above everyone else after returns — that money was never matched`
|
||||
);
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
test(`${HANDS} hands: paying the pot out settles it exactly`, () => {
|
||||
const random = rng(24680);
|
||||
for (let hand = 0; hand < HANDS; hand++) {
|
||||
const { state } = playHand(random);
|
||||
const players = contributions(state);
|
||||
if (players.every(p => p.folded)) continue;
|
||||
|
||||
// Take the uncalled money off first, the way the dealer would.
|
||||
const returned = new Map(PotCalculator.uncalledReturns(players).map(r => [r.id, r.amount]));
|
||||
const contested = players.map(p => ({
|
||||
...p,
|
||||
contribution: Money.round(p.contribution - (returned.get(p.id) || 0)),
|
||||
}));
|
||||
|
||||
let entries = PotCalculator.buildEntries(contested);
|
||||
const potBefore = PotCalculator.totalPot(entries);
|
||||
let paidOut = 0;
|
||||
let rounds = 0;
|
||||
|
||||
while (PotCalculator.getContenders(entries).length > 0 && rounds++ < 30) {
|
||||
const contenders = PotCalculator.getContenders(entries);
|
||||
const winner = contenders[Math.floor(random() * contenders.length)];
|
||||
const result = PotCalculator.resolveRound(entries, [winner.id]);
|
||||
paidOut += result.perWinner.reduce((s, w) => s + w.amount, 0);
|
||||
entries = result.updatedEntries;
|
||||
}
|
||||
|
||||
assert.equal(
|
||||
Money.toCents(paidOut),
|
||||
Money.toCents(potBefore),
|
||||
`hand ${hand}: paying out the pot left ${potBefore - paidOut} unaccounted for`
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
test(`${HANDS} hands: the button and blinds land on real players`, () => {
|
||||
const random = rng(112233);
|
||||
for (let hand = 0; hand < HANDS; hand++) {
|
||||
const seatCount = 2 + Math.floor(random() * 9);
|
||||
const seated = [...Array(seatCount).keys()].filter(() => random() < 0.6);
|
||||
if (seated.length < 2) continue;
|
||||
|
||||
const state = makeTable({ seatCount, seated, dealerSeatIndex: Math.floor(random() * seatCount) });
|
||||
HoldemState.advanceButton(state);
|
||||
assert.ok(state.seats[state.dealerSeatIndex].inHand, `hand ${hand}: button on an empty chair`);
|
||||
|
||||
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
|
||||
assert.ok(state.seats[sbIndex].inHand, `hand ${hand}: small blind on an empty chair`);
|
||||
assert.ok(state.seats[bbIndex].inHand, `hand ${hand}: big blind on an empty chair`);
|
||||
assert.notEqual(sbIndex, bbIndex, `hand ${hand}: both blinds on one player`);
|
||||
|
||||
if (seated.length === 2) {
|
||||
assert.ok(headsUp, `hand ${hand}: two players should be heads-up`);
|
||||
assert.equal(sbIndex, state.dealerSeatIndex, `hand ${hand}: heads-up button posts the small blind`);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,92 @@
|
||||
// Loads the dealer's browser modules into Node so they can be tested directly.
|
||||
//
|
||||
// The modules are plain script-tag files: each one declares a `const` namespace and
|
||||
// ends with a `module.exports` guard. In the browser they find each other as globals,
|
||||
// so the same names have to exist on `globalThis` here or `Betting` can't reach
|
||||
// `HoldemState`. Load order matches the <script> order in TexasHoldem.cshtml.
|
||||
const path = require("path");
|
||||
|
||||
const SRC = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem");
|
||||
|
||||
function load(name) {
|
||||
const mod = require(path.join(SRC, `${name}.js`));
|
||||
globalThis[name.charAt(0).toUpperCase() + name.slice(1)] = mod;
|
||||
return mod;
|
||||
}
|
||||
|
||||
const Money = load("money");
|
||||
const PotCalculator = load("potCalculator");
|
||||
const SplitCalculator = load("splitCalculator");
|
||||
const Betting = load("betting");
|
||||
const SettleUp = load("settleUp");
|
||||
const HandHistoryExport = load("handHistoryExport");
|
||||
|
||||
// render.js exports { Render } rather than the namespace directly.
|
||||
const Render = require(path.join(SRC, "render.js")).Render;
|
||||
globalThis.Render = Render;
|
||||
|
||||
// state.js exports `HoldemState`, which doesn't match its filename.
|
||||
const HoldemState = require(path.join(SRC, "state.js"));
|
||||
globalThis.HoldemState = HoldemState;
|
||||
|
||||
// actionBar.js after state, since its own module-level code reaches for neither but
|
||||
// its methods reach for both. Loaded last so nothing it touches is still undefined.
|
||||
const ActionBar = load("actionBar");
|
||||
|
||||
// ---- Table builders ----------------------------------------------------------
|
||||
|
||||
// A table with `seatCount` chairs where `seated` (a list of seat indexes) are dealt
|
||||
// in with `stack` chips each. Everything else is the app's own defaults, so a test
|
||||
// that forgets to set a field gets whatever a real dealer would get.
|
||||
function makeTable({ seatCount = 6, seated = null, stack = 100, smallBlind = 1, bigBlind = 2, dealerSeatIndex = 0 } = {}) {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, seatCount);
|
||||
state.smallBlind = smallBlind;
|
||||
state.bigBlind = bigBlind;
|
||||
state.dealerSeatIndex = dealerSeatIndex;
|
||||
|
||||
const sitting = seated || state.seats.map((_, i) => i);
|
||||
state.seats.forEach((player, index) => {
|
||||
player.inHand = sitting.includes(index);
|
||||
player.stack = sitting.includes(index) ? stack : null;
|
||||
player.name = `P${index + 1}`;
|
||||
});
|
||||
return state;
|
||||
}
|
||||
|
||||
// Total chips the table is accountable for: what's in front of everyone, plus what
|
||||
// they've pushed in this street, plus what's already banked into the pot.
|
||||
function chipsOnTable(state) {
|
||||
return Money.round(
|
||||
state.seats.reduce(
|
||||
(sum, p) => sum + (Number(p.stack) || 0) + (Number(p.committed) || 0) + (Number(p.amountOverride) || 0),
|
||||
0
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
// Contributions in the shape PotCalculator wants them.
|
||||
function contributions(state) {
|
||||
return state.seats
|
||||
.filter(p => p.inHand)
|
||||
.map(p => ({
|
||||
id: p.id,
|
||||
contribution: Betting.handTotal(p),
|
||||
folded: p.folded,
|
||||
}));
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
Money,
|
||||
Render,
|
||||
HandHistoryExport,
|
||||
PotCalculator,
|
||||
SplitCalculator,
|
||||
SettleUp,
|
||||
Betting,
|
||||
HoldemState,
|
||||
ActionBar,
|
||||
makeTable,
|
||||
chipsOnTable,
|
||||
contributions,
|
||||
};
|
||||
@@ -0,0 +1,114 @@
|
||||
// What happens when the saved table can't be read.
|
||||
//
|
||||
// An unreadable save can only become an empty table. What it must not do is become
|
||||
// one silently and then get written over by the first edit.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState } = require("./load");
|
||||
|
||||
function withStored(value, { readOnly = false } = {}) {
|
||||
const store = new Map();
|
||||
if (value !== undefined) store.set(HoldemState.STORAGE_KEY, value);
|
||||
globalThis.localStorage = {
|
||||
getItem: key => (store.has(key) ? store.get(key) : null),
|
||||
setItem(key, val) {
|
||||
if (readOnly) throw new Error("QuotaExceededError");
|
||||
store.set(key, val);
|
||||
},
|
||||
removeItem: key => store.delete(key),
|
||||
};
|
||||
return store;
|
||||
}
|
||||
|
||||
test.beforeEach(() => {
|
||||
HoldemState.loadFailed = false;
|
||||
HoldemState.onLoadFailed = null;
|
||||
});
|
||||
|
||||
test.after(() => {
|
||||
delete globalThis.localStorage;
|
||||
HoldemState.loadFailed = false;
|
||||
HoldemState.onLoadFailed = null;
|
||||
});
|
||||
|
||||
test("nothing stored is a new table, not a failure", () => {
|
||||
withStored(undefined);
|
||||
const state = HoldemState.load();
|
||||
|
||||
assert.equal(HoldemState.loadFailed, false);
|
||||
assert.ok(Array.isArray(state.seats));
|
||||
});
|
||||
|
||||
test("a good save loads and reports nothing", () => {
|
||||
const store = withStored(undefined);
|
||||
const original = HoldemState.createDefault();
|
||||
original.handNumber = 34;
|
||||
HoldemState.save(original);
|
||||
|
||||
const state = HoldemState.load();
|
||||
assert.equal(HoldemState.loadFailed, false);
|
||||
assert.equal(state.handNumber, 34);
|
||||
assert.equal(store.has(HoldemState.RECOVERY_KEY), false);
|
||||
});
|
||||
|
||||
test("a truncated save is reported rather than silently becoming an empty table", () => {
|
||||
const good = JSON.stringify(HoldemState.createDefault());
|
||||
withStored(good.slice(0, Math.floor(good.length * 0.7)));
|
||||
|
||||
const state = HoldemState.load();
|
||||
assert.equal(HoldemState.loadFailed, true);
|
||||
assert.ok(Array.isArray(state.seats), "it still hands back a usable table");
|
||||
});
|
||||
|
||||
test("valid JSON of the wrong shape counts as unreadable too", () => {
|
||||
withStored(JSON.stringify({ hello: "world" }));
|
||||
|
||||
HoldemState.load();
|
||||
assert.equal(HoldemState.loadFailed, true);
|
||||
});
|
||||
|
||||
test("the unreadable copy is kept instead of being written over", () => {
|
||||
// This is the half that matters: whatever a person could have picked out of the
|
||||
// raw JSON used to be gone the moment the dealer touched a seat.
|
||||
const broken = '{"seats":[{"name":"Ann","stack":250},{"name":"Ben"';
|
||||
const store = withStored(broken);
|
||||
|
||||
HoldemState.load();
|
||||
|
||||
assert.equal(store.get(HoldemState.RECOVERY_KEY), broken);
|
||||
});
|
||||
|
||||
test("a later save doesn't touch the copy that was set aside", () => {
|
||||
const broken = '{"seats":[{"name":"Ann"';
|
||||
const store = withStored(broken);
|
||||
|
||||
const state = HoldemState.load();
|
||||
state.handNumber = 2;
|
||||
HoldemState.save(state);
|
||||
|
||||
assert.equal(store.get(HoldemState.RECOVERY_KEY), broken);
|
||||
assert.notEqual(store.get(HoldemState.STORAGE_KEY), broken);
|
||||
});
|
||||
|
||||
test("the listener fires once, not on every read", () => {
|
||||
withStored("{not json");
|
||||
let told = 0;
|
||||
HoldemState.onLoadFailed = () => { told++; };
|
||||
|
||||
HoldemState.load();
|
||||
HoldemState.load();
|
||||
HoldemState.load();
|
||||
|
||||
assert.equal(told, 1);
|
||||
});
|
||||
|
||||
test("no room to keep the copy is not a crash", () => {
|
||||
// Storage that refuses writes is exactly the storage most likely to hand back a
|
||||
// half-written value in the first place.
|
||||
withStored("{not json", { readOnly: true });
|
||||
|
||||
let state;
|
||||
assert.doesNotThrow(() => { state = HoldemState.load(); });
|
||||
assert.ok(Array.isArray(state.seats));
|
||||
assert.equal(HoldemState.loadFailed, true);
|
||||
});
|
||||
@@ -0,0 +1,260 @@
|
||||
// Home games are messy. People walk up mid-hand, storm off mid-hand, argue about
|
||||
// whose blind it is, and pass the button round three times before anyone deals.
|
||||
// These are the cases the positional rules quietly get wrong.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, HoldemState, PotCalculator, Money, makeTable, chipsOnTable, contributions } = require("./load");
|
||||
|
||||
const potOf = state => HoldemState.totalPot(state);
|
||||
|
||||
describe("a player leaves in the middle of a hand", () => {
|
||||
test("their chips stay in the pot", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const before = potOf(state);
|
||||
assert.equal(before, 8);
|
||||
|
||||
state.seats[1].inHand = false; // dealer takes them out
|
||||
|
||||
assert.equal(potOf(state), before, "the pot must not shrink when a player is taken out");
|
||||
});
|
||||
|
||||
test("they cannot be paid out of a pot they walked away from", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
state.seats[1].inHand = false;
|
||||
|
||||
const players = state.seats
|
||||
.filter(p => HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount) > 0)
|
||||
.map(p => ({
|
||||
id: p.id,
|
||||
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
|
||||
folded: p.folded || HoldemState.isDeadMoney(p),
|
||||
}));
|
||||
|
||||
const layers = PotCalculator.layers(players);
|
||||
assert.ok(!layers[0].eligible.includes(state.seats[1].id), "a departed player can't win");
|
||||
assert.equal(layers.reduce((s, l) => s + l.amount, 0), 6, "but their money is still being played for");
|
||||
});
|
||||
|
||||
test("taking out the player who is to act moves the action on", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
const acting = state.actingSeatIndex;
|
||||
|
||||
state.seats[acting].inHand = false;
|
||||
Betting.passAction(state, acting);
|
||||
|
||||
assert.notEqual(state.actingSeatIndex, acting, "the table can't wait on somebody who left");
|
||||
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
|
||||
});
|
||||
|
||||
test("an empty chair still contributes nothing, base pot or not", () => {
|
||||
// The table-wide default must not be read as an ante from seats nobody is in.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0 });
|
||||
state.basePotAmount = 25;
|
||||
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, 25), 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a player joins in the middle of a hand", () => {
|
||||
test("they sit the hand out rather than joining a pot they never paid into", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
// Walks up and is dealt in — the app marks them folded for this hand.
|
||||
state.seats[4].inHand = true;
|
||||
state.seats[4].stack = 100;
|
||||
state.seats[4].folded = true;
|
||||
|
||||
assert.ok(!Betting.liveSeats(state).some(s => s.index === 4), "not live this hand");
|
||||
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, state.basePotAmount), 0);
|
||||
});
|
||||
|
||||
test("they are a full player again on the next hand", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
state.seats[4].inHand = true;
|
||||
state.seats[4].stack = 100;
|
||||
state.seats[4].folded = true;
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.seats[4].folded, false);
|
||||
assert.ok(Betting.liveSeats(state).some(s => s.index === 4), "dealt in like anyone else");
|
||||
});
|
||||
});
|
||||
|
||||
describe("passing the button around before the cards come out", () => {
|
||||
test("moving the button re-posts the blinds and keeps the chip count straight", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
const startingChips = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.seats[1].committed, 1);
|
||||
assert.equal(state.seats[2].committed, 2);
|
||||
|
||||
state.dealerSeatIndex = 2;
|
||||
Betting.repostBlinds(state);
|
||||
|
||||
assert.equal(state.seats[1].committed, 0, "the old small blind got their chip back");
|
||||
assert.equal(state.seats[3].committed, 1, "and the new one has posted");
|
||||
assert.equal(state.seats[0].committed, 2);
|
||||
assert.equal(chipsOnTable(state), startingChips, "no chips created or lost in the shuffle");
|
||||
});
|
||||
|
||||
test("passing it round many times still balances", () => {
|
||||
const state = makeTable({ seatCount: 8, seated: [0, 2, 3, 5, 7], dealerSeatIndex: 0 });
|
||||
const startingChips = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
[2, 5, 7, 3, 0, 5].forEach(seat => {
|
||||
state.dealerSeatIndex = seat;
|
||||
Betting.repostBlinds(state);
|
||||
assert.equal(chipsOnTable(state), startingChips, `chips drifted after passing to seat ${seat}`);
|
||||
});
|
||||
|
||||
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(Betting.committed(state.seats[sbIndex]), 1);
|
||||
assert.equal(Betting.committed(state.seats[bbIndex]), 2);
|
||||
});
|
||||
|
||||
test("once somebody has acted, the blinds are settled", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
assert.equal(Betting.onlyBlindsIn(state), true, "nothing but blinds so far");
|
||||
|
||||
Betting.call(state, 3);
|
||||
assert.equal(Betting.onlyBlindsIn(state), false, "a call means the blinds are set where they are");
|
||||
});
|
||||
});
|
||||
|
||||
describe("naming the blinds by hand", () => {
|
||||
test("a named blind wins over the button order", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
|
||||
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(sbIndex, 3);
|
||||
assert.equal(bbIndex, 0);
|
||||
assert.equal(manual, true);
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.seats[3].committed, 1);
|
||||
assert.equal(state.seats[0].committed, 2);
|
||||
assert.equal(state.seats[1].committed, 0, "the positional small blind posts nothing");
|
||||
});
|
||||
|
||||
test("a named blind on a player who isn't dealt in is ignored", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
state.blindOverride = { sbIndex: 4, bbIndex: 0 }; // seat 4 is an empty chair
|
||||
|
||||
const { sbIndex, manual } = HoldemState.getBlindSeats(state);
|
||||
assert.ok(!manual, "falls back to the button order rather than posting to nobody");
|
||||
assert.ok(state.seats[sbIndex].inHand);
|
||||
});
|
||||
|
||||
test("both blinds on one player is refused", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
state.blindOverride = { sbIndex: 1, bbIndex: 1 };
|
||||
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.notEqual(sbIndex, bbIndex);
|
||||
});
|
||||
|
||||
test("naming blinds heads-up still acts in the right order", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
|
||||
state.blindOverride = { sbIndex: 5, bbIndex: 2 }; // deliberately the reverse
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.seats[5].committed, 1);
|
||||
assert.equal(state.seats[2].committed, 2);
|
||||
assert.equal(state.actingSeatIndex, 5, "the small blind acts first pre-flop heads-up");
|
||||
|
||||
Betting.call(state, 5);
|
||||
Betting.check(state, 2);
|
||||
Betting.closeStreet(state);
|
||||
assert.equal(state.actingSeatIndex, 2, "and the big blind leads after the flop");
|
||||
});
|
||||
|
||||
test("the naming only lasts the hand it was made for", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
Betting.beginHand(state);
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.blindOverride, null, "blinds go back to following the button");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the first hand on a fresh table", () => {
|
||||
test("the button never starts on an empty chair", () => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 9);
|
||||
[4, 6, 7].forEach(i => { state.seats[i].inHand = true; state.seats[i].stack = 100; });
|
||||
assert.equal(state.dealerSeatIndex, 0, "a fresh table starts the button on seat 1");
|
||||
assert.equal(state.seats[0].inHand, false, "which nobody is sitting in");
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.ok(state.seats[state.dealerSeatIndex].inHand, "the button moved to a real player");
|
||||
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.ok(state.seats[sbIndex].inHand);
|
||||
assert.ok(state.seats[bbIndex].inHand);
|
||||
assert.notEqual(sbIndex, bbIndex);
|
||||
});
|
||||
|
||||
test("a table that empties out around the button recovers", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 3 });
|
||||
state.seats[3].inHand = false; // the player holding the button leaves
|
||||
HoldemState.ensureButtonOnPlayer(state);
|
||||
assert.ok(state.seats[state.dealerSeatIndex].inHand);
|
||||
});
|
||||
|
||||
test("two players left after everyone else walks is heads-up, blinds reversed", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
[2, 3].forEach(i => { state.seats[i].inHand = false; });
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(headsUp, true);
|
||||
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
|
||||
});
|
||||
});
|
||||
|
||||
describe("chips survive a messy table", () => {
|
||||
test("joining, leaving and passing the button never changes the chip count", () => {
|
||||
const state = makeTable({ seatCount: 8, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
state.seats[6].stack = 100; // sitting down but not dealt in yet
|
||||
const startingChips = chipsOnTable(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
state.dealerSeatIndex = 2;
|
||||
Betting.repostBlinds(state);
|
||||
|
||||
state.seats[6].inHand = true; // walks up mid-hand
|
||||
state.seats[6].folded = true;
|
||||
assert.equal(chipsOnTable(state), startingChips);
|
||||
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
state.seats[1].inHand = false; // and someone storms off
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), startingChips, "every chip is still accounted for");
|
||||
assert.equal(
|
||||
Money.toCents(potOf(state) + state.seats.reduce((s, p) => s + (Number(p.stack) || 0), 0)),
|
||||
Money.toCents(startingChips),
|
||||
"and the pot plus the stacks is the whole table"
|
||||
);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,155 @@
|
||||
// Taking a hand back.
|
||||
//
|
||||
// The rulings sheet in this tool has told dealers to redeal since the day it was
|
||||
// written — first card to the wrong seat, a seat entitled to a hand dealt out, one of
|
||||
// the first two cards exposed — and the tool had no way to do it. The only control that
|
||||
// ended a live hand was Next Hand, which says out loud that it takes the money off the
|
||||
// table without paying anybody. That is right for an abandoned pot and wrong for a
|
||||
// misdeal, where the blinds and the calls belong to the people who put them in.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
const dealt = (extra = {}) => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10, dealerSeatIndex: 0, ...extra });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("the money", () => {
|
||||
test("goes back to the people who put it in", () => {
|
||||
const state = dealt();
|
||||
const before = state.seats.map(p => Betting.stackOf(state, p) + Betting.committed(p));
|
||||
Betting.takeHandBack(state);
|
||||
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
|
||||
});
|
||||
|
||||
test("including calls and raises, not just the blinds", () => {
|
||||
const state = dealt();
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 40);
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
assert.ok(Betting.potSoFar(state) > 50, "there is real money in the middle");
|
||||
|
||||
const taken = Betting.takeHandBack(state);
|
||||
assert.equal(taken.total, 95, "blinds and both wagers");
|
||||
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), [200, 200, 200, 200, 200, 200]);
|
||||
});
|
||||
|
||||
test("and across streets, once chips have been swept into hand totals", () => {
|
||||
const state = dealt();
|
||||
[3, 4, 5, 0, 1, 2].forEach(seat => {
|
||||
if (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
|
||||
});
|
||||
Betting.closeStreet(state);
|
||||
assert.ok(state.seats.some(p => (Number(p.amountOverride) || 0) > 0), "the flop's money is banked");
|
||||
|
||||
Betting.takeHandBack(state);
|
||||
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), [200, 200, 200, 200, 200, 200]);
|
||||
assert.deepEqual(state.seats.map(p => p.amountOverride), [null, null, null, null, null, null]);
|
||||
});
|
||||
|
||||
test("the table has exactly the chips it started with", () => {
|
||||
const fresh = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10 });
|
||||
const total = chipsOnTable(fresh);
|
||||
const state = dealt();
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 40);
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(chipsOnTable(state), total);
|
||||
});
|
||||
|
||||
test("nothing is thrown away — the discard pile doesn't move", () => {
|
||||
const state = dealt();
|
||||
state.discarded = 8;
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(state.discarded, 8, "a misdeal is not an abandoned pot");
|
||||
});
|
||||
|
||||
test("it says what went back and to whom", () => {
|
||||
const state = dealt();
|
||||
const taken = Betting.takeHandBack(state);
|
||||
assert.equal(taken.returned.length, 2, "the two blinds");
|
||||
assert.deepEqual(taken.returned.map(r => r.amount).sort((a, b) => a - b), [5, 10]);
|
||||
assert.ok(taken.returned.every(r => r.name), "named, because the dealer says it out loud");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the table afterwards", () => {
|
||||
test("is waiting to deal the same hand again", () => {
|
||||
const state = dealt();
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(state.bettingOpen, false, "the dealer says when");
|
||||
assert.equal(state.street, "preflop");
|
||||
assert.equal(state.actingSeatIndex, null);
|
||||
assert.equal(state.currentBet, 0);
|
||||
});
|
||||
|
||||
test("keeps the button where it was — a misdeal is not the next hand", () => {
|
||||
const state = dealt({ dealerSeatIndex: 3 });
|
||||
const handNumber = state.handNumber;
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(state.dealerSeatIndex, 3);
|
||||
assert.equal(state.handNumber, handNumber, "no hand has been played");
|
||||
assert.equal((state.handHistory || []).length, 0, "and none is logged");
|
||||
});
|
||||
|
||||
test("keeps the straddle, which was announced and still stands", () => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10 });
|
||||
state.straddleCount = 1;
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(state.postedStraddles, [3]);
|
||||
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(state.straddleCount, 1, "still on for the redeal");
|
||||
assert.deepEqual(state.postedStraddles, [], "but nothing is out there yet");
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(state.postedStraddles, [3], "and it goes out again");
|
||||
});
|
||||
|
||||
test("clears the cards and the folds, because none of it happened", () => {
|
||||
const state = dealt();
|
||||
state.seats[3].cards = ["As", "Kd"];
|
||||
Betting.fold(state, 3);
|
||||
Betting.takeHandBack(state);
|
||||
assert.deepEqual(state.seats[3].cards, ["", ""]);
|
||||
assert.equal(state.seats[3].folded, false);
|
||||
assert.ok(state.seats.every(p => !p.hasActed));
|
||||
});
|
||||
|
||||
test("deals again cleanly, with the same blinds on the same players", () => {
|
||||
const state = dealt();
|
||||
const first = state.seats.map(p => Betting.committed(p));
|
||||
Betting.takeHandBack(state);
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(state.seats.map(p => Betting.committed(p)), first);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the bank still balances", () => {
|
||||
test("through a misdeal and the redeal after it", () => {
|
||||
const state = dealt();
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 60);
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
Betting.beginHand(state);
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, true);
|
||||
assert.equal(bank.cashIn, 1200);
|
||||
});
|
||||
});
|
||||
|
||||
describe("taking back a hand nobody had money in", () => {
|
||||
test("is harmless: no blinds, nothing moves", () => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 0, bigBlind: 0 });
|
||||
Betting.beginHand(state);
|
||||
const taken = Betting.takeHandBack(state);
|
||||
assert.equal(taken.total, 0);
|
||||
assert.deepEqual(taken.returned, []);
|
||||
assert.equal(state.bettingOpen, false);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,141 @@
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Money, HandHistoryExport } = require("./load");
|
||||
|
||||
describe("Money.format", () => {
|
||||
test("whole amounts drop the pointless cents", () => {
|
||||
assert.equal(Money.format(12), "$12");
|
||||
assert.equal(Money.format(450), "$450");
|
||||
assert.equal(Money.format(1250000), "$1,250,000");
|
||||
assert.equal(Money.format(0), "$0");
|
||||
});
|
||||
|
||||
test("amounts that carry cents still show them", () => {
|
||||
assert.equal(Money.format(12.5), "$12.50");
|
||||
assert.equal(Money.format(0.25), "$0.25");
|
||||
assert.equal(Money.format(3.01), "$3.01");
|
||||
});
|
||||
|
||||
test("a quarter-blind game reads exactly as it did", () => {
|
||||
// The case that would be ruined by dropping cents unconditionally.
|
||||
[0.25, 0.5, 1.75, 12.05].forEach(v => {
|
||||
assert.match(Money.format(v), /\.\d\d$/, `${v} lost its cents`);
|
||||
});
|
||||
});
|
||||
|
||||
test("floating-point dust doesn't invent cents", () => {
|
||||
assert.equal(Money.format(0.1 + 0.2), "$0.30");
|
||||
assert.equal(Money.format(1.0000000001), "$1");
|
||||
});
|
||||
|
||||
test("signed amounts put the sign out front, both scales", () => {
|
||||
assert.equal(Money.formatSigned(87500), "+$87,500");
|
||||
assert.equal(Money.formatSigned(-87500), "-$87,500");
|
||||
assert.equal(Money.formatSigned(-12.5), "-$12.50");
|
||||
assert.equal(Money.formatSigned(0), "$0");
|
||||
});
|
||||
|
||||
test("rubbish in doesn't produce rubbish out", () => {
|
||||
assert.equal(Money.format(null), "$0");
|
||||
assert.equal(Money.format(undefined), "$0");
|
||||
assert.equal(Money.format("nonsense"), "$0");
|
||||
});
|
||||
});
|
||||
|
||||
describe("Money.forSheet", () => {
|
||||
test("a bare number a spreadsheet will add up", () => {
|
||||
assert.equal(Money.forSheet(1250000), "1250000.00");
|
||||
assert.equal(Money.forSheet(12.5), "12.50");
|
||||
assert.equal(Money.forSheet(-87500), "-87500.00");
|
||||
});
|
||||
|
||||
test("no currency symbol and no thousands separators", () => {
|
||||
const written = Money.forSheet(1234567.89);
|
||||
assert.ok(!written.includes("$"), "a $ makes the cell text");
|
||||
assert.ok(!written.includes(","), "a comma makes the cell text");
|
||||
assert.equal(Number(written), 1234567.89, "and it parses straight back to a number");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the exported CSV", () => {
|
||||
const history = [
|
||||
{ handNumber: 2, timestamp: 0, pot: 1250000, payouts: [{ id: "a", label: "Alexandra", amount: 1250000 }] },
|
||||
{ handNumber: 1, timestamp: 0, pot: 24.5, payouts: [{ id: "b", label: "Bob", amount: 24.5 }] },
|
||||
];
|
||||
const standings = [
|
||||
{ id: "a", name: "Alexandra", in: 1250000, won: 1250000, net: 0, boughtIn: 3200000, chipsNow: 3200000, cashPosition: 0 },
|
||||
{ id: "b", name: "Bob", in: 24.5, won: 0, net: -24.5, boughtIn: 100, chipsNow: 75.5, cashPosition: -24.5 },
|
||||
];
|
||||
|
||||
// Splitting on commas isn't good enough: the timestamp column legitimately holds
|
||||
// one ("1/1/1970, 5:00:00 PM") and is quoted for exactly that reason.
|
||||
const splitRow = line => {
|
||||
const fields = [];
|
||||
let field = "";
|
||||
let quoted = false;
|
||||
for (let i = 0; i < line.length; i++) {
|
||||
const c = line[i];
|
||||
if (quoted) {
|
||||
if (c === '"' && line[i + 1] === '"') { field += '"'; i++; }
|
||||
else if (c === '"') quoted = false;
|
||||
else field += c;
|
||||
} else if (c === '"') quoted = true;
|
||||
else if (c === ",") { fields.push(field); field = ""; }
|
||||
else field += c;
|
||||
}
|
||||
fields.push(field);
|
||||
return fields;
|
||||
};
|
||||
|
||||
test("every money cell parses as a number", () => {
|
||||
const csv = HandHistoryExport.toCsv(history, standings);
|
||||
const lines = csv.split("\r\n");
|
||||
|
||||
lines.slice(1, 3).forEach(line => {
|
||||
const cell = splitRow(line)[2]; // Pot
|
||||
assert.ok(cell !== "" && !Number.isNaN(Number(cell)), `pot cell "${cell}" isn't a number`);
|
||||
});
|
||||
|
||||
// Standings rows: the money columns have to be numeric. Named rather than
|
||||
// "everything after the first", which is what this used to say — the row now
|
||||
// ends with a Notes column carrying whatever the dealer typed against the seat,
|
||||
// and that is text by definition. The point of this test is that a column
|
||||
// somebody totals adds up, so it checks the columns somebody totals.
|
||||
const standingsStart = lines.findIndex(l => l.startsWith("Player,"));
|
||||
const header = splitRow(lines[standingsStart]);
|
||||
const moneyColumns = ["Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down"]
|
||||
.map(name => {
|
||||
const index = header.indexOf(name);
|
||||
assert.ok(index > 0, `the standings header should still have a ${name} column`);
|
||||
return index;
|
||||
});
|
||||
|
||||
lines.slice(standingsStart + 1).filter(Boolean).forEach(line => {
|
||||
const cells = splitRow(line);
|
||||
moneyColumns.forEach(index => {
|
||||
const cell = cells[index];
|
||||
assert.ok(cell !== "" && !Number.isNaN(Number(cell)),
|
||||
`standings cell "${cell}" in column ${header[index]} isn't a number`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
test("a million-dollar pot doesn't need quoting any more", () => {
|
||||
const csv = HandHistoryExport.toCsv(history, []);
|
||||
assert.ok(csv.includes("1250000.00"), "written plainly");
|
||||
assert.ok(!csv.includes('"$1,250,000'), "not as a quoted, unsummable string");
|
||||
});
|
||||
|
||||
test("names and payout descriptions stay human", () => {
|
||||
const csv = HandHistoryExport.toCsv(history, standings);
|
||||
assert.ok(csv.includes("Alexandra"), "the name column is still a name");
|
||||
assert.ok(csv.includes("Alexandra: $1,250,000"), "the payout column still reads like a sentence");
|
||||
});
|
||||
|
||||
test("a name with a comma is still quoted properly", () => {
|
||||
const csv = HandHistoryExport.toCsv([], [
|
||||
{ id: "x", name: "Smith, John", in: 0, won: 0, net: 0, boughtIn: 0, chipsNow: 0, cashPosition: 0 },
|
||||
]);
|
||||
assert.ok(csv.includes('"Smith, John"'), "the CSV escaping still applies where it's needed");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,133 @@
|
||||
// One question, one answer.
|
||||
//
|
||||
// The round before this found the bank check and the standings reading `seat.stack`
|
||||
// where the felt reads the table's starting stack — two parts of the tool disagreeing
|
||||
// about how much money is on the table. This is the sweep that followed: everywhere
|
||||
// else the same two questions get asked, asked the same way.
|
||||
//
|
||||
// "What is this seat holding?" -> HoldemState.chipsHeldBy
|
||||
// "Is anybody in this chair?" -> HoldemState.seatInPlay
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Betting, SettleUp } = require("./load");
|
||||
|
||||
const openedOnTheDefault = (stack = 200) => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 6);
|
||||
state.defaultStack = stack;
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].inHand = true;
|
||||
state.seats[i].buyIns = stack;
|
||||
});
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("what a seat is holding", () => {
|
||||
test("is the same number the felt plays with", () => {
|
||||
const state = openedOnTheDefault();
|
||||
state.seats.forEach((player, i) => {
|
||||
if (i > 2) return;
|
||||
assert.equal(HoldemState.chipsHeldBy(state, player), Betting.stackOf(state, player));
|
||||
});
|
||||
});
|
||||
|
||||
test("and is nothing at all for an empty chair", () => {
|
||||
const state = openedOnTheDefault();
|
||||
// Betting's own answer for an empty chair is the table default, because it is
|
||||
// only ever asked about seats that are in a hand. The money side has to ask
|
||||
// about all ten chairs, so it checks whether anybody is in them first.
|
||||
assert.equal(Betting.stackOf(state, state.seats[5]), 200);
|
||||
assert.equal(HoldemState.chipsHeldBy(state, state.seats[5]), 0);
|
||||
});
|
||||
|
||||
test("counts a stack the dealer typed over the table's default", () => {
|
||||
const state = openedOnTheDefault();
|
||||
state.seats[0].stack = 75;
|
||||
assert.equal(HoldemState.chipsHeldBy(state, state.seats[0]), 75);
|
||||
});
|
||||
});
|
||||
|
||||
describe("is anybody in this chair", () => {
|
||||
const empty = () => HoldemState.createDefault().seats[0];
|
||||
|
||||
test("an untouched chair is empty", () => {
|
||||
assert.equal(HoldemState.seatInPlay(empty()), false);
|
||||
assert.equal(HoldemState.seatInPlay(null), false);
|
||||
});
|
||||
|
||||
test("a name, chips, cash, a bet or a dealt hand all count", () => {
|
||||
[
|
||||
["a name", p => { p.name = "Ann"; }],
|
||||
["chips", p => { p.stack = 50; }],
|
||||
["cash taken", p => { p.buyIns = 100; }],
|
||||
["a bet in front of them", p => { p.committed = 5; }],
|
||||
["money already swept in", p => { p.amountOverride = 20; }],
|
||||
["a hand dealt to them", p => { p.inHand = true; }],
|
||||
].forEach(([what, mark]) => {
|
||||
const seat = empty();
|
||||
mark(seat);
|
||||
assert.equal(HoldemState.seatInPlay(seat), true, what);
|
||||
});
|
||||
});
|
||||
|
||||
test("whitespace is not a name", () => {
|
||||
const seat = empty();
|
||||
seat.name = " ";
|
||||
assert.equal(HoldemState.seatInPlay(seat), false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the parts that used to disagree", () => {
|
||||
test("the open seats and the seat count see the same empty chairs", () => {
|
||||
const state = openedOnTheDefault();
|
||||
// Three players, six chairs.
|
||||
assert.deepEqual(HoldemState.openSeats(state), [3, 4, 5]);
|
||||
const occupied = state.seats.filter(p => HoldemState.seatInPlay(p)).length;
|
||||
assert.equal(occupied + HoldemState.openSeats(state).length, state.seats.length);
|
||||
});
|
||||
|
||||
test("a chair holding only a dealt hand is not offered to the waiting list", () => {
|
||||
// The old test looked at name, buy-ins and stack. A seat marked in-hand with
|
||||
// none of those would have been handed to the next person in the queue, on top
|
||||
// of whoever was already playing it.
|
||||
const state = openedOnTheDefault();
|
||||
state.seats[4].inHand = true;
|
||||
assert.deepEqual(HoldemState.openSeats(state), [3, 5]);
|
||||
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
const result = HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 4);
|
||||
assert.equal(result.ok, false);
|
||||
});
|
||||
|
||||
test("the bank, the standings and the settle-up all price the night the same way", () => {
|
||||
const state = openedOnTheDefault();
|
||||
state.seats[0].stack = 320; // Ann is up
|
||||
state.seats[1].stack = 80; // Ben is down
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
const standings = HoldemState.sessionStandings(state);
|
||||
const chipsFromStandings = standings
|
||||
.filter(row => !row.cashedOut)
|
||||
.reduce((sum, row) => sum + row.chipsInFront, 0);
|
||||
|
||||
assert.equal(bank.chipsInPlay, chipsFromStandings, "same chips on the table");
|
||||
assert.equal(bank.balanced, true);
|
||||
|
||||
// And the payments the dealer is told to make add up to the same money.
|
||||
const plan = SettleUp.plan(standings);
|
||||
const owed = standings.reduce((sum, row) => sum + Math.max(0, row.cashPosition), 0);
|
||||
const paid = plan.payments.reduce((sum, row) => sum + row.amount, 0);
|
||||
assert.equal(paid + (plan.shortBy || 0) - (plan.overBy || 0), owed);
|
||||
});
|
||||
|
||||
test("a player still holding the table's starting stack is in all three", () => {
|
||||
const state = openedOnTheDefault();
|
||||
const standings = HoldemState.sessionStandings(state);
|
||||
assert.equal(standings.length, 3);
|
||||
assert.deepEqual(standings.map(row => row.chipsInFront), [200, 200, 200]);
|
||||
assert.equal(HoldemState.bankReconciliation(state).chipsInPlay, 600);
|
||||
assert.deepEqual(SettleUp.plan(standings).payments, [], "everyone is even, so nobody pays anybody");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,100 @@
|
||||
// Noticing that the same table is open twice.
|
||||
//
|
||||
// Two tabs each hold their own copy in memory and each save writes the whole thing,
|
||||
// so the second one to act throws the first one's work away. This doesn't merge them
|
||||
// — replacing a table under a dealer's hands mid-hand would be its own hazard — it
|
||||
// notices, which is what lets them decide.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState } = require("./load");
|
||||
|
||||
function withWindow() {
|
||||
const listeners = [];
|
||||
globalThis.window = {
|
||||
addEventListener(type, fn) { if (type === "storage") listeners.push(fn); },
|
||||
removeEventListener(type, fn) {
|
||||
const i = listeners.indexOf(fn);
|
||||
if (i >= 0) listeners.splice(i, 1);
|
||||
},
|
||||
};
|
||||
return {
|
||||
listeners,
|
||||
fire(key) { listeners.forEach(fn => fn({ key })); },
|
||||
};
|
||||
}
|
||||
|
||||
test.beforeEach(() => {
|
||||
HoldemState.otherTabActive = false;
|
||||
HoldemState.onOtherTab = null;
|
||||
HoldemState.tabWatcher = null;
|
||||
});
|
||||
|
||||
test.after(() => {
|
||||
delete globalThis.window;
|
||||
HoldemState.otherTabActive = false;
|
||||
HoldemState.onOtherTab = null;
|
||||
HoldemState.tabWatcher = null;
|
||||
});
|
||||
|
||||
test("a write to this table from elsewhere is noticed", () => {
|
||||
const win = withWindow();
|
||||
let told = 0;
|
||||
HoldemState.onOtherTab = () => { told++; };
|
||||
HoldemState.watchOtherTabs();
|
||||
|
||||
win.fire(HoldemState.STORAGE_KEY);
|
||||
|
||||
assert.equal(HoldemState.otherTabActive, true);
|
||||
assert.equal(told, 1);
|
||||
});
|
||||
|
||||
test("somebody else's storage key is not our business", () => {
|
||||
const win = withWindow();
|
||||
let told = 0;
|
||||
HoldemState.onOtherTab = () => { told++; };
|
||||
HoldemState.watchOtherTabs();
|
||||
|
||||
win.fire("some.other.app.state");
|
||||
win.fire(HoldemState.RECOVERY_KEY);
|
||||
|
||||
assert.equal(HoldemState.otherTabActive, false);
|
||||
assert.equal(told, 0);
|
||||
});
|
||||
|
||||
test("told once, however many times the other tab acts", () => {
|
||||
const win = withWindow();
|
||||
let told = 0;
|
||||
HoldemState.onOtherTab = () => { told++; };
|
||||
HoldemState.watchOtherTabs();
|
||||
|
||||
for (let i = 0; i < 10; i++) win.fire(HoldemState.STORAGE_KEY);
|
||||
|
||||
assert.equal(told, 1);
|
||||
});
|
||||
|
||||
test("watching twice doesn't listen twice", () => {
|
||||
const win = withWindow();
|
||||
HoldemState.watchOtherTabs();
|
||||
HoldemState.watchOtherTabs();
|
||||
HoldemState.watchOtherTabs();
|
||||
|
||||
assert.equal(win.listeners.length, 1);
|
||||
});
|
||||
|
||||
test("no listener set is not an error", () => {
|
||||
const win = withWindow();
|
||||
HoldemState.onOtherTab = null;
|
||||
HoldemState.watchOtherTabs();
|
||||
|
||||
assert.doesNotThrow(() => win.fire(HoldemState.STORAGE_KEY));
|
||||
assert.equal(HoldemState.otherTabActive, true);
|
||||
});
|
||||
|
||||
test("no window at all is not an error", () => {
|
||||
// The same modules are loaded in Node by the test harness.
|
||||
delete globalThis.window;
|
||||
HoldemState.tabWatcher = null;
|
||||
|
||||
assert.doesNotThrow(() => HoldemState.watchOtherTabs());
|
||||
assert.equal(HoldemState.otherTabActive, false);
|
||||
});
|
||||
@@ -0,0 +1,238 @@
|
||||
// Somebody who walks up and sits down after the blinds have gone past them.
|
||||
//
|
||||
// Dealing them straight in is a free hand in late position — which is what posting
|
||||
// exists to stop, and it comes out of everybody else's night a couple of dollars at a
|
||||
// time. The tool used to do it silently. It now says so, and takes the post if the
|
||||
// dealer says to.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Betting, makeTable } = require("./load");
|
||||
|
||||
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
|
||||
const table = (dealerSeatIndex = 0) => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex });
|
||||
NAMES.forEach((name, i) => { state.seats[i].name = name; });
|
||||
return state;
|
||||
};
|
||||
|
||||
// Eve walks up and takes seat 5 while the table is running.
|
||||
const seatEve = state => {
|
||||
state.seats[4].name = "Eve";
|
||||
state.seats[4].inHand = true;
|
||||
state.seats[4].stack = 200;
|
||||
state.seats[4].buyIns = 200;
|
||||
return 4;
|
||||
};
|
||||
|
||||
const debtors = state => {
|
||||
const { bbIndex } = HoldemState.getBlindSeats(state);
|
||||
return HoldemState.blindDebtors(state, bbIndex).map(i => state.seats[i].name);
|
||||
};
|
||||
|
||||
describe("who is owed a blind", () => {
|
||||
test("nobody, at a table that hasn't dealt a hand yet", () => {
|
||||
// Everyone is new on the first hand. Asking the whole table to post would be
|
||||
// the tool mistaking the start of the night for five people walking up late.
|
||||
const state = table();
|
||||
assert.deepEqual(debtors(state), []);
|
||||
});
|
||||
|
||||
test("nobody, on an ordinary hand where the same people are still sitting there", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.deepEqual(debtors(state), []);
|
||||
});
|
||||
|
||||
test("the player who has just sat down", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
seatEve(state);
|
||||
|
||||
assert.deepEqual(debtors(state), ["Eve"]);
|
||||
});
|
||||
|
||||
test("not once they've been dealt a hand", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
seatEve(state);
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.deepEqual(debtors(state), [], "she's one of the regulars now");
|
||||
});
|
||||
|
||||
test("not somebody who is the big blind this hand — they're paying already", () => {
|
||||
const state = table(0); // blinds Ben and Cal
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state); // blinds move to Cal and Dee
|
||||
|
||||
// Dee sits out for a hand and comes straight back into her own big blind.
|
||||
state.seats[3].inHand = false;
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
state.seats[3].inHand = true;
|
||||
|
||||
const { bbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.ok(!HoldemState.blindDebtors(state, bbIndex).includes(bbIndex),
|
||||
"the big blind is never asked to post on top of their blind");
|
||||
});
|
||||
|
||||
test("somebody back from sitting out is owed one just like a newcomer", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
state.seats[3].inHand = false; // Dee stands up for a hand
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
state.seats[3].inHand = true; // and sits back down
|
||||
|
||||
assert.ok(debtors(state).includes("Dee"), "the blinds went past her while she was up");
|
||||
});
|
||||
|
||||
test("a seat sat out for having no chips isn't owed anything", () => {
|
||||
// They aren't being dealt in, so there's no free hand to charge for.
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
const eve = seatEve(state);
|
||||
state.seats[eve].stack = 0;
|
||||
|
||||
const preview = Betting.blindPreview(state);
|
||||
assert.ok(!preview.debtors.includes(eve), "she's sitting out until she buys chips");
|
||||
});
|
||||
});
|
||||
|
||||
describe("posting to come in", () => {
|
||||
test("the post goes in the middle and buys a hand", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
const eve = seatEve(state);
|
||||
|
||||
state.postingIn = [state.seats[eve].id];
|
||||
const before = Betting.stackOf(state, state.seats[eve]);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(Betting.committed(state.seats[eve]), state.bigBlind, "she's posted a big blind");
|
||||
assert.equal(Betting.stackOf(state, state.seats[eve]), before - state.bigBlind,
|
||||
"out of her own stack, not conjured");
|
||||
assert.equal(state.currentBet, state.bigBlind, "and it doesn't raise the hand");
|
||||
});
|
||||
|
||||
test("not posting leaves her stack alone", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
const eve = seatEve(state);
|
||||
|
||||
const before = Betting.stackOf(state, state.seats[eve]);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(Betting.committed(state.seats[eve]), 0);
|
||||
assert.equal(Betting.stackOf(state, state.seats[eve]), before);
|
||||
});
|
||||
|
||||
test("the pot is what the blinds and the post add up to", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
const eve = seatEve(state);
|
||||
|
||||
state.postingIn = [state.seats[eve].id];
|
||||
Betting.beginHand(state);
|
||||
|
||||
const middle = state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
|
||||
assert.equal(middle, state.smallBlind + state.bigBlind + state.bigBlind);
|
||||
});
|
||||
|
||||
test("it's spent after the hand, not a standing charge", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
const eve = seatEve(state);
|
||||
|
||||
state.postingIn = [state.seats[eve].id];
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.deepEqual(state.postingIn, [], "or she'd pay an extra blind every hand all night");
|
||||
Betting.beginHand(state);
|
||||
assert.ok(Betting.committed(state.seats[eve]) === 0 ||
|
||||
state.seats[eve].id === state.seats[HoldemState.getBlindSeats(state).bbIndex]?.id,
|
||||
"she pays nothing extra on the next hand");
|
||||
});
|
||||
|
||||
test("moving the button after a post doesn't lose it", () => {
|
||||
// repostBlinds takes every posted chip back and deals again. A post that
|
||||
// cleared itself on the way in would be refunded and never retaken.
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
const eve = seatEve(state);
|
||||
|
||||
state.postingIn = [state.seats[eve].id];
|
||||
Betting.beginHand(state);
|
||||
const chips = () => state.seats.reduce(
|
||||
(sum, p) => sum + Betting.stackOf(state, p) + Betting.handTotal(p), 0);
|
||||
const before = chips();
|
||||
|
||||
state.dealerSeatIndex = 2;
|
||||
Betting.repostBlinds(state);
|
||||
|
||||
assert.equal(Betting.committed(state.seats[eve]), state.bigBlind, "still posted");
|
||||
assert.equal(chips(), before, "and no chips made or lost in the shuffle");
|
||||
});
|
||||
|
||||
test("a post from somebody who isn't owed one is not taken", () => {
|
||||
// Only seats actually being dealt in can post, and only for their own chips.
|
||||
const state = table();
|
||||
state.postingIn = [state.seats[3].id];
|
||||
state.seats[3].inHand = false;
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(Betting.committed(state.seats[3]), 0, "she isn't even in the hand");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what the dealer is shown", () => {
|
||||
test("the prompt has something to say about it, and something to press", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
HoldemState.startNextHand(state);
|
||||
const eve = seatEve(state);
|
||||
|
||||
const preview = Betting.blindPreview(state);
|
||||
assert.deepEqual(preview.debtors, [eve]);
|
||||
assert.deepEqual(preview.posting, [], "not posting until the dealer says so");
|
||||
|
||||
state.postingIn = [state.seats[eve].id];
|
||||
assert.deepEqual(Betting.blindPreview(state).posting, [state.seats[eve].id]);
|
||||
});
|
||||
|
||||
test("an old save reads as a table nobody has just walked up to", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
const parsed = JSON.parse(JSON.stringify(state));
|
||||
delete parsed.dealtLastHand;
|
||||
delete parsed.postingIn;
|
||||
|
||||
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
|
||||
globalThis.localStorage = {
|
||||
getItem: key => (store.has(key) ? store.get(key) : null),
|
||||
setItem: (key, value) => store.set(key, value),
|
||||
removeItem: key => store.delete(key),
|
||||
};
|
||||
|
||||
const loaded = HoldemState.load();
|
||||
assert.deepEqual(loaded.dealtLastHand, []);
|
||||
assert.deepEqual(loaded.postingIn, []);
|
||||
assert.deepEqual(debtors(loaded), [],
|
||||
"reopening the tab doesn't ask the whole table to post");
|
||||
delete globalThis.localStorage;
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,124 @@
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { PotCalculator } = require("./load");
|
||||
|
||||
const p = (id, contribution, folded = false) => ({ id, contribution, folded });
|
||||
|
||||
describe("PotCalculator.layers", () => {
|
||||
test("one pot when everyone put in the same", () => {
|
||||
const layers = PotCalculator.layers([p("a", 50), p("b", 50), p("c", 50)]);
|
||||
assert.equal(layers.length, 1);
|
||||
assert.equal(layers[0].amount, 150);
|
||||
assert.equal(layers[0].label, "Main pot");
|
||||
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c"]);
|
||||
});
|
||||
|
||||
test("a short all-in opens a side pot only the deeper players can win", () => {
|
||||
// a is all-in for 20, b and c keep betting to 60.
|
||||
const layers = PotCalculator.layers([p("a", 20), p("b", 60), p("c", 60)]);
|
||||
assert.equal(layers.length, 2);
|
||||
|
||||
assert.equal(layers[0].amount, 60); // 20 x 3
|
||||
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c"]);
|
||||
|
||||
assert.equal(layers[1].amount, 80); // 40 x 2
|
||||
assert.deepEqual(layers[1].eligible.sort(), ["b", "c"]);
|
||||
assert.equal(layers[1].label, "Side pot 1");
|
||||
});
|
||||
|
||||
test("folded money stays in the pot as dead money but wins nothing", () => {
|
||||
const layers = PotCalculator.layers([p("a", 50), p("b", 50), p("folder", 50, true)]);
|
||||
assert.equal(layers.length, 1);
|
||||
assert.equal(layers[0].amount, 150, "the folder's chips are still in the middle");
|
||||
assert.ok(!layers[0].eligible.includes("folder"));
|
||||
});
|
||||
|
||||
test("layers with the same eligible players are announced as one pot", () => {
|
||||
// Two folders at different heights would each open a band, but a dealer
|
||||
// announces one pot between the two players who can actually win it.
|
||||
const layers = PotCalculator.layers([
|
||||
p("a", 100),
|
||||
p("b", 100),
|
||||
p("f1", 20, true),
|
||||
p("f2", 40, true),
|
||||
]);
|
||||
const eligibleSets = layers.map(l => l.eligible.slice().sort().join(","));
|
||||
assert.deepEqual(eligibleSets, ["a,b"], "one announceable pot, not three");
|
||||
assert.equal(layers[0].amount, 260);
|
||||
});
|
||||
|
||||
test("layer amounts always sum to the contested money", () => {
|
||||
const players = [p("a", 12.5), p("b", 33.25), p("c", 33.25), p("d", 5, true)];
|
||||
const total = players.reduce((s, x) => s + x.contribution, 0);
|
||||
const uncalled = PotCalculator.uncalledReturns(players).reduce((s, r) => s + r.amount, 0);
|
||||
const layered = PotCalculator.layers(players).reduce((s, l) => s + l.amount, 0);
|
||||
assert.equal(Math.round((layered + uncalled) * 100), Math.round(total * 100));
|
||||
});
|
||||
|
||||
test("nobody contributed means no pots, not an empty main pot", () => {
|
||||
assert.deepEqual(PotCalculator.layers([p("a", 0), p("b", 0)]), []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("PotCalculator.uncalledReturns", () => {
|
||||
test("an overbet nobody called goes back to whoever bet it", () => {
|
||||
// b shoves 200, a calls only 50 and everyone else folds.
|
||||
const returns = PotCalculator.uncalledReturns([p("a", 50), p("b", 200)]);
|
||||
assert.deepEqual(returns, [{ id: "b", amount: 150 }]);
|
||||
});
|
||||
|
||||
test("a called bet leaves nothing to return", () => {
|
||||
assert.deepEqual(PotCalculator.uncalledReturns([p("a", 50), p("b", 50)]), []);
|
||||
});
|
||||
|
||||
test("the cap is the biggest live contribution, so a folder's overbet comes back", () => {
|
||||
const returns = PotCalculator.uncalledReturns([p("live", 30), p("bully", 90, true)]);
|
||||
assert.deepEqual(returns, [{ id: "bully", amount: 60 }]);
|
||||
});
|
||||
|
||||
test("with nobody live it stays quiet rather than refunding the table", () => {
|
||||
// Every fold flag set is a dealer mistake to correct, not a signal that
|
||||
// every chip on the felt was uncalled.
|
||||
assert.deepEqual(PotCalculator.uncalledReturns([p("a", 10, true), p("b", 20, true)]), []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("PotCalculator.resolveRound", () => {
|
||||
test("a single winner takes the layer they were matched for", () => {
|
||||
const entries = PotCalculator.buildEntries([p("a", 50), p("b", 50)]);
|
||||
const result = PotCalculator.resolveRound(entries, ["a"]);
|
||||
assert.equal(result.payoutPool, 100);
|
||||
assert.deepEqual(result.perWinner, [{ id: "a", amount: 100 }]);
|
||||
assert.equal(result.remainingContenders.length, 0);
|
||||
});
|
||||
|
||||
test("an all-in winner only takes what everyone matched, the rest rolls forward", () => {
|
||||
const entries = PotCalculator.buildEntries([p("short", 20), p("b", 60), p("c", 60)]);
|
||||
const result = PotCalculator.resolveRound(entries, ["short"]);
|
||||
assert.equal(result.capApplied, 20);
|
||||
assert.equal(result.payoutPool, 60, "20 from each of three players");
|
||||
// b and c still have 40 each left to play for.
|
||||
assert.deepEqual(result.remainingContenders.map(e => e.id).sort(), ["b", "c"]);
|
||||
assert.equal(PotCalculator.totalPot(result.updatedEntries), 80);
|
||||
});
|
||||
|
||||
test("a chopped pot splits evenly", () => {
|
||||
const entries = PotCalculator.buildEntries([p("a", 30), p("b", 30)]);
|
||||
const result = PotCalculator.resolveRound(entries, ["a", "b"]);
|
||||
assert.deepEqual(result.perWinner, [{ id: "a", amount: 30 }, { id: "b", amount: 30 }]);
|
||||
});
|
||||
|
||||
test("odd cents go to the winners in selection order and nothing is lost", () => {
|
||||
// A $10.01 pot three ways doesn't divide: 3.34 / 3.34 / 3.33.
|
||||
const entries = PotCalculator.buildEntries([p("a", 3.34), p("b", 3.34), p("c", 3.33)]);
|
||||
const result = PotCalculator.resolveRound(entries, ["a", "b", "c"]);
|
||||
const paid = result.perWinner.reduce((s, w) => s + w.amount, 0);
|
||||
assert.equal(Math.round(paid * 100), Math.round(result.payoutPool * 100), "no chips lost to rounding");
|
||||
assert.ok(result.perWinner[0].amount >= result.perWinner[2].amount, "odd cent goes to the first selected");
|
||||
});
|
||||
|
||||
test("selecting nobody who can win is an error, not a silent no-op", () => {
|
||||
const entries = PotCalculator.buildEntries([p("a", 50), p("b", 50)]);
|
||||
assert.throws(() => PotCalculator.resolveRound(entries, ["ghost"]), /No valid winners/);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,180 @@
|
||||
// What a pot-sized raise actually is.
|
||||
//
|
||||
// The raise pad worked it out as "the current bet plus the pot as it stands", which
|
||||
// leaves out the fact that the raiser calls first and their call is in the pot before
|
||||
// the raise is measured off it. Every quick amount came out short — pre-flop at 1/2 it
|
||||
// offered "Pot $5" where a pot raise is $7. Players say "pot" out loud meaning a
|
||||
// definite number, and a dealer tapping the button that claims to be it should record
|
||||
// what was actually said.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, Money, makeTable } = require("./load");
|
||||
|
||||
describe("pre-flop at 1/2", () => {
|
||||
const dealt = () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
test("a pot raise from the first player to act is $7", () => {
|
||||
// Call the $2, which makes the pot $5, then raise $5.
|
||||
const state = dealt();
|
||||
assert.equal(Betting.potSoFar(state), 3, "the blinds");
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 7);
|
||||
});
|
||||
|
||||
test("half pot is $5 — $4.50 rounded up to something the chips can make", () => {
|
||||
// The old arithmetic gave $3.50, which clamped up to the minimum and put the
|
||||
// same $4 on two buttons side by side. The honest half-pot is $4.50, and the
|
||||
// smallest chip in the default legend is a dollar, so the button would have
|
||||
// offered an amount the dealer had to round themselves every single time.
|
||||
const state = dealt();
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 5);
|
||||
assert.notEqual(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5),
|
||||
Betting.minRaiseTo(state), "the two quick buttons say different things");
|
||||
});
|
||||
|
||||
test("the small blind owes less, so their pot raise is smaller", () => {
|
||||
// They have $1 in already: call $1, pot becomes $4, raise $4, total $6.
|
||||
const state = dealt();
|
||||
const { sbIndex } = require("./load").HoldemState.getBlindSeats(state);
|
||||
assert.equal(Betting.toCall(state, state.seats[sbIndex]), 1);
|
||||
assert.equal(Betting.potRaiseTo(state, sbIndex), 6);
|
||||
});
|
||||
|
||||
test("the big blind owes nothing, so it is just the pot", () => {
|
||||
const state = dealt();
|
||||
const { bbIndex } = require("./load").HoldemState.getBlindSeats(state);
|
||||
assert.equal(Betting.toCall(state, state.seats[bbIndex]), 0);
|
||||
assert.equal(Betting.potRaiseTo(state, bbIndex), 5, "the $2 bet plus the $3 pot");
|
||||
});
|
||||
});
|
||||
|
||||
describe("after the flop", () => {
|
||||
const flopWithBet = () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 500, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
|
||||
Betting.closeStreet(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
test("a pot raise facing a bet is three times the bet plus the dead money", () => {
|
||||
const state = flopWithBet();
|
||||
const potBefore = Betting.potSoFar(state); // $6 carried over
|
||||
const bettor = state.actingSeatIndex;
|
||||
Betting.raiseTo(state, bettor, 10);
|
||||
|
||||
const raiser = state.actingSeatIndex;
|
||||
// Call $10, pot becomes $26, raise $26 → $36. Which is 3×10 + 6.
|
||||
assert.equal(Betting.potRaiseTo(state, raiser), 36);
|
||||
assert.equal(Betting.potRaiseTo(state, raiser), 3 * 10 + potBefore);
|
||||
});
|
||||
|
||||
test("half pot facing that bet is $23", () => {
|
||||
const state = flopWithBet();
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 10);
|
||||
// Call $10, pot becomes $26, raise $13 → $23.
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 23);
|
||||
});
|
||||
|
||||
test("facing no bet at all it is a plain pot-sized bet", () => {
|
||||
const state = flopWithBet();
|
||||
assert.equal(state.currentBet, 0, "nobody has bet the flop");
|
||||
assert.equal(Betting.toCall(state, state.seats[state.actingSeatIndex]), 0);
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), Betting.potSoFar(state));
|
||||
});
|
||||
});
|
||||
|
||||
describe("it stays sane at the edges", () => {
|
||||
test("a seat that doesn't exist gets zero rather than throwing", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
assert.equal(Betting.potRaiseTo(state, 99), 0);
|
||||
});
|
||||
|
||||
test("the amount is always at least a call", () => {
|
||||
// A raise-to below the current bet would be nonsense to offer. Every fraction
|
||||
// from a tenth up lands at or above what the player owes.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
|
||||
Betting.beginHand(state);
|
||||
const index = state.actingSeatIndex;
|
||||
[0.1, 0.25, 0.5, 0.75, 1].forEach(fraction => {
|
||||
assert.ok(Betting.potRaiseTo(state, index, fraction) >= state.currentBet,
|
||||
`${fraction} of the pot should still cover the bet`);
|
||||
});
|
||||
});
|
||||
|
||||
test("cent-sized blinds don't drift", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 20, smallBlind: 0.05, bigBlind: 0.1 });
|
||||
Betting.beginHand(state);
|
||||
// Pot $0.15, owes $0.10: call to $0.25, raise $0.25 → $0.35.
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the amounts are ones the table can actually build", () => {
|
||||
const CENTS = [{ value: 0.25 }, { value: 0.05 }, { value: 0.01 }];
|
||||
const DOLLARS = [{ value: 1 }, { value: 5 }, { value: 25 }, { value: 100 }];
|
||||
|
||||
const table = (legend, smallBlind, bigBlind, stack = 200) => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack, smallBlind, bigBlind });
|
||||
state.chipLegend = legend;
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
test("a half-pot that lands on a half chip is rounded up, not offered as it is", () => {
|
||||
const state = table(DOLLARS, 1, 2);
|
||||
// Honestly $4.50. No dollar chip makes fifty cents.
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 5);
|
||||
assert.equal(Money.chipBreakdown(5, DOLLARS).remainder, 0);
|
||||
});
|
||||
|
||||
test("up rather than down — a shaved pot bet is not a pot bet", () => {
|
||||
const state = table(DOLLARS, 1, 2);
|
||||
assert.ok(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5) > 4.5);
|
||||
});
|
||||
|
||||
test("an amount the chips already make is left exactly alone", () => {
|
||||
const state = table(DOLLARS, 1, 2);
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 7, "the pot raise was already whole");
|
||||
});
|
||||
|
||||
test("a cent table keeps its cents", () => {
|
||||
const state = table(CENTS, 0.05, 0.1);
|
||||
// Pot $0.15, owes $0.10: call to $0.25, raise $0.25 → $0.35, which cent chips make.
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
|
||||
assert.equal(Money.chipBreakdown(0.35, CENTS).remainder, 0);
|
||||
});
|
||||
|
||||
test("a legend that plainly isn't for these stakes is not applied", () => {
|
||||
// Dollar chips on a 5c/10c game means somebody never filled the legend in.
|
||||
// Rounding those blinds up to whole dollars would be the tool doing real
|
||||
// damage on the strength of a stale field, so the amounts stay exact and the
|
||||
// wrong legend stays visible.
|
||||
const state = table(DOLLARS, 0.05, 0.1);
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
|
||||
});
|
||||
|
||||
test("a table with no legend at all gets exact amounts", () => {
|
||||
const state = table([], 1, 2);
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 4.5);
|
||||
});
|
||||
|
||||
test("every fraction comes out buildable, and never shaved", () => {
|
||||
const state = table(DOLLARS, 1, 2);
|
||||
const index = state.actingSeatIndex;
|
||||
const potAfterCall = Betting.potSoFar(state) + Betting.toCall(state, state.seats[index]);
|
||||
|
||||
[0.1, 0.25, 0.5, 0.75, 1].forEach(fraction => {
|
||||
const value = Betting.potRaiseTo(state, index, fraction);
|
||||
const exact = state.currentBet + potAfterCall * fraction;
|
||||
assert.ok(value >= exact, `${fraction} of the pot should never be rounded down`);
|
||||
assert.ok(value - exact < 1, `${fraction} of the pot should round by less than a chip`);
|
||||
assert.equal(Money.chipBreakdown(value, DOLLARS).remainder, 0,
|
||||
`${fraction} of the pot should be buildable from the table's chips`);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,103 @@
|
||||
// Chips only ever leave this tool because a dealer meant them to. Starting the next
|
||||
// hand clears every seat's contribution, so an unresolved pot is simply destroyed —
|
||||
// the UI now asks first, and the number it quotes has to be exactly what goes.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, HoldemState, Money, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
// The same measure the confirmation uses.
|
||||
const unresolvedPot = state => HoldemState.unresolvedContributions(state);
|
||||
|
||||
describe("what starting the next hand destroys", () => {
|
||||
test("the quoted amount is exactly what leaves the table", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const before = chipsOnTable(state);
|
||||
const quoted = unresolvedPot(state);
|
||||
assert.ok(quoted > 0, "there is a pot to warn about");
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(
|
||||
Money.toCents(chipsOnTable(state)),
|
||||
Money.toCents(before - quoted),
|
||||
"the dealer must be told the real number, not an approximation"
|
||||
);
|
||||
});
|
||||
|
||||
test("chips still in front of players on the current street are counted too", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state); // blinds are `committed`, not yet banked
|
||||
Betting.raiseTo(state, 0, 25); // and so is a raise mid-street
|
||||
|
||||
const before = chipsOnTable(state);
|
||||
const quoted = unresolvedPot(state);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(Money.toCents(chipsOnTable(state)), Money.toCents(before - quoted));
|
||||
assert.ok(quoted >= 25, `a live raise has to be included; quoted ${quoted}`);
|
||||
});
|
||||
|
||||
test("a hand that was paid out properly leaves nothing to warn about", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const pot = HoldemState.totalPot(state);
|
||||
const payouts = [{ id: state.seats[0].id, label: "Ann", amount: pot }];
|
||||
HoldemState.recordHand(state, payouts);
|
||||
Betting.creditWinnings(state, payouts);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(unresolvedPot(state), 0, "nothing left over after a settled hand");
|
||||
});
|
||||
|
||||
test("settling then dealing on conserves every chip", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
const start = chipsOnTable(state);
|
||||
|
||||
for (let hand = 0; hand < 5; hand++) {
|
||||
Betting.beginHand(state);
|
||||
const live = Betting.liveSeats(state);
|
||||
live.forEach(s => { if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index); });
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const pot = HoldemState.totalPot(state);
|
||||
const winner = Betting.liveSeats(state)[0];
|
||||
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
|
||||
HoldemState.recordHand(state, payouts);
|
||||
Betting.creditWinnings(state, payouts);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), start, `chips drifted on hand ${hand + 1}`);
|
||||
}
|
||||
});
|
||||
|
||||
test("an empty table has no phantom pot to warn about", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [] });
|
||||
assert.equal(unresolvedPot(state), 0);
|
||||
});
|
||||
|
||||
test("a standing ante is never warned about, because it isn't lost", () => {
|
||||
// The table default is a stand-in for "everyone puts the same in every hand",
|
||||
// used by a dealer not tracking stacks at all. It re-applies to the next hand
|
||||
// rather than going anywhere, so counting it would nag this dealer before
|
||||
// every single hand — which is why the warning measures the fields
|
||||
// startNextHand actually clears rather than the pot badge.
|
||||
const state = makeTable({ seatCount: 9, seated: [0, 1] });
|
||||
state.basePotAmount = 25;
|
||||
state.seats.forEach(p => { p.amountOverride = null; });
|
||||
|
||||
// The base pot carries into the next hand, so nothing is being thrown away
|
||||
// and the dealer must not be asked to confirm anything.
|
||||
assert.equal(HoldemState.totalPot(state), 50, "the badge still shows a pot");
|
||||
assert.equal(unresolvedPot(state), 0, "but none of it is at risk, so no warning");
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(HoldemState.totalPot(state), 50, "the standing ante applies to the new hand too");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,230 @@
|
||||
// The house's cut.
|
||||
//
|
||||
// A game that rakes has chips leaving the table every hand, and the bank check used to
|
||||
// call them missing: buy-ins in, chips on the felt, and a dealer told somebody had been
|
||||
// paid for chips they never got. The cut is the one thing here that is supposed to go
|
||||
// and not come back.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, HoldemState, Betting, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
const raking = (rake, extra = {}) => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, ...extra });
|
||||
state.rake = { percent: 0, cap: null, noFlopNoDrop: true, ...rake };
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("what the house takes", () => {
|
||||
test("nothing, unless somebody says otherwise", () => {
|
||||
const state = makeTable({ seatCount: 6 });
|
||||
assert.equal(state.rake.percent, 0);
|
||||
assert.equal(HoldemState.rakeOn(state, 100), 0);
|
||||
});
|
||||
|
||||
test("a percentage of the pot", () => {
|
||||
assert.equal(HoldemState.rakeOn(raking({ percent: 5 }), 100), 5);
|
||||
assert.equal(HoldemState.rakeOn(raking({ percent: 10 }), 60), 6);
|
||||
});
|
||||
|
||||
test("no more than the cap", () => {
|
||||
const state = raking({ percent: 5, cap: 5 });
|
||||
assert.equal(HoldemState.rakeOn(state, 100), 5);
|
||||
assert.equal(HoldemState.rakeOn(state, 400), 5, "still five on a pot four times the size");
|
||||
assert.equal(HoldemState.rakeOn(state, 40), 2, "under the cap it is just the percentage");
|
||||
});
|
||||
|
||||
test("no flop, no drop", () => {
|
||||
const state = raking({ percent: 5 });
|
||||
assert.equal(HoldemState.rakeOn(state, 100, false), 0, "hand ended before the flop");
|
||||
assert.equal(HoldemState.rakeOn(state, 100, true), 5);
|
||||
});
|
||||
|
||||
test("unless the house rakes every pot", () => {
|
||||
const state = raking({ percent: 5, noFlopNoDrop: false });
|
||||
assert.equal(HoldemState.rakeOn(state, 100, false), 5);
|
||||
});
|
||||
|
||||
test("nothing it can't make out of the table's chips, rounded the players' way", () => {
|
||||
// 5% of $30 is $1.50, and this table's smallest chip is a dollar.
|
||||
const state = raking({ percent: 5 });
|
||||
assert.equal(HoldemState.rakeOn(state, 30), 1);
|
||||
// 5% of $10 is 50c — under a chip, so the house takes nothing at all.
|
||||
assert.equal(HoldemState.rakeOn(state, 10), 0);
|
||||
});
|
||||
|
||||
test("never more than the pot, whatever gets typed in", () => {
|
||||
assert.equal(HoldemState.rakeOn(raking({ percent: 100 }), 20), 20);
|
||||
assert.equal(HoldemState.rakeOn(raking({ percent: 5, cap: 500 }), 20), 1);
|
||||
});
|
||||
|
||||
test("nothing out of an empty pot", () => {
|
||||
assert.equal(HoldemState.rakeOn(raking({ percent: 5 }), 0), 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("taking it out of the pot", () => {
|
||||
const winner = amount => [{ id: "a", label: "Ann", amount }];
|
||||
|
||||
test("one winner just gets the pot less the cut", () => {
|
||||
const { payouts, rake } = HoldemState.applyRake(winner(100), 5);
|
||||
assert.equal(rake, 5);
|
||||
assert.deepEqual(payouts.map(p => p.amount), [95]);
|
||||
});
|
||||
|
||||
test("a split pot shares what's left, in proportion", () => {
|
||||
const { payouts } = HoldemState.applyRake(
|
||||
[{ id: "a", label: "Ann", amount: 60 }, { id: "b", label: "Ben", amount: 40 }], 10);
|
||||
assert.deepEqual(payouts.map(p => p.amount), [54, 36]);
|
||||
});
|
||||
|
||||
test("the rounding leftovers go back to the players, not to the house", () => {
|
||||
// $100 split three ways less $7: 93 doesn't divide evenly, and every cent of
|
||||
// it has to land on somebody.
|
||||
const { payouts, rake } = HoldemState.applyRake([
|
||||
{ id: "a", label: "Ann", amount: 34 },
|
||||
{ id: "b", label: "Ben", amount: 33 },
|
||||
{ id: "c", label: "Cal", amount: 33 },
|
||||
], 7);
|
||||
assert.equal(rake, 7);
|
||||
assert.equal(Money.round(payouts.reduce((sum, p) => sum + p.amount, 0)), 93);
|
||||
});
|
||||
|
||||
test("what goes out plus what the house keeps is what was in the middle", () => {
|
||||
[[100, 5], [37.5, 1.25], [1000, 0], [9, 9]].forEach(([pot, rake]) => {
|
||||
const result = HoldemState.applyRake(winner(pot), rake);
|
||||
assert.equal(Money.round(result.payouts[0].amount + result.rake), pot, `${pot} less ${rake}`);
|
||||
});
|
||||
});
|
||||
|
||||
test("asking for more than the pot takes the pot, not more", () => {
|
||||
const { payouts, rake } = HoldemState.applyRake(winner(20), 50);
|
||||
assert.equal(rake, 20);
|
||||
assert.deepEqual(payouts.map(p => p.amount), [0]);
|
||||
});
|
||||
|
||||
test("no rake, no change — the same payouts come back", () => {
|
||||
const { payouts, rake } = HoldemState.applyRake(winner(80), 0);
|
||||
assert.equal(rake, 0);
|
||||
assert.deepEqual(payouts.map(p => p.amount), [80]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what the box is checked against", () => {
|
||||
test("raked chips are gone but not missing", () => {
|
||||
const state = raking({ percent: 5 });
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
const before = HoldemState.bankReconciliation(state);
|
||||
assert.equal(before.balanced, true);
|
||||
|
||||
// The house takes $10 out of the middle: somebody's stack is $10 lighter.
|
||||
state.seats[0].stack = 190;
|
||||
state.rakeTaken = 10;
|
||||
const after = HoldemState.bankReconciliation(state);
|
||||
assert.equal(after.raked, 10);
|
||||
assert.equal(after.balanced, true, "the check still balances");
|
||||
});
|
||||
|
||||
test("and are told apart from the ones that went astray", () => {
|
||||
const state = raking({ percent: 5 });
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
state.seats[0].stack = 180;
|
||||
state.rakeTaken = 10;
|
||||
const check = HoldemState.bankReconciliation(state);
|
||||
assert.equal(check.raked, 10);
|
||||
assert.equal(check.difference, -10, "ten dollars really are missing");
|
||||
assert.equal(check.balanced, false);
|
||||
});
|
||||
|
||||
test("a table that has never raked reads exactly as it did before", () => {
|
||||
const state = makeTable({ seatCount: 6 });
|
||||
state.seats.forEach(p => { p.buyIns = 100; p.stack = 100; });
|
||||
const check = HoldemState.bankReconciliation(state);
|
||||
assert.equal(check.raked, 0);
|
||||
assert.equal(check.balanced, true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the record of it", () => {
|
||||
test("the hand log keeps the pot as the table saw it, and the cut beside it", () => {
|
||||
const state = raking({ percent: 5 });
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 95 }], 5);
|
||||
const [entry] = state.handHistory;
|
||||
assert.equal(entry.pot, 100, "the pot in the middle");
|
||||
assert.equal(entry.rake, 5);
|
||||
assert.equal(entry.payouts[0].amount, 95, "what the winner actually took");
|
||||
});
|
||||
|
||||
test("a hand with no rake records a zero rather than nothing", () => {
|
||||
const state = makeTable({ seatCount: 6 });
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 40 }]);
|
||||
assert.equal(state.handHistory[0].rake, 0);
|
||||
assert.equal(state.handHistory[0].pot, 40);
|
||||
});
|
||||
|
||||
test("a table saved before the house took anything takes nothing", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
|
||||
delete parsed.rake;
|
||||
delete parsed.rakeTaken;
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.equal(migrated.rake.percent, 0);
|
||||
assert.equal(migrated.rake.noFlopNoDrop, true);
|
||||
assert.equal(migrated.rakeTaken, 0);
|
||||
});
|
||||
|
||||
test("nonsense in a saved rake is cleaned up rather than trusted", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
|
||||
parsed.rake = { percent: -5, cap: -1, noFlopNoDrop: false };
|
||||
parsed.rakeTaken = -20;
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.equal(migrated.rake.percent, 0);
|
||||
assert.equal(migrated.rake.cap, null);
|
||||
assert.equal(migrated.rake.noFlopNoDrop, false, "that one is a real choice");
|
||||
assert.equal(migrated.rakeTaken, 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the file the dealer hands over", () => {
|
||||
const { HandHistoryExport } = require("./load");
|
||||
|
||||
test("has a column for what the house took", () => {
|
||||
const state = raking({ percent: 5 });
|
||||
HoldemState.recordHand(state, [{ id: "a", label: "Ann", amount: 95 }], 5);
|
||||
HoldemState.recordHand(state, [{ id: "b", label: "Ben", amount: 40 }], 0);
|
||||
|
||||
// Oldest hand first, and money as bare numbers so a spreadsheet can total it.
|
||||
const csv = HandHistoryExport.toCsv(state.handHistory);
|
||||
const [header, raked, unraked] = csv.split("\n");
|
||||
assert.match(header, /Pot,House take,Payouts/);
|
||||
assert.match(raked, /,100\.00,5\.00,/, "the raked hand says how much was taken");
|
||||
assert.match(unraked, /,40\.00,0\.00,/, "and the unraked one says nothing was");
|
||||
});
|
||||
});
|
||||
|
||||
describe("a raked hand, end to end", () => {
|
||||
test("the chips add up: stacks plus the house's cut equal what was bought in", () => {
|
||||
// 5/10 blinds, so six callers make a pot big enough for 5% to be a whole chip.
|
||||
// At 1/2 the same hand makes $12, 5% of which is 60c and rounds away to
|
||||
// nothing — which is the rule working, not a hand worth testing the bank on.
|
||||
const state = raking({ percent: 5, cap: 5 }, { smallBlind: 5, bigBlind: 10 });
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
Betting.beginHand(state);
|
||||
// Everyone calls the big blind, then it is checked down.
|
||||
state.seats.forEach((p, i) => { if (p.inHand) Betting.putIn(state, i, Betting.toCall(state, p)); });
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const pot = state.seats.reduce((sum, p) => sum + (Number(p.amountOverride) || 0), 0);
|
||||
const rake = HoldemState.rakeOn(state, pot, true);
|
||||
assert.equal(pot, 60);
|
||||
assert.equal(rake, 3);
|
||||
|
||||
const { payouts } = HoldemState.applyRake([{ id: state.seats[0].id, label: "P1", amount: pot }], rake);
|
||||
state.rakeTaken = rake;
|
||||
HoldemState.recordHand(state, payouts, rake);
|
||||
Betting.creditWinnings(state, payouts);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(Money.round(chipsOnTable(state) + state.rakeTaken), 1200);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,143 @@
|
||||
// When does a bet reopen the action? The most misread rule in poker, and the one a
|
||||
// home game argues about longest: a player shoving in less than a full raise does not
|
||||
// give everybody behind them another go.
|
||||
//
|
||||
// TDA Rule 44 — an all-in wager of less than a full raise does not reopen the betting
|
||||
// to a player who has already acted and is not facing a full raise.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
const actedFlags = state => state.seats
|
||||
.map((p, i) => ({ seat: i, acted: p.hasActed, live: p.inHand && !p.folded }))
|
||||
.filter(s => s.live);
|
||||
|
||||
describe("a short all-in does not reopen the betting", () => {
|
||||
// Blinds 1/2. Seat 4 raises to 10 (a full raise of 8). Seat 1 calls.
|
||||
// Seat 2 is all-in for 13 — three more, where a full raise needs eight.
|
||||
const shortAllInTable = () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
state.seats[1].stack = 13;
|
||||
Betting.beginHand(state);
|
||||
Betting.raiseTo(state, 3, 10);
|
||||
Betting.call(state, 0);
|
||||
return state;
|
||||
};
|
||||
|
||||
test("players who already acted are not asked to act again", () => {
|
||||
const state = shortAllInTable();
|
||||
assert.equal(state.seats[0].hasActed, true, "seat 1 has called");
|
||||
assert.equal(state.seats[3].hasActed, true, "seat 4 has raised");
|
||||
|
||||
Betting.allIn(state, 1);
|
||||
|
||||
assert.equal(state.seats[0].hasActed, true, "seat 1 must not be reopened");
|
||||
assert.equal(state.seats[3].hasActed, true, "seat 4 must not be reopened");
|
||||
});
|
||||
|
||||
test("but they do still owe the difference", () => {
|
||||
const state = shortAllInTable();
|
||||
Betting.allIn(state, 1);
|
||||
|
||||
assert.equal(Betting.toCall(state, state.seats[0]), 3, "seat 1 owes the extra 3");
|
||||
assert.equal(Betting.isStreetComplete(state), false, "so the street isn't over");
|
||||
});
|
||||
|
||||
test("a player who had not acted yet keeps full rights", () => {
|
||||
const state = shortAllInTable();
|
||||
assert.equal(state.seats[2].hasActed, false, "seat 3 hasn't acted");
|
||||
Betting.allIn(state, 1);
|
||||
assert.equal(state.seats[2].hasActed, false, "and still hasn't — they may still raise");
|
||||
});
|
||||
|
||||
test("the minimum raise is not shrunk by the short all-in", () => {
|
||||
const state = shortAllInTable();
|
||||
assert.equal(state.lastRaiseSize, 8);
|
||||
|
||||
Betting.allIn(state, 1);
|
||||
|
||||
assert.equal(state.lastRaiseSize, 8, "still the last *full* raise");
|
||||
assert.equal(Betting.minRaiseTo(state), 21, "13 to call plus a full raise of 8");
|
||||
});
|
||||
|
||||
test("calling the short all-in ends the street", () => {
|
||||
const state = shortAllInTable();
|
||||
Betting.allIn(state, 1);
|
||||
Betting.call(state, 2); // seat 3, who had full rights, just calls
|
||||
Betting.call(state, 3);
|
||||
Betting.call(state, 0);
|
||||
assert.equal(Betting.isStreetComplete(state), true);
|
||||
});
|
||||
|
||||
test("no chips are created or lost by any of it", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
state.seats[1].stack = 13;
|
||||
const start = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
Betting.raiseTo(state, 3, 10);
|
||||
Betting.call(state, 0);
|
||||
Betting.allIn(state, 1);
|
||||
Betting.call(state, 2);
|
||||
Betting.call(state, 3);
|
||||
Betting.call(state, 0);
|
||||
assert.equal(chipsOnTable(state), start);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a full raise still reopens the betting", () => {
|
||||
test("an all-in that is a full raise or more reopens everyone", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
state.seats[1].stack = 40;
|
||||
Betting.beginHand(state);
|
||||
Betting.raiseTo(state, 3, 10);
|
||||
Betting.call(state, 0);
|
||||
|
||||
Betting.allIn(state, 1); // to 40: an increase of 30, well over the 8 needed
|
||||
|
||||
assert.equal(state.seats[0].hasActed, false, "seat 1 gets another go");
|
||||
assert.equal(state.seats[3].hasActed, false, "and so does seat 4");
|
||||
assert.equal(state.lastRaiseSize, 30);
|
||||
assert.equal(Betting.minRaiseTo(state), 70);
|
||||
});
|
||||
|
||||
test("an ordinary raise reopens everyone", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 3);
|
||||
Betting.call(state, 0);
|
||||
assert.equal(state.seats[3].hasActed, true);
|
||||
|
||||
Betting.raiseTo(state, 1, 10);
|
||||
|
||||
assert.equal(state.seats[3].hasActed, false);
|
||||
assert.equal(state.seats[0].hasActed, false);
|
||||
});
|
||||
|
||||
test("a raise exactly the size of the last one counts as full", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.raiseTo(state, 3, 10); // raise of 8
|
||||
Betting.call(state, 0);
|
||||
|
||||
Betting.raiseTo(state, 1, 18); // exactly 8 more — a legal minimum raise
|
||||
|
||||
assert.equal(state.seats[0].hasActed, false, "a minimum raise still reopens");
|
||||
assert.equal(state.lastRaiseSize, 8);
|
||||
});
|
||||
|
||||
test("the first raise of a street is measured against the big blind", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 3);
|
||||
Betting.call(state, 0);
|
||||
Betting.call(state, 1);
|
||||
Betting.check(state, 2);
|
||||
Betting.closeStreet(state); // to the flop, no bet yet
|
||||
|
||||
const first = Betting.nextToAct(state, state.dealerSeatIndex);
|
||||
Betting.raiseTo(state, first, 2); // a bet of exactly one big blind
|
||||
|
||||
const others = state.seats.filter((p, i) => p.inHand && !p.folded && i !== first);
|
||||
assert.ok(others.every(p => p.hasActed === false), "a full-sized opening bet reopens everyone");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,144 @@
|
||||
// Values a dealer can actually produce with a typo, and the ones a corrupted save
|
||||
// can produce on its own. None of these should be able to move chips.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
describe("a stack can never go negative", () => {
|
||||
test("a mistyped negative stack reads as empty, not as owing chips", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats[0].stack = -50;
|
||||
assert.equal(Betting.stackOf(state, state.seats[0]), 0);
|
||||
});
|
||||
|
||||
test("a negative stack can't be bet with", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats[0].stack = -50;
|
||||
const before = state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0);
|
||||
|
||||
const moved = Betting.putIn(state, 0, 25);
|
||||
|
||||
assert.equal(moved, 0, "nothing moves out of an empty stack");
|
||||
assert.ok(Betting.stackOf(state, state.seats[0]) >= 0);
|
||||
assert.equal(state.seats[0].committed, 0, "and nothing appears in front of them");
|
||||
assert.ok(state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0) <= before);
|
||||
});
|
||||
|
||||
test("a negative table default doesn't hand everyone a negative stack", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats.forEach(p => { p.stack = null; });
|
||||
state.defaultStack = -100;
|
||||
state.seats.forEach(p => assert.equal(Betting.stackOf(state, p), 0));
|
||||
});
|
||||
|
||||
test("a negative stack doesn't make a player look like they can still bet", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats[0].stack = -50;
|
||||
assert.ok(!Betting.seatsWithChips(state).some(s => s.index === 0));
|
||||
});
|
||||
});
|
||||
|
||||
describe("blinds that can't be posted", () => {
|
||||
test("negative blinds post nothing rather than paying players to sit down", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.smallBlind = -5;
|
||||
state.bigBlind = -10;
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
state.seats.forEach(p => assert.equal(p.committed, 0));
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
|
||||
test("an unreadable blind doesn't wedge the hand", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.bigBlind = NaN;
|
||||
state.smallBlind = 1;
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.ok(Number.isFinite(state.currentBet), "the bet to match is still a number");
|
||||
assert.ok(!Number.isNaN(Betting.potSoFar(state)));
|
||||
});
|
||||
|
||||
test("blinds nobody can cover put those players all-in and move on", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 10 });
|
||||
state.smallBlind = 500;
|
||||
state.bigBlind = 1000;
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), before, "no chips invented covering a blind");
|
||||
state.seats.forEach(p => assert.ok((Number(p.stack) || 0) >= 0));
|
||||
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a saved table that comes back damaged", () => {
|
||||
test("unreadable storage falls back to a fresh table", () => {
|
||||
// load() has to survive whatever is in localStorage, because the alternative
|
||||
// is a dealer opening the tool mid-session to a blank screen.
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => "{not json at all",
|
||||
setItem: () => {},
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.load();
|
||||
globalThis.localStorage = original;
|
||||
|
||||
assert.equal(state.seats.length, HoldemState.DEFAULT_SEAT_COUNT);
|
||||
assert.equal(state.handNumber, 1);
|
||||
});
|
||||
|
||||
test("a save missing its seats is treated as no save at all", () => {
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => JSON.stringify({ handNumber: 7, smallBlind: 3 }),
|
||||
setItem: () => {},
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.load();
|
||||
globalThis.localStorage = original;
|
||||
|
||||
assert.ok(Array.isArray(state.seats) && state.seats.length > 0);
|
||||
});
|
||||
|
||||
test("a save from before a field existed gets the field, not undefined", () => {
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => JSON.stringify({
|
||||
seats: [{ id: "a", name: "Ann", inHand: true }, { id: "b", name: "Ben", inHand: true }],
|
||||
handNumber: 4,
|
||||
}),
|
||||
setItem: () => {},
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.load();
|
||||
globalThis.localStorage = original;
|
||||
|
||||
assert.equal(state.blindOverride, null);
|
||||
assert.equal(state.street, "preflop");
|
||||
state.seats.forEach(p => {
|
||||
assert.equal(p.committed, 0);
|
||||
assert.equal(p.hasActed, false);
|
||||
assert.equal(p.buyIns, 0);
|
||||
});
|
||||
// And it has to be playable, not just parseable.
|
||||
assert.doesNotThrow(() => Betting.beginHand(state));
|
||||
});
|
||||
|
||||
test("storage that refuses to be written doesn't take the table down", () => {
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => null,
|
||||
setItem: () => { throw new Error("QuotaExceededError"); },
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.createDefault();
|
||||
assert.doesNotThrow(() => HoldemState.save(state), "a full disk must not break the hand in progress");
|
||||
globalThis.localStorage = original;
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,151 @@
|
||||
// Drives uiAudit.js over the dealer's surfaces at every viewport worth caring about.
|
||||
//
|
||||
// node tests/holdem/runUiAudit.js [baseUrl]
|
||||
//
|
||||
// Needs Playwright available (`npx playwright install chromium` once). It is
|
||||
// deliberately NOT wired into the unit-test suite or CI, because that suite is
|
||||
// dependency-free and runs in a second — this one needs a browser and a running
|
||||
// site. Run it after any change that adds or resizes a control.
|
||||
//
|
||||
// No Playwright to hand? Open the page, paste tests/holdem/uiAudit.js into devtools,
|
||||
// and call LayoutAudit.runAll(). Same checks, one viewport.
|
||||
const path = require("path");
|
||||
|
||||
const BASE = process.argv[2] || "http://localhost:5299";
|
||||
const AUDIT = path.join(__dirname, "uiAudit.js");
|
||||
|
||||
// Portrait phones, tablets, desktops, then the same phones on their side — landscape
|
||||
// is where this layout has broken most often, because the table is sized from width
|
||||
// and the action bar is fixed to a very short viewport.
|
||||
const VIEWPORTS = [
|
||||
[360, 640, "Galaxy S8"], [375, 667, "iPhone SE"], [390, 844, "iPhone 14"],
|
||||
[412, 915, "Pixel 7"], [430, 932, "iPhone Pro Max"],
|
||||
[768, 1024, "iPad"], [834, 1112, "iPad Air"], [1024, 1366, "iPad Pro"],
|
||||
[1280, 900, "desktop"], [1600, 1000, "wide desktop"],
|
||||
[640, 360, "S8 landscape"], [667, 375, "SE landscape"], [844, 390, "iPhone landscape"],
|
||||
];
|
||||
|
||||
const OVERLAYS = [
|
||||
["rulings", () => document.getElementById("openRulingsBtn").click()],
|
||||
["seat menu", () => SeatMenu.open(HoldemState.load(), {}, 0)],
|
||||
["card picker", () => { document.getElementById("cardPickerOverlay").hidden = false; }],
|
||||
["add chips", () => AddChips.open(HoldemState.load(), 0, () => {})],
|
||||
["pot wizard", () => document.getElementById("resolvePotBtn").click()],
|
||||
];
|
||||
|
||||
// A table part-way through a real night: long names, uneven stacks, a hand log.
|
||||
function seedTable() {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 9);
|
||||
[["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500], ["Bob", 250], ["Dee", 600]]
|
||||
.forEach(([name, cash], i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].inHand = true;
|
||||
state.seats[i].buyIns = cash;
|
||||
state.seats[i].stack = cash;
|
||||
});
|
||||
state.smallBlind = 5;
|
||||
state.bigBlind = 10;
|
||||
for (let hand = 1; hand <= 4; hand++) {
|
||||
state.handHistory.push({
|
||||
handNumber: hand, timestamp: Date.now(), pot: 120,
|
||||
payouts: [{ id: state.seats[hand % 5].id, label: "P", amount: 120 }],
|
||||
ledger: state.seats.slice(0, 5).map(p => ({ id: p.id, name: p.name, in: 30, won: 0 })),
|
||||
});
|
||||
}
|
||||
state.handNumber = 5;
|
||||
HoldemState.save(state);
|
||||
}
|
||||
|
||||
async function main() {
|
||||
let chromium;
|
||||
try {
|
||||
({ chromium } = require("playwright"));
|
||||
} catch {
|
||||
console.error("This script needs Playwright: npm i -D playwright && npx playwright install chromium");
|
||||
console.error("Or paste tests/holdem/uiAudit.js into devtools and call LayoutAudit.runAll().");
|
||||
process.exit(2);
|
||||
}
|
||||
|
||||
const browser = await chromium.launch();
|
||||
const failures = [];
|
||||
const warnings = [];
|
||||
let checks = 0;
|
||||
|
||||
// Twice over: once with a mouse, once with a thumb. The 44px rule stands itself
|
||||
// down where `hover: hover` says there's a pointer, and a headless desktop browser
|
||||
// is a pointer — so a single pass here has never once measured a touch target,
|
||||
// however many viewports it visited. The phone-sized ones are exactly the pass that
|
||||
// needs it.
|
||||
for (const touch of [false, true]) {
|
||||
const context = await browser.newContext(touch
|
||||
? { hasTouch: true, isMobile: true, deviceScaleFactor: 3 }
|
||||
: {});
|
||||
const page = await context.newPage();
|
||||
const hand = touch ? "touch" : "mouse";
|
||||
|
||||
for (const [width, height, rawLabel] of VIEWPORTS) {
|
||||
const label = `${rawLabel} · ${hand}`;
|
||||
await page.setViewportSize({ width, height });
|
||||
|
||||
await page.goto(`${BASE}/Casino/TexasHoldem`);
|
||||
await page.evaluate(seedTable);
|
||||
await page.goto(`${BASE}/Casino/TexasHoldem`);
|
||||
await page.click("#nextHandBtn");
|
||||
await page.waitForTimeout(300);
|
||||
await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
|
||||
await page.addScriptTag({ path: AUDIT });
|
||||
|
||||
const table = await page.evaluate(() => LayoutAudit.runAll());
|
||||
checks++;
|
||||
if (!table.clean) failures.push({ where: `table · ${label} ${width}x${height}`, offenders: table.failed.flatMap(f => f.offenders) });
|
||||
table.warnings.forEach(w => warnings.push(`${label}: ${w}`));
|
||||
|
||||
for (const [name, open] of OVERLAYS) {
|
||||
await page.evaluate(open);
|
||||
await page.waitForTimeout(180);
|
||||
checks++;
|
||||
const result = await page.evaluate(() => {
|
||||
const overlay = [...document.querySelectorAll("[id$='Overlay']")].find(o => !o.hidden);
|
||||
if (!overlay) return { offenders: [] };
|
||||
return LayoutAudit.occlusion(`#${overlay.id} button, #${overlay.id} a, #${overlay.id} input`);
|
||||
});
|
||||
await page.evaluate(() => document.querySelectorAll("[id$='Overlay']").forEach(o => { o.hidden = true; }));
|
||||
if (result.offenders.length) failures.push({ where: `${name} · ${label} ${width}x${height}`, offenders: result.offenders });
|
||||
}
|
||||
}
|
||||
|
||||
for (const [width, height, rawLabel] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
|
||||
const label = `${rawLabel} · ${hand}`;
|
||||
await page.setViewportSize({ width, height });
|
||||
await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
|
||||
await page.evaluate(() => {
|
||||
const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
|
||||
if (button) button.click();
|
||||
});
|
||||
await page.addScriptTag({ path: AUDIT });
|
||||
checks++;
|
||||
const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
|
||||
if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
|
||||
result.warnings.forEach(w => warnings.push(`quick split · ${label}: ${w}`));
|
||||
}
|
||||
|
||||
await context.close();
|
||||
}
|
||||
|
||||
await browser.close();
|
||||
|
||||
console.log(`${checks} audits across ${VIEWPORTS.length} viewports, with a mouse and with a thumb`);
|
||||
warnings.forEach(w => console.log(` note: ${w}`));
|
||||
if (failures.length === 0) {
|
||||
console.log("clean");
|
||||
return;
|
||||
}
|
||||
failures.forEach(f => {
|
||||
console.log(`\nFAIL ${f.where}`);
|
||||
f.offenders.forEach(o => console.log(` ${o}`));
|
||||
});
|
||||
process.exit(1);
|
||||
}
|
||||
|
||||
main();
|
||||
@@ -0,0 +1,95 @@
|
||||
// What happens when the browser refuses to save.
|
||||
//
|
||||
// The table keeps working — that was always true and is still the right behaviour.
|
||||
// What was missing is anybody being told, which is the same shape of fault the bank
|
||||
// check exists for: silent until it's too late to act on.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, makeTable } = require("./load");
|
||||
|
||||
function withStorage(behaviour) {
|
||||
const calls = [];
|
||||
globalThis.localStorage = {
|
||||
setItem(key, value) {
|
||||
calls.push({ key, value });
|
||||
if (behaviour === "throw") {
|
||||
const error = new Error("QuotaExceededError");
|
||||
error.name = "QuotaExceededError";
|
||||
throw error;
|
||||
}
|
||||
},
|
||||
getItem: () => null,
|
||||
removeItem() {},
|
||||
};
|
||||
return calls;
|
||||
}
|
||||
|
||||
test.beforeEach(() => {
|
||||
HoldemState.saveFailed = false;
|
||||
HoldemState.onSaveFailed = null;
|
||||
});
|
||||
|
||||
test.after(() => {
|
||||
delete globalThis.localStorage;
|
||||
HoldemState.saveFailed = false;
|
||||
HoldemState.onSaveFailed = null;
|
||||
});
|
||||
|
||||
test("a save that works says so and leaves no mark", () => {
|
||||
withStorage("ok");
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
|
||||
assert.equal(HoldemState.save(state), true);
|
||||
assert.equal(HoldemState.saveFailed, false);
|
||||
});
|
||||
|
||||
test("a save that fails says so rather than throwing", () => {
|
||||
withStorage("throw");
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
|
||||
assert.equal(HoldemState.save(state), false);
|
||||
assert.equal(HoldemState.saveFailed, true);
|
||||
});
|
||||
|
||||
test("the table is told once, not on every action", () => {
|
||||
// A dealer taps the bar thirty times a hand and doesn't need thirty warnings.
|
||||
withStorage("throw");
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
let told = 0;
|
||||
HoldemState.onSaveFailed = () => { told++; };
|
||||
|
||||
for (let i = 0; i < 20; i++) HoldemState.save(state);
|
||||
|
||||
assert.equal(told, 1);
|
||||
});
|
||||
|
||||
test("the failure is handed the error, so the reason can be reported later", () => {
|
||||
withStorage("throw");
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
let seen = null;
|
||||
HoldemState.onSaveFailed = error => { seen = error; };
|
||||
|
||||
HoldemState.save(state);
|
||||
|
||||
assert.equal(seen && seen.name, "QuotaExceededError");
|
||||
});
|
||||
|
||||
test("a failing save still doesn't stop the table", () => {
|
||||
// The chips have already moved in memory; refusing to continue would be worse
|
||||
// than not persisting.
|
||||
withStorage("throw");
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[0].stack = 175;
|
||||
|
||||
assert.doesNotThrow(() => HoldemState.save(state));
|
||||
assert.equal(state.seats[0].stack, 175);
|
||||
});
|
||||
|
||||
test("no listener is not an error", () => {
|
||||
withStorage("throw");
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
HoldemState.onSaveFailed = null;
|
||||
|
||||
assert.doesNotThrow(() => HoldemState.save(state));
|
||||
assert.equal(HoldemState.saveFailed, true);
|
||||
});
|
||||
@@ -0,0 +1,241 @@
|
||||
// Where the seats sit on the rim.
|
||||
//
|
||||
// The ring used to space seats by angle, which is only the same as spacing them evenly
|
||||
// when the felt is a circle. On a phone held sideways the felt is 601x126, and equal
|
||||
// angles put four seats down each steep end, 20px apart, with pucks 72px tall — so a
|
||||
// seat's centre belonged to its neighbour and tapping a player got the wrong one.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Render } = require("./load");
|
||||
|
||||
// The seats as a dealer sees them: pixels on a felt of a given size.
|
||||
const ringPixels = (count, width, height, rx = 44, ry = 42) => {
|
||||
const aspect = width / height;
|
||||
return Array.from({ length: count }, (_, i) => {
|
||||
const pos = Render.positionOnRing(i, count, rx, ry, aspect);
|
||||
return { x: (pos.left / 100) * width, y: (pos.top / 100) * height };
|
||||
});
|
||||
};
|
||||
|
||||
const gaps = (points) => points.map((p, i) => {
|
||||
const next = points[(i + 1) % points.length];
|
||||
return Math.hypot(next.x - p.x, next.y - p.y);
|
||||
});
|
||||
|
||||
// What the ring did before: one turn cut into equal angles.
|
||||
const byAngle = (index, count, rx, ry) => {
|
||||
const radians = ((-90 + (360 / count) * index) * Math.PI) / 180;
|
||||
return { left: 50 + rx * Math.cos(radians), top: 50 + ry * Math.sin(radians) };
|
||||
};
|
||||
|
||||
describe("a round table", () => {
|
||||
test("still spaces seats by angle, because on a circle that is the same thing", () => {
|
||||
for (let seat = 0; seat < 9; seat++) {
|
||||
const now = Render.positionOnRing(seat, 9, 40, 40, 1);
|
||||
const before = byAngle(seat, 9, 40, 40);
|
||||
assert.ok(Math.abs(now.left - before.left) < 0.2, `seat ${seat} left`);
|
||||
assert.ok(Math.abs(now.top - before.top) < 0.2, `seat ${seat} top`);
|
||||
}
|
||||
});
|
||||
|
||||
test("seat one is at the top, whatever shape the felt is", () => {
|
||||
[[600, 600], [601, 126], [351, 351], [949, 683]].forEach(([w, h]) => {
|
||||
const first = Render.positionOnRing(0, 10, 44, 42, w / h);
|
||||
assert.ok(Math.abs(first.left - 50) < 0.01, `${w}x${h} left`);
|
||||
assert.ok(first.top < 50, `${w}x${h} is above the middle`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("a felt wider than it is tall", () => {
|
||||
// 640x360 landscape: the size the audit was failing at.
|
||||
const wide = () => ringPixels(10, 601, 126);
|
||||
|
||||
const byAnglePixels = () => Array.from({ length: 10 }, (_, i) => {
|
||||
const pos = byAngle(i, 10, 44, 42);
|
||||
return { x: (pos.left / 100) * 601, y: (pos.top / 100) * 126 };
|
||||
});
|
||||
|
||||
// The two seats at the right-hand end, which is where they crowd.
|
||||
const endPairApart = (seats) => {
|
||||
const rightmost = [...seats].sort((a, b) => b.x - a.x).slice(0, 2);
|
||||
return Math.abs(rightmost[0].y - rightmost[1].y);
|
||||
};
|
||||
|
||||
test("pulls the pair at each end apart", () => {
|
||||
// They still share the end — ten seats on a rim this flat have nowhere else to
|
||||
// be — but they stop sitting on top of each other.
|
||||
const now = endPairApart(wide());
|
||||
const before = endPairApart(byAnglePixels());
|
||||
assert.ok(now > before * 1.4, `${now.toFixed(1)}px now, ${before.toFixed(1)}px before`);
|
||||
});
|
||||
|
||||
test("nearly doubles the room between the closest two neighbours", () => {
|
||||
// Not equal spacing in a straight line — at the ends the rim turns back on
|
||||
// itself, so the same walk along it covers less ground across. Even there the
|
||||
// gap goes from a third of a puck to most of one.
|
||||
const now = Math.min(...gaps(wide()));
|
||||
const before = Math.min(...gaps(byAnglePixels()));
|
||||
assert.ok(now > before * 1.7, `${now.toFixed(1)}px now, ${before.toFixed(1)}px before`);
|
||||
assert.ok(now > 55, `${now.toFixed(1)}px`);
|
||||
});
|
||||
|
||||
test("never sits two seats on the same spot", () => {
|
||||
const seats = wide();
|
||||
seats.forEach((seat, i) => {
|
||||
seats.slice(i + 1).forEach((other, j) => {
|
||||
const apart = Math.hypot(seat.x - other.x, seat.y - other.y);
|
||||
assert.ok(apart > 50, `seats ${i + 1} and ${i + j + 2} are ${apart.toFixed(1)}px apart`);
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("how close the closest two seats come", () => {
|
||||
// What decides whether the pucks shrink. Rim length per seat was the first answer
|
||||
// and it is the wrong question: it measures the walk between two seats, not the
|
||||
// gap. On a long oval the rim doubles back at the ends, so two seats a long walk
|
||||
// apart end up stacked one above the other.
|
||||
const gap = (count, width, height) => Render.closestSeatGapPx(count, { width, height });
|
||||
|
||||
test("a flat table no longer stacks two seats at each end", () => {
|
||||
// 616x96: the landscape felt on a 640x360 phone once the bar has grown. On an
|
||||
// ellipse that flat the end pair came out 25px apart with 64px pucks. The rim
|
||||
// is a stadium at this shape, so an end holds one seat.
|
||||
assert.ok(gap(6, 616, 96) > 70, `${gap(6, 616, 96).toFixed(0)}px apart`);
|
||||
assert.ok(gap(12, 616, 96) > 40, `${gap(12, 616, 96).toFixed(0)}px apart at twelve seats`);
|
||||
});
|
||||
|
||||
test("an ellipse's ends are still closer than its rim suggests, which is why the shape changes", () => {
|
||||
// Same felt, forced through the ellipse the tool uses for rounder tables.
|
||||
const asEllipse = Render.ringAngles(6, 44, 42, 616 / 96).map(angle => ({
|
||||
x: ((50 + 44 * Math.cos(angle)) / 100) * 616,
|
||||
y: ((50 + 42 * Math.sin(angle)) / 100) * 96,
|
||||
}));
|
||||
const closest = asEllipse.reduce((least, point, i) => {
|
||||
const next = asEllipse[(i + 1) % asEllipse.length];
|
||||
return Math.min(least, Math.hypot(point.x - next.x, point.y - next.y));
|
||||
}, Infinity);
|
||||
assert.ok(closest < 70, `${closest.toFixed(0)}px`);
|
||||
assert.ok(gap(6, 616, 96) > closest * 1.3,
|
||||
`stadium ${gap(6, 616, 96).toFixed(0)}px against ellipse ${closest.toFixed(0)}px`);
|
||||
});
|
||||
|
||||
test("a round table's neighbours are about as far apart as the rim says", () => {
|
||||
const rim = (Math.PI * 2 * 0.43 * 400) / 9;
|
||||
assert.ok(Math.abs(gap(9, 400, 400) - rim) < rim * 0.15);
|
||||
});
|
||||
|
||||
test("more seats, less room, in that order", () => {
|
||||
assert.ok(gap(12, 400, 400) < gap(9, 400, 400));
|
||||
assert.ok(gap(9, 400, 400) < gap(6, 400, 400));
|
||||
assert.ok(gap(6, 400, 400) < gap(6, 800, 800), "and a bigger table gives more");
|
||||
});
|
||||
|
||||
test("nothing to measure between fewer than two seats", () => {
|
||||
assert.equal(gap(1, 400, 400), Infinity);
|
||||
assert.equal(gap(9, 0, 0), Infinity);
|
||||
});
|
||||
});
|
||||
|
||||
describe("which rim a table gets", () => {
|
||||
// An ellipse until the table is much wider than tall, then a stadium: two rails
|
||||
// and a half-round cap at each end, which is how a real poker table is built.
|
||||
const shape = (width, height) => {
|
||||
const aspect = width / height;
|
||||
return 44 * aspect > 42 * Render.STADIUM_RATIO ? "stadium" : "ellipse";
|
||||
};
|
||||
|
||||
test("every layout the tool had keeps the ellipse", () => {
|
||||
assert.equal(shape(844, 608), "ellipse", "desktop");
|
||||
assert.equal(shape(600, 600), "ellipse", "tablet");
|
||||
assert.equal(shape(278, 314), "ellipse", "phone upright");
|
||||
assert.equal(shape(336, 240), "ellipse", "short phone upright");
|
||||
});
|
||||
|
||||
test("a phone on its side gets the stadium", () => {
|
||||
assert.equal(shape(528, 73), "stadium");
|
||||
assert.equal(shape(780, 113), "stadium");
|
||||
});
|
||||
|
||||
test("the cap holds one seat instead of stacking two", () => {
|
||||
// Six seats on a 616x96 rim: the walk between neighbours has to be longer than
|
||||
// the cap, or two of them end up on the same half-circle.
|
||||
const halfWidth = 44 * (616 / 96), halfHeight = 42;
|
||||
const perimeter = 4 * (halfWidth - halfHeight) + 2 * Math.PI * halfHeight;
|
||||
assert.ok(perimeter / 6 > Math.PI * halfHeight, "one seat per cap at six-handed");
|
||||
});
|
||||
|
||||
test("seat one is still at the top centre, and the ring still mirrors", () => {
|
||||
const seats = Array.from({ length: 8 }, (_, i) => Render.positionOnRing(i, 8, 44, 42, 616 / 96));
|
||||
assert.ok(Math.abs(seats[0].left - 50) < 0.01);
|
||||
assert.ok(seats[0].top < 50);
|
||||
for (let seat = 1; seat < 4; seat++) {
|
||||
const mirrored = seats[8 - seat];
|
||||
assert.ok(Math.abs((seats[seat].left - 50) + (mirrored.left - 50)) < 0.01, `seat ${seat} across`);
|
||||
assert.ok(Math.abs(seats[seat].top - mirrored.top) < 0.01, `seat ${seat} down`);
|
||||
}
|
||||
});
|
||||
|
||||
test("nobody is drawn off the felt", () => {
|
||||
Array.from({ length: 12 }, (_, i) => Render.positionOnRing(i, 12, 44, 42, 616 / 96)).forEach((seat, i) => {
|
||||
assert.ok(seat.left >= 5 && seat.left <= 95, `seat ${i + 1} across at ${seat.left.toFixed(1)}%`);
|
||||
assert.ok(seat.top >= 7 && seat.top <= 93, `seat ${i + 1} down at ${seat.top.toFixed(1)}%`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("the shape of the ring", () => {
|
||||
test("is a mirror image left to right", () => {
|
||||
const seats = ringPixels(10, 601, 126);
|
||||
for (let seat = 1; seat < 5; seat++) {
|
||||
const mirrored = seats[10 - seat];
|
||||
assert.ok(Math.abs((seats[seat].x - 300.5) + (mirrored.x - 300.5)) < 0.5, `seat ${seat} across`);
|
||||
assert.ok(Math.abs(seats[seat].y - mirrored.y) < 0.5, `seat ${seat} down`);
|
||||
}
|
||||
});
|
||||
|
||||
test("holds for the smallest and largest tables the seat count allows", () => {
|
||||
[2, 3, 4, 9, 12, 24].forEach(count => {
|
||||
const seats = ringPixels(count, 601, 126);
|
||||
assert.equal(seats.length, count);
|
||||
seats.forEach((seat, i) => {
|
||||
assert.ok(Number.isFinite(seat.x) && Number.isFinite(seat.y), `${count}-handed seat ${i + 1}`);
|
||||
assert.ok(seat.x >= 0 && seat.x <= 601, `${count}-handed seat ${i + 1} is on the felt`);
|
||||
});
|
||||
assert.ok(Math.min(...gaps(seats)) > 0, `${count}-handed seats are distinct`);
|
||||
});
|
||||
});
|
||||
|
||||
test("shares the rim out equally on a round table at any size", () => {
|
||||
[3, 6, 9, 10, 24].forEach(count => {
|
||||
const spacing = gaps(ringPixels(count, 500, 500, 40, 40));
|
||||
const shortest = Math.min(...spacing);
|
||||
const longest = Math.max(...spacing);
|
||||
assert.ok(longest - shortest < 0.5,
|
||||
`${count}-handed gaps ran ${shortest.toFixed(1)}-${longest.toFixed(1)}px`);
|
||||
});
|
||||
});
|
||||
|
||||
test("asked for no seats, offers no positions", () => {
|
||||
assert.deepEqual(Render.ringAngles(0, 44, 42, 1), []);
|
||||
});
|
||||
|
||||
test("puts each bet between its own player and the pot", () => {
|
||||
// Where a dealer pushes the chips: on that player's line to the middle, short
|
||||
// of the seat.
|
||||
const bearing = (point) => Math.atan2(point.top - 50, point.left - 50);
|
||||
const outFromMiddle = (point) => Math.hypot(point.left - 50, point.top - 50);
|
||||
|
||||
[[601, 126], [810, 583], [351, 351]].forEach(([w, h]) => {
|
||||
for (let seat = 0; seat < 9; seat++) {
|
||||
const player = Render.seatPosition(seat, 9, w / h);
|
||||
const bet = Render.betPosition(seat, 9, w / h);
|
||||
const offBy = Math.abs(bearing(bet) - bearing(player)) * (180 / Math.PI);
|
||||
assert.ok(offBy < 1, `${w}x${h} seat ${seat + 1} is ${offBy.toFixed(1)}° off its spoke`);
|
||||
assert.ok(outFromMiddle(bet) < outFromMiddle(player), `${w}x${h} seat ${seat + 1} is short of the seat`);
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,181 @@
|
||||
// Sitting people down, which is the first thing anybody does with the tool.
|
||||
//
|
||||
// Naming a chair and dealing that chair in were two separate acts and the second was
|
||||
// easy to miss. A dealer setting up typed six names, got six seats that still weren't
|
||||
// in the hand, and the action bar hid itself because by its reckoning nobody was
|
||||
// playing: six people at the table and a blank screen with no way forward.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Betting, ActionBar, makeTable } = require("./load");
|
||||
|
||||
const emptyTable = (seatCount = 10) => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, seatCount);
|
||||
return state;
|
||||
};
|
||||
|
||||
const bar = state => Object.assign(Object.create(ActionBar), { state });
|
||||
|
||||
describe("the bar knows the difference between an empty table and a named one", () => {
|
||||
test("a table nobody has touched gets no bar", () => {
|
||||
assert.equal(bar(emptyTable()).isRunning(), false, "an empty felt stays uncluttered");
|
||||
});
|
||||
|
||||
test("a table with names on it gets one, dealt in or not", () => {
|
||||
const state = emptyTable();
|
||||
state.seats[0].name = "Ann";
|
||||
state.seats[1].name = "Ben";
|
||||
|
||||
assert.equal(Betting.liveSeats(state).length, 0, "nobody is in the hand");
|
||||
assert.equal(bar(state).isRunning(), true, "but there are people at the table to say something to");
|
||||
});
|
||||
|
||||
test("whitespace isn't a player", () => {
|
||||
const state = emptyTable();
|
||||
state.seats[0].name = " ";
|
||||
assert.equal(bar(state).isRunning(), false);
|
||||
});
|
||||
|
||||
test("a table that is playing still gets one", () => {
|
||||
assert.equal(bar(makeTable({ seatCount: 6, seated: [0, 1] })).isRunning(), true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("naming an empty chair sits somebody down", () => {
|
||||
// What the seat editor's name field does, as the rule it applies rather than
|
||||
// through the DOM: a chair with no name and nobody in it is empty, and putting a
|
||||
// name on it is somebody arriving.
|
||||
const nameSeat = (player, name) => {
|
||||
const wasEmpty = !player.name.trim() && !player.inHand;
|
||||
player.name = name;
|
||||
if (wasEmpty && player.name.trim()) { player.inHand = true; player.folded = false; }
|
||||
};
|
||||
|
||||
test("an empty chair gets dealt in", () => {
|
||||
const state = emptyTable();
|
||||
nameSeat(state.seats[0], "Ann");
|
||||
assert.equal(state.seats[0].inHand, true);
|
||||
assert.equal(state.seats[0].folded, false);
|
||||
});
|
||||
|
||||
test("six names is six players, not six benched seats", () => {
|
||||
const state = emptyTable();
|
||||
state.defaultStack = 200; // a table that has told the tool what a buy-in is
|
||||
["Ann", "Ben", "Cal", "Dee", "Eve", "Fay"].forEach((name, i) => nameSeat(state.seats[i], name));
|
||||
|
||||
assert.equal(state.seats.filter(p => p.inHand).length, 6);
|
||||
assert.equal(bar(state).isRunning(), true);
|
||||
assert.ok(Betting.blindPreview(state), "and there's a hand to deal");
|
||||
});
|
||||
|
||||
test("renaming somebody who is sitting out doesn't deal them back in", () => {
|
||||
// A correction, not an arrival. Dealing them in over a typo would be the tool
|
||||
// overruling a dealer who sat them out on purpose.
|
||||
const state = emptyTable();
|
||||
state.seats[0].name = "Ann";
|
||||
state.seats[0].inHand = false;
|
||||
|
||||
nameSeat(state.seats[0], "Anne");
|
||||
assert.equal(state.seats[0].inHand, false, "still sitting out, now spelled right");
|
||||
});
|
||||
|
||||
test("clearing a name doesn't sit anybody down", () => {
|
||||
const state = emptyTable();
|
||||
nameSeat(state.seats[0], "Ann");
|
||||
nameSeat(state.seats[0], "");
|
||||
assert.equal(state.seats[0].name, "");
|
||||
});
|
||||
|
||||
test("a chair already in the hand is left alone", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0] });
|
||||
state.seats[0].folded = true;
|
||||
nameSeat(state.seats[0], "Ann");
|
||||
assert.equal(state.seats[0].folded, true, "mid-hand a fold is not undone by typing");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the way back from a table where everybody is sat out", () => {
|
||||
test("there are named seats to offer", () => {
|
||||
// Can't be reached by naming any more, but a table where everyone was sat out
|
||||
// — or a save from before naming seated people — still lands here.
|
||||
const state = emptyTable();
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; });
|
||||
|
||||
const benched = state.seats
|
||||
.map((player, index) => ({ player, index }))
|
||||
.filter(({ player }) => (player.name || "").trim() && !player.inHand)
|
||||
.map(({ index }) => index);
|
||||
|
||||
assert.deepEqual(benched, [0, 1, 2]);
|
||||
assert.equal(Betting.blindPreview(state), null, "no hand to deal until they're in");
|
||||
});
|
||||
|
||||
test("dealing them all in makes a hand possible", () => {
|
||||
const state = emptyTable();
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].stack = 100; });
|
||||
|
||||
state.seats.forEach(player => {
|
||||
if ((player.name || "").trim()) { player.inHand = true; player.folded = false; }
|
||||
});
|
||||
|
||||
assert.equal(Betting.liveSeats(state).length, 3);
|
||||
assert.ok(Betting.blindPreview(state), "the table can be dealt");
|
||||
});
|
||||
|
||||
test("an unnamed chair is never swept in by it", () => {
|
||||
const state = emptyTable();
|
||||
state.seats[0].name = "Ann";
|
||||
state.seats.forEach(player => {
|
||||
if ((player.name || "").trim()) { player.inHand = true; }
|
||||
});
|
||||
assert.equal(state.seats.filter(p => p.inHand).length, 1, "empty chairs stay empty");
|
||||
});
|
||||
});
|
||||
|
||||
describe("a table where nobody has bought in", () => {
|
||||
// Different from a table that has busted out, and the difference is the whole
|
||||
// point: one needs a starting stack named, the other needs a rebuy. Telling a
|
||||
// dealer their brand-new players have "no chips left" sends them hunting for the
|
||||
// wrong thing.
|
||||
const neverBoughtIn = state => state.seats.every(p =>
|
||||
!(Number(p.buyIns) > 0) && !(Number(p.stack) > 0));
|
||||
|
||||
test("six freshly named players have never bought in", () => {
|
||||
const state = emptyTable();
|
||||
["Ann", "Ben", "Cal", "Dee", "Eve", "Fay"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].inHand = true;
|
||||
});
|
||||
|
||||
assert.equal(neverBoughtIn(state), true);
|
||||
assert.equal(Betting.blindPreview(state), null, "and there is no hand to deal");
|
||||
});
|
||||
|
||||
test("a table that has busted out is not the same thing", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 200 });
|
||||
state.seats.forEach(p => { p.buyIns = 200; p.stack = 0; });
|
||||
|
||||
assert.equal(neverBoughtIn(state), false, "they had chips — they lost them");
|
||||
});
|
||||
|
||||
test("one player still holding chips is not a never-bought-in table either", () => {
|
||||
const state = emptyTable();
|
||||
["Ann", "Ben"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].inHand = true; });
|
||||
state.seats[0].stack = 50;
|
||||
|
||||
assert.equal(neverBoughtIn(state), false);
|
||||
});
|
||||
|
||||
test("naming a starting stack is enough to deal", () => {
|
||||
// The one field the message now points at. A seat with no stack of its own
|
||||
// falls back to the table default, so setting it seats everybody's chips at
|
||||
// once — which is why it's the right thing to send the dealer to.
|
||||
const state = emptyTable();
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].inHand = true; });
|
||||
assert.equal(Betting.blindPreview(state), null);
|
||||
|
||||
state.defaultStack = 200;
|
||||
assert.ok(Betting.blindPreview(state), "one number and the table can play");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,110 @@
|
||||
// How wide the ring of seats is allowed to be.
|
||||
//
|
||||
// It sat at a flat 44% by 42% of the seat layer at every size — two numbers picked
|
||||
// against a phone, then asked to hold for a 754x543 felt on a desktop and a 686x141
|
||||
// one on a phone held sideways. A fixed pair can only be right for one ratio of puck
|
||||
// to felt, so measured on the running page:
|
||||
//
|
||||
// 1280x900, nine-handed five of nine pucks past the table's outer edge, worst 49px
|
||||
// 844x390, six-handed all six, worst 20px
|
||||
// 430x932, six-handed two, worst 12px
|
||||
//
|
||||
// Seats floating off the felt onto the page read as the table being too small for the
|
||||
// game rather than as players at a rail, and it was a different amount of wrong on
|
||||
// every screen — which is what made it look like a mistake instead of a choice.
|
||||
//
|
||||
// The radius is derived from what has to fit now. Whether it *actually* fits is a
|
||||
// question about a laid-out browser, and it is checked there: uiAudit's "seats and
|
||||
// chips stay on the table" runs at every viewport in the sweep. What is checked here
|
||||
// is the contract that function has to honour, including the two ways it is allowed
|
||||
// to give up.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Render } = require("./load");
|
||||
|
||||
describe("with no browser to measure", () => {
|
||||
test("it falls back to the ring the tool has always used", () => {
|
||||
// Every call from this suite has no DOM, and so does the very first render,
|
||||
// before the felt has been laid out. Neither should throw or return nonsense.
|
||||
assert.deepEqual(Render.seatRingRadii(), { rx: Render.RING_MAX_RX, ry: Render.RING_MAX_RY });
|
||||
});
|
||||
|
||||
test("so seatPosition still answers", () => {
|
||||
const pos = Render.seatPosition(0, 9, 1);
|
||||
assert.ok(Number.isFinite(pos.left) && Number.isFinite(pos.top));
|
||||
});
|
||||
|
||||
test("and nothing is measured for the puck height either", () => {
|
||||
assert.equal(Render.tooTallForTheTable(), false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the ceiling and the floor", () => {
|
||||
test("the old ring is the widest it can ever be", () => {
|
||||
// Nothing gets looser than it was; this can only pull seats in.
|
||||
assert.ok(Render.RING_MAX_RX <= 44);
|
||||
assert.ok(Render.RING_MAX_RY <= 42);
|
||||
});
|
||||
|
||||
test("and it never collapses the ring into the pot", () => {
|
||||
// A puck wider than the table it sits on has no honest answer. Overhanging is
|
||||
// the lesser evil — seats stacked on the pot would be unreadable, and the
|
||||
// density rule shrinks the pucks before it ever gets this far.
|
||||
assert.ok(Render.RING_MIN_R > 0);
|
||||
assert.ok(Render.RING_MIN_R < Render.RING_MAX_RY);
|
||||
});
|
||||
|
||||
test("with a margin that keeps the outermost seat off the rail", () => {
|
||||
assert.ok(Render.SEAT_EDGE_MARGIN_PX > 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the ring the radii describe", () => {
|
||||
const spread = (radii, count = 9, aspect = 1.4) =>
|
||||
Render.ringPositions(count, radii.rx, radii.ry, aspect);
|
||||
|
||||
test("a smaller radius puts every seat nearer the middle", () => {
|
||||
const wide = spread({ rx: 44, ry: 42 });
|
||||
const tight = spread({ rx: 30, ry: 28 });
|
||||
wide.forEach((seat, i) => {
|
||||
const wideOut = Math.hypot(seat.left - 50, seat.top - 50);
|
||||
const tightOut = Math.hypot(tight[i].left - 50, tight[i].top - 50);
|
||||
assert.ok(tightOut < wideOut, `seat ${i + 1} should have come in`);
|
||||
});
|
||||
});
|
||||
|
||||
test("and the seats stay evenly spread however far in they are", () => {
|
||||
// Pulling the ring in must not bunch them: the spacing rule is arc length, and
|
||||
// shrinking an ellipse uniformly keeps every gap in proportion.
|
||||
const gaps = ring => ring.map((p, i) => {
|
||||
const next = ring[(i + 1) % ring.length];
|
||||
return Math.hypot(p.left - next.left, p.top - next.top);
|
||||
});
|
||||
const tight = gaps(spread({ rx: 30, ry: 28 }));
|
||||
const smallest = Math.min(...tight), largest = Math.max(...tight);
|
||||
assert.ok(largest / smallest < 1.35, `gaps ranged ${smallest.toFixed(1)}..${largest.toFixed(1)}`);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the bets follow the seats", () => {
|
||||
test("a chip sits on its own player's spoke, proportionally in", () => {
|
||||
// The chip is a fraction of the seat's reach rather than of the felt, so when
|
||||
// the ring pulls in the chips come with it instead of being left by the rail.
|
||||
const radii = { rx: 30, ry: 28 };
|
||||
const seat = Render.seatPosition(2, 8, 1.4, radii);
|
||||
const bet = Render.betPosition(2, 8, 1.4, radii);
|
||||
const seatOut = Math.hypot(seat.left - 50, seat.top - 50);
|
||||
const betOut = Math.hypot(bet.left - 50, bet.top - 50);
|
||||
assert.ok(betOut < seatOut, "the chip is nearer the pot than the player is");
|
||||
assert.ok(betOut > seatOut * 0.4, "but still out on the player's side of the felt");
|
||||
});
|
||||
|
||||
test("and it is the same spoke, not just the same distance", () => {
|
||||
const radii = { rx: 30, ry: 28 };
|
||||
const seat = Render.seatPosition(5, 9, 1.2, radii);
|
||||
const bet = Render.betPosition(5, 9, 1.2, radii);
|
||||
const angleOf = p => Math.atan2(p.top - 50, p.left - 50);
|
||||
assert.ok(Math.abs(angleOf(seat) - angleOf(bet)) < 0.01);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,53 @@
|
||||
// Which fields replace their contents when a dealer reaches for them.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money } = require("./load");
|
||||
|
||||
// Enough of an input to answer the question, without a DOM.
|
||||
const field = (props = {}) => ({ tagName: "INPUT", type: "text", inputMode: "", ...props });
|
||||
|
||||
test("a number box selects", () => {
|
||||
assert.equal(Money.selectsOnFocus(field({ type: "number" })), true);
|
||||
});
|
||||
|
||||
test("a decimal keypad box selects", () => {
|
||||
// The raise pad's amount is type=text with inputmode=decimal, so the phone shows
|
||||
// a number pad without the browser's spinner arrows.
|
||||
assert.equal(Money.selectsOnFocus(field({ type: "text", inputMode: "decimal" })), true);
|
||||
});
|
||||
|
||||
test("a name does not", () => {
|
||||
// Selecting all of a name on focus is the same mistake pointing the other way:
|
||||
// a name is a thing you edit, not a suggestion you replace.
|
||||
assert.equal(Money.selectsOnFocus(field({ type: "text" })), false);
|
||||
});
|
||||
|
||||
test("a colour swatch does not", () => {
|
||||
assert.equal(Money.selectsOnFocus(field({ type: "color" })), false);
|
||||
});
|
||||
|
||||
test("a checkbox does not", () => {
|
||||
assert.equal(Money.selectsOnFocus(field({ type: "checkbox" })), false);
|
||||
});
|
||||
|
||||
test("a textarea does not, whatever it is asked", () => {
|
||||
assert.equal(Money.selectsOnFocus({ tagName: "TEXTAREA", type: "text", inputMode: "decimal" }), false);
|
||||
});
|
||||
|
||||
test("a select does not", () => {
|
||||
assert.equal(Money.selectsOnFocus({ tagName: "SELECT", type: "select-one" }), false);
|
||||
});
|
||||
|
||||
test("case doesn't matter", () => {
|
||||
assert.equal(Money.selectsOnFocus(field({ type: "NUMBER" })), true);
|
||||
assert.equal(Money.selectsOnFocus(field({ type: "TEXT", inputMode: "DECIMAL" })), true);
|
||||
});
|
||||
|
||||
test("nothing at all is not a field", () => {
|
||||
assert.equal(Money.selectsOnFocus(null), false);
|
||||
assert.equal(Money.selectsOnFocus(undefined), false);
|
||||
});
|
||||
|
||||
test("a field with no type stated is a text box, so it does not", () => {
|
||||
assert.equal(Money.selectsOnFocus({ tagName: "INPUT" }), false);
|
||||
});
|
||||
@@ -0,0 +1,124 @@
|
||||
// Turning the standings into "who hands cash to whom".
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, HoldemState, SettleUp, makeTable } = require("./load");
|
||||
|
||||
const standings = pairs => pairs.map(([name, cashPosition]) => ({ name, cashPosition }));
|
||||
const lines = plan => plan.payments.map(p => `${p.from} -> ${p.to} ${Money.format(p.amount)}`);
|
||||
const paidTo = (plan, name) =>
|
||||
plan.payments.filter(p => p.to === name).reduce((sum, p) => sum + p.amount, 0);
|
||||
const paidBy = (plan, name) =>
|
||||
plan.payments.filter(p => p.from === name).reduce((sum, p) => sum + p.amount, 0);
|
||||
|
||||
test("one loser, one winner", () => {
|
||||
const plan = SettleUp.plan(standings([["Ann", 40], ["Ben", -40]]));
|
||||
assert.deepEqual(lines(plan), ["Ben -> Ann $40"]);
|
||||
assert.equal(plan.balanced, true);
|
||||
});
|
||||
|
||||
test("everybody flat means nothing to do", () => {
|
||||
const plan = SettleUp.plan(standings([["Ann", 0], ["Ben", 0]]));
|
||||
assert.deepEqual(plan.payments, []);
|
||||
assert.equal(plan.balanced, true);
|
||||
});
|
||||
|
||||
test("nobody at all means nothing to do", () => {
|
||||
const plan = SettleUp.plan([]);
|
||||
assert.deepEqual(plan.payments, []);
|
||||
assert.equal(plan.balanced, true);
|
||||
});
|
||||
|
||||
test("each player ends up square", () => {
|
||||
const table = standings([
|
||||
["Ann", 120], ["Ben", -75], ["Cal", -60], ["Dee", 30], ["Eve", -15],
|
||||
]);
|
||||
const plan = SettleUp.plan(table);
|
||||
|
||||
table.forEach(row => {
|
||||
const settled = paidTo(plan, row.name) - paidBy(plan, row.name);
|
||||
assert.equal(settled, row.cashPosition, `${row.name} should end up square`);
|
||||
});
|
||||
assert.equal(plan.balanced, true);
|
||||
});
|
||||
|
||||
test("at most one payment fewer than there are people", () => {
|
||||
const table = standings([
|
||||
["Ann", 120], ["Ben", -75], ["Cal", -60], ["Dee", 30], ["Eve", -15],
|
||||
]);
|
||||
const plan = SettleUp.plan(table);
|
||||
assert.ok(plan.payments.length <= table.length - 1,
|
||||
`${plan.payments.length} payments for ${table.length} players`);
|
||||
});
|
||||
|
||||
test("a player who owes two people has both lines together", () => {
|
||||
// The list gets read out one player at a time, so a payer's obligations must not
|
||||
// be split up by somebody else's.
|
||||
const plan = SettleUp.plan(standings([["Ann", 50], ["Cal", 30], ["Ben", -80]]));
|
||||
assert.deepEqual(lines(plan), ["Ben -> Ann $50", "Ben -> Cal $30"]);
|
||||
});
|
||||
|
||||
test("cents survive", () => {
|
||||
const plan = SettleUp.plan(standings([["Ann", 0.1], ["Ben", 0.2], ["Cal", -0.3]]));
|
||||
assert.deepEqual(lines(plan), ["Cal -> Ben $0.20", "Cal -> Ann $0.10"]);
|
||||
assert.equal(plan.balanced, true);
|
||||
});
|
||||
|
||||
test("more chips than cash leaves somebody unpaid, and says so", () => {
|
||||
// The table is $25 up on the bank — an unrecorded rebuy or a miscount. The winners
|
||||
// cannot all be paid, and pretending otherwise is how a real person ends up short.
|
||||
const plan = SettleUp.plan(standings([["Ann", 100], ["Ben", -75]]));
|
||||
assert.deepEqual(lines(plan), ["Ben -> Ann $75"]);
|
||||
assert.equal(plan.shortBy, 25);
|
||||
assert.equal(plan.overBy, 0);
|
||||
assert.equal(plan.balanced, false);
|
||||
});
|
||||
|
||||
test("less chips than cash leaves a payer with nowhere to send it", () => {
|
||||
const plan = SettleUp.plan(standings([["Ann", 50], ["Ben", -75]]));
|
||||
assert.deepEqual(lines(plan), ["Ben -> Ann $50"]);
|
||||
assert.equal(plan.overBy, 25);
|
||||
assert.equal(plan.shortBy, 0);
|
||||
assert.equal(plan.balanced, false);
|
||||
});
|
||||
|
||||
test("no payment is ever for nothing", () => {
|
||||
const plan = SettleUp.plan(standings([
|
||||
["Ann", 60], ["Ben", -60], ["Cal", 0], ["Dee", 0],
|
||||
]));
|
||||
assert.ok(plan.payments.every(p => p.amount > 0));
|
||||
assert.equal(plan.payments.length, 1);
|
||||
});
|
||||
|
||||
test("nobody pays themselves", () => {
|
||||
const plan = SettleUp.plan(standings([
|
||||
["Ann", 90], ["Ben", -30], ["Cal", -30], ["Dee", -30],
|
||||
]));
|
||||
assert.ok(plan.payments.every(p => p.from !== p.to));
|
||||
});
|
||||
|
||||
test("the payments total what the winners are owed", () => {
|
||||
const table = standings([["Ann", 42.5], ["Ben", 17.5], ["Cal", -60]]);
|
||||
const plan = SettleUp.plan(table);
|
||||
const moved = plan.payments.reduce((sum, p) => sum + p.amount, 0);
|
||||
assert.equal(Money.round(moved), 60);
|
||||
});
|
||||
|
||||
test("it settles a real table's standings, not just hand-made numbers", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[0].buyIns = 100;
|
||||
state.seats[1].buyIns = 100;
|
||||
state.seats[2].buyIns = 100;
|
||||
state.seats[0].stack = 175;
|
||||
state.seats[1].stack = 90;
|
||||
state.seats[2].stack = 35;
|
||||
|
||||
const rows = HoldemState.sessionStandings(state);
|
||||
const plan = SettleUp.plan(rows);
|
||||
|
||||
// Bank balances — 300 in, 300 on the table — so everyone can be paid.
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
assert.equal(plan.balanced, true);
|
||||
rows.forEach(row => {
|
||||
assert.equal(paidTo(plan, row.name) - paidBy(plan, row.name), row.cashPosition);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,51 @@
|
||||
// The legend and the key map must not drift apart.
|
||||
//
|
||||
// F, C and R are printed on the buttons they drive. A and U were on nothing at all,
|
||||
// so a dealer who learned the first three from the action bar had no way to find out
|
||||
// the other two existed. The guard against that happening again is this file.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const path = require("path");
|
||||
|
||||
const Shortcuts = require(path.join(
|
||||
__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem", "shortcuts.js"));
|
||||
|
||||
test("every shortcut has a line in the legend", () => {
|
||||
const documented = new Set(Shortcuts.LEGEND.map(entry => entry.action));
|
||||
const missing = [...new Set(Object.values(Shortcuts.KEYS))].filter(action => !documented.has(action));
|
||||
assert.deepEqual(missing, [], "a shortcut with no legend line is one nobody can find");
|
||||
});
|
||||
|
||||
test("the legend doesn't describe shortcuts that don't exist", () => {
|
||||
const real = new Set(Object.values(Shortcuts.KEYS));
|
||||
const invented = Shortcuts.LEGEND.map(entry => entry.action).filter(action => !real.has(action));
|
||||
assert.deepEqual(invented, []);
|
||||
});
|
||||
|
||||
test("every legend line names its keys and says what they do", () => {
|
||||
Shortcuts.LEGEND.forEach(entry => {
|
||||
assert.ok(Array.isArray(entry.keys) && entry.keys.length > 0, `${entry.action} has no keys`);
|
||||
assert.ok(entry.keys.every(key => typeof key === "string" && key.trim()), `${entry.action} has a blank key`);
|
||||
assert.ok(entry.what && entry.what.trim().length > 3, `${entry.action} has no description`);
|
||||
});
|
||||
});
|
||||
|
||||
test("the keys named match the keys bound", () => {
|
||||
// "Space" and "Enter" both drive advance; the map holds them as " " and "enter".
|
||||
const spoken = { space: " ", enter: "enter", esc: "escape" };
|
||||
Shortcuts.LEGEND.forEach(entry => {
|
||||
entry.keys.forEach(label => {
|
||||
const key = spoken[label.toLowerCase()] || label.toLowerCase();
|
||||
assert.equal(Shortcuts.KEYS[key], entry.action,
|
||||
`the legend says ${label} is ${entry.action}, the map disagrees`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
test("no two lines claim the same key", () => {
|
||||
const seen = new Set();
|
||||
Shortcuts.LEGEND.forEach(entry => entry.keys.forEach(key => {
|
||||
assert.ok(!seen.has(key.toLowerCase()), `${key} is listed twice`);
|
||||
seen.add(key.toLowerCase());
|
||||
}));
|
||||
});
|
||||
@@ -0,0 +1,110 @@
|
||||
// The keyboard shortcuts, and the one rule that keeps them from stealing a press.
|
||||
//
|
||||
// Shortcuts talks to `document` directly, so these tests stand a small fake one up
|
||||
// rather than a whole DOM: the only things it asks about are what has focus and
|
||||
// whether an overlay is open.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const path = require("path");
|
||||
|
||||
const Shortcuts = require(path.join(
|
||||
__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem", "shortcuts.js"));
|
||||
|
||||
// A stand-in for a focused element. `matches` answers the same selector list the
|
||||
// real one would, which is the whole of what focusedControlOwnsKey looks at.
|
||||
function element(tagName, { selectors = [], isContentEditable = false } = {}) {
|
||||
return {
|
||||
tagName,
|
||||
isContentEditable,
|
||||
matches: selector => selectors.some(s => selector.includes(s)),
|
||||
};
|
||||
}
|
||||
|
||||
const BUTTON = element("BUTTON", { selectors: ["button"] });
|
||||
const SUMMARY = element("SUMMARY", { selectors: ["summary"] });
|
||||
const LINK = element("A", { selectors: ["a[href]"] });
|
||||
const DIV = element("DIV");
|
||||
const TEXT_FIELD = element("INPUT");
|
||||
|
||||
// Runs one keypress against a fresh Shortcuts and reports which action fired.
|
||||
function press(key, { focused = DIV, overlays = [] } = {}) {
|
||||
const fired = [];
|
||||
let defaultPrevented = false;
|
||||
|
||||
globalThis.document = {
|
||||
activeElement: focused,
|
||||
addEventListener() {},
|
||||
querySelectorAll: () => overlays,
|
||||
};
|
||||
|
||||
const handlers = {};
|
||||
for (const action of Object.values(Shortcuts.KEYS)) {
|
||||
handlers[action] = () => { fired.push(action); return true; };
|
||||
}
|
||||
Shortcuts.handlers = handlers;
|
||||
Shortcuts.onKey({ key, preventDefault: () => { defaultPrevented = true; } });
|
||||
|
||||
return { fired: fired[0] || null, defaultPrevented };
|
||||
}
|
||||
|
||||
test.after(() => { delete globalThis.document; });
|
||||
|
||||
test("Enter on a focused button is left to the button", () => {
|
||||
assert.equal(press("Enter", { focused: BUTTON }).fired, null);
|
||||
});
|
||||
|
||||
test("Space on a focused button is left to the button", () => {
|
||||
assert.equal(press(" ", { focused: BUTTON }).fired, null);
|
||||
});
|
||||
|
||||
test("a key left to the control is not swallowed either", () => {
|
||||
// preventDefault would stop the browser activating the button, which is the
|
||||
// half of the bug that turned "wrong action" into "no action".
|
||||
assert.equal(press("Enter", { focused: BUTTON }).defaultPrevented, false);
|
||||
});
|
||||
|
||||
test("summary and links own Enter and Space too", () => {
|
||||
assert.equal(press("Enter", { focused: SUMMARY }).fired, null);
|
||||
assert.equal(press(" ", { focused: LINK }).fired, null);
|
||||
});
|
||||
|
||||
test("Space still advances when nothing pressable has focus", () => {
|
||||
assert.equal(press(" ", { focused: DIV }).fired, "advance");
|
||||
});
|
||||
|
||||
test("Enter still advances when nothing pressable has focus", () => {
|
||||
assert.equal(press("Enter", { focused: DIV }).fired, "advance");
|
||||
});
|
||||
|
||||
test("the letter shortcuts stay live with a button focused", () => {
|
||||
// A button does nothing with "f", so there is no press to hand back — and a
|
||||
// dealer whose hand is on the keys shouldn't lose them to a stray focus ring.
|
||||
assert.equal(press("f", { focused: BUTTON }).fired, "fold");
|
||||
assert.equal(press("c", { focused: BUTTON }).fired, "checkOrCall");
|
||||
assert.equal(press("r", { focused: BUTTON }).fired, "raise");
|
||||
assert.equal(press("a", { focused: BUTTON }).fired, "allIn");
|
||||
assert.equal(press("u", { focused: BUTTON }).fired, "undo");
|
||||
});
|
||||
|
||||
test("typing still silences everything but Escape", () => {
|
||||
assert.equal(press("f", { focused: TEXT_FIELD }).fired, null);
|
||||
assert.equal(press("Escape", { focused: TEXT_FIELD }).fired, "cancel");
|
||||
});
|
||||
|
||||
test("an open overlay still owns the keyboard", () => {
|
||||
assert.equal(press("f", { focused: DIV, overlays: [{ hidden: false }] }).fired, null);
|
||||
assert.equal(press("f", { focused: DIV, overlays: [{ hidden: true }] }).fired, "fold");
|
||||
});
|
||||
|
||||
test("a focused control wins before the overlay check, not after", () => {
|
||||
// Both would decline here; the point is that neither path fires an action.
|
||||
assert.equal(press("Enter", { focused: BUTTON, overlays: [{ hidden: false }] }).fired, null);
|
||||
});
|
||||
|
||||
test("modified keys are never shortcuts", () => {
|
||||
globalThis.document = { activeElement: DIV, addEventListener() {}, querySelectorAll: () => [] };
|
||||
const fired = [];
|
||||
Shortcuts.handlers = { advance: () => { fired.push("advance"); return true; } };
|
||||
Shortcuts.onKey({ key: " ", ctrlKey: true, preventDefault() {} });
|
||||
assert.deepEqual(fired, []);
|
||||
});
|
||||
@@ -0,0 +1,202 @@
|
||||
// Who turns their hand over first.
|
||||
//
|
||||
// A call the dealer makes at every showdown that isn't a fold, and one nobody at the
|
||||
// table volunteers for — everyone would rather see a hand than show one. The tool knew
|
||||
// who last raised and who sits left of the button and said neither.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Betting, makeTable } = require("./load");
|
||||
|
||||
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
|
||||
const table = (dealerSeatIndex = 0, stack = 200) => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack, dealerSeatIndex });
|
||||
NAMES.forEach((name, i) => { state.seats[i].name = name; });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
const call = state => {
|
||||
const answer = Betting.showdownOrder(state);
|
||||
return answer && { who: state.seats[answer.index].name, reason: answer.reason };
|
||||
};
|
||||
|
||||
// Everybody left just calls whatever is in front of them, then the street closes.
|
||||
const checkRound = state => {
|
||||
let guard = 0;
|
||||
while (state.actingSeatIndex !== null && guard++ < 12) {
|
||||
const index = state.actingSeatIndex;
|
||||
if (Betting.toCall(state, state.seats[index]) > 0) Betting.call(state, index);
|
||||
else Betting.check(state, index);
|
||||
}
|
||||
Betting.closeStreet(state);
|
||||
};
|
||||
|
||||
describe("a bet on the river", () => {
|
||||
test("the last player to raise shows first", () => {
|
||||
const state = table(0); // blinds Ben and Cal
|
||||
checkRound(state); // pre-flop
|
||||
checkRound(state); // flop
|
||||
checkRound(state); // turn
|
||||
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 20);
|
||||
const raiser = state.seats.findIndex(p => Betting.committed(p) === 20);
|
||||
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
|
||||
|
||||
assert.deepEqual(call(state), { who: state.seats[raiser].name, reason: "aggressor" });
|
||||
});
|
||||
|
||||
test("a re-raise moves it to the last one, not the first", () => {
|
||||
const state = table(0);
|
||||
checkRound(state); checkRound(state); checkRound(state);
|
||||
|
||||
const first = state.actingSeatIndex;
|
||||
Betting.raiseTo(state, first, 20);
|
||||
const second = state.actingSeatIndex;
|
||||
Betting.raiseTo(state, second, 60);
|
||||
while (state.actingSeatIndex !== null) {
|
||||
const i = state.actingSeatIndex;
|
||||
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
|
||||
}
|
||||
|
||||
assert.equal(call(state).who, state.seats[second].name);
|
||||
});
|
||||
|
||||
test("a short all-in still shows first, even though it doesn't reopen the betting", () => {
|
||||
// The rule about reopening is about who may raise. It says nothing about who
|
||||
// shows, and the player who shoved is still the last one who put money in.
|
||||
const state = table(0);
|
||||
checkRound(state); checkRound(state); checkRound(state);
|
||||
|
||||
const bettor = state.actingSeatIndex;
|
||||
Betting.raiseTo(state, bettor, 40);
|
||||
const shortStack = state.actingSeatIndex;
|
||||
// Over the $40 but only by $15, where a full raise would need $40 more. Going
|
||||
// *under* the bet would be a short call, not a short raise, and wouldn't make
|
||||
// them the aggressor at all.
|
||||
state.seats[shortStack].stack = 55;
|
||||
Betting.allIn(state, shortStack);
|
||||
assert.equal(Betting.committed(state.seats[shortStack]), 55, "raised, if not by enough");
|
||||
while (state.actingSeatIndex !== null) {
|
||||
const i = state.actingSeatIndex;
|
||||
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
|
||||
}
|
||||
|
||||
assert.equal(call(state).who, state.seats[shortStack].name);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a river checked through", () => {
|
||||
test("the first live player left of the button shows first", () => {
|
||||
const state = table(0); // button Ann
|
||||
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
|
||||
|
||||
assert.deepEqual(call(state), { who: "Ben", reason: "leftOfButton" });
|
||||
});
|
||||
|
||||
test("an earlier street's raiser doesn't carry over to the river", () => {
|
||||
// The rule is about the *final* round. Leading the flop and then checking the
|
||||
// river doesn't oblige anyone.
|
||||
const state = table(0);
|
||||
checkRound(state); // pre-flop
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 20); // leads the flop
|
||||
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
|
||||
Betting.closeStreet(state);
|
||||
checkRound(state); // turn
|
||||
checkRound(state); // river
|
||||
|
||||
assert.equal(call(state).reason, "leftOfButton");
|
||||
});
|
||||
|
||||
test("it skips a folded seat rather than naming somebody who isn't in the hand", () => {
|
||||
const state = table(0); // button Ann, so Ben would be first
|
||||
checkRound(state); checkRound(state); checkRound(state);
|
||||
Betting.fold(state, 1); // Ben gets out on the river
|
||||
while (state.actingSeatIndex !== null) {
|
||||
const i = state.actingSeatIndex;
|
||||
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
|
||||
}
|
||||
Betting.closeStreet(state);
|
||||
|
||||
assert.equal(call(state).who, "Cal", "the next one round who is still in");
|
||||
});
|
||||
});
|
||||
|
||||
describe("everyone all-in before the river", () => {
|
||||
test("the last player who could put money in shows first", () => {
|
||||
// There was no final round to lead, so "checked round" isn't a choice anybody
|
||||
// made and the seat left of the button hasn't earned the obligation.
|
||||
const state = table(0, 30);
|
||||
checkRound(state); // pre-flop
|
||||
|
||||
const shover = state.actingSeatIndex;
|
||||
Betting.allIn(state, shover);
|
||||
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
|
||||
Betting.closeStreet(state);
|
||||
|
||||
assert.equal(Betting.canStillBet(state), false, "nobody has chips left to bet");
|
||||
assert.deepEqual(call(state), { who: state.seats[shover].name, reason: "allInAggressor" });
|
||||
});
|
||||
|
||||
test("a hand where everyone got in for the blind and nobody raised falls to the button", () => {
|
||||
// Two-dollar stacks against a two-dollar blind: everyone is all-in by calling,
|
||||
// and calling is not aggression. Nobody chose to lead, so nobody is on the hook
|
||||
// and it goes back to the seat left of the button.
|
||||
const state = table(0, 2);
|
||||
checkRound(state);
|
||||
|
||||
assert.equal(Betting.canStillBet(state), false, "nobody has a chip behind");
|
||||
assert.equal(state.handAggressorIndex, null, "and nobody ever raised");
|
||||
const answer = call(state);
|
||||
assert.ok(answer, "there is still a showdown to order");
|
||||
assert.equal(answer.reason, "leftOfButton");
|
||||
});
|
||||
});
|
||||
|
||||
describe("when there is nothing to call", () => {
|
||||
test("one player left isn't a showdown", () => {
|
||||
const state = table(0);
|
||||
[1, 2, 3].forEach(i => Betting.fold(state, i));
|
||||
assert.equal(Betting.showdownOrder(state), null);
|
||||
});
|
||||
|
||||
test("an aggressor who has since folded doesn't get named", () => {
|
||||
// Can't happen in play — you don't fold after raising unopposed — but the
|
||||
// index is a number on the state and a reset table could hold a stale one.
|
||||
const state = table(0);
|
||||
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
|
||||
state.streetAggressorIndex = 1;
|
||||
state.seats[1].folded = true;
|
||||
|
||||
const answer = call(state);
|
||||
assert.notEqual(answer.who, "Ben");
|
||||
assert.equal(answer.reason, "leftOfButton");
|
||||
});
|
||||
|
||||
test("an index pointing at no seat at all is ignored", () => {
|
||||
const state = table(0);
|
||||
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
|
||||
state.streetAggressorIndex = 99;
|
||||
assert.equal(call(state).reason, "leftOfButton");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the tracking resets when it should", () => {
|
||||
test("a new hand starts with nobody on the hook", () => {
|
||||
const state = table(0);
|
||||
checkRound(state); checkRound(state); checkRound(state);
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 20);
|
||||
assert.notEqual(state.handAggressorIndex, null);
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.streetAggressorIndex, null);
|
||||
assert.equal(state.handAggressorIndex, null, "last night's raise isn't this hand's business");
|
||||
});
|
||||
|
||||
test("posting a blind is not aggression", () => {
|
||||
const state = table(0);
|
||||
assert.equal(state.streetAggressorIndex, null);
|
||||
assert.equal(state.handAggressorIndex, null);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,65 @@
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { SplitCalculator, Money } = require("./load");
|
||||
|
||||
describe("SplitCalculator.split", () => {
|
||||
test("an even chop hands everyone the same stack", () => {
|
||||
const result = SplitCalculator.split(90, 3, 1);
|
||||
assert.equal(result.each, 30);
|
||||
assert.equal(result.oddChips, 0);
|
||||
assert.equal(result.dust, 0);
|
||||
assert.equal(SplitCalculator.accountedFor(result), 90);
|
||||
});
|
||||
|
||||
test("what won't divide is called out as odd chips, not rolled into a stack", () => {
|
||||
// $100 three ways in $5 chips: 20 chips, 6 each, 2 left over.
|
||||
const result = SplitCalculator.split(100, 3, 5);
|
||||
assert.equal(result.each, 30);
|
||||
assert.equal(result.oddChips, 2);
|
||||
assert.equal(SplitCalculator.accountedFor(result), 100);
|
||||
});
|
||||
|
||||
test("a pot that isn't a whole number of chips surfaces the remainder", () => {
|
||||
// $47 in $5 chips: 9 chips ($45) and $2 that no chip in play can pay.
|
||||
const result = SplitCalculator.split(47, 2, 5);
|
||||
assert.equal(result.dust, 2, "the dealer picked a denomination the pot can't make");
|
||||
assert.equal(SplitCalculator.accountedFor(result), 47);
|
||||
});
|
||||
|
||||
test("every split accounts for the whole pot", () => {
|
||||
const chips = [0.25, 0.5, 1, 5, 25, 100];
|
||||
for (let pot = 1; pot <= 400; pot += 7) {
|
||||
for (let ways = 2; ways <= 6; ways++) {
|
||||
chips.forEach(chip => {
|
||||
const result = SplitCalculator.split(pot, ways, chip);
|
||||
assert.equal(
|
||||
Money.toCents(SplitCalculator.accountedFor(result)),
|
||||
Money.toCents(pot),
|
||||
`${pot} split ${ways} ways in ${chip} chips lost money`
|
||||
);
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
test("odd chips are always fewer than the number of players", () => {
|
||||
for (let pot = 1; pot <= 200; pot += 3) {
|
||||
for (let ways = 2; ways <= 8; ways++) {
|
||||
const result = SplitCalculator.split(pot, ways, 1);
|
||||
assert.ok(result.oddChips < ways, "a whole extra chip each would have been dealt out");
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
test("an empty pot isn't a valid split", () => {
|
||||
assert.equal(SplitCalculator.split(0, 3, 1).valid, false);
|
||||
assert.equal(SplitCalculator.split(-5, 3, 1).valid, false);
|
||||
});
|
||||
|
||||
test("nonsense inputs fall back to something a dealer can read", () => {
|
||||
const result = SplitCalculator.split(50, 0, 0);
|
||||
assert.equal(result.players, 1, "a split has to be at least one way");
|
||||
assert.equal(result.chip, 0.01, "and at least one cent a chip");
|
||||
assert.equal(SplitCalculator.accountedFor(result), 50);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,166 @@
|
||||
// The chips the felt plays with are the chips the box is checked against.
|
||||
//
|
||||
// "Starting stack" is offered in the setup panel as the ordinary way to open a table —
|
||||
// "seats without their own stack start here" — and everything a dealer looks at reads
|
||||
// it: the puck, the action bar, what a player is allowed to bet. The money side did
|
||||
// not. It read `seat.stack` directly, which is null for exactly those seats, so a
|
||||
// three-handed table playing for $600 reported no chips in play, a balanced bank and a
|
||||
// standings list with nobody on it.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, HoldemState, Betting } = require("./load");
|
||||
|
||||
const openedWithStartingStack = (stack = 200, names = ["Ann", "Ben", "Cal"]) => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 6);
|
||||
state.defaultStack = stack;
|
||||
names.forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].inHand = true;
|
||||
});
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("what the table is playing for", () => {
|
||||
test("is what the bank counts", () => {
|
||||
const state = openedWithStartingStack();
|
||||
// What the felt says each of them has.
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => Betting.stackOf(state, p)), [200, 200, 200]);
|
||||
assert.equal(HoldemState.bankReconciliation(state).chipsInPlay, 600);
|
||||
});
|
||||
|
||||
test("and the box being empty is a problem it now reports", () => {
|
||||
const bank = HoldemState.bankReconciliation(openedWithStartingStack());
|
||||
assert.equal(bank.cashIn, 0);
|
||||
assert.equal(bank.difference, 600);
|
||||
assert.equal(bank.balanced, false, "six hundred dollars of chips nobody paid for");
|
||||
});
|
||||
|
||||
test("empty chairs are not people holding two hundred dollars", () => {
|
||||
// The starting stack stands in for a seat that hasn't been given one, and every
|
||||
// empty chair is such a seat. Counting them would invent $600 of chips at an
|
||||
// empty table.
|
||||
const state = openedWithStartingStack();
|
||||
assert.equal(HoldemState.bankReconciliation(state).chipsInPlay, 600, "three players, not six chairs");
|
||||
|
||||
const empty = HoldemState.createDefault();
|
||||
empty.defaultStack = 200;
|
||||
assert.equal(HoldemState.bankReconciliation(empty).chipsInPlay, 0);
|
||||
assert.equal(HoldemState.bankReconciliation(empty).balanced, true);
|
||||
});
|
||||
|
||||
test("once the cash is written down it balances", () => {
|
||||
const state = openedWithStartingStack();
|
||||
state.seats.slice(0, 3).forEach(p => { p.buyIns = 200; });
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("a table where everyone has their own stack is unchanged", () => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 4);
|
||||
["Ann", "Ben"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].stack = 150;
|
||||
state.seats[i].buyIns = 150;
|
||||
});
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.chipsInPlay, 300);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("who is on the settle-up list", () => {
|
||||
test("everyone holding chips, including the ones holding the table's own stack", () => {
|
||||
const rows = HoldemState.sessionStandings(openedWithStartingStack());
|
||||
assert.deepEqual(rows.map(r => r.name), ["Ann", "Ben", "Cal"]);
|
||||
assert.deepEqual(rows.map(r => r.chipsInFront), [200, 200, 200]);
|
||||
});
|
||||
|
||||
test("with nothing bought in yet, which is the thing to notice", () => {
|
||||
const rows = HoldemState.sessionStandings(openedWithStartingStack());
|
||||
assert.deepEqual(rows.map(r => r.boughtIn), [0, 0, 0]);
|
||||
assert.deepEqual(rows.map(r => r.cashPosition), [200, 200, 200]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("naming the seats the cash is missing for", () => {
|
||||
test("says who, and which kind of missing it is", () => {
|
||||
const state = openedWithStartingStack();
|
||||
state.seats[2].stack = 320; // Cal typed his own: an unrecorded rebuy
|
||||
|
||||
const owing = HoldemState.seatsOwingCash(state);
|
||||
assert.deepEqual(owing.map(row => row.name), ["Ann", "Ben", "Cal"]);
|
||||
assert.deepEqual(owing.map(row => row.fromStartingStack), [true, true, false]);
|
||||
assert.deepEqual(owing.map(row => row.chips), [200, 200, 320]);
|
||||
});
|
||||
|
||||
test("a seat whose buy-in is written down isn't on the list", () => {
|
||||
const state = openedWithStartingStack();
|
||||
state.seats[0].buyIns = 200;
|
||||
assert.deepEqual(HoldemState.seatsOwingCash(state).map(row => row.name), ["Ben", "Cal"]);
|
||||
});
|
||||
|
||||
test("and a table where nothing is owed has nobody on it", () => {
|
||||
const state = openedWithStartingStack();
|
||||
state.seats.slice(0, 3).forEach(p => { p.buyIns = 200; });
|
||||
assert.deepEqual(HoldemState.seatsOwingCash(state), []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("writing the starting stacks down", () => {
|
||||
test("records exactly what those seats are holding", () => {
|
||||
const state = openedWithStartingStack();
|
||||
const done = HoldemState.recordStartingBuyIns(state);
|
||||
assert.equal(done.seats, 3);
|
||||
assert.equal(done.total, 600);
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.buyIns), [200, 200, 200]);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("and leaves somebody else's forgotten rebuy alone", () => {
|
||||
// Only the dealer knows what that was. Guessing would be the tool inventing
|
||||
// money, which is the fault this whole round is about.
|
||||
const state = openedWithStartingStack();
|
||||
state.seats[2].stack = 320;
|
||||
HoldemState.recordStartingBuyIns(state);
|
||||
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.buyIns), [200, 200, 0]);
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, false);
|
||||
assert.equal(bank.difference, 320, "still exactly Cal's chips, and still reported");
|
||||
});
|
||||
|
||||
test("does nothing on a table that doesn't need it", () => {
|
||||
const state = openedWithStartingStack();
|
||||
state.seats.slice(0, 3).forEach(p => { p.buyIns = 200; });
|
||||
const done = HoldemState.recordStartingBuyIns(state);
|
||||
assert.equal(done.seats, 0);
|
||||
assert.equal(done.total, 0);
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.buyIns), [200, 200, 200]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("through a hand", () => {
|
||||
test("the money adds up from the deal to the payout", () => {
|
||||
const state = openedWithStartingStack(200, ["Ann", "Ben", "Cal", "Dee"]);
|
||||
HoldemState.recordStartingBuyIns(state);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true, "blinds are still on the table");
|
||||
|
||||
[3, 0, 1].forEach(() => { if (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex); });
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
const pot = Betting.potSoFar(state);
|
||||
Betting.sweepToHandTotals(state);
|
||||
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: pot }]);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, true);
|
||||
assert.equal(bank.chipsInPlay, 800, "four buy-ins of two hundred, wherever they have moved to");
|
||||
assert.ok(state.seats[0].stack > 200, "and the winner is holding more than they sat down with");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,147 @@
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { HoldemState, makeTable } = require("./load");
|
||||
|
||||
describe("HoldemState.advanceButton", () => {
|
||||
test("the button moves to the next player, not the next empty chair", () => {
|
||||
// Four players spread around a ten-seat table: 0, 3, 4, 8.
|
||||
const state = makeTable({ seatCount: 10, seated: [0, 3, 4, 8], dealerSeatIndex: 0 });
|
||||
HoldemState.advanceButton(state);
|
||||
assert.equal(state.dealerSeatIndex, 3, "skips the three empty chairs between");
|
||||
HoldemState.advanceButton(state);
|
||||
assert.equal(state.dealerSeatIndex, 4);
|
||||
HoldemState.advanceButton(state);
|
||||
assert.equal(state.dealerSeatIndex, 8);
|
||||
HoldemState.advanceButton(state);
|
||||
assert.equal(state.dealerSeatIndex, 0, "wraps back round to the first player");
|
||||
});
|
||||
|
||||
test("every player gets the button once per orbit", () => {
|
||||
const seated = [1, 2, 6, 7, 9];
|
||||
const state = makeTable({ seatCount: 12, seated, dealerSeatIndex: 1 });
|
||||
const visited = [];
|
||||
for (let i = 0; i < seated.length; i++) {
|
||||
visited.push(state.dealerSeatIndex);
|
||||
HoldemState.advanceButton(state);
|
||||
}
|
||||
assert.deepEqual(visited.slice().sort((a, b) => a - b), seated);
|
||||
});
|
||||
|
||||
test("it still moves when nobody is dealt in, rather than looking stuck", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [], dealerSeatIndex: 2 });
|
||||
HoldemState.advanceButton(state);
|
||||
assert.equal(state.dealerSeatIndex, 3);
|
||||
});
|
||||
|
||||
test("counterclockwise play runs the button the other way", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 2, 4], dealerSeatIndex: 4 });
|
||||
state.direction = "counterclockwise";
|
||||
HoldemState.advanceButton(state);
|
||||
assert.equal(state.dealerSeatIndex, 2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("HoldemState.getBlindSeats", () => {
|
||||
test("blinds follow the players, not the chairs left of the button", () => {
|
||||
// Seats 1 and 2 are empty, so the blinds belong on 3 and 7.
|
||||
const state = makeTable({ seatCount: 9, seated: [0, 3, 7], dealerSeatIndex: 0 });
|
||||
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(headsUp, false);
|
||||
assert.equal(sbIndex, 3);
|
||||
assert.equal(bbIndex, 7);
|
||||
});
|
||||
|
||||
test("heads-up, the button posts the small blind", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
|
||||
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(headsUp, true);
|
||||
assert.equal(sbIndex, 2, "the button is the small blind heads-up");
|
||||
assert.equal(bbIndex, 5);
|
||||
});
|
||||
|
||||
test("heads-up with the button on an empty chair still posts both blinds", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [1, 4], dealerSeatIndex: 0 });
|
||||
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(headsUp, true);
|
||||
assert.equal(sbIndex, 1);
|
||||
assert.equal(bbIndex, 4);
|
||||
assert.notEqual(sbIndex, bbIndex, "two blinds never land on one player");
|
||||
});
|
||||
|
||||
test("fewer than two players means no blinds to post", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [3], dealerSeatIndex: 0 });
|
||||
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(sbIndex, null);
|
||||
assert.equal(bbIndex, null);
|
||||
});
|
||||
});
|
||||
|
||||
describe("HoldemState.sessionStandings", () => {
|
||||
test("a player's cash position counts chips in front plus chips in the pot", () => {
|
||||
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 0 });
|
||||
const [a] = state.seats;
|
||||
a.buyIns = 100;
|
||||
a.stack = 60;
|
||||
a.amountOverride = 25; // banked into the hand in progress
|
||||
a.committed = 15; // still in front of them on this street
|
||||
|
||||
HoldemState.recordHand(state, [{ id: a.id, label: "P1", amount: 0 }]);
|
||||
const standings = HoldemState.sessionStandings(state);
|
||||
const row = standings.find(s => s.id === a.id);
|
||||
|
||||
// 60 in front + 40 in the pot - 100 bought in = level.
|
||||
assert.equal(row.cashPosition, 0, "money in the pot is still theirs until it's won");
|
||||
assert.equal(row.boughtIn, 100);
|
||||
assert.equal(row.chipsNow, 60);
|
||||
});
|
||||
|
||||
test("hand results accumulate across the session", () => {
|
||||
const state = makeTable({ seatCount: 2, seated: [0, 1], stack: 0 });
|
||||
const [a, b] = state.seats;
|
||||
a.amountOverride = 10;
|
||||
b.amountOverride = 10;
|
||||
HoldemState.recordHand(state, [{ id: a.id, label: "P1", amount: 20 }]);
|
||||
|
||||
a.amountOverride = 5;
|
||||
b.amountOverride = 5;
|
||||
HoldemState.recordHand(state, [{ id: b.id, label: "P2", amount: 10 }]);
|
||||
|
||||
const standings = HoldemState.sessionStandings(state);
|
||||
assert.equal(standings.find(s => s.id === a.id).net, 5);
|
||||
assert.equal(standings.find(s => s.id === b.id).net, -5);
|
||||
assert.equal(state.handNumber, 3, "the counter moved on twice");
|
||||
});
|
||||
|
||||
test("the history is capped so a long session can still be saved", () => {
|
||||
const state = makeTable({ seatCount: 2, seated: [0, 1], stack: 0 });
|
||||
for (let i = 0; i < HoldemState.MAX_HISTORY_ENTRIES + 25; i++) {
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 1 }]);
|
||||
}
|
||||
assert.equal(state.handHistory.length, HoldemState.MAX_HISTORY_ENTRIES);
|
||||
assert.equal(state.handHistory[0].handNumber, HoldemState.MAX_HISTORY_ENTRIES + 25, "newest first");
|
||||
});
|
||||
});
|
||||
|
||||
describe("HoldemState.resizeSeats", () => {
|
||||
test("the table is clamped to a size a dealer could actually run", () => {
|
||||
const state = makeTable({ seatCount: 6 });
|
||||
HoldemState.resizeSeats(state, 100);
|
||||
assert.equal(state.seatCount, 24);
|
||||
HoldemState.resizeSeats(state, 1);
|
||||
assert.equal(state.seatCount, 2);
|
||||
});
|
||||
|
||||
test("an unreadable seat count falls back to a standard table", () => {
|
||||
// Empty or non-numeric input (and zero, which is equally meaningless)
|
||||
// lands on the default rather than a two-seat table.
|
||||
const state = makeTable({ seatCount: 6 });
|
||||
HoldemState.resizeSeats(state, NaN);
|
||||
assert.equal(state.seatCount, HoldemState.DEFAULT_SEAT_COUNT);
|
||||
});
|
||||
|
||||
test("shrinking past the button brings it back onto the table", () => {
|
||||
const state = makeTable({ seatCount: 9, dealerSeatIndex: 8 });
|
||||
HoldemState.resizeSeats(state, 4);
|
||||
assert.ok(state.dealerSeatIndex < 4);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,188 @@
|
||||
// The straddle: a blind raise put out before the cards by the player left of the big
|
||||
// blind, for twice it.
|
||||
//
|
||||
// Home games run them constantly, and it is three rules at once — the amount, who is
|
||||
// first to act, and what the minimum raise becomes. Faking one by dealing and having
|
||||
// the straddler "raise" gets the last of those right and the other two wrong.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
// Six seats, everyone in, button on seat 0: small blind seat 1, big blind seat 2,
|
||||
// straddle seat 3.
|
||||
const table = (straddles = 0, extra = {}) => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0, ...extra });
|
||||
state.straddleCount = straddles;
|
||||
return state;
|
||||
};
|
||||
|
||||
const dealt = (straddles = 0, extra = {}) => {
|
||||
const state = table(straddles, extra);
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("what goes in the middle", () => {
|
||||
test("the seat left of the big blind puts out twice it", () => {
|
||||
const state = dealt(1);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 0, 0]);
|
||||
});
|
||||
|
||||
test("a re-straddle doubles again, one seat further round", () => {
|
||||
const state = dealt(2);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 8, 0]);
|
||||
});
|
||||
|
||||
test("none of it comes from anywhere but the straddler's stack", () => {
|
||||
const before = chipsOnTable(table(2));
|
||||
assert.equal(chipsOnTable(dealt(2)), before);
|
||||
});
|
||||
|
||||
test("the felt is told who straddled, not left to work it out", () => {
|
||||
assert.deepEqual(dealt(2).postedStraddles, [3, 4]);
|
||||
assert.deepEqual(dealt(0).postedStraddles, []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("who is on the clock", () => {
|
||||
test("action starts left of the straddler, not left of the big blind", () => {
|
||||
assert.equal(dealt(0).actingSeatIndex, 3, "without a straddle it is the seat after the big blind");
|
||||
assert.equal(dealt(1).actingSeatIndex, 4);
|
||||
assert.equal(dealt(2).actingSeatIndex, 5);
|
||||
});
|
||||
|
||||
test("the straddler still has the option when it comes back to them", () => {
|
||||
const state = dealt(1);
|
||||
// Everyone calls the straddle round to the big blind.
|
||||
[4, 5, 0, 1, 2].forEach(seat => {
|
||||
assert.equal(state.actingSeatIndex, seat, `expected seat ${seat} to be up`);
|
||||
Betting.call(state, seat);
|
||||
});
|
||||
assert.equal(state.actingSeatIndex, 3, "back to the straddler");
|
||||
assert.equal(Betting.toCall(state, state.seats[3]), 0, "nothing to call");
|
||||
assert.equal(Betting.isStreetComplete(state), false, "and the street isn't over until they say so");
|
||||
});
|
||||
|
||||
test("the straddler checking closes it", () => {
|
||||
const state = dealt(1);
|
||||
[4, 5, 0, 1, 2].forEach(seat => Betting.call(state, seat));
|
||||
Betting.check(state, 3);
|
||||
assert.equal(Betting.isStreetComplete(state), true);
|
||||
assert.equal(state.actingSeatIndex, null);
|
||||
});
|
||||
|
||||
test("the big blind acts in turn, not last", () => {
|
||||
const state = dealt(1);
|
||||
Betting.call(state, 4);
|
||||
Betting.call(state, 5);
|
||||
Betting.call(state, 0);
|
||||
Betting.call(state, 1);
|
||||
assert.equal(state.actingSeatIndex, 2, "the big blind is up before the straddler");
|
||||
assert.equal(Betting.toCall(state, state.seats[2]), 2, "and owes the difference to the straddle");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it costs to raise", () => {
|
||||
test("the minimum raise is twice the straddle, not the straddle plus a blind", () => {
|
||||
// $2 blinds, $4 straddle: the next raise is to $8. Measured off the big blind
|
||||
// instead it comes out at $6, and every player at the table would argue.
|
||||
assert.equal(Betting.minRaiseTo(dealt(1)), 8);
|
||||
assert.equal(Betting.minRaiseTo(dealt(2)), 16);
|
||||
assert.equal(Betting.minRaiseTo(dealt(0)), 4);
|
||||
});
|
||||
|
||||
test("what the table owes is measured off the straddle", () => {
|
||||
const state = dealt(1);
|
||||
assert.equal(state.currentBet, 4);
|
||||
assert.equal(Betting.toCall(state, state.seats[4]), 4, "a fresh player calls the straddle");
|
||||
assert.equal(Betting.toCall(state, state.seats[1]), 3, "the small blind owes the rest");
|
||||
assert.equal(Betting.toCall(state, state.seats[2]), 2, "so does the big blind");
|
||||
assert.equal(Betting.toCall(state, state.seats[3]), 0, "the straddler is already good");
|
||||
});
|
||||
|
||||
test("a raise over the straddle is a raise, and the straddler can still re-raise", () => {
|
||||
const state = dealt(1);
|
||||
Betting.raiseTo(state, 4, 12);
|
||||
assert.equal(state.currentBet, 12);
|
||||
assert.equal(Betting.minRaiseTo(state), 20, "twice again over a raise of eight");
|
||||
assert.equal(state.seats[3].hasActed, false, "the straddler has not acted yet");
|
||||
});
|
||||
});
|
||||
|
||||
describe("how many a table can take", () => {
|
||||
test("everyone but the two blinds", () => {
|
||||
assert.equal(Betting.maxStraddles(table(0)), 4);
|
||||
assert.equal(Betting.maxStraddles(table(0, { seatCount: 3, seated: [0, 1, 2] })), 1);
|
||||
});
|
||||
|
||||
test("heads-up, none — there is no seat left of the big blind to straddle from", () => {
|
||||
const heads = table(1, { seatCount: 6, seated: [0, 1] });
|
||||
assert.equal(Betting.maxStraddles(heads), 0);
|
||||
assert.deepEqual(Betting.straddleSeats(heads), []);
|
||||
Betting.beginHand(heads);
|
||||
assert.deepEqual(heads.seats.map(p => p.committed), [1, 2, 0, 0, 0, 0]);
|
||||
});
|
||||
|
||||
test("asking for more than the table has stops at the last seat", () => {
|
||||
const state = table(0, { seatCount: 4, seated: [0, 1, 2, 3] });
|
||||
state.straddleCount = 99;
|
||||
assert.equal(Betting.straddleSeats(state).length, 2);
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [8, 1, 2, 4]);
|
||||
assert.equal(state.actingSeatIndex, 1, "round to the small blind, who is first to act");
|
||||
});
|
||||
|
||||
test("a seat with no chips is never handed one", () => {
|
||||
const state = table(1);
|
||||
state.seats[3].stack = 0;
|
||||
// Seat 3 is sat out for the deal, so the straddle passes to seat 4.
|
||||
assert.deepEqual(Betting.straddleSeats(state), [{ index: 4, amount: 4 }]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it doesn't outlive", () => {
|
||||
test("the hand it was called for", () => {
|
||||
const state = dealt(1);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.straddleCount, 0, "nobody straddles again by accident");
|
||||
assert.deepEqual(state.postedStraddles, []);
|
||||
});
|
||||
|
||||
test("but it survives the button being pushed around before the deal", () => {
|
||||
// repostBlinds takes every posted chip back and deals again; a straddle that
|
||||
// vanished there would have been paid once and never returned.
|
||||
const state = dealt(1);
|
||||
const before = chipsOnTable(state);
|
||||
Betting.repostBlinds(state);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 0, 0]);
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
|
||||
test("a table saved before straddles existed reads as having none", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
|
||||
delete parsed.straddleCount;
|
||||
delete parsed.postedStraddles;
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.equal(migrated.straddleCount, 0);
|
||||
assert.deepEqual(migrated.postedStraddles, []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what the dealer is shown before dealing", () => {
|
||||
test("the straddles that are coming, and how many more it could take", () => {
|
||||
const preview = Betting.blindPreview(table(1));
|
||||
assert.deepEqual(preview.straddles, [{ index: 3, amount: 4 }]);
|
||||
assert.equal(preview.maxStraddles, 4);
|
||||
});
|
||||
|
||||
test("and the preview matches what dealing actually does", () => {
|
||||
const state = table(2);
|
||||
const preview = Betting.blindPreview(state);
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(preview.straddles.map(s => s.index), state.postedStraddles);
|
||||
preview.straddles.forEach(({ index, amount }) => {
|
||||
assert.equal(state.seats[index].committed, amount, `seat ${index + 1}`);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,95 @@
|
||||
// Two players changing chairs.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
test("the whole seat moves", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
state.seats[0].name = "Ann";
|
||||
state.seats[0].cards = ["AS", "KD"];
|
||||
state.seats[0].stack = 175;
|
||||
state.seats[4].name = "";
|
||||
|
||||
HoldemState.swapSeats(state, 0, 4);
|
||||
|
||||
assert.equal(state.seats[4].name, "Ann");
|
||||
assert.deepEqual(state.seats[4].cards, ["AS", "KD"]);
|
||||
assert.equal(state.seats[4].stack, 175);
|
||||
assert.equal(state.seats[0].name, "");
|
||||
});
|
||||
|
||||
test("what they have in the pot goes with them", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
|
||||
Betting.beginHand(state);
|
||||
const posted = state.seats.map(p => p.committed);
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
HoldemState.swapSeats(state, 1, 4);
|
||||
|
||||
assert.equal(state.seats[4].committed, posted[1]);
|
||||
assert.equal(state.seats[1].committed, posted[4]);
|
||||
assert.equal(chipsOnTable(state), before, "a swap never creates or destroys a chip");
|
||||
});
|
||||
|
||||
test("the button stays on the chair, not on the player", () => {
|
||||
// A card room moves the button around the table, not around the people. Somebody
|
||||
// who sits down in the big blind's chair is the big blind.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100, dealerSeatIndex: 0 });
|
||||
state.seats[0].name = "Ann";
|
||||
|
||||
HoldemState.swapSeats(state, 0, 2);
|
||||
|
||||
assert.equal(state.dealerSeatIndex, 0);
|
||||
assert.notEqual(state.seats[0].name, "Ann");
|
||||
});
|
||||
|
||||
test("the blinds follow the chairs too", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
const before = HoldemState.getBlindSeats(state);
|
||||
|
||||
HoldemState.swapSeats(state, before.sbIndex, before.bbIndex);
|
||||
const after = HoldemState.getBlindSeats(state);
|
||||
|
||||
assert.equal(after.sbIndex, before.sbIndex);
|
||||
assert.equal(after.bbIndex, before.bbIndex);
|
||||
});
|
||||
|
||||
test("swapping a seat with itself does nothing and says so", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
const before = JSON.stringify(state);
|
||||
|
||||
assert.equal(HoldemState.swapSeats(state, 1, 1), false);
|
||||
assert.equal(JSON.stringify(state), before);
|
||||
});
|
||||
|
||||
test("a chair that isn't there is refused rather than swallowed", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
const before = JSON.stringify(state);
|
||||
|
||||
assert.equal(HoldemState.swapSeats(state, 0, 99), false);
|
||||
assert.equal(HoldemState.swapSeats(state, -1, 0), false);
|
||||
assert.equal(JSON.stringify(state), before);
|
||||
});
|
||||
|
||||
test("swapping twice puts everything back", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
|
||||
Betting.beginHand(state);
|
||||
const before = JSON.stringify(state);
|
||||
|
||||
HoldemState.swapSeats(state, 1, 3);
|
||||
HoldemState.swapSeats(state, 1, 3);
|
||||
|
||||
assert.equal(JSON.stringify(state), before);
|
||||
});
|
||||
|
||||
test("moving into an empty chair leaves an empty chair behind", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
state.seats[1].name = "Ben";
|
||||
|
||||
HoldemState.swapSeats(state, 1, 5);
|
||||
|
||||
assert.equal(state.seats[5].name, "Ben");
|
||||
assert.equal(state.seats[5].inHand, true);
|
||||
assert.equal(state.seats[1].inHand, false);
|
||||
});
|
||||
@@ -0,0 +1,155 @@
|
||||
// Taking the table off this device.
|
||||
//
|
||||
// A night lives in one browser's localStorage and nowhere else. A dealer whose phone
|
||||
// dies, or who wants to carry on from the tablet after the break, loses the stacks,
|
||||
// the buy-ins, where the button is and the whole hand log — and the CSV export can't
|
||||
// bring any of that back, because it records what happened rather than where the
|
||||
// table stands.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Betting, makeTable } = require("./load");
|
||||
|
||||
const aNight = () => {
|
||||
const state = makeTable({ seatCount: 9, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex: 1 });
|
||||
["Ann", "Ben", "Cal", "Dee"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].buyIns = 200;
|
||||
});
|
||||
state.seats[2].stack = 340;
|
||||
state.notes = "Cal owes the bar $12";
|
||||
Betting.beginHand(state);
|
||||
HoldemState.recordHand(state, [{ id: state.seats[2].id, label: "Cal", amount: 60 }]);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("a table written out and read back", () => {
|
||||
test("comes back the same table", () => {
|
||||
const before = aNight();
|
||||
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
|
||||
|
||||
assert.deepEqual(after.seats.map(p => p.name), before.seats.map(p => p.name));
|
||||
assert.deepEqual(after.seats.map(p => p.stack), before.seats.map(p => p.stack));
|
||||
assert.deepEqual(after.seats.map(p => p.buyIns), before.seats.map(p => p.buyIns));
|
||||
assert.equal(after.dealerSeatIndex, before.dealerSeatIndex);
|
||||
assert.equal(after.handNumber, before.handNumber);
|
||||
assert.equal(after.notes, before.notes);
|
||||
assert.equal(after.handHistory.length, before.handHistory.length);
|
||||
});
|
||||
|
||||
test("keeps the things a CSV can't carry", () => {
|
||||
// The whole reason this exists: an export records what happened, not where the
|
||||
// table stands.
|
||||
const before = aNight();
|
||||
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
|
||||
|
||||
assert.equal(after.bettingOpen, before.bettingOpen, "a hand in progress is still in progress");
|
||||
assert.deepEqual(after.postedBlinds, before.postedBlinds, "so the next rotation is right");
|
||||
assert.equal(after.street, before.street);
|
||||
assert.deepEqual(after.seats.map(p => p.committed), before.seats.map(p => p.committed));
|
||||
assert.deepEqual(after.chipLegend, before.chipLegend);
|
||||
});
|
||||
|
||||
test("the standings and the bank check agree across the trip", () => {
|
||||
const before = aNight();
|
||||
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
|
||||
|
||||
assert.deepEqual(HoldemState.sessionStandings(after), HoldemState.sessionStandings(before));
|
||||
assert.deepEqual(HoldemState.bankReconciliation(after), HoldemState.bankReconciliation(before));
|
||||
});
|
||||
|
||||
test("it can be dealt from straight away", () => {
|
||||
const before = aNight();
|
||||
HoldemState.startNextHand(before);
|
||||
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
|
||||
|
||||
Betting.beginHand(after);
|
||||
assert.equal(after.bettingOpen, true);
|
||||
assert.ok(after.actingSeatIndex !== null, "somebody is on the clock");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it refuses", () => {
|
||||
const refuses = (text, because) => {
|
||||
const result = HoldemState.fromBackup(text);
|
||||
assert.ok(result.error, because);
|
||||
assert.equal(result.table, undefined, "and never hands back half a table");
|
||||
};
|
||||
|
||||
test("something that isn't JSON", () => {
|
||||
refuses("not a file", "unreadable");
|
||||
refuses("", "empty");
|
||||
});
|
||||
|
||||
test("JSON that isn't a table", () => {
|
||||
refuses('{"hello":"world"}', "no seats in it");
|
||||
refuses("[1,2,3]", "an array of nothing");
|
||||
refuses("null", "null");
|
||||
});
|
||||
|
||||
test("a save from something else that happens to be JSON", () => {
|
||||
refuses('{"kind":"some.other.tool","table":{"seats":[]}}', "wrong kind");
|
||||
});
|
||||
|
||||
test("a file from a newer version, rather than guessing at it", () => {
|
||||
// Loading it risks reading a field whose meaning has changed, and the dealer
|
||||
// would find out from the money.
|
||||
const backup = JSON.parse(HoldemState.toBackup(aNight()));
|
||||
backup.version = HoldemState.BACKUP_VERSION + 1;
|
||||
const result = HoldemState.fromBackup(JSON.stringify(backup));
|
||||
assert.match(result.error, /newer version/i);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it accepts anyway", () => {
|
||||
test("a bare table, with no envelope around it", () => {
|
||||
// Somebody who copied the storage value out by hand. The envelope is a
|
||||
// convenience, not a password.
|
||||
const state = aNight();
|
||||
const result = HoldemState.fromBackup(JSON.stringify(state));
|
||||
assert.ok(!result.error);
|
||||
assert.deepEqual(result.table.seats.map(p => p.name), state.seats.map(p => p.name));
|
||||
});
|
||||
|
||||
test("a table from before fields that exist now, migrated on the way in", () => {
|
||||
// Same repairs a save from an older version gets, because it is the same
|
||||
// function — a second, looser path for imports is how a format grows two
|
||||
// meanings of the same field.
|
||||
const state = aNight();
|
||||
const raw = JSON.parse(JSON.stringify(state));
|
||||
delete raw.deadButton;
|
||||
delete raw.postedBlinds;
|
||||
delete raw.dealtLastHand;
|
||||
delete raw.discarded;
|
||||
raw.seats.forEach(p => { delete p.buyIns; });
|
||||
|
||||
const { table, error } = HoldemState.fromBackup(JSON.stringify({
|
||||
kind: HoldemState.BACKUP_KIND, version: 1, table: raw,
|
||||
}));
|
||||
assert.ok(!error);
|
||||
assert.equal(table.deadButton, false);
|
||||
assert.deepEqual(table.dealtLastHand, []);
|
||||
assert.equal(table.discarded, 0);
|
||||
assert.equal(table.seats[0].buyIns, 0);
|
||||
});
|
||||
|
||||
test("the time it was saved comes back with it", () => {
|
||||
const result = HoldemState.fromBackup(HoldemState.toBackup(aNight()));
|
||||
assert.ok(result.savedAt, "so the dealer can tell two files apart");
|
||||
assert.ok(!Number.isNaN(new Date(result.savedAt).getTime()));
|
||||
});
|
||||
});
|
||||
|
||||
describe("the file itself", () => {
|
||||
test("is named with the date and time, so two saves in a night are told apart", () => {
|
||||
const at = new Date(2026, 8, 2, 21, 5);
|
||||
assert.equal(HoldemState.backupFileName(at), "holdem-table-2026-09-02-2105.json");
|
||||
});
|
||||
|
||||
test("says what it is, for anyone finding it in a downloads folder", () => {
|
||||
const parsed = JSON.parse(HoldemState.toBackup(aNight()));
|
||||
assert.equal(parsed.kind, "casino.holdem.table");
|
||||
assert.equal(parsed.version, 1);
|
||||
assert.ok(parsed.table.seats.length > 0);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,37 @@
|
||||
// How the think-clock reads.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const path = require("path");
|
||||
|
||||
const ActionBar = require(path.join(
|
||||
__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem", "actionBar.js"));
|
||||
|
||||
test("seconds under a minute", () => {
|
||||
assert.equal(ActionBar.formatTank(0), "0:00");
|
||||
assert.equal(ActionBar.formatTank(7), "0:07");
|
||||
assert.equal(ActionBar.formatTank(59), "0:59");
|
||||
});
|
||||
|
||||
test("minutes and seconds", () => {
|
||||
assert.equal(ActionBar.formatTank(60), "1:00");
|
||||
assert.equal(ActionBar.formatTank(241), "4:01");
|
||||
assert.equal(ActionBar.formatTank(3599), "59:59");
|
||||
});
|
||||
|
||||
test("past the hour it says the hour", () => {
|
||||
// A table left open on a hand reaches this, and "65:03" is a number the eye reads
|
||||
// as minutes and seconds when it isn't.
|
||||
assert.equal(ActionBar.formatTank(3600), "1:00:00");
|
||||
assert.equal(ActionBar.formatTank(3903), "1:05:03");
|
||||
assert.equal(ActionBar.formatTank(45296), "12:34:56");
|
||||
});
|
||||
|
||||
test("the minutes are padded once there are hours, and not before", () => {
|
||||
// "1:5:03" would be wrong; "05:03" on its own would be odd.
|
||||
assert.equal(ActionBar.formatTank(3903), "1:05:03");
|
||||
assert.equal(ActionBar.formatTank(303), "5:03");
|
||||
});
|
||||
|
||||
test("a day is still a readable number rather than a wrapped one", () => {
|
||||
assert.equal(ActionBar.formatTank(90000), "25:00:00");
|
||||
});
|
||||
@@ -0,0 +1,924 @@
|
||||
// Layout and touch audits for the dealer, written once so they stop being written
|
||||
// again every round.
|
||||
//
|
||||
// These checks have been re-typed into a browser console at least six times over
|
||||
// the course of building this thing, and each time they only covered whatever had
|
||||
// just been changed. That is exactly how the standings table shipped with a
|
||||
// zero-pixel player-name column and survived two rounds: the audit that would have
|
||||
// caught it existed only in a previous session's scrollback.
|
||||
//
|
||||
// This file is deliberately dependency-free and browser-side. It is injected into
|
||||
// the page (see runUiAudit.js) rather than imported, so it needs no build step, no
|
||||
// package.json, and no browser automation of its own — anyone can also paste it
|
||||
// into devtools and call LayoutAudit.runAll().
|
||||
const LayoutAudit = {
|
||||
// Everything a dealer has to be able to hit.
|
||||
CONTROL_SELECTOR: "button, a, input, select, textarea, [role='button'], .seat",
|
||||
|
||||
describe(el) {
|
||||
if (!el) return "(nothing)";
|
||||
const id = el.id ? `#${el.id}` : "";
|
||||
const cls = (el.className || "").toString().trim().split(/\s+/).filter(Boolean).slice(0, 2).join(".");
|
||||
const text = (el.textContent || "").replace(/\s+/g, " ").trim().slice(0, 24);
|
||||
return `${el.tagName.toLowerCase()}${id}${cls ? "." + cls : ""}${text ? ` "${text}"` : ""}`;
|
||||
},
|
||||
|
||||
visibleControls() {
|
||||
return [...document.querySelectorAll(this.CONTROL_SELECTOR)].filter(el => {
|
||||
const rect = el.getBoundingClientRect();
|
||||
if (rect.width === 0 || rect.height === 0) return false;
|
||||
const style = getComputedStyle(el);
|
||||
return style.visibility !== "hidden" && style.display !== "none";
|
||||
});
|
||||
},
|
||||
|
||||
// ---- Touch (see the mobile round) ----
|
||||
|
||||
// Without touch-action: manipulation a mobile browser holds every tap for ~300ms
|
||||
// deciding whether it was a double-tap-to-zoom. This tool uses double-tap on a
|
||||
// seat as its fold shortcut, so that wait is on the critical path.
|
||||
touchAction() {
|
||||
const offenders = this.visibleControls()
|
||||
.filter(el => getComputedStyle(el).touchAction === "auto")
|
||||
.map(el => this.describe(el));
|
||||
return { name: "touch-action", offenders, checked: this.visibleControls().length };
|
||||
},
|
||||
|
||||
tapHighlight() {
|
||||
const offenders = this.visibleControls()
|
||||
.filter(el => {
|
||||
const colour = getComputedStyle(el).webkitTapHighlightColor;
|
||||
return colour && !/rgba\(0,\s*0,\s*0,\s*0\)|transparent/.test(colour);
|
||||
})
|
||||
.map(el => this.describe(el));
|
||||
return { name: "tap-highlight", offenders, checked: this.visibleControls().length };
|
||||
},
|
||||
|
||||
// Text selection must stay ON for anything a dealer types into.
|
||||
textSelectable() {
|
||||
const offenders = [...document.querySelectorAll("input[type='text'], input[type='number'], textarea")]
|
||||
.filter(el => el.offsetParent !== null)
|
||||
.filter(el => {
|
||||
const style = getComputedStyle(el);
|
||||
return (style.webkitUserSelect || style.userSelect) === "none";
|
||||
})
|
||||
.map(el => this.describe(el));
|
||||
return { name: "fields stay selectable", offenders };
|
||||
},
|
||||
|
||||
// ---- Reachability (see the occlusion round) ----
|
||||
|
||||
// A control covered by something else is unreachable however good it looks.
|
||||
// Sampling several points matters: a button you can only hit in one corner is
|
||||
// covered for practical purposes.
|
||||
// Can this element be brought into view by scrolling? Something below the fold on
|
||||
// a page that scrolls is perfectly reachable; something below the fold in a panel
|
||||
// that *doesn't* scroll is lost. The first version of this check didn't make the
|
||||
// distinction and reported every link under the fold as a fault.
|
||||
reachableByScrolling(el) {
|
||||
const rect = el.getBoundingClientRect();
|
||||
if (getComputedStyle(el).position === "fixed") return false;
|
||||
|
||||
for (let node = el.parentElement; node; node = node.parentElement) {
|
||||
const style = getComputedStyle(node);
|
||||
const scrolls = /auto|scroll|overlay/.test(style.overflowY) || node === document.body;
|
||||
if (!scrolls) continue;
|
||||
const box = node === document.body ? { top: 0, bottom: innerHeight } : node.getBoundingClientRect();
|
||||
const room = node === document.body
|
||||
? document.documentElement.scrollHeight - innerHeight - scrollY
|
||||
: node.scrollHeight - node.clientHeight - node.scrollTop;
|
||||
if (rect.top >= box.bottom && room > 0) return true;
|
||||
if (rect.bottom <= box.top && (node === document.body ? scrollY > 0 : node.scrollTop > 0)) return true;
|
||||
}
|
||||
return false;
|
||||
},
|
||||
|
||||
// The modal that is currently on top, if any.
|
||||
//
|
||||
// Every check below asks "is this thing reachable", and while a sheet or dialog is
|
||||
// open the answer for everything behind it is legitimately no — that is what a
|
||||
// modal is for. Without knowing that, the audit reported the pot wizard covering
|
||||
// the seats as ten faults and the rulings sheet as seven, which is the noise that
|
||||
// made it useless in exactly the states nobody had audited. Now it scopes to what
|
||||
// is actually on top and says so.
|
||||
MODAL_SELECTOR: "#potWizardOverlay, #rulingsOverlay, #seatMenuOverlay, #cardPickerOverlay, " +
|
||||
"#confirmOverlay, #addChipsOverlay, #seatEditorOverlay",
|
||||
|
||||
openModal() {
|
||||
const open = [...document.querySelectorAll(this.MODAL_SELECTOR)]
|
||||
.filter(el => !el.hidden && getComputedStyle(el).display !== "none");
|
||||
// Last in the DOM wins, which is how they stack.
|
||||
return open.length > 0 ? open[open.length - 1] : null;
|
||||
},
|
||||
|
||||
// A seat sheet on a phone isn't an overlay element, it's a body class — but it
|
||||
// covers the felt just the same.
|
||||
modalScope() {
|
||||
const overlay = this.openModal();
|
||||
if (overlay) return overlay;
|
||||
if (document.body.classList.contains("seatSheetOpen")) {
|
||||
return document.getElementById("seatEditorPanel") || null;
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
occlusion(selector = "#actionBar button, #holdemHeader button, .seat") {
|
||||
const offenders = [];
|
||||
const warnings = [];
|
||||
// While something is open on top, only what is inside it can be judged. The
|
||||
// rest of the page is meant to be unreachable.
|
||||
const scope = this.modalScope();
|
||||
const candidates = [...document.querySelectorAll(selector)]
|
||||
.filter(el => !scope || scope.contains(el));
|
||||
candidates.forEach(el => {
|
||||
const rect = el.getBoundingClientRect();
|
||||
if (rect.width === 0 || rect.height === 0) return;
|
||||
|
||||
const outsideViewport = rect.bottom <= 0 || rect.top >= innerHeight ||
|
||||
rect.right <= 0 || rect.left >= innerWidth;
|
||||
if (outsideViewport) {
|
||||
if (!this.reachableByScrolling(el)) {
|
||||
offenders.push(`${this.describe(el)} :: off-screen and cannot be scrolled to`);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const points = [
|
||||
[rect.left + rect.width / 2, rect.top + rect.height / 2],
|
||||
[rect.left + rect.width * 0.25, rect.top + rect.height * 0.3],
|
||||
[rect.left + rect.width * 0.75, rect.top + rect.height * 0.3],
|
||||
[rect.left + rect.width * 0.25, rect.top + rect.height * 0.7],
|
||||
[rect.left + rect.width * 0.75, rect.top + rect.height * 0.7],
|
||||
].filter(([x, y]) => x >= 0 && y >= 0 && x < innerWidth && y < innerHeight);
|
||||
if (points.length === 0) return;
|
||||
|
||||
let blocked = 0;
|
||||
let testable = 0;
|
||||
let blockedBy = null;
|
||||
points.forEach(([x, y]) => {
|
||||
const top = document.elementFromPoint(x, y);
|
||||
// A null result means the point isn't hit-testable — typically it sits
|
||||
// inside the element but outside a scrollable ancestor's clip, i.e. the
|
||||
// control is scrolled out of view rather than covered by anything.
|
||||
// Counting that as "covered by null" was reporting a perfectly
|
||||
// reachable button in a sheet that scrolls.
|
||||
if (!top) return;
|
||||
testable++;
|
||||
if (el.contains(top) || top === el || top.contains(el)) return;
|
||||
// Seats ring a round table and overlap each other at the rim by
|
||||
// design; that is crowding, not an overlay hiding a control.
|
||||
//
|
||||
// But only the seat's *body* is harmless. A neighbouring seat's own
|
||||
// controls sitting on top of this one is a control being stolen, and
|
||||
// exempting the whole seat subtree hid exactly that: an enlarged
|
||||
// dealer-chip hit area was taking the centre of the seat three
|
||||
// places round the table, and this check called it crowding and
|
||||
// moved on.
|
||||
const neighbourSeat = top.closest && top.closest(".seat");
|
||||
if (neighbourSeat) {
|
||||
const isControl = top.matches && top.matches("button, a, input, select, textarea, [role='button']");
|
||||
if (!isControl) return;
|
||||
}
|
||||
blocked++;
|
||||
if (!blockedBy) blockedBy = this.describe(top);
|
||||
});
|
||||
|
||||
if (testable === 0) {
|
||||
if (!this.reachableByScrolling(el)) {
|
||||
offenders.push(`${this.describe(el)} :: not hit-testable anywhere and cannot be scrolled to`);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (blocked === 0) return;
|
||||
|
||||
const note = `${this.describe(el)} :: ${blocked === testable ? "fully" : `${blocked}/${testable}`} covered by ${blockedBy}`;
|
||||
|
||||
// A toast is transient by design: it dismisses itself and carries a close
|
||||
// button, and on a desktop it necessarily lands over a table that fills the
|
||||
// content column. Partial overlap from one is a fact of the layout, not a
|
||||
// fault. Being *fully* covered by a toast is still a failure though — that
|
||||
// was a real bug once, where a seat sat exactly under the Undo button and a
|
||||
// tap meant for a player took back the last action instead.
|
||||
const transient = blockedBy && /toast/i.test(blockedBy);
|
||||
if (transient && blocked < testable) warnings.push(note);
|
||||
else offenders.push(note);
|
||||
});
|
||||
return { name: "nothing important is covered", offenders, warnings };
|
||||
},
|
||||
|
||||
// ---- Layout (the check that would have caught the standings regression) ----
|
||||
|
||||
// A grid column squeezed to nothing doesn't truncate its text, it erases it.
|
||||
// This is the one that was missing: the player-name column sat at 0px through
|
||||
// two rounds because nothing ever asked whether a column had survived.
|
||||
collapsedColumns() {
|
||||
const offenders = [];
|
||||
[...document.querySelectorAll("[class*='Row'], [class*='row']")].forEach(row => {
|
||||
// Nothing inside something the page has hidden. A hidden element's children
|
||||
// all measure zero wide, so the standings header — which is hidden along
|
||||
// with its table until somebody has bought in — was reported as three
|
||||
// collapsed columns on every empty table. A column nobody can see hasn't
|
||||
// collapsed; it isn't there.
|
||||
if (row.closest("[hidden]")) return;
|
||||
if (getComputedStyle(row).display !== "grid") return;
|
||||
[...row.children].forEach(cell => {
|
||||
if (getComputedStyle(cell).display === "none") return;
|
||||
const hasText = (cell.textContent || "").trim().length > 0;
|
||||
if (hasText && cell.getBoundingClientRect().width < 4) {
|
||||
offenders.push(`${this.describe(row)} > ${this.describe(cell)} :: ${Math.round(cell.getBoundingClientRect().width)}px wide`);
|
||||
}
|
||||
});
|
||||
});
|
||||
return { name: "no column collapsed to nothing", offenders };
|
||||
},
|
||||
|
||||
// Text actually painted outside the box meant to contain it — which on a table of
|
||||
// overlapping seats means painted on top of a neighbour.
|
||||
//
|
||||
// The clipping check is the whole subtlety, and the first version of this got it
|
||||
// wrong. A Range's bounding rect measures the *laid out* text, which happily runs
|
||||
// past the element when `overflow: hidden` is quietly clipping it — so an
|
||||
// ellipsised name was reported as spilling when nothing was drawn outside at all.
|
||||
// Only overflow that is actually visible can paint over a neighbour.
|
||||
textSpill(selector = ".seatPuckStack, .seatPuckTotal, .seatPuckName") {
|
||||
const offenders = [];
|
||||
[...document.querySelectorAll(selector)].forEach(el => {
|
||||
const text = (el.textContent || "").trim();
|
||||
if (!text) return;
|
||||
|
||||
const style = getComputedStyle(el);
|
||||
const clipsItself = style.overflow !== "visible" || style.overflowX !== "visible";
|
||||
if (clipsItself) return;
|
||||
|
||||
const container = el.closest(".seat") || el.parentElement;
|
||||
if (!container) return;
|
||||
|
||||
const range = document.createRange();
|
||||
range.selectNodeContents(el);
|
||||
const drawn = range.getBoundingClientRect();
|
||||
const bounds = container.getBoundingClientRect();
|
||||
if (drawn.left < bounds.left - 1 || drawn.right > bounds.right + 1) {
|
||||
offenders.push(`${this.describe(el)} "${text}" paints outside ${this.describe(container)}`);
|
||||
}
|
||||
});
|
||||
return { name: "no text painted outside its box", offenders };
|
||||
},
|
||||
|
||||
horizontalOverflow() {
|
||||
const offenders = document.documentElement.scrollWidth > innerWidth + 1
|
||||
? [`page scrolls sideways: ${document.documentElement.scrollWidth}px in a ${innerWidth}px viewport`]
|
||||
: [];
|
||||
return { name: "page never scrolls sideways", offenders };
|
||||
},
|
||||
|
||||
// iOS zooms the whole page when a field under 16px takes focus, and the dealer
|
||||
// is then pinching back out mid-hand.
|
||||
fieldFontSize() {
|
||||
const offenders = [...document.querySelectorAll("input, textarea, select")]
|
||||
.filter(el => el.offsetParent !== null)
|
||||
.filter(el => ["text", "number", "search", "tel", "url", "email", "password", ""].includes(el.type || ""))
|
||||
.filter(el => parseFloat(getComputedStyle(el).fontSize) < 16)
|
||||
.map(el => `${this.describe(el)} at ${getComputedStyle(el).fontSize}`);
|
||||
return { name: "no field small enough to trigger iOS zoom", offenders };
|
||||
},
|
||||
|
||||
// ---- Contrast ----
|
||||
//
|
||||
// This check has been got wrong twice before, both times by being too clever about
|
||||
// backgrounds. The first version read only `background-color`, so every sheet
|
||||
// painted with a gradient was measured against transparency and the dealer puck's
|
||||
// dark "D" was reported at 1.2:1 against nothing. The second over-corrected and
|
||||
// treated low-alpha gradient stops as opaque, scoring white-on-dark at 1.0:1.
|
||||
//
|
||||
// So it is built to be incapable of false positives instead of trying to be exact.
|
||||
// Backgrounds composite properly through alpha, and where a gradient is involved
|
||||
// every one of its colour stops is tried and the *most flattering* one is used. A
|
||||
// finding therefore means the text fails even under the reading most generous to
|
||||
// it, which is a claim worth making. Text that can't be resolved to any opaque
|
||||
// background is reported separately as unmeasured rather than guessed at.
|
||||
|
||||
parseColour(value) {
|
||||
const match = String(value).match(/rgba?\(([^)]+)\)/);
|
||||
if (!match) return null;
|
||||
const parts = match[1].split(/[,\s/]+/).filter(Boolean).map(Number);
|
||||
if (parts.length < 3 || parts.some(Number.isNaN)) return null;
|
||||
return { r: parts[0], g: parts[1], b: parts[2], a: parts.length > 3 ? parts[3] : 1 };
|
||||
},
|
||||
|
||||
// Colour stops out of any gradient in a background-image.
|
||||
gradientStops(backgroundImage) {
|
||||
if (!backgroundImage || backgroundImage === "none") return [];
|
||||
return (backgroundImage.match(/rgba?\([^)]+\)/g) || [])
|
||||
.map(c => this.parseColour(c))
|
||||
.filter(Boolean);
|
||||
},
|
||||
|
||||
over(top, bottom) {
|
||||
const a = top.a;
|
||||
return {
|
||||
r: top.r * a + bottom.r * (1 - a),
|
||||
g: top.g * a + bottom.g * (1 - a),
|
||||
b: top.b * a + bottom.b * (1 - a),
|
||||
a: 1,
|
||||
};
|
||||
},
|
||||
|
||||
relativeLuminance({ r, g, b }) {
|
||||
const channel = v => {
|
||||
const s = v / 255;
|
||||
return s <= 0.03928 ? s / 12.92 : Math.pow((s + 0.055) / 1.055, 2.4);
|
||||
};
|
||||
return 0.2126 * channel(r) + 0.7152 * channel(g) + 0.0722 * channel(b);
|
||||
},
|
||||
|
||||
contrastRatio(fg, bg) {
|
||||
const a = this.relativeLuminance(fg);
|
||||
const b = this.relativeLuminance(bg);
|
||||
return (Math.max(a, b) + 0.05) / (Math.min(a, b) + 0.05);
|
||||
},
|
||||
|
||||
// Every background this text could actually be sitting on.
|
||||
//
|
||||
// Layers are collected from the element outwards and stop at the first fully
|
||||
// opaque one, because nothing behind that is visible. Getting this wrong in the
|
||||
// lenient direction is just as bad as the old false positives: an earlier version
|
||||
// kept walking past an opaque gradient and offered the page background as a
|
||||
// candidate, which scored white-on-a-mid-grey-panel as though it were
|
||||
// white-on-near-black and would have waved real problems through.
|
||||
//
|
||||
// A gradient contributes one candidate per colour stop; translucent layers above
|
||||
// the opaque one are composited onto each candidate in order.
|
||||
backgroundCandidates(el) {
|
||||
const translucent = []; // top-down, above the opaque layer
|
||||
let base = null; // candidate colours for the first opaque layer
|
||||
|
||||
for (let node = el; node && !base; node = node.parentElement) {
|
||||
const style = getComputedStyle(node);
|
||||
const stops = this.gradientStops(style.backgroundImage);
|
||||
const colour = this.parseColour(style.backgroundColor);
|
||||
|
||||
// A gradient whose stops are all opaque hides everything behind it.
|
||||
if (stops.length > 0 && stops.every(s => s.a === 1)) {
|
||||
base = stops;
|
||||
break;
|
||||
}
|
||||
stops.forEach(s => { if (s.a > 0) translucent.push(s); });
|
||||
|
||||
if (colour && colour.a === 1) { base = [colour]; break; }
|
||||
if (colour && colour.a > 0) translucent.push(colour);
|
||||
}
|
||||
|
||||
if (!base) {
|
||||
// Nothing opaque anywhere up the tree — fall back to the page's own colour
|
||||
// so a finding is still measured against something real.
|
||||
const page = this.parseColour(getComputedStyle(document.documentElement).backgroundColor);
|
||||
base = [page && page.a === 1 ? page : { r: 10, g: 10, b: 10, a: 1 }];
|
||||
}
|
||||
|
||||
// Fold the translucent layers back on, innermost last so it lands on top.
|
||||
return base.map(candidate => {
|
||||
let composed = candidate;
|
||||
for (let i = translucent.length - 1; i >= 0; i--) composed = this.over(translucent[i], composed);
|
||||
return composed;
|
||||
});
|
||||
},
|
||||
|
||||
// Every element between this one and the document, so an opacity set on a
|
||||
// container can be seen from the text inside it.
|
||||
*ancestors(el) {
|
||||
let node = el.parentElement;
|
||||
while (node) {
|
||||
yield node;
|
||||
node = node.parentElement;
|
||||
}
|
||||
},
|
||||
|
||||
// How much of this element actually reaches the screen, and what is behind the
|
||||
// thing doing the fading.
|
||||
//
|
||||
// `opacity` on a box fades the whole box — its text and its own background together
|
||||
// — onto whatever sits behind that box. So a dimmed seat is not "grey text on a
|
||||
// dark puck"; it is a faded puck and faded text both landing on the felt. Both
|
||||
// halves have to be composited the same way or the number means nothing.
|
||||
fading(el) {
|
||||
let alpha = 1;
|
||||
let outermost = null;
|
||||
for (let node = el; node; node = node.parentElement) {
|
||||
const own = parseFloat(getComputedStyle(node).opacity);
|
||||
if (own < 0.99) {
|
||||
alpha *= own;
|
||||
outermost = node;
|
||||
}
|
||||
}
|
||||
if (!outermost) return { alpha: 1, behind: null };
|
||||
return { alpha, behind: this.backgroundCandidates(outermost.parentElement || document.body)[0] || null };
|
||||
},
|
||||
|
||||
// The two colours as the screen actually shows them, once the fading is applied.
|
||||
asPainted(fgRaw, bg, fade) {
|
||||
const solid = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
|
||||
if (fade.alpha >= 0.99 || !fade.behind) return { fg: solid, bg };
|
||||
return {
|
||||
fg: this.over({ ...solid, a: solid.a * fade.alpha }, fade.behind),
|
||||
bg: this.over({ ...bg, a: bg.a * fade.alpha }, fade.behind),
|
||||
};
|
||||
},
|
||||
|
||||
contrast({ minimum = 4.5, largeMinimum = 3, selector = null } = {}) {
|
||||
const offenders = [];
|
||||
const unmeasured = [];
|
||||
|
||||
const nodes = selector
|
||||
? [...document.querySelectorAll(selector)]
|
||||
: [...document.querySelectorAll("*")];
|
||||
|
||||
nodes.forEach(el => {
|
||||
// An element's *own* text, not its descendants' — they get measured on
|
||||
// their own turn, against their own colour.
|
||||
//
|
||||
// This used to be "leaf elements only", which quietly stopped measuring
|
||||
// anything the moment a child was added to it. The undo control went that
|
||||
// way the day a <kbd> was appended to it: its label became invisible to
|
||||
// this check, with no sign that anything had changed.
|
||||
const text = [...el.childNodes]
|
||||
.filter(node => node.nodeType === 3)
|
||||
.map(node => node.textContent)
|
||||
.join(" ")
|
||||
.trim();
|
||||
if (!text) return;
|
||||
const rect = el.getBoundingClientRect();
|
||||
if (rect.width === 0 || rect.height === 0) return;
|
||||
const style = getComputedStyle(el);
|
||||
if (style.visibility === "hidden" || style.display === "none") return;
|
||||
// Faded text used to be skipped outright as "faded on purpose", and that
|
||||
// exemption hid a real fault: the folded and sat-out seats dimmed their
|
||||
// whole box with opacity, so a folded player's stack measured 2.22:1 at
|
||||
// 11.5px and this check never looked at it. Something invisible is still
|
||||
// exempt — there's nothing to read at zero — but anything in between is
|
||||
// reported as unmeasured rather than passed over in silence, because a
|
||||
// number nobody checked is not the same as a number that's fine.
|
||||
const fade = this.fading(el);
|
||||
if (fade.alpha <= 0.02) return;
|
||||
|
||||
// A control that is switched off is the one exemption WCAG itself grants —
|
||||
// an inactive component has no contrast requirement, which is why every
|
||||
// toolkit dims them. Said out loud rather than skipped in silence: this is
|
||||
// the only exemption in here, and the moment a dimmed thing turns out to be
|
||||
// live it stops applying.
|
||||
const off = el.closest("[disabled], [aria-disabled='true']");
|
||||
if (off) {
|
||||
unmeasured.push(`${this.describe(el)} :: disabled control, exempt from AA`);
|
||||
return;
|
||||
}
|
||||
// aria-hidden used to exempt text here, on the grounds that decoration
|
||||
// marked for screen readers was decoration for everyone. Those are two
|
||||
// different questions and the answer differs: the bet chips on the felt are
|
||||
// aria-hidden because their amounts are already announced by the seat and
|
||||
// the action bar, and repeating them would be noise — but they are exactly
|
||||
// what a sighted dealer reads the felt for, and this check had stopped
|
||||
// looking at them. Hiding something from one audience is not a claim about
|
||||
// whether the other audience can read it.
|
||||
//
|
||||
// Nothing is exempt now. If something genuinely decorative turns up, it
|
||||
// should say so in its own words rather than borrowing an attribute that
|
||||
// means something else.
|
||||
|
||||
const fgRaw = this.parseColour(style.color);
|
||||
if (!fgRaw) return;
|
||||
|
||||
const candidates = this.backgroundCandidates(el);
|
||||
if (candidates.length === 0) {
|
||||
unmeasured.push(`${this.describe(el)} :: no opaque background found`);
|
||||
return;
|
||||
}
|
||||
|
||||
// The kindest reading available: best contrast across every candidate.
|
||||
let best = 0;
|
||||
candidates.forEach(bg => {
|
||||
const painted = this.asPainted(fgRaw, bg, fade);
|
||||
best = Math.max(best, this.contrastRatio(painted.fg, painted.bg));
|
||||
});
|
||||
|
||||
const sizePx = parseFloat(style.fontSize);
|
||||
const weight = parseInt(style.fontWeight, 10) || 400;
|
||||
const isLarge = sizePx >= 24 || (sizePx >= 18.66 && weight >= 700);
|
||||
const required = isLarge ? largeMinimum : minimum;
|
||||
|
||||
if (best + 0.05 < required) {
|
||||
offenders.push(`${this.describe(el)} :: ${best.toFixed(2)}:1 (needs ${required}:1) at ${Math.round(sizePx)}px`);
|
||||
}
|
||||
});
|
||||
|
||||
return { name: "text meets WCAG AA contrast", offenders, unmeasured };
|
||||
},
|
||||
|
||||
// ---- Reach (touch target sizes) ----
|
||||
|
||||
// What a fingertip can actually hit, which is not the same as the element's box.
|
||||
//
|
||||
// Two things make the box misleading, and the first version of this check was
|
||||
// fooled by both. A control can be padded out with a transparent ::after, so it
|
||||
// responds well beyond its painted size — that's how a 22px dealer puck should
|
||||
// stay 22px and still take a thumb. And a checkbox wrapped in a label is hit by
|
||||
// tapping anywhere on the label, so a 24px box inside a 320x44 label is a
|
||||
// perfectly good target. Measuring the box reported both as faults.
|
||||
//
|
||||
// So it probes outwards with elementFromPoint until the point stops landing on the
|
||||
// control, which is the thing a finger actually experiences.
|
||||
effectiveTarget(el, limit = 48) {
|
||||
const rect = el.getBoundingClientRect();
|
||||
const cx = rect.left + rect.width / 2;
|
||||
const cy = rect.top + rect.height / 2;
|
||||
// The probe walks outward a fixed distance, so it can only ever report
|
||||
// 2 x limit. Anything already drawn larger than that reads as exactly the cap
|
||||
// — which had every header button reporting a suspiciously round 80px. Give
|
||||
// the reach room for the element itself plus the padding being looked for.
|
||||
limit = Math.max(limit, rect.width / 2 + 24, rect.height / 2 + 24);
|
||||
|
||||
// A wrapping or associated label forwards the tap, so it counts as the target.
|
||||
const label = el.closest("label") || (el.labels && el.labels[0]);
|
||||
const lands = (x, y) => {
|
||||
if (x < 0 || y < 0 || x >= innerWidth || y >= innerHeight) return false;
|
||||
const hit = document.elementFromPoint(x, y);
|
||||
if (!hit) return false;
|
||||
if (hit === el || el.contains(hit)) return true;
|
||||
return !!(label && (hit === label || label.contains(hit)));
|
||||
};
|
||||
|
||||
if (!lands(cx, cy)) return null; // centre isn't even hittable; occlusion's problem
|
||||
|
||||
const reach = (dx, dy) => {
|
||||
let far = 0;
|
||||
for (let d = 1; d <= limit; d++) {
|
||||
if (!lands(cx + dx * d, cy + dy * d)) break;
|
||||
far = d;
|
||||
}
|
||||
return far;
|
||||
};
|
||||
return { width: reach(-1, 0) + reach(1, 0), height: reach(0, -1) + reach(0, 1) };
|
||||
},
|
||||
|
||||
// The 44px guideline is about fingertips, so it only bites where there's no mouse.
|
||||
// Enforcing it everywhere flagged the header buttons at 42px tall on a desktop,
|
||||
// which is not a defect — the same buttons are 64px tall on a phone, where it
|
||||
// matters. Same reasoning as the field sizing: `hover: none` is what actually
|
||||
// distinguishes a finger from a pointer, not viewport width.
|
||||
//
|
||||
// `exempt` is for controls that are deliberately small *and* have a full-size path
|
||||
// to the same action. The dealer puck is the only one: it's a 22px chip sitting on
|
||||
// the rim of a seat, and growing it to 44px would take that area from the seat
|
||||
// itself — which a dealer taps far more often. "Give the button" is in the seat
|
||||
// menu at full size, so the puck is a shortcut, not the only way through.
|
||||
touchTargets(minimum = 44, { exempt = ".dealerChip", enforceOnPointerDevices = false } = {}) {
|
||||
const offenders = [];
|
||||
if (!enforceOnPointerDevices && matchMedia("(hover: hover)").matches) {
|
||||
return { name: `touch targets at least ${minimum}px`, offenders, skipped: "pointer device" };
|
||||
}
|
||||
const unmeasured = [];
|
||||
this.visibleControls()
|
||||
.filter(el => el.type !== "color")
|
||||
.filter(el => !(exempt && el.matches(exempt)))
|
||||
.forEach(el => {
|
||||
// A link inside a sentence is the one target WCAG itself carves out:
|
||||
// its size is set by the line it sits in, and padding a word out to
|
||||
// 44px would break the paragraph around it. The rule is about controls
|
||||
// a thumb goes hunting for, not words in prose. Said out loud, and
|
||||
// narrow — display:inline, and real text either side of it.
|
||||
if (el.tagName === "A" && getComputedStyle(el).display === "inline" &&
|
||||
el.parentElement &&
|
||||
[...el.parentElement.childNodes].some(n => n.nodeType === 3 && n.textContent.trim())) {
|
||||
unmeasured.push(`${this.describe(el)} :: link inside a sentence, sized by the line`);
|
||||
return;
|
||||
}
|
||||
// A control inside a scrolling sheet can sit below its container's
|
||||
// visible area while still having a viewport rect. elementFromPoint at
|
||||
// its centre then returns the sheet, effectiveTarget gives up, and the
|
||||
// check used to pass it in silence — which is how "Confirm Winner(s)",
|
||||
// the button that pays the pot out, went unmeasured for 36 rounds.
|
||||
// Bring it into view before probing.
|
||||
const scroller = el.closest("[style*='overflow'], .modalBody, #potWizardBody, #rulingsSheet, #seatEditorPanel");
|
||||
if (scroller && scroller.scrollHeight > scroller.clientHeight) {
|
||||
const box = scroller.getBoundingClientRect();
|
||||
const own = el.getBoundingClientRect();
|
||||
if (own.bottom > box.bottom || own.top < box.top) {
|
||||
el.scrollIntoView({ block: "center" });
|
||||
}
|
||||
}
|
||||
const rect = el.getBoundingClientRect();
|
||||
// Drawn big enough is big enough — no need to probe, and probing wide
|
||||
// elements is where the cap above used to produce nonsense. Seats sit
|
||||
// here: they're 76x72 and overlap each other at the rim by design, so
|
||||
// measuring their reach would report the crowding as a fault.
|
||||
if (rect.width >= minimum - 1 && rect.height >= minimum - 1) return;
|
||||
|
||||
// A checkbox inside a label is tapped by tapping the label, so the
|
||||
// label is the target. Measured rather than probed, because probing
|
||||
// fails on anything scrolled off the viewport — which is how a 24px
|
||||
// checkbox with a 335x44 label around it came up as unprobeable
|
||||
// instead of as the perfectly good target it is.
|
||||
const label = el.closest("label");
|
||||
if (label) {
|
||||
const lr = label.getBoundingClientRect();
|
||||
if (lr.width >= minimum - 1 && lr.height >= minimum - 1) return;
|
||||
}
|
||||
|
||||
const size = this.effectiveTarget(el);
|
||||
// Still can't measure it. That is not a pass — it is the check failing
|
||||
// to run, and quietly returning here is exactly the kind of exemption
|
||||
// that hides real faults. Say so instead.
|
||||
if (!size) {
|
||||
unmeasured.push(
|
||||
`${this.describe(el)} :: could not be probed` +
|
||||
` (drawn ${Math.round(rect.width)}x${Math.round(rect.height)})`
|
||||
);
|
||||
return;
|
||||
}
|
||||
if (size.width >= minimum - 1 && size.height >= minimum - 1) return;
|
||||
offenders.push(
|
||||
`${this.describe(el)} :: hittable ${size.width}x${size.height}` +
|
||||
` (drawn ${Math.round(rect.width)}x${Math.round(rect.height)})`
|
||||
);
|
||||
});
|
||||
return { name: `touch targets at least ${minimum}px`, offenders, unmeasured };
|
||||
},
|
||||
|
||||
// Tapping the middle of a seat must give you that seat.
|
||||
//
|
||||
// Added after a dealer-chip hit area, meant to make a 22px puck thumb-sized, grew
|
||||
// outward from a chip that already hung over its seat's corner — and therefore
|
||||
// over the seat next to it. On a nine-seat table, tapping the centre of seat 1
|
||||
// handed the button to seat 9. The occlusion check missed it because it treated
|
||||
// anything inside a `.seat` as harmless crowding.
|
||||
//
|
||||
// Reported separately from occlusion because the cause is different: not an
|
||||
// overlay on top of the table, but two pieces of the table fighting over a tap.
|
||||
seatOwnership() {
|
||||
// Seats behind an open sheet aren't fighting each other for taps — nothing is
|
||||
// meant to reach them at all. Asking the question there produced six offenders
|
||||
// per modal, every one of them the modal doing its job.
|
||||
if (this.modalScope()) {
|
||||
return { name: "a seat's centre belongs to that seat", offenders: [],
|
||||
skipped: "a sheet is open over the table" };
|
||||
}
|
||||
const seats = [...document.querySelectorAll(".seat")];
|
||||
const offenders = [];
|
||||
|
||||
seats.forEach((seat, index) => {
|
||||
const rect = seat.getBoundingClientRect();
|
||||
if (rect.width === 0 || rect.height === 0) return;
|
||||
const x = rect.left + rect.width / 2;
|
||||
const y = rect.top + rect.height / 2;
|
||||
if (x < 0 || y < 0 || x >= innerWidth || y >= innerHeight) return;
|
||||
|
||||
const hit = document.elementFromPoint(x, y);
|
||||
if (!hit || seat.contains(hit) || hit === seat) return;
|
||||
|
||||
const other = hit.closest(".seat");
|
||||
const who = other ? `seat ${seats.indexOf(other) + 1}` : this.describe(hit);
|
||||
const control = hit.matches && hit.matches("button, a, input, select, [role='button']");
|
||||
offenders.push(
|
||||
`seat ${index + 1}'s centre goes to ${who}${control ? "'s " + this.describe(hit) : ""}`
|
||||
);
|
||||
});
|
||||
|
||||
return { name: "a seat's centre belongs to that seat", offenders };
|
||||
},
|
||||
|
||||
// A poker table has one dealer button. Nine pucks all showing "D", one of them
|
||||
// gold, turns the most-read marker on the felt into a spot-the-difference — and
|
||||
// a screen reader heard nine buttons named "D" with nothing to tell them apart.
|
||||
// Both halves are checked here: what's drawn, and what it announces itself as.
|
||||
oneDealerButton() {
|
||||
const chips = [...document.querySelectorAll(".dealerChip")];
|
||||
const shown = chips.filter(chip => {
|
||||
const style = getComputedStyle(chip);
|
||||
if (style.display === "none" || style.visibility === "hidden") return false;
|
||||
if (parseFloat(style.opacity) <= 0.05) return false;
|
||||
// A hovered seat deliberately fades its empty slot in — that's the "put the
|
||||
// button here" preview, and it is on screen because a pointer is sitting on
|
||||
// that seat. Counting it reports two buttons whenever the mouse happens to
|
||||
// rest on the table, which is most of the time a mouse exists.
|
||||
const seat = chip.closest(".seat");
|
||||
if (seat && seat.matches(":hover") && !chip.classList.contains("active")) return false;
|
||||
return true;
|
||||
});
|
||||
const offenders = [];
|
||||
|
||||
if (shown.length > 1) {
|
||||
offenders.push(`${shown.length} dealer buttons drawn on the felt at once`);
|
||||
}
|
||||
|
||||
const labels = chips.map(chip => chip.getAttribute("aria-label") || chip.textContent.trim());
|
||||
const duplicated = labels.filter((label, i) => labels.indexOf(label) !== i);
|
||||
if (duplicated.length) {
|
||||
offenders.push(
|
||||
`${duplicated.length + 1} dealer buttons announce themselves as "${duplicated[0]}"`
|
||||
);
|
||||
}
|
||||
|
||||
return { name: "the felt shows one dealer button", offenders };
|
||||
},
|
||||
|
||||
// Anything that says it is hidden and is drawn anyway.
|
||||
//
|
||||
// `hidden` gets its `display: none` from the browser's own stylesheet, the weakest
|
||||
// rule in the cascade, so any class that sets a display beats it — and in this tool
|
||||
// every button class does. The result is an element the code believes is gone,
|
||||
// sitting on the screen: found as a 21x44 empty box under the bank check, and this
|
||||
// file's own touch check had been calling it "could not be probed" rather than
|
||||
// saying the plainer thing, which is that it should not be there at all.
|
||||
hiddenButPainted() {
|
||||
const offenders = [...document.querySelectorAll("[hidden]")]
|
||||
.filter(el => {
|
||||
const rect = el.getBoundingClientRect();
|
||||
if (rect.width === 0 || rect.height === 0) return false;
|
||||
const style = getComputedStyle(el);
|
||||
return style.display !== "none" && style.visibility !== "hidden";
|
||||
})
|
||||
.map(el => `${this.describe(el)} :: hidden, but drawn ${Math.round(el.getBoundingClientRect().width)}x${Math.round(el.getBoundingClientRect().height)}`);
|
||||
return { name: "hidden means hidden", offenders };
|
||||
},
|
||||
|
||||
// A seat's name, painted under the decoration on its own puck.
|
||||
//
|
||||
// The chip that marks the button sits in the puck's top-right corner on a layer
|
||||
// above the text, and the name is centred across the whole width. A long one
|
||||
// therefore ran underneath it and stopped — measured, "Christopher" on the button
|
||||
// lost 20px of its 64px box and showed no ellipsis, because as far as the text was
|
||||
// concerned it had all the room it needed. Nothing else here would have caught it:
|
||||
// the occlusion check is about controls a thumb has to reach, and this is a label
|
||||
// a dealer has to read.
|
||||
seatLabelsClear() {
|
||||
const offenders = [];
|
||||
document.querySelectorAll(".seat").forEach(seat => {
|
||||
const name = seat.querySelector(".seatPuckName");
|
||||
if (!name || !name.textContent.trim()) return;
|
||||
const box = name.getBoundingClientRect();
|
||||
if (!box.width || !box.height) return;
|
||||
// Padding is room the text has already been kept out of, so it is not
|
||||
// somewhere the text can be covered.
|
||||
const style = getComputedStyle(name);
|
||||
const textLeft = box.left + parseFloat(style.paddingLeft || 0);
|
||||
const textRight = box.right - parseFloat(style.paddingRight || 0);
|
||||
|
||||
seat.querySelectorAll(".dealerChip, .blindBadge").forEach(mark => {
|
||||
const over = mark.getBoundingClientRect();
|
||||
if (!over.width || !over.height) return;
|
||||
const marked = getComputedStyle(mark);
|
||||
if (marked.display === "none" || marked.visibility === "hidden" ||
|
||||
parseFloat(marked.opacity) < 0.05) return;
|
||||
const covered = Math.min(textRight, over.right) - Math.max(textLeft, over.left);
|
||||
const vertical = Math.min(box.bottom, over.bottom) - Math.max(box.top, over.top);
|
||||
if (covered > 1 && vertical > 1) {
|
||||
offenders.push(`${this.describe(name)} :: ${Math.round(covered)}px under ${this.describe(mark)}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
return { name: "seat names aren't painted under their own badges", offenders };
|
||||
},
|
||||
|
||||
// ---- Runner ----
|
||||
|
||||
// Every check this file knows how to make, every time.
|
||||
//
|
||||
// Two of them used not to be here. Contrast was simply missing from the list, and
|
||||
// touch targets sat behind an opt-in flag nobody passed — so "the audit is clean"
|
||||
// has meant nine checks rather than eleven, and the two left out are the two whose
|
||||
// faults a dealer meets in a dim room with their thumb. Both were written, tested
|
||||
// and then never run: the contrast checker was built across two rounds and every
|
||||
// sweep since has been silent about colour.
|
||||
//
|
||||
// A check that decides it can't apply here says so out loud rather than reporting
|
||||
// an empty offenders list, which reads as a pass. touchTargets stands itself down
|
||||
// on a mouse-driven browser — that is right, a 24px control is fine with a cursor
|
||||
// on it — but "not measured" and "measured and fine" are different answers and the
|
||||
// runner now prints which one it got.
|
||||
// The table has to be big enough for the game around it.
|
||||
//
|
||||
// The seat ring sat at a flat 44% by 42% of the seat layer at every size — two
|
||||
// numbers picked against a phone. A fixed pair can only be right for one ratio of
|
||||
// puck to felt, and measured on the running page it was wrong nearly everywhere:
|
||||
// at 1280x900 nine-handed, five of nine pucks finished past the outer edge of the
|
||||
// table, the worst by 49px; on a phone held sideways all six did. Seats floating
|
||||
// off the felt onto the page read as the table being too small for the game rather
|
||||
// than as players at a rail — and it was a different amount of wrong on every
|
||||
// screen, which is what made it look like a mistake instead of a choice.
|
||||
//
|
||||
// Checked against the table's outer edge, border included: sitting *on* the rail is
|
||||
// fine, hanging off the far side of it is not. The bet chips are held to the same
|
||||
// rule — a chip is meant to be on the felt between its player and the pot.
|
||||
seatsOnTheTable(slackPx = 1) {
|
||||
const name = "seats and chips stay on the table";
|
||||
if (this.modalScope()) {
|
||||
return { name, offenders: [], skipped: "a sheet is open over the table" };
|
||||
}
|
||||
const table = document.getElementById("pokerTable");
|
||||
if (!table) return { name, offenders: [], skipped: "no table on this page" };
|
||||
|
||||
const felt = table.getBoundingClientRect();
|
||||
if (!felt.width || !felt.height) return { name, offenders: [], skipped: "table not laid out" };
|
||||
|
||||
const offenders = [];
|
||||
const check = (el, what) => {
|
||||
const r = el.getBoundingClientRect();
|
||||
if (!r.width || !r.height) return;
|
||||
const over = Math.max(
|
||||
felt.left - r.left, r.right - felt.right,
|
||||
felt.top - r.top, r.bottom - felt.bottom);
|
||||
if (over > slackPx) offenders.push(`${what} hangs ${Math.round(over)}px past the rail`);
|
||||
};
|
||||
|
||||
[...document.querySelectorAll(".seat")].forEach((seat, i) => check(seat, `seat ${i + 1}`));
|
||||
[...document.querySelectorAll("#betsLayer > *")].forEach((chip, i) =>
|
||||
check(chip, `bet chip ${i + 1}`));
|
||||
|
||||
return { name, offenders };
|
||||
},
|
||||
|
||||
// An open dialog's buttons have to be on screen without hunting for them.
|
||||
//
|
||||
// The pot wizard — the one dialog in this tool that divides money — had its Confirm
|
||||
// below a scroll at every size: measured with six players and a side pot, 244px off
|
||||
// the bottom on an iPhone 14, 417 on a Galaxy S8, 583 on a phone held sideways, 172
|
||||
// on a desktop. Nothing on screen said there was anything below the list of names,
|
||||
// so the only control that finishes the hand was invisible with the table waiting.
|
||||
//
|
||||
// Checked by hit-testing rather than by geometry alone: a button can be inside the
|
||||
// viewport and still be under something. Only dialogs that are actually open are
|
||||
// considered, and only their buttons — a dialog with no buttons has nothing to find.
|
||||
dialogActionsReachable() {
|
||||
const name = "an open dialog's buttons are on screen";
|
||||
const dialogs = [...document.querySelectorAll("[role='dialog'], [role='alertdialog']")]
|
||||
.filter(d => {
|
||||
const rect = d.getBoundingClientRect();
|
||||
return rect.width > 0 && rect.height > 0 && getComputedStyle(d).visibility !== "hidden";
|
||||
});
|
||||
if (dialogs.length === 0) return { name, offenders: [], skipped: "no dialog is open" };
|
||||
|
||||
const offenders = [];
|
||||
dialogs.forEach(dialog => {
|
||||
const buttons = [...dialog.querySelectorAll("button")].filter(b => {
|
||||
const r = b.getBoundingClientRect();
|
||||
return r.width > 0 && r.height > 0;
|
||||
});
|
||||
buttons.forEach(button => {
|
||||
const r = button.getBoundingClientRect();
|
||||
const label = this.describe(button);
|
||||
if (r.bottom > innerHeight || r.top < 0) {
|
||||
const off = r.bottom > innerHeight
|
||||
? Math.round(r.bottom - innerHeight) + "px below the fold"
|
||||
: Math.round(-r.top) + "px above it";
|
||||
offenders.push(`${label} is ${off}`);
|
||||
return;
|
||||
}
|
||||
const hit = document.elementFromPoint(r.left + r.width / 2, r.top + r.height / 2);
|
||||
if (hit && hit !== button && !button.contains(hit)) {
|
||||
offenders.push(`${label} is covered by ${this.describe(hit)}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
return { name, offenders };
|
||||
},
|
||||
|
||||
runAll(options = {}) {
|
||||
const checks = [
|
||||
this.seatsOnTheTable(options.seatSlack),
|
||||
this.dialogActionsReachable(),
|
||||
this.touchAction(),
|
||||
this.tapHighlight(),
|
||||
this.textSelectable(),
|
||||
this.occlusion(options.occlusionSelector),
|
||||
this.collapsedColumns(),
|
||||
this.textSpill(),
|
||||
this.horizontalOverflow(),
|
||||
this.fieldFontSize(),
|
||||
this.seatOwnership(),
|
||||
this.oneDealerButton(),
|
||||
this.hiddenButPainted(),
|
||||
this.seatLabelsClear(),
|
||||
this.contrast(options.contrast),
|
||||
this.touchTargets(options.minimumTarget, options.touchTargets),
|
||||
];
|
||||
|
||||
return {
|
||||
viewport: `${innerWidth}x${innerHeight}`,
|
||||
failed: checks.filter(c => c.offenders.length > 0),
|
||||
// Things worth knowing that aren't faults — see occlusion() on toasts.
|
||||
// Controls a check couldn't probe go here too: not a fault, but not a pass
|
||||
// either, and a silent skip is how faults hide.
|
||||
warnings: checks.flatMap(c => [
|
||||
...(c.warnings || []),
|
||||
...(c.unmeasured || []),
|
||||
...(c.skipped ? [`${c.name}: not run here — ${c.skipped}`] : []),
|
||||
]),
|
||||
passed: checks.filter(c => !c.skipped && c.offenders.length === 0).map(c => c.name),
|
||||
skipped: checks.filter(c => c.skipped).map(c => c.name),
|
||||
clean: checks.every(c => c.offenders.length === 0),
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = LayoutAudit;
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
// Whether putting more in is called a bet or a raise.
|
||||
//
|
||||
// The arithmetic was always right — minRaiseTo returns two big blinds for the big
|
||||
// blind's option and one for an opening bet. This is only what it's called, which for
|
||||
// a tool a dealer announces the action from is not a small thing.
|
||||
const test = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, makeTable } = require("./load");
|
||||
|
||||
// Walks the preflop action round to the big blind, who is owed nothing and gets to
|
||||
// choose between checking and putting more in.
|
||||
function toTheBigBlindsOption() {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
const bigBlind = state.seats.findIndex(player => Betting.committed(player) === state.bigBlind);
|
||||
while (state.actingSeatIndex !== null && state.actingSeatIndex !== bigBlind) {
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
}
|
||||
return { state, bigBlind };
|
||||
}
|
||||
|
||||
test("the big blind's option is a raise, not a bet", () => {
|
||||
const { state, bigBlind } = toTheBigBlindsOption();
|
||||
|
||||
assert.equal(state.actingSeatIndex, bigBlind);
|
||||
assert.equal(Betting.toCall(state, state.seats[bigBlind]), 0, "they owe nothing");
|
||||
assert.equal(Betting.wagerVerb(state), "raise", "but their own blind is a live bet");
|
||||
});
|
||||
|
||||
test("and the minimum there is a real raise, not a call of the blind", () => {
|
||||
const { state } = toTheBigBlindsOption();
|
||||
assert.equal(Betting.minRaiseTo(state), state.bigBlind * 2);
|
||||
});
|
||||
|
||||
test("facing the blinds preflop is a raise", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
|
||||
Betting.beginHand(state);
|
||||
assert.equal(Betting.wagerVerb(state), "raise");
|
||||
});
|
||||
|
||||
test("first in on the flop is a bet", () => {
|
||||
const { state, bigBlind } = toTheBigBlindsOption();
|
||||
Betting.check(state, bigBlind);
|
||||
Betting.closeStreet(state);
|
||||
|
||||
assert.equal(state.street, "flop");
|
||||
assert.equal(Betting.wagerVerb(state), "bet");
|
||||
assert.equal(Betting.minRaiseTo(state), state.bigBlind, "a first bet is one big blind");
|
||||
});
|
||||
|
||||
test("after that bet it's a raise again", () => {
|
||||
const { state, bigBlind } = toTheBigBlindsOption();
|
||||
Betting.check(state, bigBlind);
|
||||
Betting.closeStreet(state);
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 10);
|
||||
|
||||
assert.equal(Betting.wagerVerb(state), "raise");
|
||||
});
|
||||
|
||||
test("and a bet again on the next street once it's checked around", () => {
|
||||
const { state, bigBlind } = toTheBigBlindsOption();
|
||||
Betting.check(state, bigBlind);
|
||||
Betting.closeStreet(state);
|
||||
while (state.actingSeatIndex !== null) Betting.check(state, state.actingSeatIndex);
|
||||
Betting.closeStreet(state);
|
||||
|
||||
assert.equal(state.street, "turn");
|
||||
assert.equal(Betting.wagerVerb(state), "bet");
|
||||
});
|
||||
|
||||
test("a table playing without blinds opens with a bet", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100, smallBlind: 0, bigBlind: 0 });
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.currentBet, 0);
|
||||
assert.equal(Betting.wagerVerb(state), "bet");
|
||||
});
|
||||
|
||||
test("asking doesn't change anything", () => {
|
||||
const { state } = toTheBigBlindsOption();
|
||||
const before = JSON.stringify(state);
|
||||
Betting.wagerVerb(state);
|
||||
assert.equal(JSON.stringify(state), before);
|
||||
});
|
||||
@@ -0,0 +1,167 @@
|
||||
// The people standing behind the chairs.
|
||||
//
|
||||
// A full home game always has a couple of them, and the list lives on a napkin or in
|
||||
// the dealer's head — which is where the argument comes from an hour later about who
|
||||
// said they were next. Order of arrival, because it is the only ordering anybody has
|
||||
// ever agreed to.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState } = require("./load");
|
||||
|
||||
const table = (seated = 2, seats = 4) => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, seats);
|
||||
["Ann", "Ben", "Cal", "Dee"].slice(0, seated).forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].stack = 200;
|
||||
state.seats[i].buyIns = 200;
|
||||
});
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("keeping the list", () => {
|
||||
test("names go on in the order they arrive", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
HoldemState.addToWaitingList(state, "Sam");
|
||||
assert.deepEqual(state.waitingList.map(row => row.name), ["Priya", "Sam"]);
|
||||
});
|
||||
|
||||
test("whitespace is trimmed and nothing empty gets on", () => {
|
||||
const state = table();
|
||||
assert.ok(HoldemState.addToWaitingList(state, " Priya "));
|
||||
assert.equal(HoldemState.addToWaitingList(state, " "), null);
|
||||
assert.equal(HoldemState.addToWaitingList(state, ""), null);
|
||||
assert.deepEqual(state.waitingList.map(row => row.name), ["Priya"]);
|
||||
});
|
||||
|
||||
test("two people with the same name are two people", () => {
|
||||
// Home games have two Mikes. The list is keyed by id, not by name.
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Mike");
|
||||
HoldemState.addToWaitingList(state, "Mike");
|
||||
assert.equal(state.waitingList.length, 2);
|
||||
assert.notEqual(state.waitingList[0].id, state.waitingList[1].id);
|
||||
|
||||
HoldemState.removeFromWaitingList(state, state.waitingList[0].id);
|
||||
assert.equal(state.waitingList.length, 1, "only one of them leaves");
|
||||
});
|
||||
|
||||
test("taking somebody off gives them back, so the toast can name them", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
const gone = HoldemState.removeFromWaitingList(state, state.waitingList[0].id);
|
||||
assert.equal(gone.name, "Priya");
|
||||
assert.deepEqual(state.waitingList, []);
|
||||
assert.equal(HoldemState.removeFromWaitingList(state, "not-a-real-id"), null);
|
||||
});
|
||||
});
|
||||
|
||||
describe("which chairs are open", () => {
|
||||
test("the ones with nobody in them, in seat order", () => {
|
||||
assert.deepEqual(HoldemState.openSeats(table(2, 4)), [2, 3]);
|
||||
assert.deepEqual(HoldemState.openSeats(table(4, 4)), []);
|
||||
});
|
||||
|
||||
test("a chair with chips or a buy-in on it is not open", () => {
|
||||
// Somebody who has stepped away from the table still owns their seat.
|
||||
const state = table(2, 4);
|
||||
state.seats[2].stack = 120;
|
||||
state.seats[3].buyIns = 100;
|
||||
assert.deepEqual(HoldemState.openSeats(state), []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("sitting somebody down", () => {
|
||||
test("their name goes on the chair and they come off the list", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
HoldemState.addToWaitingList(state, "Sam");
|
||||
const result = HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 2);
|
||||
|
||||
assert.equal(result.ok, true);
|
||||
assert.equal(state.seats[2].name, "Priya");
|
||||
assert.deepEqual(state.waitingList.map(row => row.name), ["Sam"]);
|
||||
});
|
||||
|
||||
test("with nothing in front of them, because they haven't bought in yet", () => {
|
||||
// Guessing a stack would put chips on the table nobody has paid for, which is
|
||||
// the one thing the bank check exists to catch.
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 2);
|
||||
|
||||
assert.equal(state.seats[2].stack, null);
|
||||
assert.equal(state.seats[2].buyIns, 0);
|
||||
assert.equal(state.seats[2].inHand, false, "they're in the next hand, not this one");
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("never into a chair somebody is already in", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
const result = HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 0);
|
||||
assert.equal(result.ok, false);
|
||||
assert.match(result.reason, /Ann is already/);
|
||||
assert.equal(state.waitingList.length, 1, "and they keep their place in the queue");
|
||||
});
|
||||
|
||||
test("nor from a name that has already been seated", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
const id = state.waitingList[0].id;
|
||||
HoldemState.seatFromWaitingList(state, id, 2);
|
||||
const again = HoldemState.seatFromWaitingList(state, id, 3);
|
||||
assert.equal(again.ok, false);
|
||||
assert.equal(state.seats[3].name, "", "the second chair is untouched");
|
||||
});
|
||||
|
||||
test("a seat that doesn't exist is refused rather than invented", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
assert.equal(HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 99).ok, false);
|
||||
assert.equal(state.waitingList.length, 1);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a seat opening up", () => {
|
||||
test("cashing somebody out is what makes room for the next one", () => {
|
||||
const state = table(4, 4);
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
assert.deepEqual(HoldemState.openSeats(state), [], "the table is full");
|
||||
|
||||
HoldemState.cashOut(state, 1);
|
||||
assert.deepEqual(HoldemState.openSeats(state), [1]);
|
||||
|
||||
const seated = HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 1);
|
||||
assert.equal(seated.ok, true);
|
||||
assert.equal(state.seats[1].name, "Priya");
|
||||
// Ben's night is still on the record, and the money still adds up.
|
||||
assert.equal(state.cashedOut.length, 1);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what a saved table remembers", () => {
|
||||
test("the list survives a reload", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
const migrated = HoldemState.migrate(JSON.parse(JSON.stringify(state)));
|
||||
assert.deepEqual(migrated.waitingList.map(row => row.name), ["Priya"]);
|
||||
});
|
||||
|
||||
test("a table saved before the list existed has nobody waiting", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(table()));
|
||||
delete parsed.waitingList;
|
||||
assert.deepEqual(HoldemState.migrate(parsed).waitingList, []);
|
||||
});
|
||||
|
||||
test("junk in a saved list is cleaned up rather than trusted", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(table()));
|
||||
parsed.waitingList = [{ name: " Priya " }, { name: "" }, null, "Sam"];
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.deepEqual(migrated.waitingList.map(row => row.name), ["Priya", "Sam"]);
|
||||
assert.ok(migrated.waitingList.every(row => row.id), "and everybody gets an id");
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user