Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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60d192a9ec | ||
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cc6a1902bc | ||
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a488bbf832 | ||
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9ee4816fa4 |
@@ -110,10 +110,23 @@
|
||||
<span>In</span>
|
||||
<span>Won</span>
|
||||
<span>Net</span>
|
||||
<span title="Chips in front of them, less the cash they handed over">Cash out</span>
|
||||
</div>
|
||||
<div id="standingsList"></div>
|
||||
</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>
|
||||
<p id="standingsEmptyHint" class="fieldHint">Everyone who has bought in shows up here, with what they'd be owed if the night ended now.</p>
|
||||
|
||||
<div id="bankReconcile" class="bankReconcile" hidden>
|
||||
<div class="bankReconcileRow">
|
||||
<span>Cash taken</span>
|
||||
<span id="bankCashIn"></span>
|
||||
</div>
|
||||
<div class="bankReconcileRow">
|
||||
<span>Chips in play</span>
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||||
<span id="bankChipsInPlay"></span>
|
||||
</div>
|
||||
<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
|
||||
</div>
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||||
|
||||
<h3 class="panelSubhead">Hands</h3>
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||||
<div id="handHistoryList"></div>
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||||
@@ -138,7 +151,7 @@
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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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||||
<textarea id="tableNotes" rows="4" aria-label="Table notes" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
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||||
</div>
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||||
</details>
|
||||
</aside>
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||||
@@ -198,8 +211,8 @@
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||||
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||||
<template id="chipLegendRowTemplate">
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||||
<div class="chipLegendRow">
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||||
<input type="color" class="chipColorInput" />
|
||||
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" />
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||||
<input type="color" class="chipColorInput" aria-label="Chip colour" />
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||||
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" aria-label="Chip value" />
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<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeChipColorBtn">×</button>
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</div>
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</template>
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||||
@@ -225,6 +238,7 @@
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<span class="standingsIn"></span>
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<span class="standingsWon"></span>
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<span class="standingsNet"></span>
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<span class="standingsCashOut"></span>
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</div>
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</template>
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@@ -253,7 +267,7 @@
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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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<button id="addChipsCancelBtn" data-modal-close 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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@@ -263,7 +277,7 @@
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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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<button id="closeRulingsBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
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</div>
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<p class="rulingsIntro">
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@@ -314,7 +328,7 @@
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<span id="seatMenuSubtitle"></span>
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</div>
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<div id="seatMenuActions"></div>
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<button id="seatMenuCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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<button id="seatMenuCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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</div>
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</div>
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@@ -324,7 +338,7 @@
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<div class="cardPickerHeader">
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<h2 id="cardPickerTitle"></h2>
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<button id="cardPickerClearBtn" class="holdemBtn holdemBtnSmall" type="button">Clear</button>
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<button id="cardPickerCloseBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
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||||
<button id="cardPickerCloseBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
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</div>
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<div id="cardPickerSlots"></div>
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<div id="cardPickerGrid"></div>
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@@ -340,17 +354,17 @@
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<h2 id="confirmTitle"></h2>
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<p id="confirmMessage"></p>
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<div class="confirmActions">
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<button id="confirmCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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<button id="confirmCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
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<button id="confirmAcceptBtn" class="holdemBtn holdemBtnDanger" type="button">Confirm</button>
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||||
</div>
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||||
</div>
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||||
</div>
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||||
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||||
<div id="potWizardOverlay" hidden>
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||||
<div id="potWizardModal">
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||||
<div id="potWizardModal" role="dialog" aria-labelledby="potWizardTitle">
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<div class="potWizardHeader">
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<h2>Resolve the Pot</h2>
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<button id="closePotWizardBtn" class="holdemBtn holdemBtnGhost">✕</button>
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<h2 id="potWizardTitle">Resolve the Pot</h2>
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<button id="closePotWizardBtn" data-modal-close class="holdemBtn holdemBtnGhost">✕</button>
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</div>
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<div id="potWizardBody"></div>
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</div>
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@@ -374,5 +388,6 @@
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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/modal.js?v=@ViewData["cssVersion"]"></script>
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||||
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
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||||
}
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||||
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||||
@@ -219,7 +219,11 @@ button,
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||||
padding: 0.6rem 1rem;
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||||
font-size: 0.85rem;
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||||
cursor: pointer;
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||||
transition: all 0.15s ease;
|
||||
/* Named rather than `all`, so the focus ring isn't animated. With `all` the
|
||||
outline faded in over 150ms, which on keyboard navigation reads as the ring
|
||||
lagging a step behind the Tab key. Nothing else here changes. */
|
||||
transition: background 0.15s ease, border-color 0.15s ease, transform 0.15s ease,
|
||||
box-shadow 0.15s ease, color 0.15s ease, opacity 0.15s ease, filter 0.15s ease;
|
||||
text-decoration: none;
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
@@ -1463,7 +1467,7 @@ button,
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||||
|
||||
.standingsRow {
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||||
display: grid;
|
||||
grid-template-columns: minmax(0, 1fr) auto auto auto;
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||||
grid-template-columns: minmax(0, 1fr) auto auto auto auto;
|
||||
gap: 0.5rem;
|
||||
align-items: baseline;
|
||||
padding: 0.3rem 0.1rem;
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||||
@@ -1477,6 +1481,48 @@ button,
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||||
min-width: 4.5rem;
|
||||
}
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||||
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||||
/* The settle-up column is the one a banker reads while counting out cash, so it
|
||||
carries the weight the per-hand columns don't. */
|
||||
.standingsCashOut {
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
/* ---------- Bank reconciliation ----------
|
||||
Cash taken versus chips on the table. Every chip is a promise to pay cash for it
|
||||
later, and if the chips outrun the box that promise can't be kept — which a dealer
|
||||
otherwise discovers when the last two players cash out and there's nothing left. */
|
||||
.bankReconcile {
|
||||
margin-top: 0.6rem;
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||||
padding: 0.55rem 0.6rem;
|
||||
border: 1px solid #2f2f2f;
|
||||
border-radius: 8px;
|
||||
background: #151515;
|
||||
}
|
||||
|
||||
.bankReconcileRow {
|
||||
display: flex;
|
||||
justify-content: space-between;
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||||
gap: 0.75rem;
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||||
font-size: 0.78rem;
|
||||
color: #b8b8b8;
|
||||
font-variant-numeric: tabular-nums;
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||||
padding: 0.12rem 0;
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||||
}
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||||
|
||||
.bankReconcileVerdict {
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||||
margin: 0.4rem 0 0;
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||||
font-size: 0.74rem;
|
||||
line-height: 1.35;
|
||||
}
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||||
|
||||
.bankReconcileVerdict.bankBalanced {
|
||||
color: #7fc99a;
|
||||
}
|
||||
|
||||
.bankReconcileVerdict.bankOff {
|
||||
color: #f0b46a;
|
||||
}
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||||
|
||||
.standingsHeader {
|
||||
color: #8a8a8a;
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||||
font-size: 0.7rem;
|
||||
@@ -2690,3 +2736,41 @@ body.hasActionBar #toastHost {
|
||||
display: none;
|
||||
}
|
||||
}
|
||||
|
||||
/* ---------- Keyboard focus ----------
|
||||
Three focus rules existed for the whole tool, so tabbing through it relied on
|
||||
whatever ring the browser draws by default — which on these dark, custom-painted
|
||||
controls is close to invisible. `:focus-visible` rather than `:focus` keeps it to
|
||||
keyboard use: a dealer tapping Fold shouldn't be left with a ring on it. */
|
||||
.holdemBtn:focus-visible,
|
||||
.linkBtn:focus-visible,
|
||||
.seatMenuBtn:focus-visible,
|
||||
.seatSheetClose:focus-visible,
|
||||
.pickerCard:focus-visible,
|
||||
.actionBtn:focus-visible,
|
||||
.raiseQuickBtn:focus-visible,
|
||||
.actionUndo:focus-visible,
|
||||
.toastAction:focus-visible,
|
||||
.toastClose:focus-visible,
|
||||
.potWizardChoice:focus-visible,
|
||||
.cardSlot:focus-visible,
|
||||
.subPanel summary:focus-visible,
|
||||
.seat:focus-visible,
|
||||
button:focus-visible,
|
||||
[role="button"]:focus-visible,
|
||||
input:focus-visible,
|
||||
select:focus-visible,
|
||||
textarea:focus-visible {
|
||||
outline: 2px solid #7fc4ff;
|
||||
outline-offset: 2px;
|
||||
/* The ring has to sit above the neighbouring seat that overlaps this one. */
|
||||
position: relative;
|
||||
z-index: 3;
|
||||
}
|
||||
|
||||
/* A sheet with nothing focusable in it takes focus itself so its title is read out.
|
||||
That shouldn't paint a ring around the whole panel. */
|
||||
[role="dialog"]:focus,
|
||||
[role="alertdialog"]:focus {
|
||||
outline: none;
|
||||
}
|
||||
|
||||
@@ -39,11 +39,16 @@ const Betting = {
|
||||
return this.round((Number(player.amountOverride) || 0) + this.committed(player));
|
||||
},
|
||||
|
||||
// Never below zero. A seat can't have negative chips in front of it, and a typo in
|
||||
// the stack field used to come back as-is — which then flowed into putIn(), where
|
||||
// `Math.min(amount, -50)` moves a negative amount and *adds* chips to the table.
|
||||
stackOf(state, player) {
|
||||
const own = player.stack;
|
||||
if (own !== null && own !== undefined && String(own).trim() !== "") return this.round(own);
|
||||
if (own !== null && own !== undefined && String(own).trim() !== "") {
|
||||
return Math.max(0, this.round(own));
|
||||
}
|
||||
const fallback = Number(state.defaultStack);
|
||||
return Number.isNaN(fallback) ? 0 : this.round(fallback);
|
||||
return Number.isNaN(fallback) ? 0 : Math.max(0, this.round(fallback));
|
||||
},
|
||||
|
||||
toCall(state, player) {
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
document.addEventListener("DOMContentLoaded", () => {
|
||||
const state = HoldemState.load();
|
||||
|
||||
// Focus, Tab-trapping and Escape for every overlay, wired once by watching the
|
||||
// `hidden` attribute they all already toggle.
|
||||
Modal.mount();
|
||||
|
||||
// Undo works by swapping the whole table back to a snapshot. `state` is handed out
|
||||
// by reference to every module at mount time, so it has to be refilled in place —
|
||||
// reassigning the variable would leave the renderer and the betting bar pointing at
|
||||
@@ -314,15 +318,34 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
Render.renderAll();
|
||||
});
|
||||
|
||||
document.getElementById("nextHandBtn").addEventListener("click", () => {
|
||||
document.getElementById("nextHandBtn").addEventListener("click", async () => {
|
||||
// Moving on wipes every seat's contribution, so an unresolved pot is simply
|
||||
// destroyed — measured at a four-handed table, pressing this with $8 in the
|
||||
// middle took the table from 800 chips to 792, and the toast said nothing
|
||||
// about it. Chips only ever leave this tool because a dealer meant them to.
|
||||
const unresolved = HoldemState.unresolvedContributions(state);
|
||||
|
||||
if (unresolved > Betting.EPSILON_CHIPS) {
|
||||
const ok = await Dialog.confirm({
|
||||
title: `Throw away ${Money.format(unresolved)}?`,
|
||||
message: "There's still money in the middle from this hand. Starting the next one takes it off the table without paying anybody — use Resolve Pot if somebody won it.",
|
||||
confirmLabel: "Throw it away",
|
||||
danger: true,
|
||||
});
|
||||
if (!ok) return;
|
||||
}
|
||||
|
||||
// startNextHand moves the button on by one; say where it landed so the
|
||||
// dealer can confirm the rotation without hunting for the badge.
|
||||
const nextDealer = HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1);
|
||||
const where = state.dedicatedDealer
|
||||
? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
|
||||
: `button on seat ${nextDealer + 1}`;
|
||||
const discarded = unresolved > Betting.EPSILON_CHIPS
|
||||
? ` ${Money.format(unresolved)} taken off the table.`
|
||||
: "";
|
||||
|
||||
runUndoable(`Next hand — ${where}. Blinds posted.`, () => {
|
||||
runUndoable(`Next hand — ${where}. Blinds posted.${discarded}`, () => {
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
});
|
||||
@@ -369,6 +392,7 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
if (e.key === "Enter") AddChips.confirm();
|
||||
});
|
||||
|
||||
// Escape is Modal's job now, for this sheet and the five others that never had it.
|
||||
const rulingsOverlay = document.getElementById("rulingsOverlay");
|
||||
const closeRulings = () => { rulingsOverlay.hidden = true; };
|
||||
document.getElementById("openRulingsBtn").addEventListener("click", () => { rulingsOverlay.hidden = false; });
|
||||
@@ -376,9 +400,6 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
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 => {
|
||||
|
||||
@@ -0,0 +1,147 @@
|
||||
// Keyboard and screen-reader behaviour for every overlay in the tool, in one place.
|
||||
//
|
||||
// There are six of them — seat menu, card picker, add chips, rulings, pot wizard,
|
||||
// confirm — opened and closed by five different modules, and each one was missing
|
||||
// the same three things: focus never moved into the dialog, Tab walked straight out
|
||||
// of it into the page behind the scrim, and Escape did nothing (only the rulings
|
||||
// sheet handled it). Measured before this: 0 of 5 moved focus in, 5 of 5 leaked Tab,
|
||||
// 1 of 5 closed on Escape.
|
||||
//
|
||||
// Rather than patch that into five modules, this watches the `hidden` attribute every
|
||||
// overlay already toggles. Nothing else had to change, and an overlay added later
|
||||
// gets the same behaviour without anyone remembering to wire it up — which is the
|
||||
// failure this is fixing in the first place.
|
||||
const Modal = {
|
||||
// `:not([hidden])` matters — a sheet that is itself hidden inside an open overlay
|
||||
// must not be a Tab stop.
|
||||
FOCUSABLE: [
|
||||
"a[href]",
|
||||
"button:not([disabled])",
|
||||
'input:not([disabled]):not([type="hidden"])',
|
||||
"select:not([disabled])",
|
||||
"textarea:not([disabled])",
|
||||
'[tabindex]:not([tabindex="-1"])',
|
||||
].join(","),
|
||||
|
||||
open: [],
|
||||
|
||||
mount() {
|
||||
document.querySelectorAll('[id$="Overlay"]').forEach(overlay => this.watch(overlay));
|
||||
// Capture phase: the dialog gets first refusal on Escape and Tab, before any
|
||||
// table-level shortcut sees them.
|
||||
document.addEventListener("keydown", e => this.onKeyDown(e), true);
|
||||
},
|
||||
|
||||
watch(overlay) {
|
||||
const sync = () => {
|
||||
const isOpen = !overlay.hidden;
|
||||
const known = this.open.some(entry => entry.overlay === overlay);
|
||||
if (isOpen && !known) this.onOpened(overlay);
|
||||
else if (!isOpen && known) this.onClosed(overlay);
|
||||
};
|
||||
new MutationObserver(sync).observe(overlay, { attributes: true, attributeFilter: ["hidden"] });
|
||||
sync();
|
||||
},
|
||||
|
||||
sheetOf(overlay) {
|
||||
return overlay.querySelector('[role="dialog"], [role="alertdialog"]') || overlay.firstElementChild || overlay;
|
||||
},
|
||||
|
||||
focusableIn(overlay) {
|
||||
return [...overlay.querySelectorAll(this.FOCUSABLE)].filter(el => {
|
||||
if (el.closest("[hidden]")) return false;
|
||||
const rect = el.getBoundingClientRect();
|
||||
return rect.width > 0 && rect.height > 0;
|
||||
});
|
||||
},
|
||||
|
||||
onOpened(overlay) {
|
||||
const sheet = this.sheetOf(overlay);
|
||||
// aria-modal is only true while the thing is actually open, so it's set here
|
||||
// rather than baked into the markup.
|
||||
if (sheet) sheet.setAttribute("aria-modal", "true");
|
||||
|
||||
this.open.push({ overlay, returnFocus: document.activeElement });
|
||||
|
||||
// Focus the first real control. A dialog that leaves focus on the button
|
||||
// behind it reads, to a screen reader, as though nothing happened at all.
|
||||
// Content-only sheets get focus on the sheet so the title is announced.
|
||||
const focusable = this.focusableIn(overlay);
|
||||
const target = focusable[0];
|
||||
if (target) {
|
||||
target.focus({ preventScroll: true });
|
||||
} else if (sheet) {
|
||||
if (!sheet.hasAttribute("tabindex")) sheet.setAttribute("tabindex", "-1");
|
||||
sheet.focus({ preventScroll: true });
|
||||
}
|
||||
},
|
||||
|
||||
onClosed(overlay) {
|
||||
const index = this.open.findIndex(entry => entry.overlay === overlay);
|
||||
if (index === -1) return;
|
||||
const [entry] = this.open.splice(index, 1);
|
||||
|
||||
const sheet = this.sheetOf(overlay);
|
||||
if (sheet) sheet.removeAttribute("aria-modal");
|
||||
|
||||
// Put the dealer back where they were. Without this, closing the pot wizard
|
||||
// drops focus to the top of the document and the next Tab starts from the
|
||||
// page header.
|
||||
const back = entry.returnFocus;
|
||||
if (back && back.isConnected && typeof back.focus === "function") {
|
||||
back.focus({ preventScroll: true });
|
||||
}
|
||||
},
|
||||
|
||||
topmost() {
|
||||
return this.open.length ? this.open[this.open.length - 1] : null;
|
||||
},
|
||||
|
||||
// Escape presses the dialog's own cancel/close button rather than just hiding the
|
||||
// overlay, so whatever that button does — resolving the confirm promise, clearing
|
||||
// the add-chips draft — still happens. Only if there isn't one does it hide the
|
||||
// overlay directly.
|
||||
dismiss(overlay) {
|
||||
const closer = overlay.querySelector("[data-modal-close]");
|
||||
if (closer) closer.click();
|
||||
else overlay.hidden = true;
|
||||
},
|
||||
|
||||
onKeyDown(event) {
|
||||
const top = this.topmost();
|
||||
if (!top) return;
|
||||
|
||||
if (event.key === "Escape") {
|
||||
event.preventDefault();
|
||||
event.stopPropagation();
|
||||
this.dismiss(top.overlay);
|
||||
return;
|
||||
}
|
||||
|
||||
if (event.key !== "Tab") return;
|
||||
|
||||
// Keep Tab inside the dialog. Everything behind the scrim is unreachable by
|
||||
// mouse, so letting the keyboard wander back there is a trap with no way out.
|
||||
const focusable = this.focusableIn(top.overlay);
|
||||
if (focusable.length === 0) {
|
||||
event.preventDefault();
|
||||
return;
|
||||
}
|
||||
|
||||
const first = focusable[0];
|
||||
const last = focusable[focusable.length - 1];
|
||||
const active = document.activeElement;
|
||||
|
||||
if (event.shiftKey && (active === first || !top.overlay.contains(active))) {
|
||||
event.preventDefault();
|
||||
last.focus({ preventScroll: true });
|
||||
} else if (!event.shiftKey && (active === last || !top.overlay.contains(active))) {
|
||||
event.preventDefault();
|
||||
first.focus({ preventScroll: true });
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = Modal;
|
||||
}
|
||||
@@ -272,11 +272,25 @@ const PotWizard = {
|
||||
});
|
||||
actions.appendChild(applyBtn);
|
||||
|
||||
const closeBtn = document.createElement("button");
|
||||
closeBtn.className = "holdemBtn holdemBtnGhost";
|
||||
closeBtn.textContent = "Close";
|
||||
closeBtn.addEventListener("click", () => this.close());
|
||||
actions.appendChild(closeBtn);
|
||||
// This button cancels — it does not pay anybody. Under a heading reading
|
||||
// "Final Payouts" with an amount beside a name, "Close" reads like dismissing
|
||||
// something already done, and a dealer who taps it walks away believing the
|
||||
// pot has been pushed. It hasn't: the chips are still in the middle and the
|
||||
// hand isn't logged. So it says what it does.
|
||||
const cancelBtn = document.createElement("button");
|
||||
cancelBtn.className = "holdemBtn holdemBtnGhost";
|
||||
cancelBtn.textContent = "Cancel — don't pay yet";
|
||||
cancelBtn.addEventListener("click", () => this.close());
|
||||
actions.appendChild(cancelBtn);
|
||||
|
||||
if (this.totals.size > 0) {
|
||||
const note = document.createElement("p");
|
||||
note.className = "fieldHint potWizardPendingNote";
|
||||
note.textContent = "Nothing has been paid out yet. Start Next Hand pushes the pot and logs the hand.";
|
||||
wrap.appendChild(actions);
|
||||
wrap.appendChild(note);
|
||||
return wrap;
|
||||
}
|
||||
|
||||
wrap.appendChild(actions);
|
||||
return wrap;
|
||||
|
||||
@@ -16,6 +16,10 @@ const Render = {
|
||||
this.state = state;
|
||||
this.hooks = hooks;
|
||||
this.selectedSeatIndex = null;
|
||||
// A reset hands over a different table entirely, so nothing cached about the
|
||||
// last one still applies.
|
||||
this.lastHistorySignature = null;
|
||||
this.handTimeCache.clear();
|
||||
this.renderAll();
|
||||
},
|
||||
|
||||
@@ -697,30 +701,101 @@ const Render = {
|
||||
netEl.classList.toggle("netUp", row.net > 0);
|
||||
netEl.classList.toggle("netDown", row.net < 0);
|
||||
|
||||
// What they'd actually be handed if the night ended now: chips in front of
|
||||
// them less the cash they gave the banker. This was computed and written to
|
||||
// the CSV all along, but never shown to the person doing the paying out.
|
||||
const cashEl = node.querySelector(".standingsCashOut");
|
||||
cashEl.textContent = Money.formatSigned(row.cashPosition);
|
||||
cashEl.classList.toggle("netUp", row.cashPosition > 0);
|
||||
cashEl.classList.toggle("netDown", row.cashPosition < 0);
|
||||
|
||||
list.appendChild(node);
|
||||
});
|
||||
|
||||
this.renderBankReconciliation();
|
||||
},
|
||||
|
||||
// Does the cash box cover the chips on the table? Nothing asked this before, and
|
||||
// it's the question that decides whether the last two players can be paid.
|
||||
renderBankReconciliation() {
|
||||
const host = document.getElementById("bankReconcile");
|
||||
if (!host) return;
|
||||
|
||||
const bank = HoldemState.bankReconciliation(this.state);
|
||||
// Nothing to reconcile before anybody has handed over money or taken a chip.
|
||||
host.hidden = bank.cashIn === 0 && bank.chipsInPlay === 0;
|
||||
if (host.hidden) return;
|
||||
|
||||
document.getElementById("bankCashIn").textContent = Money.format(bank.cashIn);
|
||||
document.getElementById("bankChipsInPlay").textContent = Money.format(bank.chipsInPlay);
|
||||
|
||||
const verdict = document.getElementById("bankReconcileVerdict");
|
||||
if (bank.balanced) {
|
||||
verdict.textContent = "Balanced — the cash covers every chip on the table.";
|
||||
} else if (bank.difference > 0) {
|
||||
verdict.textContent =
|
||||
`${Money.format(bank.difference)} more in chips than cash taken. Someone's rebuy probably wasn't recorded — the box will be short at cash-out.`;
|
||||
} else {
|
||||
verdict.textContent =
|
||||
`${Money.format(Math.abs(bank.difference))} more cash than chips in play. Someone has paid for chips they haven't been given.`;
|
||||
}
|
||||
verdict.classList.toggle("bankBalanced", bank.balanced);
|
||||
verdict.classList.toggle("bankOff", !bank.balanced);
|
||||
},
|
||||
|
||||
// ---- Hand counter + history ----
|
||||
|
||||
// toLocaleTimeString is the single most expensive call in the history panel, and a
|
||||
// logged hand's timestamp never changes, so the answer is worth keeping.
|
||||
handTimeCache: new Map(),
|
||||
|
||||
formatHandTime(timestamp) {
|
||||
if (this.handTimeCache.has(timestamp)) return this.handTimeCache.get(timestamp);
|
||||
let formatted = "";
|
||||
try {
|
||||
return new Date(timestamp).toLocaleTimeString(undefined, { hour: "2-digit", minute: "2-digit" });
|
||||
formatted = new Date(timestamp).toLocaleTimeString(undefined, { hour: "2-digit", minute: "2-digit" });
|
||||
} catch {
|
||||
return "";
|
||||
formatted = "";
|
||||
}
|
||||
this.handTimeCache.set(timestamp, formatted);
|
||||
return formatted;
|
||||
},
|
||||
|
||||
renderHandHistory() {
|
||||
// Cheap stand-in for "has the log changed". Entries are immutable once written and
|
||||
// only ever added at the front, so the length, the counter and the newest row
|
||||
// between them catch a recorded hand, a cleared history and an undo.
|
||||
historySignature() {
|
||||
const history = this.state.handHistory || [];
|
||||
const newest = history[0];
|
||||
return [
|
||||
history.length,
|
||||
this.state.handNumber || 1,
|
||||
newest ? newest.handNumber : "",
|
||||
newest ? newest.timestamp : "",
|
||||
newest ? newest.pot : "",
|
||||
].join("|");
|
||||
},
|
||||
|
||||
// Rebuilding this panel measured 25.7ms of the 30ms a full re-render costs — and a
|
||||
// full re-render runs after every fold, call and raise. The log only changes when a
|
||||
// hand is settled or the history is cleared, perhaps once every thirty taps, so it
|
||||
// is skipped unless it actually did change. Everything else on the table reflects
|
||||
// the current hand and still redraws every time.
|
||||
renderHandHistory(force = false) {
|
||||
const signature = this.historySignature();
|
||||
if (!force && signature === this.lastHistorySignature) return;
|
||||
this.lastHistorySignature = signature;
|
||||
|
||||
document.getElementById("handCounterBadge").textContent = `Hand #${this.state.handNumber || 1}`;
|
||||
|
||||
const list = document.getElementById("handHistoryList");
|
||||
const emptyHint = document.getElementById("handHistoryEmptyHint");
|
||||
const history = this.state.handHistory || [];
|
||||
list.innerHTML = "";
|
||||
emptyHint.hidden = history.length > 0;
|
||||
document.getElementById("exportHistoryBtn").disabled = history.length === 0;
|
||||
|
||||
// Built off-document so the panel is laid out once instead of once per row.
|
||||
const fragment = document.createDocumentFragment();
|
||||
const template = document.getElementById("handHistoryRowTemplate");
|
||||
history.forEach(entry => {
|
||||
const row = template.content.firstElementChild.cloneNode(true);
|
||||
@@ -731,8 +806,10 @@ const Render = {
|
||||
const payoutsEl = row.querySelector(".handHistoryPayouts");
|
||||
payoutsEl.textContent = entry.payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
|
||||
|
||||
list.appendChild(row);
|
||||
fragment.appendChild(row);
|
||||
});
|
||||
list.innerHTML = "";
|
||||
list.appendChild(fragment);
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -32,14 +32,12 @@ const Shortcuts = {
|
||||
return tag === "INPUT" || tag === "TEXTAREA" || tag === "SELECT" || el.isContentEditable;
|
||||
},
|
||||
|
||||
// An overlay owns the keyboard while it's up: the confirm dialog already binds
|
||||
// Enter and Escape, and the card picker and seat menu are modal.
|
||||
// An overlay owns the keyboard while it's up. Asking the document which overlays
|
||||
// are open, rather than listing them, means a sheet added later can't quietly
|
||||
// start letting "f" fold the table behind it — the same reason Modal watches for
|
||||
// them instead of being told about each one.
|
||||
overlayOpen() {
|
||||
return ["confirmOverlay", "potWizardOverlay", "cardPickerOverlay", "seatMenuOverlay", "rulingsOverlay", "addChipsOverlay"]
|
||||
.some(id => {
|
||||
const el = document.getElementById(id);
|
||||
return el && !el.hidden;
|
||||
});
|
||||
return [...document.querySelectorAll('[id$="Overlay"]')].some(el => !el.hidden);
|
||||
},
|
||||
|
||||
onKey(e) {
|
||||
|
||||
@@ -167,6 +167,38 @@ const HoldemState = {
|
||||
return !player.inHand;
|
||||
},
|
||||
|
||||
// What starting the next hand would take off the table for good: exactly the
|
||||
// fields startNextHand clears.
|
||||
//
|
||||
// Deliberately not totalPot(). The table-wide base pot is a standing ante — a
|
||||
// stand-in for "everyone puts the same in every hand", used by a dealer who
|
||||
// isn't tracking stacks — so it re-applies to the next hand rather than being
|
||||
// lost with this one. Counting it would mean warning about money that isn't
|
||||
// going anywhere, on every single hand, for exactly the dealers who chose the
|
||||
// simplest way to run the table.
|
||||
unresolvedContributions(state) {
|
||||
const total = state.seats.reduce((sum, player) => {
|
||||
const override = player.amountOverride;
|
||||
let banked = 0;
|
||||
|
||||
if (override !== null && override !== undefined && String(override).trim() !== "") {
|
||||
const parsed = Number(override);
|
||||
if (!Number.isNaN(parsed)) banked = Math.max(0, parsed);
|
||||
}
|
||||
|
||||
if (banked === 0) {
|
||||
banked = (state.chipLegend || []).reduce((chips, chip) => {
|
||||
const count = Number(player.chipCounts[chip.id]) || 0;
|
||||
return chips + count * Number(chip.value || 0);
|
||||
}, 0);
|
||||
}
|
||||
|
||||
return sum + banked + Math.max(0, Number(player.committed) || 0);
|
||||
}, 0);
|
||||
|
||||
return Money.round(total);
|
||||
},
|
||||
|
||||
totalPot(state) {
|
||||
return state.seats.reduce(
|
||||
(sum, p) => sum + this.computeContribution(p, state.chipLegend, state.basePotAmount),
|
||||
@@ -352,6 +384,23 @@ const HoldemState = {
|
||||
// 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]));
|
||||
|
||||
// Anyone who has money in the game belongs in the settle-up, whether or not
|
||||
// they've been in a logged hand yet. Building the list from the hand log alone
|
||||
// left a player who bought in and then sat through a few hands folding —
|
||||
// or who just sat down — missing entirely, so the banker's own record didn't
|
||||
// mention the cash they'd taken. They turn up at cash-out holding chips the
|
||||
// list never accounted for.
|
||||
state.seats.forEach((player, index) => {
|
||||
if (totals.has(player.id)) return;
|
||||
const hasMoneyInPlay =
|
||||
(Number(player.buyIns) || 0) > 0 ||
|
||||
(Number(player.stack) || 0) > 0 ||
|
||||
(Number(player.amountOverride) || 0) > 0 ||
|
||||
(Number(player.committed) || 0) > 0;
|
||||
if (!hasMoneyInPlay) return;
|
||||
totals.set(player.id, { id: player.id, name: this.displayName(player, index), in: 0, won: 0 });
|
||||
});
|
||||
|
||||
return Array.from(totals.values())
|
||||
.map(t => {
|
||||
const seat = seatById.get(t.id);
|
||||
@@ -376,6 +425,37 @@ const HoldemState = {
|
||||
})
|
||||
.sort((a, b) => b.net - a.net);
|
||||
},
|
||||
|
||||
// The one check a banker actually needs, and the one nothing here did.
|
||||
//
|
||||
// Every chip on the table is a promise to pay cash for it later. If the chips in
|
||||
// play add up to more than the cash that came in, that promise can't be kept —
|
||||
// and the way you find out is the last two players cashing out and the box being
|
||||
// empty. It's always someone taking chips without paying, a rebuy that never got
|
||||
// recorded, or a miscount, and it's silent until it's too late to work out which.
|
||||
//
|
||||
// Chips in play counts everything a player could hand back: what's in front of
|
||||
// them and what's in the middle waiting to be won.
|
||||
bankReconciliation(state) {
|
||||
const cashIn = state.seats.reduce((sum, p) => sum + Math.max(0, Number(p.buyIns) || 0), 0);
|
||||
const chipsInPlay = state.seats.reduce(
|
||||
(sum, p) =>
|
||||
sum +
|
||||
Math.max(0, Number(p.stack) || 0) +
|
||||
Math.max(0, Number(p.committed) || 0) +
|
||||
Math.max(0, Number(p.amountOverride) || 0),
|
||||
0
|
||||
);
|
||||
|
||||
const difference = Money.round(chipsInPlay - cashIn);
|
||||
return {
|
||||
cashIn: Money.round(cashIn),
|
||||
chipsInPlay: Money.round(chipsInPlay),
|
||||
difference,
|
||||
// Half a cent of float dust isn't a discrepancy worth alarming anyone over.
|
||||
balanced: Math.abs(difference) <= Money.EPSILON,
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
|
||||
@@ -0,0 +1,169 @@
|
||||
// The banker's job, which is a different job from the dealer's: every chip on the
|
||||
// table is a promise to pay cash for it later, and somebody has to be able to check
|
||||
// that the promise can be kept before the last two players try to cash out.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, HoldemState, Money, makeTable } = require("./load");
|
||||
|
||||
const seat = (state, index, name, cash, chips) => {
|
||||
const p = state.seats[index];
|
||||
p.name = name; p.inHand = true; p.buyIns = cash; p.stack = chips;
|
||||
return p;
|
||||
};
|
||||
|
||||
describe("everyone with money in the game is accounted for", () => {
|
||||
test("a player who has bought in but played no logged hand still appears", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 100);
|
||||
seat(state, 1, "Ben", 100, 100);
|
||||
seat(state, 2, "Cal", 200, 200); // just sat down
|
||||
|
||||
state.seats[0].amountOverride = 10;
|
||||
state.seats[1].amountOverride = 10;
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 20 }]);
|
||||
state.seats[0].amountOverride = null;
|
||||
state.seats[1].amountOverride = null;
|
||||
|
||||
const names = HoldemState.sessionStandings(state).map(r => r.name);
|
||||
assert.ok(names.includes("Cal"), `Cal handed over $200 and is missing: ${names.join(", ")}`);
|
||||
});
|
||||
|
||||
test("their row reads as no hands played, not as a loss", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 100);
|
||||
seat(state, 1, "Ben", 200, 200);
|
||||
|
||||
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Ben");
|
||||
assert.equal(cal.in, 0);
|
||||
assert.equal(cal.won, 0);
|
||||
assert.equal(cal.net, 0);
|
||||
assert.equal(cal.boughtIn, 200);
|
||||
assert.equal(cal.cashPosition, 0, "level: they've bought chips and still hold them");
|
||||
});
|
||||
|
||||
test("an empty chair is not dragged into the settle-up", () => {
|
||||
const state = makeTable({ seatCount: 9, seated: [0], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 100);
|
||||
const rows = HoldemState.sessionStandings(state);
|
||||
assert.equal(rows.length, 1);
|
||||
});
|
||||
|
||||
test("somebody who has cashed out completely still shows what they took", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 0); // handed every chip back
|
||||
seat(state, 1, "Ben", 100, 200);
|
||||
const ann = HoldemState.sessionStandings(state).find(r => r.name === "Ann");
|
||||
assert.equal(ann.cashPosition, -100, "down the whole buy-in");
|
||||
});
|
||||
});
|
||||
|
||||
describe("does the cash box cover the chips on the table", () => {
|
||||
test("a straight game balances", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 60);
|
||||
seat(state, 1, "Ben", 100, 140);
|
||||
seat(state, 2, "Cal", 100, 100);
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.cashIn, 300);
|
||||
assert.equal(bank.chipsInPlay, 300);
|
||||
assert.equal(bank.difference, 0);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
|
||||
test("chips outrunning the cash box is caught before cash-out", () => {
|
||||
// The 2am failure: the last players out can't be paid.
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 100);
|
||||
seat(state, 1, "Ben", 100, 100);
|
||||
seat(state, 2, "Cal", 100, 260); // took chips for a rebuy nobody wrote down
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.cashIn, 300);
|
||||
assert.equal(bank.chipsInPlay, 460);
|
||||
assert.equal(bank.difference, 160);
|
||||
assert.equal(bank.balanced, false);
|
||||
});
|
||||
|
||||
test("cash taken for chips never handed over is caught too", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
|
||||
seat(state, 0, "Ann", 200, 100); // paid 200, only got 100 in chips
|
||||
seat(state, 1, "Ben", 100, 100);
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.difference, -100);
|
||||
assert.equal(bank.balanced, false);
|
||||
});
|
||||
|
||||
test("chips in the middle still count as chips in play", () => {
|
||||
// Money in the pot is somebody's; it just hasn't been won yet. Leaving it out
|
||||
// would report a shortfall every time a hand was open — which is nearly always.
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
|
||||
|
||||
const before = HoldemState.bankReconciliation(state);
|
||||
assert.equal(before.balanced, true);
|
||||
|
||||
Betting.beginHand(state); // blinds go in
|
||||
Betting.raiseTo(state, 0, 25); // and a raise
|
||||
Betting.sweepToHandTotals(state); // banked into the pot
|
||||
|
||||
const during = HoldemState.bankReconciliation(state);
|
||||
assert.equal(during.balanced, true, "an open pot is not a discrepancy");
|
||||
assert.equal(during.chipsInPlay, before.chipsInPlay);
|
||||
});
|
||||
|
||||
test("a whole session of play never knocks the books out", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
|
||||
|
||||
for (let hand = 0; hand < 6; hand++) {
|
||||
Betting.beginHand(state);
|
||||
Betting.liveSeats(state).forEach(s => {
|
||||
if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index);
|
||||
});
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const pot = HoldemState.totalPot(state);
|
||||
const winner = Betting.liveSeats(state)[0];
|
||||
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
|
||||
HoldemState.recordHand(state, payouts);
|
||||
Betting.creditWinnings(state, payouts);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true, `books off after hand ${hand + 1}`);
|
||||
}
|
||||
});
|
||||
|
||||
test("a rebuy keeps the books straight, a chip grab doesn't", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
|
||||
seat(state, 0, "Ann", 100, 100);
|
||||
seat(state, 1, "Ben", 100, 100);
|
||||
|
||||
// A proper rebuy: cash to the banker, chips to the player.
|
||||
state.seats[0].buyIns += 100;
|
||||
state.seats[0].stack += 100;
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
// Chips taken without paying.
|
||||
state.seats[1].stack += 50;
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, false);
|
||||
assert.equal(bank.difference, 50);
|
||||
});
|
||||
|
||||
test("nothing to reconcile before anybody has bought in", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [], stack: 0 });
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.cashIn, 0);
|
||||
assert.equal(bank.chipsInPlay, 0);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
|
||||
test("float dust is not a discrepancy", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
|
||||
seat(state, 0, "Ann", 0.1 + 0.2, 0.3);
|
||||
seat(state, 1, "Ben", 10, 10);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,118 @@
|
||||
// The hand-history panel is only rebuilt when its signature changes, which takes a
|
||||
// full re-render from ~30ms to ~3ms. The whole saving depends on that signature
|
||||
// noticing every way the log can actually change — a stale panel would have the
|
||||
// dealer reading last hand's payouts while settling this one.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Render, HoldemState, makeTable } = require("./load");
|
||||
|
||||
// historySignature() reads Render.state, so point it at a table for each case.
|
||||
const signatureOf = state => {
|
||||
Render.state = state;
|
||||
return Render.historySignature();
|
||||
};
|
||||
|
||||
const tableWithHands = (count) => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
for (let i = 0; i < count; i++) {
|
||||
state.seats[0].amountOverride = 2;
|
||||
state.seats[1].amountOverride = 2;
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
|
||||
}
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("the history panel knows when to redraw", () => {
|
||||
test("nothing changes while a hand is being played", () => {
|
||||
const state = tableWithHands(3);
|
||||
const before = signatureOf(state);
|
||||
|
||||
// A whole street of betting touches no part of the log.
|
||||
state.seats[0].committed = 5;
|
||||
state.seats[1].folded = true;
|
||||
state.actingSeatIndex = 2;
|
||||
state.street = "flop";
|
||||
|
||||
assert.equal(signatureOf(state), before, "betting must not force a rebuild");
|
||||
});
|
||||
|
||||
test("settling a hand changes it", () => {
|
||||
const state = tableWithHands(3);
|
||||
const before = signatureOf(state);
|
||||
HoldemState.recordHand(state, [{ id: state.seats[1].id, label: "Ben", amount: 12 }]);
|
||||
assert.notEqual(signatureOf(state), before);
|
||||
});
|
||||
|
||||
test("clearing the history changes it", () => {
|
||||
const state = tableWithHands(5);
|
||||
const before = signatureOf(state);
|
||||
HoldemState.clearHistory(state);
|
||||
assert.notEqual(signatureOf(state), before);
|
||||
});
|
||||
|
||||
test("undoing back to a shorter log changes it", () => {
|
||||
const state = tableWithHands(2);
|
||||
const snapshot = JSON.parse(JSON.stringify(state));
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 30 }]);
|
||||
const afterRecord = signatureOf(state);
|
||||
|
||||
// The undo path swaps the state's contents in place.
|
||||
Object.keys(state).forEach(k => delete state[k]);
|
||||
Object.assign(state, snapshot);
|
||||
|
||||
assert.notEqual(signatureOf(state), afterRecord, "an undone hand must disappear from the panel");
|
||||
});
|
||||
|
||||
test("two hands that differ only in payout are told apart", () => {
|
||||
const a = tableWithHands(1);
|
||||
const b = tableWithHands(1);
|
||||
// Same count and hand number; different pot.
|
||||
b.handHistory[0].pot = a.handHistory[0].pot + 25;
|
||||
assert.notEqual(signatureOf(a), signatureOf(b));
|
||||
});
|
||||
|
||||
test("the hand counter moving on changes it", () => {
|
||||
// The counter badge is drawn by the same function, so a new hand number has
|
||||
// to invalidate even when the log itself is untouched.
|
||||
const state = tableWithHands(2);
|
||||
const before = signatureOf(state);
|
||||
state.handNumber += 1;
|
||||
assert.notEqual(signatureOf(state), before);
|
||||
});
|
||||
|
||||
test("an empty log has a stable signature of its own", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1] });
|
||||
const first = signatureOf(state);
|
||||
assert.equal(signatureOf(state), first);
|
||||
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
|
||||
assert.notEqual(signatureOf(state), first, "the first hand ever must draw the panel");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the hand-time cache", () => {
|
||||
test("the same timestamp is only formatted once, and formats the same", () => {
|
||||
Render.handTimeCache.clear();
|
||||
const stamp = Date.UTC(2026, 8, 1, 15, 4);
|
||||
const first = Render.formatHandTime(stamp);
|
||||
assert.equal(Render.handTimeCache.size, 1);
|
||||
|
||||
const second = Render.formatHandTime(stamp);
|
||||
assert.equal(second, first);
|
||||
assert.equal(Render.handTimeCache.size, 1, "not re-formatted");
|
||||
});
|
||||
|
||||
test("different timestamps still format differently", () => {
|
||||
Render.handTimeCache.clear();
|
||||
const a = Render.formatHandTime(Date.UTC(2026, 8, 1, 15, 4));
|
||||
const b = Render.formatHandTime(Date.UTC(2026, 8, 1, 18, 47));
|
||||
assert.notEqual(a, b);
|
||||
assert.equal(Render.handTimeCache.size, 2);
|
||||
});
|
||||
|
||||
test("a nonsense timestamp doesn't throw", () => {
|
||||
Render.handTimeCache.clear();
|
||||
assert.doesNotThrow(() => Render.formatHandTime(undefined));
|
||||
assert.doesNotThrow(() => Render.formatHandTime("not a date"));
|
||||
});
|
||||
});
|
||||
@@ -20,6 +20,10 @@ const SplitCalculator = load("splitCalculator");
|
||||
const Betting = load("betting");
|
||||
const HandHistoryExport = load("handHistoryExport");
|
||||
|
||||
// render.js exports { Render } rather than the namespace directly.
|
||||
const Render = require(path.join(SRC, "render.js")).Render;
|
||||
globalThis.Render = Render;
|
||||
|
||||
// state.js exports `HoldemState`, which doesn't match its filename.
|
||||
const HoldemState = require(path.join(SRC, "state.js"));
|
||||
globalThis.HoldemState = HoldemState;
|
||||
@@ -69,6 +73,7 @@ function contributions(state) {
|
||||
|
||||
module.exports = {
|
||||
Money,
|
||||
Render,
|
||||
HandHistoryExport,
|
||||
PotCalculator,
|
||||
SplitCalculator,
|
||||
|
||||
@@ -0,0 +1,103 @@
|
||||
// Chips only ever leave this tool because a dealer meant them to. Starting the next
|
||||
// hand clears every seat's contribution, so an unresolved pot is simply destroyed —
|
||||
// the UI now asks first, and the number it quotes has to be exactly what goes.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, HoldemState, Money, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
// The same measure the confirmation uses.
|
||||
const unresolvedPot = state => HoldemState.unresolvedContributions(state);
|
||||
|
||||
describe("what starting the next hand destroys", () => {
|
||||
test("the quoted amount is exactly what leaves the table", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const before = chipsOnTable(state);
|
||||
const quoted = unresolvedPot(state);
|
||||
assert.ok(quoted > 0, "there is a pot to warn about");
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(
|
||||
Money.toCents(chipsOnTable(state)),
|
||||
Money.toCents(before - quoted),
|
||||
"the dealer must be told the real number, not an approximation"
|
||||
);
|
||||
});
|
||||
|
||||
test("chips still in front of players on the current street are counted too", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state); // blinds are `committed`, not yet banked
|
||||
Betting.raiseTo(state, 0, 25); // and so is a raise mid-street
|
||||
|
||||
const before = chipsOnTable(state);
|
||||
const quoted = unresolvedPot(state);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(Money.toCents(chipsOnTable(state)), Money.toCents(before - quoted));
|
||||
assert.ok(quoted >= 25, `a live raise has to be included; quoted ${quoted}`);
|
||||
});
|
||||
|
||||
test("a hand that was paid out properly leaves nothing to warn about", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const pot = HoldemState.totalPot(state);
|
||||
const payouts = [{ id: state.seats[0].id, label: "Ann", amount: pot }];
|
||||
HoldemState.recordHand(state, payouts);
|
||||
Betting.creditWinnings(state, payouts);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(unresolvedPot(state), 0, "nothing left over after a settled hand");
|
||||
});
|
||||
|
||||
test("settling then dealing on conserves every chip", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
const start = chipsOnTable(state);
|
||||
|
||||
for (let hand = 0; hand < 5; hand++) {
|
||||
Betting.beginHand(state);
|
||||
const live = Betting.liveSeats(state);
|
||||
live.forEach(s => { if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index); });
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const pot = HoldemState.totalPot(state);
|
||||
const winner = Betting.liveSeats(state)[0];
|
||||
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
|
||||
HoldemState.recordHand(state, payouts);
|
||||
Betting.creditWinnings(state, payouts);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), start, `chips drifted on hand ${hand + 1}`);
|
||||
}
|
||||
});
|
||||
|
||||
test("an empty table has no phantom pot to warn about", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [] });
|
||||
assert.equal(unresolvedPot(state), 0);
|
||||
});
|
||||
|
||||
test("a standing ante is never warned about, because it isn't lost", () => {
|
||||
// The table default is a stand-in for "everyone puts the same in every hand",
|
||||
// used by a dealer not tracking stacks at all. It re-applies to the next hand
|
||||
// rather than going anywhere, so counting it would nag this dealer before
|
||||
// every single hand — which is why the warning measures the fields
|
||||
// startNextHand actually clears rather than the pot badge.
|
||||
const state = makeTable({ seatCount: 9, seated: [0, 1] });
|
||||
state.basePotAmount = 25;
|
||||
state.seats.forEach(p => { p.amountOverride = null; });
|
||||
|
||||
// The base pot carries into the next hand, so nothing is being thrown away
|
||||
// and the dealer must not be asked to confirm anything.
|
||||
assert.equal(HoldemState.totalPot(state), 50, "the badge still shows a pot");
|
||||
assert.equal(unresolvedPot(state), 0, "but none of it is at risk, so no warning");
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(HoldemState.totalPot(state), 50, "the standing ante applies to the new hand too");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,144 @@
|
||||
// Values a dealer can actually produce with a typo, and the ones a corrupted save
|
||||
// can produce on its own. None of these should be able to move chips.
|
||||
const { test, describe } = require("node:test");
|
||||
const assert = require("node:assert/strict");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
describe("a stack can never go negative", () => {
|
||||
test("a mistyped negative stack reads as empty, not as owing chips", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats[0].stack = -50;
|
||||
assert.equal(Betting.stackOf(state, state.seats[0]), 0);
|
||||
});
|
||||
|
||||
test("a negative stack can't be bet with", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats[0].stack = -50;
|
||||
const before = state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0);
|
||||
|
||||
const moved = Betting.putIn(state, 0, 25);
|
||||
|
||||
assert.equal(moved, 0, "nothing moves out of an empty stack");
|
||||
assert.ok(Betting.stackOf(state, state.seats[0]) >= 0);
|
||||
assert.equal(state.seats[0].committed, 0, "and nothing appears in front of them");
|
||||
assert.ok(state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0) <= before);
|
||||
});
|
||||
|
||||
test("a negative table default doesn't hand everyone a negative stack", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats.forEach(p => { p.stack = null; });
|
||||
state.defaultStack = -100;
|
||||
state.seats.forEach(p => assert.equal(Betting.stackOf(state, p), 0));
|
||||
});
|
||||
|
||||
test("a negative stack doesn't make a player look like they can still bet", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.seats[0].stack = -50;
|
||||
assert.ok(!Betting.seatsWithChips(state).some(s => s.index === 0));
|
||||
});
|
||||
});
|
||||
|
||||
describe("blinds that can't be posted", () => {
|
||||
test("negative blinds post nothing rather than paying players to sit down", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.smallBlind = -5;
|
||||
state.bigBlind = -10;
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
state.seats.forEach(p => assert.equal(p.committed, 0));
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
|
||||
test("an unreadable blind doesn't wedge the hand", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
|
||||
state.bigBlind = NaN;
|
||||
state.smallBlind = 1;
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.ok(Number.isFinite(state.currentBet), "the bet to match is still a number");
|
||||
assert.ok(!Number.isNaN(Betting.potSoFar(state)));
|
||||
});
|
||||
|
||||
test("blinds nobody can cover put those players all-in and move on", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 10 });
|
||||
state.smallBlind = 500;
|
||||
state.bigBlind = 1000;
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), before, "no chips invented covering a blind");
|
||||
state.seats.forEach(p => assert.ok((Number(p.stack) || 0) >= 0));
|
||||
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a saved table that comes back damaged", () => {
|
||||
test("unreadable storage falls back to a fresh table", () => {
|
||||
// load() has to survive whatever is in localStorage, because the alternative
|
||||
// is a dealer opening the tool mid-session to a blank screen.
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => "{not json at all",
|
||||
setItem: () => {},
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.load();
|
||||
globalThis.localStorage = original;
|
||||
|
||||
assert.equal(state.seats.length, HoldemState.DEFAULT_SEAT_COUNT);
|
||||
assert.equal(state.handNumber, 1);
|
||||
});
|
||||
|
||||
test("a save missing its seats is treated as no save at all", () => {
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => JSON.stringify({ handNumber: 7, smallBlind: 3 }),
|
||||
setItem: () => {},
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.load();
|
||||
globalThis.localStorage = original;
|
||||
|
||||
assert.ok(Array.isArray(state.seats) && state.seats.length > 0);
|
||||
});
|
||||
|
||||
test("a save from before a field existed gets the field, not undefined", () => {
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => JSON.stringify({
|
||||
seats: [{ id: "a", name: "Ann", inHand: true }, { id: "b", name: "Ben", inHand: true }],
|
||||
handNumber: 4,
|
||||
}),
|
||||
setItem: () => {},
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.load();
|
||||
globalThis.localStorage = original;
|
||||
|
||||
assert.equal(state.blindOverride, null);
|
||||
assert.equal(state.street, "preflop");
|
||||
state.seats.forEach(p => {
|
||||
assert.equal(p.committed, 0);
|
||||
assert.equal(p.hasActed, false);
|
||||
assert.equal(p.buyIns, 0);
|
||||
});
|
||||
// And it has to be playable, not just parseable.
|
||||
assert.doesNotThrow(() => Betting.beginHand(state));
|
||||
});
|
||||
|
||||
test("storage that refuses to be written doesn't take the table down", () => {
|
||||
const original = globalThis.localStorage;
|
||||
globalThis.localStorage = {
|
||||
getItem: () => null,
|
||||
setItem: () => { throw new Error("QuotaExceededError"); },
|
||||
removeItem: () => {},
|
||||
};
|
||||
const state = HoldemState.createDefault();
|
||||
assert.doesNotThrow(() => HoldemState.save(state), "a full disk must not break the hand in progress");
|
||||
globalThis.localStorage = original;
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user