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89d79a0f7d |
@@ -184,9 +184,19 @@ const Betting = {
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const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
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state.street = this.STREETS[nextStreetIndex] || "river";
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state.actingSeatIndex = this.liveSeats(state).length > 1
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? this.nextLiveIndex(state, state.dealerSeatIndex)
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: null;
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if (this.liveSeats(state).length <= 1) {
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state.actingSeatIndex = null;
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return;
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}
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// After the flop the first live player left of the button acts — which heads-up
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// is the big blind, since the button is the small blind. Naming the big blind
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// directly also covers a button parked on a seat nobody is sitting in.
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const { bbIndex, headsUp } = HoldemState.getBlindSeats(state);
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state.actingSeatIndex = headsUp && bbIndex !== null && !state.seats[bbIndex].folded
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? bbIndex
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: this.nextLiveIndex(state, state.dealerSeatIndex);
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},
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isHandOver(state) {
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@@ -207,15 +217,23 @@ const Betting = {
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const sb = Number(state.smallBlind) || 0;
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const bb = Number(state.bigBlind) || 0;
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const sbIndex = this.seatAt(state, state.dealerSeatIndex, 1);
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const bbIndex = this.seatAt(state, state.dealerSeatIndex, 2);
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const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
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if (sb > 0 && state.seats[sbIndex].inHand) this.putIn(state, sbIndex, sb);
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if (bb > 0 && state.seats[bbIndex].inHand) this.putIn(state, bbIndex, bb);
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if (sbIndex === null || bbIndex === null) {
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state.currentBet = 0;
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state.actingSeatIndex = null;
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return;
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}
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if (sb > 0) this.putIn(state, sbIndex, sb);
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if (bb > 0) this.putIn(state, bbIndex, bb);
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state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
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state.lastRaiseSize = bb || 0;
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state.actingSeatIndex = this.nextLiveIndex(state, bbIndex);
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// Heads-up the button is the small blind and acts first before the flop; with
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// three or more it's the seat after the big blind.
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state.actingSeatIndex = headsUp ? sbIndex : this.nextLiveIndex(state, bbIndex);
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},
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// Winners get their share put back in front of them.
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@@ -183,38 +183,10 @@ document.addEventListener("DOMContentLoaded", () => {
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});
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};
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// A seat that has anything of a player in it — a name, chips, cash in, or a hand
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// in progress. Shrinking the table throws these away permanently, and it also
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// orphans them in the session standings, where they keep their winnings but lose
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// the stack and buy-in the settle-up is worked out from.
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const seatHasSomeoneIn = player =>
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!!(player.name && player.name.trim()) ||
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player.inHand ||
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(Number(player.stack) || 0) > 0 ||
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(Number(player.buyIns) || 0) > 0 ||
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(Number(player.amountOverride) || 0) > 0;
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document.getElementById("seatCountInput").addEventListener("change", async e => {
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const requested = Math.max(2, Math.min(24, Math.floor(Number(e.target.value)) || state.seatCount));
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const losing = state.seats.slice(requested).filter(seatHasSomeoneIn);
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if (losing.length > 0) {
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const who = losing
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.map((p, i) => HoldemState.displayName(p, requested + state.seats.slice(requested).indexOf(p)))
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.join(", ");
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const ok = await Dialog.confirm({
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title: `Remove ${losing.length} ${losing.length === 1 ? "player" : "players"}?`,
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message: `Going down to ${requested} seats takes ${who} off the table along with their chips and buy-ins, and their session totals stop adding up.`,
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confirmLabel: "Remove them",
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danger: true,
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});
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if (!ok) {
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e.target.value = state.seatCount;
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return;
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}
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}
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runUndoable(`Table set to ${requested} seats.`, () => HoldemState.resizeSeats(state, requested));
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document.getElementById("seatCountInput").addEventListener("change", e => {
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HoldemState.resizeSeats(state, Number(e.target.value));
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hooks.save(state);
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Render.renderAll();
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});
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document.getElementById("directionSelect").addEventListener("change", e => {
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@@ -163,10 +163,36 @@ const HoldemState = {
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state.dealerSeatIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
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},
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// Seats dealt into this hand, in blind order starting from the seat after the
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// button. Blinds follow the players, not the chairs — the seats immediately left
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// of the button are empty often enough that counting chairs posts them to nobody.
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liveOrderFromButton(state) {
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const order = [];
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for (let step = 1; step <= state.seatCount; step++) {
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const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
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if (state.seats[index].inHand) order.push(index);
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}
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return order;
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},
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// Who posts what. Heads-up is its own rule: with two players the button posts the
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// small blind, which is the opposite of the usual order.
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getBlindSeats(state) {
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const sbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
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const bbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 2);
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return { dealerIndex: state.dealerSeatIndex, sbIndex, bbIndex };
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const live = this.liveOrderFromButton(state);
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const dealerIndex = state.dealerSeatIndex;
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if (live.length < 2) {
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return { dealerIndex, sbIndex: null, bbIndex: null, headsUp: false };
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}
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if (live.length === 2) {
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const buttonIsPlaying = state.seats[dealerIndex].inHand;
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const sbIndex = buttonIsPlaying ? dealerIndex : live[0];
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const bbIndex = live.find(i => i !== sbIndex);
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return { dealerIndex, sbIndex, bbIndex, headsUp: true };
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}
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return { dealerIndex, sbIndex: live[0], bbIndex: live[1], headsUp: false };
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},
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startNextHand(state) {
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