Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
24a5fd8b35 |
@@ -31,13 +31,9 @@
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||||
<span id="potBadgeAmount">$0</span>
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</div>
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</div>
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<div id="betsLayer" aria-hidden="true"></div>
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<div id="seatsLayer"></div>
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||||
</div>
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||||
<p id="tableHint" class="tableHint"></p>
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<p class="tableHintActions">
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<button type="button" id="openRulingsBtn" class="linkBtn">Common rulings</button>
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</p>
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</section>
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<aside id="holdemSidebar">
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@@ -85,25 +81,34 @@
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<span>Starting stack ($)</span>
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<input type="number" id="defaultStackInput" min="0" step="1" placeholder="e.g. 200" />
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</label>
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<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
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<details class="subPanel">
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<summary>Without live betting</summary>
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<div class="subPanelBody">
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<label class="fieldRow">
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<span>Base pot amount ($)</span>
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<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
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</label>
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<p class="fieldHint">For tracking a hand by hand instead of tapping the action: everyone is assumed to have put in this much, unless their seat says otherwise.</p>
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</div>
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</details>
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<p class="fieldHint">Blinds post themselves each hand, and every seat without its own stack starts here. Set a seat's own stack in its editor.</p>
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<label class="fieldRow">
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<span>Base pot amount ($)</span>
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<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
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</label>
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<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>
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</div>
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</details>
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<details class="sidebarPanel">
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<summary>Session</summary>
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<summary>Chip Legend</summary>
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<div class="panelBody">
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<div id="chipLegendList"></div>
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<button id="addChipColorBtn" class="holdemBtn holdemBtnSmall">+ Add chip color</button>
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<p class="fieldHint">Give each chip color a dollar value, then count chips per seat instead of typing a total.</p>
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</div>
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</details>
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<details class="sidebarPanel">
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<summary>Table Notes</summary>
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<div class="panelBody">
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<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
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</div>
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</details>
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<details class="sidebarPanel">
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<summary>Session Standings</summary>
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<div class="panelBody">
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<h3 class="panelSubhead">Standings</h3>
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<div id="standingsTable">
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<div class="standingsRow standingsHeader">
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<span>Player</span>
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@@ -114,33 +119,20 @@
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<div id="standingsList"></div>
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</div>
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<p id="standingsEmptyHint" class="fieldHint">Once you resolve a pot, everyone's running total for the night shows up here.</p>
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</div>
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</details>
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<h3 class="panelSubhead">Hands</h3>
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<details class="sidebarPanel">
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<summary>Hand History</summary>
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<div class="panelBody">
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<div id="handHistoryList"></div>
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<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots are logged here, in case a chip count is disputed later.</p>
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<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots show up here as you play, in case a chip count is disputed later.</p>
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<div class="handHistoryActions">
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<button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button>
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<button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button>
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</div>
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</div>
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</details>
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<details class="sidebarPanel">
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<summary>Chip Legend</summary>
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<div class="panelBody">
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<div id="chipLegendList"></div>
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<button id="addChipColorBtn" class="holdemBtn holdemBtnSmall">+ Add chip color</button>
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<p class="fieldHint">Give each chip color a value, then count chips on a seat instead of typing a total.</p>
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</div>
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</details>
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<details class="sidebarPanel">
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<summary>Table Notes</summary>
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<div class="panelBody">
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<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
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</div>
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</details>
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</aside>
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</div>
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</div>
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@@ -182,7 +174,6 @@
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<span>Stack</span>
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<input type="number" class="stackInput" min="0" step="1" placeholder="table default" />
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</label>
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<div class="seatBuyIns" hidden></div>
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<div class="seatContribution">
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<div class="chipCounts"></div>
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<label class="fieldRow amountOverrideRow">
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@@ -239,73 +230,6 @@
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</div>
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</template>
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<div id="addChipsOverlay" hidden>
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<div id="addChipsSheet" role="dialog" aria-labelledby="addChipsTitle">
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<div class="seatSheetGrip" aria-hidden="true"></div>
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<div class="addChipsHeader">
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<h2 id="addChipsTitle"></h2>
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<span id="addChipsSubtitle"></span>
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</div>
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<div id="addChipsQuick"></div>
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<div class="addChipsEntry">
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<span class="addChipsCurrency">$</span>
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<input type="text" id="addChipsInput" inputmode="decimal" autocomplete="off" aria-label="Amount to add" />
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</div>
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<div class="addChipsActions">
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<button id="addChipsConfirmBtn" class="holdemBtn holdemBtnAccent" type="button">Add to stack</button>
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<button id="addChipsCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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</div>
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</div>
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</div>
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<div id="rulingsOverlay" hidden>
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<div id="rulingsSheet" role="dialog" aria-labelledby="rulingsTitle">
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<div class="seatSheetGrip" aria-hidden="true"></div>
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<div class="rulingsHeader">
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<h2 id="rulingsTitle">Common rulings</h2>
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<button id="closeRulingsBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
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</div>
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<p class="rulingsIntro">
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The conventions most rooms follow, for the calls that come up mid-hand.
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Your house rules always win — and settle a dispute before the next hand,
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not during it.
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</p>
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<section class="ruling">
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<h3>Redeal it — misdeal</h3>
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<ul>
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<li>The first card goes to the wrong seat.</li>
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<li>A seat entitled to a hand gets dealt out, or a seat that isn't entitled gets dealt in.</li>
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<li>Two or more boxed cards turn up on the initial deal.</li>
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<li>Either of the first two cards is exposed by dealer error.</li>
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</ul>
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</section>
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<section class="ruling">
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<h3>A board card turned too early</h3>
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<p>
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If the fourth board card gets turned before the betting round is finished,
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that card is out of play for the round. Finish the betting, then burn and
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turn what would have been the fifth card in the fourth card's place.
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</p>
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</section>
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<section class="ruling">
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<h3>Acting out of turn</h3>
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<p>
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A one-off is usually just backed up if no one has acted behind them.
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Doing it repeatedly is what earns a penalty.
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</p>
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</section>
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<p class="rulingsSource">
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Follows the Tournament Directors Association rules, which most rooms and
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home games take their lead from.
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</p>
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</div>
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</div>
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<div id="seatMenuOverlay" hidden>
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<div id="seatMenuSheet" role="dialog" aria-labelledby="seatMenuTitle">
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<div class="seatSheetGrip" aria-hidden="true"></div>
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@@ -368,10 +292,8 @@
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<script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/cardPicker.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/seatMenu.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/addChips.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/betting.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/actionBar.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/shortcuts.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/handHistoryExport.js?v=@ViewData["cssVersion"]"></script>
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<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
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@@ -223,68 +223,6 @@ body {
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inset: 0;
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}
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/* ---------- Bets on the felt ---------- */
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/* Shares the seat ring's box exactly, so a bet always lands on the spoke between its
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player and the pot. When the seat ring gets inset on a phone, this moves with it —
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measured the alternative, and a bets ring on its own geometry ends up either behind
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the pucks or on top of the pot badge. */
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#betsLayer {
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position: absolute;
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inset: 0;
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pointer-events: none;
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}
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.betChip {
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position: absolute;
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transform: translate(-50%, -50%);
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display: flex;
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align-items: center;
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gap: 0.28rem;
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padding: 0.1rem 0.42rem 0.1rem 0.2rem;
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background: rgba(0, 0, 0, 0.55);
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border: 1px solid rgba(255, 255, 255, 0.14);
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border-radius: 999px;
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box-shadow: 0 2px 6px rgba(0, 0, 0, 0.5);
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white-space: nowrap;
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||||
}
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||||
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||||
/* Reads as a chip seen from above: a lighter top-left, a rim, and the notches a
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||||
casino chip has around its edge. */
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||||
.betChipDisc {
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||||
width: 13px;
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||||
height: 13px;
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||||
border-radius: 50%;
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||||
border: 1px solid rgba(255, 255, 255, 0.45);
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||||
box-shadow:
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inset 0 1px 1px rgba(255, 255, 255, 0.45),
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||||
inset 0 -1px 2px rgba(0, 0, 0, 0.45);
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||||
}
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||||
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||||
.betChipAmount {
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||||
font-size: 0.62rem;
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||||
font-weight: 700;
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||||
color: #f0f0f0;
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||||
font-variant-numeric: tabular-nums;
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||||
}
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||||
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||||
/* Clinging to a puck rather than sitting on its own ring — the phone layout. */
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||||
.betChipAnchored {
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||||
left: 50%;
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||||
z-index: 3;
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||||
}
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||||
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||||
.betChipAbove {
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||||
top: -11px;
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||||
transform: translate(-50%, -50%);
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||||
}
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||||
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||||
.betChipBelow {
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||||
top: auto;
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||||
bottom: -11px;
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||||
transform: translate(-50%, 50%);
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||||
}
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||||
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||||
/* ---------- Seats (compact pucks on the table) ---------- */
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||||
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||||
.seat {
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||||
@@ -585,260 +523,6 @@ body {
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||||
font-weight: 400;
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||||
}
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||||
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/* ---------- Add chips ---------- */
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||||
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||||
.seatBuyIns {
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||||
margin-top: -0.3rem;
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||||
color: #9a9a9a;
|
||||
font-size: 0.75rem;
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||||
font-variant-numeric: tabular-nums;
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||||
}
|
||||
|
||||
#addChipsOverlay {
|
||||
position: fixed;
|
||||
inset: 0;
|
||||
background: rgba(0, 0, 0, 0.72);
|
||||
display: flex;
|
||||
align-items: flex-end;
|
||||
justify-content: center;
|
||||
z-index: 98;
|
||||
}
|
||||
|
||||
#addChipsOverlay[hidden] {
|
||||
display: none;
|
||||
}
|
||||
|
||||
#addChipsSheet {
|
||||
width: 100%;
|
||||
max-width: 420px;
|
||||
background: linear-gradient(180deg, #242424, #1a1a1a);
|
||||
border: 1px solid #3a3a3a;
|
||||
border-bottom: none;
|
||||
border-radius: 16px 16px 0 0;
|
||||
padding: 0.35rem 1rem calc(1.2rem + env(safe-area-inset-bottom, 0px));
|
||||
box-shadow: 0 -14px 40px rgba(0, 0, 0, 0.65);
|
||||
}
|
||||
|
||||
.addChipsHeader {
|
||||
margin-bottom: 0.8rem;
|
||||
}
|
||||
|
||||
.addChipsHeader h2 {
|
||||
margin: 0;
|
||||
font-size: 1rem;
|
||||
font-weight: 500;
|
||||
color: #f5f5f5;
|
||||
}
|
||||
|
||||
#addChipsSubtitle {
|
||||
color: #9a9a9a;
|
||||
font-size: 0.78rem;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
#addChipsQuick {
|
||||
display: flex;
|
||||
gap: 0.45rem;
|
||||
margin-bottom: 0.7rem;
|
||||
}
|
||||
|
||||
.addChipsQuickBtn {
|
||||
flex: 1;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
gap: 0.1rem;
|
||||
min-height: 52px;
|
||||
border-radius: 11px;
|
||||
border: 1px solid #3a3a3a;
|
||||
background: linear-gradient(180deg, #2e2e2e, #232323);
|
||||
color: #ddd;
|
||||
font-family: inherit;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.addChipsQuickBtn.selected {
|
||||
border-color: #d8b46a;
|
||||
background: linear-gradient(180deg, #3a2f18, #241d0f);
|
||||
color: #f0d9a8;
|
||||
}
|
||||
|
||||
.addChipsQuickLabel {
|
||||
font-size: 0.78rem;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.addChipsQuickAmount {
|
||||
font-size: 0.7rem;
|
||||
color: #a8a8a8;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.addChipsQuickBtn.selected .addChipsQuickAmount {
|
||||
color: #d8b46a;
|
||||
}
|
||||
|
||||
.addChipsEntry {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.4rem;
|
||||
background: #141414;
|
||||
border: 1px solid #3a3a3a;
|
||||
border-radius: 11px;
|
||||
padding: 0.2rem 0.8rem;
|
||||
margin-bottom: 0.8rem;
|
||||
}
|
||||
|
||||
.addChipsEntry:focus-within {
|
||||
border-color: #d8b46a;
|
||||
}
|
||||
|
||||
.addChipsCurrency {
|
||||
color: #777;
|
||||
font-size: 1.3rem;
|
||||
}
|
||||
|
||||
#addChipsInput {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
background: none;
|
||||
border: none;
|
||||
outline: none;
|
||||
color: #f2f2f2;
|
||||
font-family: inherit;
|
||||
font-size: 1.5rem;
|
||||
font-weight: 500;
|
||||
font-variant-numeric: tabular-nums;
|
||||
padding: 0.4rem 0;
|
||||
}
|
||||
|
||||
.addChipsActions {
|
||||
display: flex;
|
||||
flex-direction: column-reverse;
|
||||
gap: 0.5rem;
|
||||
}
|
||||
|
||||
.addChipsActions .holdemBtn {
|
||||
width: 100%;
|
||||
justify-content: center;
|
||||
min-height: 48px;
|
||||
}
|
||||
|
||||
/* ---------- Rulings reference ---------- */
|
||||
|
||||
.tableHintActions {
|
||||
margin: 0.35rem 0 0;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.linkBtn {
|
||||
background: none;
|
||||
border: none;
|
||||
padding: 0;
|
||||
color: #a9782f;
|
||||
font-family: inherit;
|
||||
font-size: 0.78rem;
|
||||
text-decoration: underline;
|
||||
text-underline-offset: 2px;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.linkBtn:hover {
|
||||
color: #d8b46a;
|
||||
}
|
||||
|
||||
#rulingsOverlay {
|
||||
position: fixed;
|
||||
inset: 0;
|
||||
background: rgba(0, 0, 0, 0.72);
|
||||
display: flex;
|
||||
align-items: flex-end;
|
||||
justify-content: center;
|
||||
z-index: 97;
|
||||
}
|
||||
|
||||
#rulingsOverlay[hidden] {
|
||||
display: none;
|
||||
}
|
||||
|
||||
#rulingsSheet {
|
||||
width: 100%;
|
||||
max-width: 460px;
|
||||
max-height: 86vh;
|
||||
overflow-y: auto;
|
||||
background: linear-gradient(180deg, #242424, #1a1a1a);
|
||||
border: 1px solid #3a3a3a;
|
||||
border-bottom: none;
|
||||
border-radius: 16px 16px 0 0;
|
||||
padding: 0.35rem 1.1rem calc(1.2rem + env(safe-area-inset-bottom, 0px));
|
||||
box-shadow: 0 -14px 40px rgba(0, 0, 0, 0.65);
|
||||
}
|
||||
|
||||
.rulingsHeader {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.6rem;
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.rulingsHeader h2 {
|
||||
flex: 1;
|
||||
margin: 0;
|
||||
font-size: 1.05rem;
|
||||
font-weight: 500;
|
||||
color: #f5f5f5;
|
||||
}
|
||||
|
||||
.rulingsIntro {
|
||||
margin: 0 0 1rem;
|
||||
color: #9a9a9a;
|
||||
font-size: 0.8rem;
|
||||
line-height: 1.5;
|
||||
}
|
||||
|
||||
.ruling {
|
||||
margin-bottom: 1rem;
|
||||
padding-left: 0.7rem;
|
||||
border-left: 2px solid rgba(216, 180, 106, 0.4);
|
||||
}
|
||||
|
||||
.ruling h3 {
|
||||
margin: 0 0 0.35rem;
|
||||
color: #d8b46a;
|
||||
font-size: 0.82rem;
|
||||
font-weight: 600;
|
||||
letter-spacing: 0.03em;
|
||||
}
|
||||
|
||||
.ruling p,
|
||||
.ruling li {
|
||||
color: #c4c4c4;
|
||||
font-size: 0.82rem;
|
||||
line-height: 1.5;
|
||||
}
|
||||
|
||||
.ruling p {
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.ruling ul {
|
||||
margin: 0;
|
||||
padding-left: 1.1rem;
|
||||
}
|
||||
|
||||
.ruling li + li {
|
||||
margin-top: 0.25rem;
|
||||
}
|
||||
|
||||
.rulingsSource {
|
||||
margin: 0;
|
||||
padding-top: 0.6rem;
|
||||
border-top: 1px solid #2c2c2c;
|
||||
color: #7a7a7a;
|
||||
font-size: 0.72rem;
|
||||
line-height: 1.45;
|
||||
}
|
||||
|
||||
/* ---------- Seat long-press menu ---------- */
|
||||
|
||||
/* Held down, before the menu opens — the only feedback that a press is being
|
||||
@@ -1188,46 +872,6 @@ body {
|
||||
gap: 0.7rem;
|
||||
}
|
||||
|
||||
/* A heading inside a panel, so one panel can hold two related things — the
|
||||
standings and the hand log are two views of the same session — without needing
|
||||
two identical-looking accordions to say so. */
|
||||
.panelSubhead {
|
||||
margin: 0.2rem 0 0;
|
||||
color: #d8b46a;
|
||||
font-size: 0.68rem;
|
||||
font-weight: 600;
|
||||
letter-spacing: 0.09em;
|
||||
text-transform: uppercase;
|
||||
}
|
||||
|
||||
.panelSubhead + * {
|
||||
margin-top: -0.2rem;
|
||||
}
|
||||
|
||||
/* Nested disclosure for the things a dealer sets once and then forgets, kept out
|
||||
of the way of the settings they actually touch. */
|
||||
.subPanel {
|
||||
border-top: 1px solid #2c2c2c;
|
||||
padding-top: 0.5rem;
|
||||
}
|
||||
|
||||
.subPanel summary {
|
||||
cursor: pointer;
|
||||
color: #8f8f8f;
|
||||
font-size: 0.78rem;
|
||||
}
|
||||
|
||||
.subPanel summary:hover {
|
||||
color: #c5c5c5;
|
||||
}
|
||||
|
||||
.subPanelBody {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.5rem;
|
||||
padding-top: 0.6rem;
|
||||
}
|
||||
|
||||
.fieldRow {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
@@ -1431,37 +1075,12 @@ body.hasActionBar #holdemSidebar {
|
||||
|
||||
.actionStatus {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
align-items: baseline;
|
||||
gap: 0.4rem 0.6rem;
|
||||
gap: 0.6rem;
|
||||
margin-bottom: 0.55rem;
|
||||
font-size: 0.78rem;
|
||||
}
|
||||
|
||||
/* Always there while there's something to take back, rather than a toast per tap. */
|
||||
.actionUndo {
|
||||
flex: none;
|
||||
min-height: 30px;
|
||||
max-width: 100%;
|
||||
padding: 0.15rem 0.6rem;
|
||||
border-radius: 999px;
|
||||
border: 1px solid #414141;
|
||||
background: #262626;
|
||||
color: #bdbdbd;
|
||||
font-family: inherit;
|
||||
font-size: 0.72rem;
|
||||
cursor: pointer;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.actionUndo:hover {
|
||||
background: #333;
|
||||
border-color: #4f4f4f;
|
||||
color: #eee;
|
||||
}
|
||||
|
||||
.actionStreet {
|
||||
color: #d8b46a;
|
||||
font-weight: 600;
|
||||
@@ -1475,11 +1094,6 @@ body.hasActionBar #holdemSidebar {
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.actionPlayers {
|
||||
color: #9c9c9c;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.actionWho {
|
||||
margin-left: auto;
|
||||
color: #9c9c9c;
|
||||
@@ -1488,26 +1102,6 @@ body.hasActionBar #holdemSidebar {
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
/* Stopwatch, not a shot clock: it colours up as a prompt to the dealer, and does
|
||||
nothing else. */
|
||||
.actionTank {
|
||||
flex: none;
|
||||
min-width: 3.1rem;
|
||||
text-align: right;
|
||||
color: #7d7d7d;
|
||||
font-variant-numeric: tabular-nums;
|
||||
transition: color 0.3s ease;
|
||||
}
|
||||
|
||||
.actionTank.tankNudge {
|
||||
color: #d8b46a;
|
||||
}
|
||||
|
||||
.actionTank.tankSlow {
|
||||
color: #e07b7b;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
/* ---------- Side-pot breakdown ---------- */
|
||||
|
||||
.potBreakdown {
|
||||
@@ -1575,7 +1169,6 @@ body.hasActionBar #holdemSidebar {
|
||||
}
|
||||
|
||||
.actionBtn {
|
||||
position: relative;
|
||||
flex: 1;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
@@ -1613,29 +1206,6 @@ body.hasActionBar #holdemSidebar {
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.actionKey {
|
||||
position: absolute;
|
||||
top: 5px;
|
||||
right: 7px;
|
||||
padding: 0 0.25rem;
|
||||
border-radius: 4px;
|
||||
border: 1px solid currentColor;
|
||||
opacity: 0.4;
|
||||
font-family: inherit;
|
||||
font-size: 0.6rem;
|
||||
line-height: 1.4;
|
||||
text-transform: uppercase;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
/* No keyboard, no key badges — on a phone they'd just be clutter on the buttons
|
||||
the dealer is already tapping. */
|
||||
@media (hover: none) {
|
||||
.actionKey {
|
||||
display: none;
|
||||
}
|
||||
}
|
||||
|
||||
.actionFold {
|
||||
background: linear-gradient(180deg, #3d1f1f, #2c1515);
|
||||
border-color: #5b2626;
|
||||
@@ -1746,18 +1316,11 @@ body.hasActionBar #holdemSidebar {
|
||||
.blindsRow .fieldRow {
|
||||
flex: 1 1 120px;
|
||||
min-width: 0;
|
||||
gap: 0.4rem;
|
||||
}
|
||||
|
||||
/* "Small blind" broke onto two lines beside its input, which made the pair look
|
||||
like a mistake rather than a pair. */
|
||||
.blindsRow .fieldRow > span {
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.blindsRow input {
|
||||
min-width: 0;
|
||||
width: 3.4rem;
|
||||
width: 5rem;
|
||||
}
|
||||
|
||||
/* ---------- Toasts ---------- */
|
||||
@@ -2050,8 +1613,7 @@ body.hasActionBar #toastHost {
|
||||
|
||||
/* Keeps every puck inside the viewport: the ring is drawn within this box,
|
||||
so half a puck of padding is exactly enough to stop the overhang. */
|
||||
#seatsLayer,
|
||||
#betsLayer {
|
||||
#seatsLayer {
|
||||
inset: 26px 44px;
|
||||
}
|
||||
|
||||
|
||||
@@ -27,8 +27,6 @@ const ActionBar = {
|
||||
if (!this.isRunning()) {
|
||||
host.hidden = true;
|
||||
document.body.classList.remove("hasActionBar");
|
||||
this.stopTankTimer();
|
||||
this.tankSeatIndex = null;
|
||||
return;
|
||||
}
|
||||
host.hidden = false;
|
||||
@@ -48,8 +46,6 @@ const ActionBar = {
|
||||
} else {
|
||||
host.appendChild(this.renderActions());
|
||||
}
|
||||
|
||||
this.syncTankTimer();
|
||||
},
|
||||
|
||||
renderStatus() {
|
||||
@@ -66,14 +62,6 @@ const ActionBar = {
|
||||
pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`;
|
||||
row.appendChild(pot);
|
||||
|
||||
// How many are still in the hand — part of the standard per-street
|
||||
// announcement, and the number a dealer is asked for most often.
|
||||
const remaining = Betting.liveSeats(this.state).length;
|
||||
const players = document.createElement("span");
|
||||
players.className = "actionPlayers";
|
||||
players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
|
||||
row.appendChild(players);
|
||||
|
||||
const index = this.state.actingSeatIndex;
|
||||
if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
|
||||
const player = this.state.seats[index];
|
||||
@@ -81,101 +69,15 @@ const ActionBar = {
|
||||
who.className = "actionWho";
|
||||
who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`;
|
||||
row.appendChild(who);
|
||||
|
||||
const tank = document.createElement("span");
|
||||
tank.className = "actionTank";
|
||||
tank.id = "actionTank";
|
||||
tank.title = "How long this player has been thinking";
|
||||
tank.textContent = "0:00";
|
||||
row.appendChild(tank);
|
||||
}
|
||||
|
||||
// A standing control rather than a toast per action: a dealer taps this bar
|
||||
// constantly, and a toast after every fold would be noise they'd learn to
|
||||
// ignore — which is exactly when they'd miss the one that mattered.
|
||||
const undoLabel = this.hooks.lastActionLabel();
|
||||
if (undoLabel) {
|
||||
const undo = document.createElement("button");
|
||||
undo.type = "button";
|
||||
undo.className = "actionUndo";
|
||||
undo.title = `Undo ${undoLabel}`;
|
||||
undo.textContent = `↶ ${undoLabel}`;
|
||||
undo.addEventListener("click", () => this.hooks.undoLast());
|
||||
row.appendChild(undo);
|
||||
}
|
||||
|
||||
return row;
|
||||
},
|
||||
|
||||
// ---- Think timer ----
|
||||
//
|
||||
// A player who hasn't noticed the action is on them costs more time than anything
|
||||
// else a dealer does, so the bar shows how long the current player has been in the
|
||||
// tank. It's a stopwatch, not a shot clock: nothing happens when it grows, it just
|
||||
// tells the dealer when it's worth a nudge.
|
||||
NUDGE_AFTER_S: 30,
|
||||
SLOW_AFTER_S: 60,
|
||||
|
||||
tankSeatIndex: null,
|
||||
tankStartedAt: null,
|
||||
tankInterval: null,
|
||||
|
||||
// Restarts only when the action actually moves — a re-render for any other reason
|
||||
// (a chip edit, a name change) must not put a thinking player back to zero.
|
||||
syncTankTimer() {
|
||||
const index = this.state.actingSeatIndex;
|
||||
const running = index !== null && index !== undefined && !Betting.isHandOver(this.state);
|
||||
|
||||
if (!running) {
|
||||
this.stopTankTimer();
|
||||
this.tankSeatIndex = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.tankSeatIndex !== index) {
|
||||
this.tankSeatIndex = index;
|
||||
this.tankStartedAt = Date.now();
|
||||
}
|
||||
|
||||
if (!this.tankInterval) {
|
||||
this.tankInterval = setInterval(() => this.paintTank(), 1000);
|
||||
}
|
||||
this.paintTank();
|
||||
},
|
||||
|
||||
stopTankTimer() {
|
||||
if (this.tankInterval) {
|
||||
clearInterval(this.tankInterval);
|
||||
this.tankInterval = null;
|
||||
}
|
||||
},
|
||||
|
||||
// Updates only the timer's own text, so the seconds ticking over never rebuilds the
|
||||
// buttons under the dealer's thumb.
|
||||
paintTank() {
|
||||
const el = document.getElementById("actionTank");
|
||||
if (!el || this.tankStartedAt === null) return;
|
||||
|
||||
const seconds = Math.floor((Date.now() - this.tankStartedAt) / 1000);
|
||||
const mins = Math.floor(seconds / 60);
|
||||
el.textContent = `${mins}:${String(seconds % 60).padStart(2, "0")}`;
|
||||
el.classList.toggle("tankNudge", seconds >= this.NUDGE_AFTER_S && seconds < this.SLOW_AFTER_S);
|
||||
el.classList.toggle("tankSlow", seconds >= this.SLOW_AFTER_S);
|
||||
},
|
||||
|
||||
// Shown only once someone is all-in and the money has actually split — a single
|
||||
// undivided pot needs no announcement, and a line that's always there stops being
|
||||
// read.
|
||||
renderPotBreakdown() {
|
||||
// Only worth showing once someone is actually all-in. Mid-street the amounts in
|
||||
// front of players are unequal all the time — the blinds alone are unequal —
|
||||
// and layering that would announce a side pot on every hand before anyone had
|
||||
// even acted.
|
||||
const someoneAllIn = this.state.seats.some(
|
||||
player => player.inHand && Betting.handTotal(player) > 0 && Betting.stackOf(this.state, player) <= 0
|
||||
);
|
||||
if (!someoneAllIn) return null;
|
||||
|
||||
const contributions = this.state.seats.map((player, index) => ({
|
||||
id: player.id,
|
||||
index,
|
||||
@@ -194,19 +96,6 @@ const ActionBar = {
|
||||
);
|
||||
},
|
||||
|
||||
// Which key presses each button. Shown on the button itself and hidden on touch
|
||||
// devices — a shortcut nobody can discover may as well not exist, and a key badge
|
||||
// on a phone is just clutter.
|
||||
KEY_HINTS: {
|
||||
actionFold: "F",
|
||||
actionCheck: "C",
|
||||
actionCall: "C",
|
||||
actionRaise: "R",
|
||||
actionAdvance: "↵",
|
||||
raiseConfirm: "↵",
|
||||
raiseCancel: "esc",
|
||||
},
|
||||
|
||||
button(label, className, onClick, sublabel) {
|
||||
const btn = document.createElement("button");
|
||||
btn.type = "button";
|
||||
@@ -217,14 +106,6 @@ const ActionBar = {
|
||||
main.textContent = label;
|
||||
btn.appendChild(main);
|
||||
|
||||
const hint = this.KEY_HINTS[className];
|
||||
if (hint) {
|
||||
const kbd = document.createElement("kbd");
|
||||
kbd.className = "actionKey";
|
||||
kbd.textContent = hint;
|
||||
btn.appendChild(kbd);
|
||||
}
|
||||
|
||||
if (sublabel) {
|
||||
const sub = document.createElement("span");
|
||||
sub.className = "actionBtnSub";
|
||||
@@ -236,11 +117,7 @@ const ActionBar = {
|
||||
return btn;
|
||||
},
|
||||
|
||||
// Every action taken from the bar goes through here, which is also where it gets
|
||||
// recorded so it can be taken back. A misclick on Fold is the one mistake in this
|
||||
// tool a dealer can't talk their way out of.
|
||||
commit(label, mutate) {
|
||||
this.hooks.beginAction(label);
|
||||
commit(mutate) {
|
||||
mutate();
|
||||
this.hooks.save(this.state);
|
||||
this.hooks.rerender();
|
||||
@@ -251,21 +128,20 @@ const ActionBar = {
|
||||
const player = this.state.seats[index];
|
||||
const owed = Betting.toCall(this.state, player);
|
||||
const stack = Betting.stackOf(this.state, player);
|
||||
const who = HoldemState.displayName(player, index);
|
||||
|
||||
const row = document.createElement("div");
|
||||
row.className = "actionButtons";
|
||||
|
||||
row.appendChild(this.button("Fold", "actionFold", () => this.commit(`${who}'s fold`, () => Betting.fold(this.state, index))));
|
||||
row.appendChild(this.button("Fold", "actionFold", () => this.commit(() => Betting.fold(this.state, index))));
|
||||
|
||||
if (owed <= 0) {
|
||||
row.appendChild(this.button("Check", "actionCheck", () => this.commit(`${who}'s check`, () => Betting.check(this.state, index))));
|
||||
row.appendChild(this.button("Check", "actionCheck", () => this.commit(() => Betting.check(this.state, index))));
|
||||
} else if (owed >= stack) {
|
||||
// Calling would put them all-in, so say that rather than quoting a number
|
||||
// they can't cover.
|
||||
row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(`${who}'s all-in`, () => Betting.allIn(this.state, index)), Money.format(stack)));
|
||||
row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(() => Betting.allIn(this.state, index)), Money.format(stack)));
|
||||
} else {
|
||||
row.appendChild(this.button("Call", "actionCall", () => this.commit(`${who}'s call`, () => Betting.call(this.state, index)), Money.format(owed)));
|
||||
row.appendChild(this.button("Call", "actionCall", () => this.commit(() => Betting.call(this.state, index)), Money.format(owed)));
|
||||
}
|
||||
|
||||
if (stack > owed) {
|
||||
@@ -334,8 +210,7 @@ const ActionBar = {
|
||||
entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
|
||||
const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
|
||||
this.raiseOpen = false;
|
||||
const who = HoldemState.displayName(player, index);
|
||||
this.commit(`${who}'s raise to ${Money.format(target)}`, () => Betting.raiseTo(this.state, index, target));
|
||||
this.commit(() => Betting.raiseTo(this.state, index, target));
|
||||
}));
|
||||
|
||||
wrap.appendChild(entry);
|
||||
@@ -354,7 +229,7 @@ const ActionBar = {
|
||||
this.hooks.resolvePot();
|
||||
return;
|
||||
}
|
||||
this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
|
||||
this.commit(() => Betting.closeStreet(this.state));
|
||||
}));
|
||||
|
||||
return row;
|
||||
|
||||
@@ -1,92 +0,0 @@
|
||||
// "Add chips" — a rebuy, a top-up, or the first buy-in of the night.
|
||||
//
|
||||
// Quick amounts come off the table's starting stack, because a rebuy is almost
|
||||
// always one buy-in, sometimes half or two. The keypad is there for the times it
|
||||
// isn't. Recorded as cash in as well as chips, so at the end of the night the
|
||||
// dealer can say what each player actually handed over.
|
||||
const AddChips = {
|
||||
state: null,
|
||||
onConfirm: null,
|
||||
seatIndex: null,
|
||||
draft: "",
|
||||
|
||||
open(state, seatIndex, onConfirm) {
|
||||
this.state = state;
|
||||
this.seatIndex = seatIndex;
|
||||
this.onConfirm = onConfirm;
|
||||
this.draft = String(this.baseAmount());
|
||||
this.render();
|
||||
document.getElementById("addChipsOverlay").hidden = false;
|
||||
},
|
||||
|
||||
close() {
|
||||
document.getElementById("addChipsOverlay").hidden = true;
|
||||
},
|
||||
|
||||
// The table's starting stack if there is one, otherwise something sane to nudge
|
||||
// rather than an empty box.
|
||||
baseAmount() {
|
||||
const configured = Number(this.state.defaultStack);
|
||||
if (!Number.isNaN(configured) && configured > 0) return configured;
|
||||
const bb = Number(this.state.bigBlind) || 0;
|
||||
return bb > 0 ? bb * 100 : 100;
|
||||
},
|
||||
|
||||
quickAmounts() {
|
||||
const base = this.baseAmount();
|
||||
return [
|
||||
{ label: "½ buy-in", value: Math.round(base / 2 * 100) / 100 },
|
||||
{ label: "Buy-in", value: base },
|
||||
{ label: "2 buy-ins", value: base * 2 },
|
||||
];
|
||||
},
|
||||
|
||||
render() {
|
||||
const player = this.state.seats[this.seatIndex];
|
||||
document.getElementById("addChipsTitle").textContent =
|
||||
`Add chips — ${HoldemState.displayName(player, this.seatIndex)}`;
|
||||
|
||||
const stack = Betting.stackOf(this.state, player);
|
||||
const boughtIn = Number(player.buyIns) || 0;
|
||||
document.getElementById("addChipsSubtitle").textContent = boughtIn > 0
|
||||
? `${Money.format(stack)} in front · ${Money.format(boughtIn)} in so far`
|
||||
: `${Money.format(stack)} in front`;
|
||||
|
||||
const quick = document.getElementById("addChipsQuick");
|
||||
quick.innerHTML = "";
|
||||
this.quickAmounts().forEach(option => {
|
||||
const btn = document.createElement("button");
|
||||
btn.type = "button";
|
||||
btn.className = "addChipsQuickBtn";
|
||||
btn.classList.toggle("selected", Number(this.draft) === option.value);
|
||||
|
||||
const label = document.createElement("span");
|
||||
label.className = "addChipsQuickLabel";
|
||||
label.textContent = option.label;
|
||||
const amount = document.createElement("span");
|
||||
amount.className = "addChipsQuickAmount";
|
||||
amount.textContent = Money.format(option.value);
|
||||
|
||||
btn.appendChild(label);
|
||||
btn.appendChild(amount);
|
||||
btn.addEventListener("click", () => {
|
||||
this.draft = String(option.value);
|
||||
this.render();
|
||||
});
|
||||
quick.appendChild(btn);
|
||||
});
|
||||
|
||||
const input = document.getElementById("addChipsInput");
|
||||
input.value = this.draft;
|
||||
},
|
||||
|
||||
confirm() {
|
||||
const amount = Math.max(0, Number(document.getElementById("addChipsInput").value) || 0);
|
||||
this.close();
|
||||
if (amount > 0) this.onConfirm(this.seatIndex, Math.round(amount * 100) / 100);
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = AddChips;
|
||||
}
|
||||
@@ -35,19 +35,9 @@ const HandHistoryExport = {
|
||||
if (standings.length > 0) {
|
||||
rows.push([]);
|
||||
rows.push(["Session Standings"]);
|
||||
// Bought in and chips now are what a cash-out is settled from; paid in and
|
||||
// won describe the hands. Both belong in the file the dealer hands over.
|
||||
rows.push(["Player", "Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down"]);
|
||||
rows.push(["Player", "Paid In", "Won", "Net"]);
|
||||
standings.forEach(row => {
|
||||
rows.push([
|
||||
row.name,
|
||||
Money.format(row.in),
|
||||
Money.format(row.won),
|
||||
Money.formatSigned(row.net),
|
||||
Money.format(row.boughtIn || 0),
|
||||
Money.format(row.chipsNow || 0),
|
||||
Money.formatSigned(row.cashPosition || 0),
|
||||
]);
|
||||
rows.push([row.name, Money.format(row.in), Money.format(row.won), Money.formatSigned(row.net)]);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -57,15 +57,6 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
},
|
||||
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => { state.dealerSeatIndex = index; }),
|
||||
editSeat: index => Render.toggleSeatEditor(index),
|
||||
|
||||
addChips: index => AddChips.open(state, index, (seatIndex, amount) => {
|
||||
seatAction(seatIndex, `${nameOf(seatIndex)} added ${Money.format(amount)}.`, player => {
|
||||
// Chips in front and cash in are different questions — the stack moves
|
||||
// every hand, what they've handed over only moves when they buy.
|
||||
player.stack = Math.round((Betting.stackOf(state, player) + amount) * 100) / 100;
|
||||
player.buyIns = Math.round(((Number(player.buyIns) || 0) + amount) * 100) / 100;
|
||||
});
|
||||
}),
|
||||
};
|
||||
|
||||
Render.mount(state, hooks);
|
||||
@@ -92,69 +83,10 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
});
|
||||
};
|
||||
|
||||
// A short history of actions taken from the bar, so a misclicked Fold can be taken
|
||||
// back — and the one before it, since a dealer usually notices a beat late. Kept in
|
||||
// memory only: this is for the mistake you just made, not last night's hand.
|
||||
const MAX_UNDO_STEPS = 12;
|
||||
const actionHistory = [];
|
||||
|
||||
ActionBar.mount(state, {
|
||||
save: hooks.save,
|
||||
rerender: hooks.rerender,
|
||||
resolvePot: openPotWizard,
|
||||
|
||||
beginAction: label => {
|
||||
actionHistory.push({ label, snapshot: JSON.parse(JSON.stringify(state)) });
|
||||
if (actionHistory.length > MAX_UNDO_STEPS) actionHistory.shift();
|
||||
},
|
||||
|
||||
lastActionLabel: () => (actionHistory.length ? actionHistory[actionHistory.length - 1].label : null),
|
||||
|
||||
undoLast: () => {
|
||||
const step = actionHistory.pop();
|
||||
if (!step) return;
|
||||
Object.keys(state).forEach(key => delete state[key]);
|
||||
Object.assign(state, step.snapshot);
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
Toast.show(`Took back ${step.label}.`, { duration: 2500 });
|
||||
},
|
||||
});
|
||||
|
||||
// Anything that ends the hand makes the per-action history meaningless — the
|
||||
// snapshots refer to a hand that no longer exists.
|
||||
const clearActionHistory = () => { actionHistory.length = 0; };
|
||||
|
||||
// Keyboard shortcuts press the very same buttons a dealer would tap, rather than
|
||||
// calling the betting engine themselves — there's no second code path to drift out
|
||||
// of step with what the bar is actually offering right now.
|
||||
const pressInBar = selector => {
|
||||
const btn = document.querySelector(`#actionBar ${selector}`);
|
||||
if (!btn || btn.disabled) return false;
|
||||
btn.click();
|
||||
return true;
|
||||
};
|
||||
|
||||
const quickRaiseButton = label =>
|
||||
[...document.querySelectorAll("#actionBar .raiseQuickBtn")]
|
||||
.find(b => b.querySelector(".actionBtnLabel").textContent === label);
|
||||
|
||||
Shortcuts.mount({
|
||||
fold: () => pressInBar(".actionFold"),
|
||||
checkOrCall: () => pressInBar(".actionCheck") || pressInBar(".actionCall"),
|
||||
raise: () => pressInBar(".actionRaise"),
|
||||
allIn: () => {
|
||||
// Open the raise pad first if it isn't already, then take its All-in amount.
|
||||
if (!document.querySelector("#actionBar .raisePad") && !pressInBar(".actionRaise")) return false;
|
||||
const quick = quickRaiseButton("All-in");
|
||||
if (!quick) return false;
|
||||
quick.click();
|
||||
return true;
|
||||
},
|
||||
// Enter confirms a raise if one is being entered, otherwise moves the hand on.
|
||||
advance: () => pressInBar(".raiseConfirm") || pressInBar(".actionAdvance"),
|
||||
undo: () => pressInBar(".actionUndo"),
|
||||
cancel: () => pressInBar(".raiseCancel"),
|
||||
});
|
||||
|
||||
// Moving to the next hand used to ask "are you sure?" every single time —
|
||||
@@ -165,9 +97,6 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
const runUndoable = (message, mutate) => {
|
||||
const snapshot = JSON.parse(JSON.stringify(state));
|
||||
mutate();
|
||||
// Starting or settling a hand invalidates the per-action history: those
|
||||
// snapshots describe a hand that's over. The whole-step Undo below replaces it.
|
||||
clearActionHistory();
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
|
||||
@@ -248,7 +177,6 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
|
||||
HoldemState.clear();
|
||||
Object.assign(state, HoldemState.createDefault());
|
||||
clearActionHistory();
|
||||
Render.mount(state, hooks);
|
||||
Toast.show("Table reset.", { duration: 2500 });
|
||||
});
|
||||
@@ -269,26 +197,6 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
|
||||
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
|
||||
|
||||
document.getElementById("addChipsConfirmBtn").addEventListener("click", () => AddChips.confirm());
|
||||
document.getElementById("addChipsCancelBtn").addEventListener("click", () => AddChips.close());
|
||||
document.getElementById("addChipsOverlay").addEventListener("click", e => {
|
||||
if (e.target.id === "addChipsOverlay") AddChips.close();
|
||||
});
|
||||
document.getElementById("addChipsInput").addEventListener("keydown", e => {
|
||||
if (e.key === "Enter") AddChips.confirm();
|
||||
});
|
||||
|
||||
const rulingsOverlay = document.getElementById("rulingsOverlay");
|
||||
const closeRulings = () => { rulingsOverlay.hidden = true; };
|
||||
document.getElementById("openRulingsBtn").addEventListener("click", () => { rulingsOverlay.hidden = false; });
|
||||
document.getElementById("closeRulingsBtn").addEventListener("click", closeRulings);
|
||||
rulingsOverlay.addEventListener("click", e => {
|
||||
if (e.target === rulingsOverlay) closeRulings();
|
||||
});
|
||||
document.addEventListener("keydown", e => {
|
||||
if (e.key === "Escape" && !rulingsOverlay.hidden) closeRulings();
|
||||
});
|
||||
|
||||
document.getElementById("seatMenuCancelBtn").addEventListener("click", () => SeatMenu.close());
|
||||
document.getElementById("seatMenuOverlay").addEventListener("click", e => {
|
||||
if (e.target.id === "seatMenuOverlay") SeatMenu.close();
|
||||
|
||||
@@ -18,7 +18,6 @@ const PotWizard = {
|
||||
this.playerLabelById = new Map(
|
||||
players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))])
|
||||
);
|
||||
this.seatIndexById = new Map(players.map(p => [p.id, state.seats.indexOf(p)]));
|
||||
const contributions = players.map(p => ({
|
||||
id: p.id,
|
||||
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
|
||||
@@ -50,20 +49,6 @@ const PotWizard = {
|
||||
this.totals.set(id, (this.totals.get(id) || 0) + amount);
|
||||
},
|
||||
|
||||
// A chopped pot rarely divides exactly, and the odd chip goes to the first player
|
||||
// left of the button — not to whoever the dealer happened to tick first. The
|
||||
// calculator hands leftovers out in the order it's given the winners, so ordering
|
||||
// them here is what makes the payout match the rule.
|
||||
orderFromButton(ids) {
|
||||
const distance = new Map();
|
||||
for (let step = 1; step <= this.state.seatCount; step++) {
|
||||
distance.set(HoldemState.nextSeatIndex(this.state, this.state.dealerSeatIndex, step), step);
|
||||
}
|
||||
return [...ids].sort((a, b) =>
|
||||
(distance.get(this.seatIndexById.get(a)) ?? 0) - (distance.get(this.seatIndexById.get(b)) ?? 0)
|
||||
);
|
||||
},
|
||||
|
||||
renderStep() {
|
||||
// Auto-resolve any round where only one player is left standing — nothing to ask.
|
||||
let contenders = PotCalculator.getContenders(this.entries);
|
||||
@@ -142,7 +127,7 @@ const PotWizard = {
|
||||
confirmBtn.addEventListener("click", () => {
|
||||
const selected = Array.from(choices.querySelectorAll("input:checked")).map(i => i.value);
|
||||
if (selected.length === 0) return;
|
||||
const result = PotCalculator.resolveRound(this.entries, this.orderFromButton(selected));
|
||||
const result = PotCalculator.resolveRound(this.entries, selected);
|
||||
this.recordRound(result);
|
||||
this.entries = result.updatedEntries;
|
||||
this.renderStep();
|
||||
|
||||
@@ -69,85 +69,13 @@ const Render = {
|
||||
// ---- Seats around the table (compact pucks) ----
|
||||
|
||||
seatPosition(index, count) {
|
||||
return this.positionOnRing(index, count, 44, 42);
|
||||
},
|
||||
|
||||
// Bets sit on the felt between their player and the pot, the way chips actually
|
||||
// do — closer in than the seats, on the same spoke. The bets layer is inset to
|
||||
// match the seat ring (see the CSS), so this one radius holds at every size.
|
||||
betPosition(index, count) {
|
||||
return this.positionOnRing(index, count, 27, 25);
|
||||
},
|
||||
|
||||
positionOnRing(index, count, rx, ry) {
|
||||
const angle = -90 + (360 / count) * index;
|
||||
const radians = (angle * Math.PI) / 180;
|
||||
return {
|
||||
left: 50 + rx * Math.cos(radians),
|
||||
top: 50 + ry * Math.sin(radians),
|
||||
};
|
||||
},
|
||||
|
||||
// Colour a bet by the biggest chip that fits it, so a table with a chip legend
|
||||
// gets bets that look like the chips actually being pushed out.
|
||||
chipColorFor(amount) {
|
||||
const legend = [...(this.state.chipLegend || [])]
|
||||
.filter(chip => Number(chip.value) > 0)
|
||||
.sort((a, b) => Number(b.value) - Number(a.value));
|
||||
const match = legend.find(chip => amount >= Number(chip.value));
|
||||
return (match || legend[legend.length - 1] || {}).color || "#8a8a8a";
|
||||
},
|
||||
|
||||
// ---- Bets on the felt ----
|
||||
|
||||
makeBetChip(bet) {
|
||||
const chip = document.createElement("div");
|
||||
chip.className = "betChip";
|
||||
|
||||
const disc = document.createElement("span");
|
||||
disc.className = "betChipDisc";
|
||||
disc.style.background = this.chipColorFor(bet);
|
||||
|
||||
const amount = document.createElement("span");
|
||||
amount.className = "betChipAmount";
|
||||
amount.textContent = Money.format(bet);
|
||||
|
||||
chip.appendChild(disc);
|
||||
chip.appendChild(amount);
|
||||
return chip;
|
||||
},
|
||||
|
||||
// A phone's felt has no room for a third ring: measured every radius between the
|
||||
// seats and the pot badge and each one collides with one or the other. So on a
|
||||
// narrow screen the bet clings to its own puck instead — same chip, no ring —
|
||||
// sitting on whichever side faces the middle of the table.
|
||||
renderBets() {
|
||||
const layer = document.getElementById("betsLayer");
|
||||
if (!layer) return;
|
||||
layer.innerHTML = "";
|
||||
|
||||
const anchorToSeat = window.matchMedia("(max-width: 700px)").matches;
|
||||
|
||||
this.state.seats.forEach((player, index) => {
|
||||
const bet = Betting.committed(player);
|
||||
if (bet <= 0) return;
|
||||
|
||||
const chip = this.makeBetChip(bet);
|
||||
const pos = this.betPosition(index, this.state.seatCount);
|
||||
|
||||
if (anchorToSeat) {
|
||||
const seat = document.querySelector(`.seat[data-seat-index="${index}"]`);
|
||||
if (!seat) return;
|
||||
const seatPos = this.seatPosition(index, this.state.seatCount);
|
||||
chip.classList.add("betChipAnchored", seatPos.top > 50 ? "betChipAbove" : "betChipBelow");
|
||||
seat.appendChild(chip);
|
||||
return;
|
||||
}
|
||||
|
||||
chip.style.left = `${pos.left}%`;
|
||||
chip.style.top = `${pos.top}%`;
|
||||
layer.appendChild(chip);
|
||||
});
|
||||
const rx = 44;
|
||||
const ry = 42;
|
||||
const left = 50 + rx * Math.cos(radians);
|
||||
const top = 50 + ry * Math.sin(radians);
|
||||
return { left, top };
|
||||
},
|
||||
|
||||
puckLabel(player, seatIndex) {
|
||||
@@ -190,8 +118,6 @@ const Render = {
|
||||
|
||||
layer.appendChild(node);
|
||||
});
|
||||
|
||||
this.renderBets();
|
||||
},
|
||||
|
||||
isRedSuit(card) {
|
||||
@@ -242,13 +168,11 @@ const Render = {
|
||||
span.textContent = this.formatCard(card);
|
||||
cardsEl.appendChild(span);
|
||||
});
|
||||
// Always this player's total for the hand. What they've just pushed out on this
|
||||
// street is shown as a chip on the felt instead — the puck used to flip between
|
||||
// the two meanings depending on the moment, which is a bad thing for a number
|
||||
// sitting next to a stack size to do.
|
||||
const handTotal = Betting.handTotal(player);
|
||||
const total = handTotal > 0
|
||||
? handTotal
|
||||
// What's in front of them this street reads as the live number during betting;
|
||||
// between hands it falls back to their total for the hand.
|
||||
const streetBet = Betting.committed(player);
|
||||
const total = streetBet > 0
|
||||
? streetBet
|
||||
: HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
|
||||
node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : "";
|
||||
|
||||
@@ -491,13 +415,6 @@ const Render = {
|
||||
});
|
||||
});
|
||||
|
||||
// What they've handed over tonight, shown next to what's in front of them so a
|
||||
// cash-out is one subtraction rather than a memory test.
|
||||
const boughtIn = Number(player.buyIns) || 0;
|
||||
const boughtInEl = form.querySelector(".seatBuyIns");
|
||||
boughtInEl.textContent = boughtIn > 0 ? `Bought in ${Money.format(boughtIn)}` : "";
|
||||
boughtInEl.hidden = boughtIn <= 0;
|
||||
|
||||
const stackInput = form.querySelector(".stackInput");
|
||||
stackInput.value = player.stack ?? "";
|
||||
stackInput.addEventListener("input", () => {
|
||||
|
||||
@@ -32,10 +32,6 @@ const SeatMenu = {
|
||||
actions.push({ label: "Un-fold", run: () => this.hooks.unfold(index) });
|
||||
}
|
||||
|
||||
// The most common interruption in a cash game, and until now it meant opening
|
||||
// the editor and retyping a stack from memory.
|
||||
actions.push({ label: "Add chips…", run: () => this.hooks.addChips(index) });
|
||||
|
||||
actions.push({
|
||||
label: dealtIn ? "Sit out" : "Deal in",
|
||||
run: () => this.hooks.toggleDealtIn(index),
|
||||
|
||||
@@ -1,64 +0,0 @@
|
||||
// Keyboard control for a dealer running this on a laptop.
|
||||
//
|
||||
// The phone has gestures; the desktop had a mouse and nothing else. These are the
|
||||
// same actions the bar already offers, reachable without moving a hand to the
|
||||
// trackpad between every decision — which is the whole point when the bar is being
|
||||
// tapped thirty times a hand.
|
||||
const Shortcuts = {
|
||||
// Deliberately single letters with no modifier: a dealer's spare hand rests on
|
||||
// the keyboard, and a chord is slower than reaching for the button would be.
|
||||
KEYS: {
|
||||
f: "fold",
|
||||
c: "checkOrCall",
|
||||
r: "raise",
|
||||
a: "allIn",
|
||||
" ": "advance",
|
||||
enter: "advance",
|
||||
u: "undo",
|
||||
escape: "cancel",
|
||||
},
|
||||
|
||||
mount(handlers) {
|
||||
this.handlers = handlers;
|
||||
document.addEventListener("keydown", e => this.onKey(e));
|
||||
},
|
||||
|
||||
// Nothing fires while the dealer is typing a name, an amount, or a note — the
|
||||
// "c" in "Cass" must not fold the table.
|
||||
isTyping() {
|
||||
const el = document.activeElement;
|
||||
if (!el) return false;
|
||||
const tag = el.tagName;
|
||||
return tag === "INPUT" || tag === "TEXTAREA" || tag === "SELECT" || el.isContentEditable;
|
||||
},
|
||||
|
||||
// An overlay owns the keyboard while it's up: the confirm dialog already binds
|
||||
// Enter and Escape, and the card picker and seat menu are modal.
|
||||
overlayOpen() {
|
||||
return ["confirmOverlay", "potWizardOverlay", "cardPickerOverlay", "seatMenuOverlay", "rulingsOverlay", "addChipsOverlay"]
|
||||
.some(id => {
|
||||
const el = document.getElementById(id);
|
||||
return el && !el.hidden;
|
||||
});
|
||||
},
|
||||
|
||||
onKey(e) {
|
||||
if (e.metaKey || e.ctrlKey || e.altKey) return;
|
||||
|
||||
const key = e.key.length === 1 ? e.key.toLowerCase() : e.key.toLowerCase();
|
||||
const action = this.KEYS[key];
|
||||
if (!action) return;
|
||||
|
||||
// Escape is the exception: it should still close the raise pad even if focus
|
||||
// happens to be sitting in its amount field.
|
||||
if (this.isTyping() && !(action === "cancel")) return;
|
||||
if (this.overlayOpen()) return;
|
||||
|
||||
const handled = this.handlers[action] && this.handlers[action]();
|
||||
if (handled) e.preventDefault();
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = Shortcuts;
|
||||
}
|
||||
@@ -31,8 +31,6 @@ const HoldemState = {
|
||||
stack: null,
|
||||
committed: 0,
|
||||
hasActed: false,
|
||||
// Cash handed over tonight, which only moves when they buy chips.
|
||||
buyIns: 0,
|
||||
};
|
||||
},
|
||||
|
||||
@@ -81,7 +79,6 @@ const HoldemState = {
|
||||
if (player.stack === undefined) player.stack = null;
|
||||
if (player.committed === undefined) player.committed = 0;
|
||||
if (player.hasActed === undefined) player.hasActed = false;
|
||||
if (player.buyIns === undefined) player.buyIns = 0;
|
||||
});
|
||||
|
||||
return parsed;
|
||||
@@ -239,32 +236,13 @@ const HoldemState = {
|
||||
});
|
||||
});
|
||||
|
||||
// Cash bought in and chips currently in front don't come from the hand log at
|
||||
// all, so they're read off the seat rather than summed — a rebuy isn't a hand.
|
||||
const seatById = new Map(state.seats.map(p => [p.id, p]));
|
||||
|
||||
return Array.from(totals.values())
|
||||
.map(t => {
|
||||
const seat = seatById.get(t.id);
|
||||
const boughtIn = seat ? Math.round((Number(seat.buyIns) || 0) * 100) / 100 : 0;
|
||||
const chipsNow = seat ? Math.round((Number(seat.stack) || 0) * 100) / 100 : 0;
|
||||
// Chips already pushed into the hand in progress are still this
|
||||
// player's money until it's won. Leaving them out makes the cash
|
||||
// position disagree with the hand log for as long as a hand is open —
|
||||
// and blinds are posted the instant the previous one settles, so that
|
||||
// window is almost always.
|
||||
const inFrontOfThem = seat ? (Number(seat.amountOverride) || 0) + (Number(seat.committed) || 0) : 0;
|
||||
|
||||
return {
|
||||
...t,
|
||||
in: Math.round(t.in * 100) / 100,
|
||||
won: Math.round(t.won * 100) / 100,
|
||||
net: Math.round((t.won - t.in) * 100) / 100,
|
||||
boughtIn,
|
||||
chipsNow,
|
||||
cashPosition: Math.round((chipsNow + inFrontOfThem - boughtIn) * 100) / 100,
|
||||
};
|
||||
})
|
||||
.map(t => ({
|
||||
...t,
|
||||
in: Math.round(t.in * 100) / 100,
|
||||
won: Math.round(t.won * 100) / 100,
|
||||
net: Math.round((t.won - t.in) * 100) / 100,
|
||||
}))
|
||||
.sort((a, b) => b.net - a.net);
|
||||
},
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user