Compare commits
1
Commits
| Author | SHA1 | Date | |
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24a5fd8b35 |
@@ -1075,37 +1075,12 @@ body.hasActionBar #holdemSidebar {
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.actionStatus {
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display: flex;
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flex-wrap: wrap;
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align-items: baseline;
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gap: 0.4rem 0.6rem;
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gap: 0.6rem;
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margin-bottom: 0.55rem;
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font-size: 0.78rem;
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}
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/* Always there while there's something to take back, rather than a toast per tap. */
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.actionUndo {
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flex: none;
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min-height: 30px;
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max-width: 100%;
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padding: 0.15rem 0.6rem;
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border-radius: 999px;
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border: 1px solid #414141;
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background: #262626;
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color: #bdbdbd;
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font-family: inherit;
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font-size: 0.72rem;
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cursor: pointer;
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overflow: hidden;
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text-overflow: ellipsis;
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white-space: nowrap;
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}
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.actionUndo:hover {
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background: #333;
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border-color: #4f4f4f;
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color: #eee;
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}
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.actionStreet {
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color: #d8b46a;
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font-weight: 600;
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@@ -1119,11 +1094,6 @@ body.hasActionBar #holdemSidebar {
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font-variant-numeric: tabular-nums;
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}
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.actionPlayers {
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color: #9c9c9c;
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font-variant-numeric: tabular-nums;
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}
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.actionWho {
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margin-left: auto;
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color: #9c9c9c;
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@@ -1132,26 +1102,6 @@ body.hasActionBar #holdemSidebar {
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white-space: nowrap;
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}
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/* Stopwatch, not a shot clock: it colours up as a prompt to the dealer, and does
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nothing else. */
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.actionTank {
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flex: none;
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min-width: 3.1rem;
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text-align: right;
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color: #7d7d7d;
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font-variant-numeric: tabular-nums;
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transition: color 0.3s ease;
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}
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.actionTank.tankNudge {
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color: #d8b46a;
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}
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.actionTank.tankSlow {
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color: #e07b7b;
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font-weight: 600;
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}
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/* ---------- Side-pot breakdown ---------- */
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.potBreakdown {
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@@ -27,8 +27,6 @@ const ActionBar = {
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if (!this.isRunning()) {
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host.hidden = true;
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document.body.classList.remove("hasActionBar");
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this.stopTankTimer();
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this.tankSeatIndex = null;
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return;
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}
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host.hidden = false;
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@@ -48,8 +46,6 @@ const ActionBar = {
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} else {
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host.appendChild(this.renderActions());
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}
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this.syncTankTimer();
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},
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renderStatus() {
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@@ -66,14 +62,6 @@ const ActionBar = {
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pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`;
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row.appendChild(pot);
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// How many are still in the hand — part of the standard per-street
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// announcement, and the number a dealer is asked for most often.
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const remaining = Betting.liveSeats(this.state).length;
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const players = document.createElement("span");
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players.className = "actionPlayers";
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players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
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row.appendChild(players);
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const index = this.state.actingSeatIndex;
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if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
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const player = this.state.seats[index];
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@@ -81,101 +69,15 @@ const ActionBar = {
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who.className = "actionWho";
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who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`;
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row.appendChild(who);
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const tank = document.createElement("span");
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tank.className = "actionTank";
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tank.id = "actionTank";
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tank.title = "How long this player has been thinking";
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tank.textContent = "0:00";
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row.appendChild(tank);
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}
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// A standing control rather than a toast per action: a dealer taps this bar
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// constantly, and a toast after every fold would be noise they'd learn to
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// ignore — which is exactly when they'd miss the one that mattered.
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const undoLabel = this.hooks.lastActionLabel();
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if (undoLabel) {
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const undo = document.createElement("button");
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undo.type = "button";
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undo.className = "actionUndo";
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undo.title = `Undo ${undoLabel}`;
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undo.textContent = `↶ ${undoLabel}`;
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undo.addEventListener("click", () => this.hooks.undoLast());
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row.appendChild(undo);
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}
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return row;
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},
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// ---- Think timer ----
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//
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// A player who hasn't noticed the action is on them costs more time than anything
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// else a dealer does, so the bar shows how long the current player has been in the
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// tank. It's a stopwatch, not a shot clock: nothing happens when it grows, it just
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// tells the dealer when it's worth a nudge.
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NUDGE_AFTER_S: 30,
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SLOW_AFTER_S: 60,
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tankSeatIndex: null,
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tankStartedAt: null,
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tankInterval: null,
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// Restarts only when the action actually moves — a re-render for any other reason
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// (a chip edit, a name change) must not put a thinking player back to zero.
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syncTankTimer() {
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const index = this.state.actingSeatIndex;
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const running = index !== null && index !== undefined && !Betting.isHandOver(this.state);
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if (!running) {
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this.stopTankTimer();
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this.tankSeatIndex = null;
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return;
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}
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if (this.tankSeatIndex !== index) {
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this.tankSeatIndex = index;
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this.tankStartedAt = Date.now();
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}
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if (!this.tankInterval) {
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this.tankInterval = setInterval(() => this.paintTank(), 1000);
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}
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this.paintTank();
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},
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stopTankTimer() {
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if (this.tankInterval) {
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clearInterval(this.tankInterval);
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this.tankInterval = null;
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}
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},
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// Updates only the timer's own text, so the seconds ticking over never rebuilds the
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// buttons under the dealer's thumb.
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paintTank() {
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const el = document.getElementById("actionTank");
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if (!el || this.tankStartedAt === null) return;
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const seconds = Math.floor((Date.now() - this.tankStartedAt) / 1000);
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const mins = Math.floor(seconds / 60);
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el.textContent = `${mins}:${String(seconds % 60).padStart(2, "0")}`;
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el.classList.toggle("tankNudge", seconds >= this.NUDGE_AFTER_S && seconds < this.SLOW_AFTER_S);
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el.classList.toggle("tankSlow", seconds >= this.SLOW_AFTER_S);
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},
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// Shown only once someone is all-in and the money has actually split — a single
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// undivided pot needs no announcement, and a line that's always there stops being
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// read.
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renderPotBreakdown() {
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// Only worth showing once someone is actually all-in. Mid-street the amounts in
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// front of players are unequal all the time — the blinds alone are unequal —
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// and layering that would announce a side pot on every hand before anyone had
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// even acted.
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const someoneAllIn = this.state.seats.some(
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player => player.inHand && Betting.handTotal(player) > 0 && Betting.stackOf(this.state, player) <= 0
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);
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if (!someoneAllIn) return null;
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const contributions = this.state.seats.map((player, index) => ({
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id: player.id,
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index,
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@@ -215,11 +117,7 @@ const ActionBar = {
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return btn;
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},
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// Every action taken from the bar goes through here, which is also where it gets
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// recorded so it can be taken back. A misclick on Fold is the one mistake in this
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// tool a dealer can't talk their way out of.
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commit(label, mutate) {
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this.hooks.beginAction(label);
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commit(mutate) {
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mutate();
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this.hooks.save(this.state);
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this.hooks.rerender();
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@@ -230,21 +128,20 @@ const ActionBar = {
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const player = this.state.seats[index];
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const owed = Betting.toCall(this.state, player);
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const stack = Betting.stackOf(this.state, player);
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const who = HoldemState.displayName(player, index);
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const row = document.createElement("div");
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row.className = "actionButtons";
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row.appendChild(this.button("Fold", "actionFold", () => this.commit(`${who}'s fold`, () => Betting.fold(this.state, index))));
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row.appendChild(this.button("Fold", "actionFold", () => this.commit(() => Betting.fold(this.state, index))));
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if (owed <= 0) {
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row.appendChild(this.button("Check", "actionCheck", () => this.commit(`${who}'s check`, () => Betting.check(this.state, index))));
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row.appendChild(this.button("Check", "actionCheck", () => this.commit(() => Betting.check(this.state, index))));
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} else if (owed >= stack) {
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// Calling would put them all-in, so say that rather than quoting a number
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// they can't cover.
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row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(`${who}'s all-in`, () => Betting.allIn(this.state, index)), Money.format(stack)));
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row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(() => Betting.allIn(this.state, index)), Money.format(stack)));
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} else {
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row.appendChild(this.button("Call", "actionCall", () => this.commit(`${who}'s call`, () => Betting.call(this.state, index)), Money.format(owed)));
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row.appendChild(this.button("Call", "actionCall", () => this.commit(() => Betting.call(this.state, index)), Money.format(owed)));
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}
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if (stack > owed) {
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@@ -313,8 +210,7 @@ const ActionBar = {
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entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
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const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
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this.raiseOpen = false;
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const who = HoldemState.displayName(player, index);
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this.commit(`${who}'s raise to ${Money.format(target)}`, () => Betting.raiseTo(this.state, index, target));
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this.commit(() => Betting.raiseTo(this.state, index, target));
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}));
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wrap.appendChild(entry);
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@@ -333,7 +229,7 @@ const ActionBar = {
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this.hooks.resolvePot();
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return;
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}
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this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
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this.commit(() => Betting.closeStreet(this.state));
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}));
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return row;
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@@ -83,39 +83,12 @@ document.addEventListener("DOMContentLoaded", () => {
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});
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};
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// A short history of actions taken from the bar, so a misclicked Fold can be taken
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// back — and the one before it, since a dealer usually notices a beat late. Kept in
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// memory only: this is for the mistake you just made, not last night's hand.
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const MAX_UNDO_STEPS = 12;
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const actionHistory = [];
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ActionBar.mount(state, {
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save: hooks.save,
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rerender: hooks.rerender,
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resolvePot: openPotWizard,
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beginAction: label => {
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actionHistory.push({ label, snapshot: JSON.parse(JSON.stringify(state)) });
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if (actionHistory.length > MAX_UNDO_STEPS) actionHistory.shift();
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},
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lastActionLabel: () => (actionHistory.length ? actionHistory[actionHistory.length - 1].label : null),
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undoLast: () => {
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const step = actionHistory.pop();
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if (!step) return;
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Object.keys(state).forEach(key => delete state[key]);
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Object.assign(state, step.snapshot);
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hooks.save(state);
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Render.renderAll();
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Toast.show(`Took back ${step.label}.`, { duration: 2500 });
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},
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});
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// Anything that ends the hand makes the per-action history meaningless — the
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// snapshots refer to a hand that no longer exists.
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const clearActionHistory = () => { actionHistory.length = 0; };
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// Moving to the next hand used to ask "are you sure?" every single time —
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// the most-pressed button in a session, gated behind a system dialog. It now
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// just happens, and the toast offers the way back for the few seconds anyone
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@@ -124,9 +97,6 @@ document.addEventListener("DOMContentLoaded", () => {
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const runUndoable = (message, mutate) => {
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const snapshot = JSON.parse(JSON.stringify(state));
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mutate();
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// Starting or settling a hand invalidates the per-action history: those
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// snapshots describe a hand that's over. The whole-step Undo below replaces it.
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clearActionHistory();
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hooks.save(state);
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Render.renderAll();
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@@ -207,7 +177,6 @@ document.addEventListener("DOMContentLoaded", () => {
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HoldemState.clear();
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Object.assign(state, HoldemState.createDefault());
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clearActionHistory();
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Render.mount(state, hooks);
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Toast.show("Table reset.", { duration: 2500 });
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});
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Reference in New Issue
Block a user