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Author SHA1 Message Date
jheapsandClaude Opus 5 2f6d63400a Stop re-typing the layout audit into a console every round
Last round I found a regression I'd shipped two rounds earlier: the standings
table's player-name column was zero pixels wide, at every viewport, and nobody
noticed because the audit that would have caught it only ever existed in a
previous session's scrollback. These checks have been re-written by hand at least
six times, and each time they covered only whatever had just changed.

So they're a file now. uiAudit.js runs in the page — no build step, no
package.json, no dependency — and checks touch-action and tap highlights, that
fields stay selectable and are big enough not to trigger iOS zoom, that nothing
important is covered or stranded off-screen, that no grid column has collapsed to
nothing, and that no text is painted outside its box. runUiAudit.js drives it over
the table, all five overlays and Quick Split at thirteen viewports. Deliberately
outside CI: the unit suite is dependency-free and runs in a second, this one needs
a browser and a running site.

Three real faults it found on its first run

Fields were 13.3px on every iPad. The 16px minimum that stops iOS zooming the page
on focus went in inside a max-width:700px block, and every iPad is wider than
that — so a dealer on a tablet, which is the device this is most likely to be
propped up on, got the table zoomed every time they touched the blind amount. The
reason for that rule was never "narrow screen", it was "iOS". Font size applies at
all widths now, and the 44px touch targets key off hover:none, which is what
actually distinguishes a finger from a mouse.

The seat menu couldn't be scrolled. It had no height limit and no overflow, so on
a phone held sideways its first two actions — Fold and All-in — sat below the
bottom of the screen with no way to reach them. A dealer in landscape could
long-press a seat and then not fold it.

The pot wizard sat under the action bar. Every other overlay is z-index 90-98; the
wizard alone was at 50, below both the action bar at 55 and the toast at 80. In
landscape one of its inputs was completely covered by the Fold button, and a toast
could sit over "Confirm Winner(s)". It was the odd one out rather than a decision.

Three faults in the audit itself, found by checking before acting

Worth recording, because each would have had me "fix" something that wasn't broken:

- an ellipsised name was reported as painting outside its seat. A Range measures
  laid-out text, which runs past the element while overflow:hidden quietly clips
  it. Only overflow that is actually visible can paint over a neighbour.
- every link below the fold was reported as off-screen. Something under the fold on
  a page that scrolls is reachable; the check now asks whether scrolling can bring
  it into view, which is the thing that actually matters.
- a button in the newly-scrollable seat menu came back "covered by null".
  elementFromPoint returns null for a point outside a scrollable ancestor's clip —
  scrolled out of view, not covered by anything.

A toast partly over a control is a warning rather than a failure now: it dismisses
itself and carries a close button, and on a desktop it necessarily lands over a
table that fills the content column. Fully covered by a toast is still a failure,
because that was a real bug once — a seat sat exactly under the Undo button.

Final sweep: 13 viewports, 65 overlay checks, 13 full-page audits, 4 Quick Split
audits, zero failures, one warning. 137 unit tests still passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:31:35 -06:00
jheapsandClaude Opus 5 0d6e7e0b5a Give the standings table back its player names
Went looking for more rules bugs and didn't find any — the blind rotation is fair
over an orbit, nobody is double-charged or skipped when players come and go, and
the big blind's option is handled correctly including heads-up and when the blind
puts them all-in. Those probes are written up below.

What I did find was a regression I shipped two rounds ago.

The name column was zero pixels wide

Adding the "Cash out" column in the bank-audit round made five columns. Four of
them are numbers with a 4.5rem minimum, which with gaps needs 320px — and the
sidebar is about 290px. The name column is the only flexible one, so it absorbed
the shortfall and collapsed to nothing. Player names were not truncated, they
were entirely invisible, and the row quietly overflowed.

Measured at 360, 390, 1024, 1280 and 1600 alike, because the sidebar is narrow at
all of them — this was not a phone problem, it was everywhere except the tablet
layout where the sidebar goes full width. Names were already down to 50px with
four columns, so this had been getting worse before I finished it off.

The table earns its columns now instead of assuming them

Narrow: player, net, cash out — the two numbers a banker settles up from. Wide
enough: the per-hand In and Won as well. A container query rather than a viewport
one, because the sidebar is 290px at both 360px and 1600px viewports and the
thing that matters is the space the table actually has. Names get a real minimum
and ellipsis rather than being crushed. Everything stays in the CSV either way.

    360x640    name 0px -> 152px    Player | Net | Cash out
    390x844    name 0px -> 182px    Player | Net | Cash out
    768x1024   name    -> 389px     Player | In | Won | Net | Cash out
    1280x900   name 0px -> 151px    Player | Net | Cash out

Rules probes that came back clean, so nothing changed:

- blind rotation over 12 hands with 4 players: exactly 3 big blinds each
- a player leaving and rejoining mid-session never causes a double or a skip
- the big blind gets their option when everyone limps, can raise with it,
  and checking it ends the street
- a big blind left all-in by the blind itself gets no phantom option
- heads-up, the button acts first pre-flop and the big blind still has the option
- post-flop the minimum bet falls back to the big blind

Re-checked the guarantees from earlier rounds with the sidebar open: 0 of 50
controls on touch-action auto, 0 tap-highlighted, 0 occluded, stacks still inside
their pucks, no sideways scroll, bank panel still fits and reads correctly.
137 tests still passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:07:51 -06:00
jheapsandClaude Opus 5 aeb02d023d A short all-in doesn't reopen the betting
Went looking at dealer procedure again and ended up checking the rule home games
argue about longest. The tool had it wrong.

Blinds 1/2. Seat 4 raises to 10 — a full raise of 8. Seat 1 calls. Seat 2 is
all-in for 13: three more, where a full raise would need eight. Under TDA rule 44
that does not reopen the betting to anyone who has already acted; they owe the
extra three or they fold. Seat 1 and seat 4 were both being handed another go.

Two things were wrong in raiseTo. Any increase at all reset hasActed for every
live player, so a short shove gave the whole table another chance to raise. And
lastRaiseSize was overwritten with the short amount, so the next legal raise was
computed off 3 instead of 8 and came out too small — a second, quieter error that
only shows up when somebody then tries to raise.

Both now key off whether the increase was actually a full raise. A player who had
not yet acted keeps full rights, which falls out naturally because their hasActed
is already false — that distinction is the part of the rule people get wrong in
the other direction.

Everyone still owes the difference: isStreetComplete already asks anyone with
chips left to call, so the short all-in is answered without being re-raiseable.

The rulings sheet now covers what the tool does for you

It had three entries. A dealer challenged on a payout couldn't look up why the
tool did what it did, even for the rules it enforces automatically. Added the
short all-in rule above, uncalled chips coming back rather than being announced
as a side pot, and the odd chip in a chopped pot going to the first player left
of the button — all three are things this tool already decides silently, and all
three are worth being able to point at when somebody objects.

10 tests (137 total): already-acted players aren't reopened but still owe the
difference, a player yet to act keeps full rights, the minimum raise isn't
shrunk, calling it ends the street, no chips are created, and — the other half of
the rule — a full-sized all-in, an ordinary raise, a raise exactly matching the
last one, and a full-sized opening bet all still reopen everyone.

Validated through the real action bar: after the short shove, lastRaiseSize stays
8 and the player who had already called stays settled, while the two who hadn't
acted keep their turn. The longer rulings sheet still fits a phone, scrolls, traps
focus and closes on Escape.

Sources: TDA rules via thelodgepokerclub.com/tda-rules/,
pokernews.com/strategy/deal-with-it-tips-for-mistake-free-dealing-in-home-games-30231.htm

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 07:52:08 -06:00
jheapsandClaude Opus 5 60d192a9ec Let the banker check the cash box against the chips on the table
Ran out of things I could find by auditing the UI, so I went and read what people
who run home games actually complain about. The recurring one isn't a dealing
mistake, it's a banking one: "the last two guys go to cash out at the end of some
all-night game and there isn't enough cash to cover the chips they have."

Every chip on the table is a promise to pay cash for it later. Nothing in here
checked that the promise could be kept, and there's no way to notice by eye —
it's always a rebuy nobody wrote down, or chips taken without paying, and it
stays silent until the box is empty and two people are still holding chips.

The books now add up, or say why not

HoldemState.bankReconciliation compares the cash taken in against every chip that
could be handed back — stacks, chips in front of players, and the pot waiting to
be won. The sidebar shows both numbers and what they mean:

    Balanced — the cash covers every chip on the table.
    $160 more in chips than cash taken. Someone's rebuy probably wasn't
      recorded — the box will be short at cash-out.
    $150 more cash than chips in play. Someone has paid for chips they
      haven't been given.

Money in the middle counts as chips in play, so an open pot isn't reported as a
shortfall — otherwise it would cry wolf during almost every hand.

Players who had bought in were missing from the settle-up

sessionStandings was built from the hand log, so anybody who hadn't yet been in a
recorded hand didn't appear at all. Somebody hands over $200, sits down, folds a
few, and the banker's own record doesn't mention them — then they turn up at
cash-out holding chips the list never accounted for. Anyone with money in the
game is in the list now, whether or not they've played a logged hand.

The settle-up number was already being computed and hidden

cashPosition — chips in front of them less the cash they handed over — was
calculated for every player and written to the CSV, but never shown on screen.
It's the number you read while counting out cash at the end of the night, so it's
a column now.

15 tests (127 total): a buy-in with no hands played still appears and reads as
level rather than a loss, empty chairs stay out, a player who cashed out shows
what they took, both directions of imbalance are caught, an open pot is not a
discrepancy, six played-and-settled hands never knock the books out, a proper
rebuy balances while a chip grab doesn't, and float dust isn't an alarm.

Validated with Playwright through real play — seated, blinds posted, pot open,
hand settled, rebuy — balanced at every step, plus the three seeded verdicts and
a fresh table where the panel stays hidden.

Sources: pokerlistings.com/blog/how-to-run-a-home-poker-game,
chipsoffury.com/learn/how-to-handle-poker-buy-ins-with-friends/

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 07:33:16 -06:00
jheapsandClaude Opus 5 cc6a1902bc Stop the tool from throwing a pot away without saying so
Two ways to lose a hand's money by accident, both found by walking the settle
flow and checking the chip count afterwards.

Next Hand destroyed an unresolved pot silently

Starting the next hand clears every seat's contribution, so money still in the
middle simply vanished. Measured at a four-handed table with $8 in the pot: the
table went from 800 chips to 792, and the toast said "Next hand — button on seat
3. Blinds posted." — not a word about the eight chips that had just left.

It now asks, names the amount, and says what will happen to it. Confirming still
works and the toast says what went. The undo was always there, but a dealer
can't undo something they were never told about.

The wizard's "Close" abandoned a payout that looked finished

After picking winners and confirming, the wizard shows "Final Payouts — Ann $8"
above two buttons: "Start Next Hand" and "Close". Close pays nobody. Under that
heading, with a name and an amount beside it, a dealer taps Close believing the
pot has been pushed — and walks away with the chips still in the middle and the
hand unlogged. The button now says "Cancel — don't pay yet", with a line
underneath spelling out that nothing has been paid.

The warning measures the right thing

The first version counted the pot badge, which was wrong in a way the tests
caught before it shipped: the table-wide base pot is a standing ante for dealers
who don't track stacks, and it re-applies to the next hand rather than being
lost. Quoting it would have put a confirmation in front of those dealers before
every single hand — a nag, on the simplest way to run a table, for money that
wasn't going anywhere.

HoldemState.unresolvedContributions() measures exactly the fields startNextHand
clears: banked contributions, chip counts, and whatever is still in front of
players on this street. Verified both ways in the browser — a base-pot table
showing a $100 pot is not asked at all, a stack-tracking table with $8 live is.

6 tests (115 total): the quoted number equals what actually leaves the table,
mid-street chips are included, a settled hand leaves nothing to warn about, five
settled hands conserve every chip, an empty table has no phantom pot, and a
standing ante is never warned about.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 04:39:51 -06:00
jheapsandClaude Opus 5 a488bbf832 Stop rebuilding the hand log after every fold, call and raise
Profiled a long night at a full table — 24 seats, 200 logged hands — because
that's the state the tool is slowest in and the one a dealer reaches at 2am.

A full re-render cost 30ms, and it runs after every single action. Broken down,
25.7ms of that was renderHandHistory: tearing down and rebuilding 200 rows of a
panel that hadn't changed and that nobody is looking at mid-hand. Everything
else on the table put together came to about 4ms.

The log only changes when a hand is settled or the history is cleared — maybe
once every thirty taps. It now carries a cheap signature (length, hand counter,
and the newest row) and is skipped when that hasn't moved. Entries are immutable
once written and only ever added at the front, so the signature catches a
recorded hand, a cleared history, and an undo that puts a hand back.

    renderAll, every action     30.07ms -> 4.18ms
    renderHandHistory, skipped  25.74ms -> 0ms
    renderHandHistory, rebuild  25.74ms -> 9.05ms

The rebuild got faster too, for the times it does run — once per hand, where
25ms of jank lands exactly on the "next hand" tap. toLocaleTimeString was the
single most expensive call in the loop and a logged hand's timestamp never
changes, so the formatted string is kept; and the rows are built into a fragment
so the panel lays out once instead of two hundred times.

A cache like this is only worth having if it can't go stale — a dealer reading
last hand's payouts while settling this one is worse than a slow panel. 10 tests
cover the invalidation directly: unchanged through a street of betting, changed
by settling, by clearing, by an undo back to a shorter log, by two hands that
differ only in the pot, and by the counter moving on.

Validated with Playwright against the real page: the rendered rows match the
stored history through settling a hand in the wizard, undoing it, clearing the
log and recording again. Touch and layout guarantees from the earlier rounds
still hold — 0 of 87 controls on touch-action auto, 0 tap-highlighted, every
stack still inside its own puck. 109 tests passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 04:24:36 -06:00
jheapsandClaude Opus 5 9ee4816fa4 Make the overlays usable from a keyboard
Measured every overlay in the tool before touching anything. For a dealer running
this on a laptop, all six were broken in the same three ways.

- focus never moved into the dialog: 0 of 5 measured
- Tab walked straight out of the dialog into the page behind the scrim: 5 of 5
- Escape did nothing: only the rulings sheet handled it, 1 of 5
- the pot wizard — the dialog that pays people — had no role and no
  accessible name at all

So opening the pot wizard left focus on the button behind it, tabbing wandered
through a page nobody can see or click, and there was no way back out except the
mouse.

One implementation, not six

The overlays are opened and closed by five different modules, which is why they
each missed the same things. Rather than patch this into all of them, modal.js
watches the `hidden` attribute they already toggle: focus moves to the first real
control on open, Tab and Shift-Tab wrap inside the dialog, Escape closes it, and
focus returns to whatever opened it. `aria-modal` is set while open and removed
on close. An overlay added later gets all of it without anyone remembering to
wire it up, which is the failure being fixed.

Escape presses the dialog's own cancel button rather than just hiding the
overlay, so the confirm dialog still resolves its promise — verified: Escape
resolves it to false rather than leaving an await hanging forever.

Shortcuts.overlayOpen() had the same shape of bug, listing the six overlay ids by
hand. It asks the document now, so a sheet added later can't quietly start
letting "f" fold the table behind it.

Focus you can see

Three focus rules existed for the whole stylesheet, so tabbing relied on the
browser default ring, which on these dark custom-painted controls is close to
invisible. `:focus-visible` keeps it to keyboard use so a dealer tapping Fold
isn't left with a ring on it.

That surfaced something small: `.holdemBtn` used `transition: all`, so the new
outline faded in over 150ms and the ring lagged a step behind the Tab key. The
transition names its properties now. Measured after: 16 of 16 tab stops show a
ring immediately, and the press state from before still animates.

Also

- a mistyped negative stack read back as negative, and flowed into putIn() where
  Math.min(amount, -50) moves a negative amount and adds chips to the table.
  Clamped at zero.
- accessible names for the chip colour, chip value and notes fields, which had none

11 new tests (99 total), covering negative stacks, negative and unreadable
blinds, blinds nobody can cover, and a save that comes back corrupt, truncated,
or from before a field existed.

Playwright: all five overlays re-measured — focus moves in 5/5, Tab and
Shift-Tab trapped 5/5, Escape closes 5/5, focus restored 5/5, role and
aria-modal present 5/5. Shortcuts still fire when no dialog is open and are
still blocked when one is. Touch guarantees from the earlier round unchanged:
0 of 49 controls on touch-action auto, 0 tap-highlighted.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 04:12:55 -06:00
jheapsandClaude Opus 5 db208a1a86 Make big numbers readable, and make the export add up
Seeded a table that looks like a real game — "Mike from work", "Jean-Philippe",
stacks from $12 to $3,200,000 — and measured what the layout does with it.

".00" was costing a third of a seat puck

Every amount rendered with two forced decimal places. Measured, the trailing
".00" is ~22px, against the 64px a seat puck has to show a stack in. So
"$1,250,000.00" needed 102px of a 64px box — and because a number has no spaces
to break on, it neither wrapped nor ellipsised. It drew straight out over the
seat next to it.

Money now shows cents only when there are cents. A chip game deals in whole
numbers nearly all the time, and "$12" says exactly what "$12.00" said in half
the width. A quarter-blind game is untouched: $0.25, $12.50 and $0.75 pots all
still read as before, checked against a 25c/50c table.

That alone took "$1,250,000.00" down to "$1,250,000" — 102px to 80px, still
wider than the 64px puck. The remaining overflow is handled by stepping the font
down on long amounts, which keeps every digit. Abbreviating to "$1.25M" would
have fit more comfortably and was the obvious move, but a dealer reading a
rounded stack off the felt is a worse failure than a small one, and the exact
figure is the entire point of the tool. Measured after: every stack now paints
inside its own puck, nothing spills onto a neighbour.

Because Money.format is the single formatter all 47 call sites go through, this
lands on the seat pucks, action bar, pot breakdown, seat menu, standings and
history at once — the payoff from consolidating it earlier.

The CSV export couldn't be added up

The file exists so a house manager or a disputed chip count has something that
outlives the tab, and every money column in it was written as text:
"$1,250,000.00". The commas were quoted correctly so the file always parsed —
it just imported as strings, so the one thing anyone opens it to do, total a
column, needed every cell cleaned first.

Money columns now go in as bare numbers (1250000.00) with no symbol and no
separators. The columns meant for humans stay human: names are still names,
payouts still read "Alexandra: $1,250,000", and a name with a comma in it is
still quoted.

12 new tests (88 total, all passing), including the case that would be ruined by
dropping cents unconditionally, and a proper quote-aware CSV parser to check
every money cell parses as a number.

Re-ran the occlusion sweep from the previous round at 9 seats, 10 seats and
tournament stacks: still clean, no regression from the font changes.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:54:03 -06:00
jheapsandClaude Opus 5 3d63ba50ee Handle the messy table: people joining, leaving, and arguing about blinds
Home games don't run like a cardroom. People walk up mid-hand, storm off
mid-hand, and pass the button round three times before anyone deals. Probing
each of those found four problems, one of which loses chips.

A player taken out mid-hand took their chips with them

`computeContribution` opened with `if (!player.inHand) return 0`, so the moment
a dealer switched a seat off, everything that seat had already put in vanished
from the pot. Measured: four players in for $2 each, one taken out, pot drops
from $8 to $6. Their $2 was still sitting on the seat record — it just stopped
counting. A dealer following the tool would have paid out $6 of an $8 pot.

Chips already pushed into the middle are dead money. They stay in the pot and go
to whoever wins, whether or not the player is still in the hand, and it is not
theirs to take back. The `inHand` check now guards only the table-wide base-pot
default, which does have to stay tied to being dealt in or every empty chair
would be treated as having anted. The pot wizard counts a departed seat as
folded, so its chips are in the pot but it can never be picked as a winner.

Passing the button before the cards come out

Moving the button left the posted blinds where they were while everything
positional started reading off the new spot, so the money and the blind
positions silently disagreed. While nothing but the blinds are in, moving the
button now refunds them and re-posts from where it lands — pass it round six
times and the chip count is unchanged. Once anybody has acted the blinds are
settled and it stops offering.

Naming the blinds by hand

Blinds were purely positional with no way to overrule them. The seat menu now
offers "Make small blind" / "Make big blind" while only the blinds are in, and a
badge with a ring marks a blind that was named rather than dealt. Naming one
pins the other where it is. It's refused if it would put both blinds on one
player or post to somebody who isn't dealt in, and it lasts one hand — carrying
it forward would freeze the blinds on two people for the night.

The first hand, and a table that empties out

A fresh table puts the button on seat 1 whether or not anyone is sitting there,
and a table can empty out around it. The button is moved onto a real player
before a hand is dealt.

Joining mid-hand

A newcomer was added straight into the live seats and would be asked to act in a
hand they hadn't been paying into. They now sit the hand out and are a full
player from the next one.

Nothing is covered on a phone any more

Swept 13 viewport sizes with elementFromPoint, five points per control, on the
table and every overlay. Before: the action bar covered the bottom seats on
short screens (62px of felt at 360x640), the toast covered up to six seats at
once — Undo button included, so a tap meant for a player hit "Undo" — and in
landscape the table came out 765px tall in a 390px window, putting six of nine
seats off-screen entirely.

- the action bar's real height is published as `--actionBarHeight` and drives
  both the page's bottom padding and the toast, replacing a hardcoded 9rem that
  was wrong the moment the raise pad opened
- landscape sizes the felt from the height that's left, not from width. The
  first attempt did nothing: `padding-bottom` is a percentage of the containing
  block's *width*, so narrowing the wrap left it full height, and a
  `max-width: 900px` rule later in the file was overriding it anyway. It's set
  outright now and lives at the end of the sheet.
- on short screens the toast floats over the action bar's status readout rather
  than over the seats. Nowhere is clear of both; covering something you re-read
  beats covering something you tap.
- headers go compact on short screens, which is where the vertical room came from

13/13 sizes clean, 360x640 through 844x390, portrait and landscape.

Also fixes a marker that flickered: `classList.toggle(cls, undefined)` toggles
rather than clearing, and `manual` is undefined for positional blinds, so the
hand-picked ring appeared on alternate renders.

18 new tests (76 total, all passing).

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:40:02 -06:00
jheapsandClaude Opus 5 073ba9a252 Make every tap in the dealer land instantly on a phone
Four measured problems, all of which only show up under a thumb.

Every tap waited on the browser (53 of 53 controls)

Not one interactive element set `touch-action`, so a mobile browser held every
tap for ~300ms to see whether a second one was coming that would mean "zoom in".
That is on the fold button, the call button, every seat, every card slot.

Worse, this tool uses double-tap on a seat as the fold shortcut — which *is* the
browser's zoom gesture. The dealer's fastest shortcut was fighting the page
zooming under their thumb. A single seat tap cost ~300ms of browser hesitation
before the app's own 220ms double-tap window even started.

`touch-action: manipulation` everywhere keeps panning and pinch-zoom and drops
only double-tap-to-zoom, which is precisely the one that was in the way.

Press feedback was the OS grey box (1 `:active` rule in 2385 lines)

Only `.actionBtn` had a pressed state. Everything else — seats, header buttons,
card slots, picker cards, menu rows, toasts, wizard choices — relied on the
translucent grey rectangle the browser paints on tap. So the tap highlight
couldn't just be switched off; the controls needed real pressed states first.
They press down 1px and brighten, in 0.04s, matching the action bar that already
did. Then the grey box goes.

Hover stuck after every tap (21 unguarded rules)

`:hover` has no meaning on touch, but it still applies — and stays applied until
you tap elsewhere. Tapping "Next hand" left it lifted and lightened as though
still under a cursor, and it would have fought the new pressed states directly.
All of them are behind `@media (hover: hover)` now. The one rule that shared a
block with `:focus-visible` was split so keyboard focus survives.

The notes field zoomed the page (iOS)

`#tableNotes` was 13.3px. iOS zooms the viewport when a field under 16px takes
focus, and the dealer is then pinching back out to see the table. Every other
input here was already 16px; this was the straggler.

Seats deliberately have no `:active` rule

Worth writing down because it nearly went in. A seat's `transform` is what
positions it around the felt, so a pressed state setting `transform` drops the
`translate(-50%, -50%)` and throws every pressed seat ~38px off its spot.
Validation caught it: seats already dip via `.seatPressing`, which `pointerdown`
adds in render.js — earlier than `:active` resolves, and it restates the
translate correctly.

Validated with Playwright at 390x844: 53/53 controls off `touch-action: auto` and
0 tap-highlighted across the table, all four overlays and Quick Split; text
fields still selectable and buttons not; 14/14 hover rules gated; presses
measured live via mouse-down (fold reads translateY(1px)/brightness(1.3), a seat
holds its translate with 2px of drift from the shrink alone). Hand played through
the UI including a double-tap fold. No console errors. Unit tests 58/58.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:11:39 -06:00
jheapsandClaude Opus 5 c1a484b97a Pay down the Hold'em dealer's tech debt and give it a test suite
Every module in the dealer ends with a `module.exports` guard, so they were all
written to be testable, and none of them were ever tested. The correctness fixes
that went in recently were checked by hand in a browser console that has since
been closed. This puts a real safety net under them and clears out the
duplication that made those bugs possible in the first place.

Tests (58, ~300ms, no dependencies)

Node's built-in runner, no package.json and no install step: the modules are
plain script-tag files, so `load.js` just requires them and puts them on
globalThis under the names they use to find each other in the page.

The randomised suite is the part that matters. Every bug found in this tool so
far has been shape-dependent — blinds posted to empty chairs, the button
skipping players, heads-up acting out of order — and none of them show up on the
full six-handed table anyone would write a fixed example for. It deals 1000
hands per property across random seat counts, empty chairs, stack depths and
dealer input, checking that chips are never created or destroyed, that the pot
breakdown plus uncalled returns equals the money in, that paying out settles to
the cent, and that the button and blinds always land on real players. The
generator is seeded so a failure reproduces instead of flaking.

One implementation each

- `Math.round(x * 100) / 100` was written out 16 times across 6 files. It's
  `Money.round` / `toCents` / `fromCents` now, in the module both pages already
  load first.
- The chip epsilon was declared twice with the same value under two names
  (`PotCalculator.EPSILON`, `Betting.EPSILON_CHIPS`). Both now point at
  `Money.EPSILON`.
- `Betting.seatAt` and `HoldemState.nextSeatIndex` were the same modular
  arithmetic written twice. Walking the seats is exactly where the button, the
  blinds and the action drifted apart from each other before, so there is one
  of it now.
- The undo snapshot/restore dance appeared three times in main.js, each one
  re-deleting every key on `state` in place. It's `snapshotState` /
  `restoreState` once, with the reason it can't just reassign written down.

A bug the tests found

`layers()` and `uncalledReturns()` both decide what money was never contested,
separately, and disagreed. `uncalledReturns` measured each player against the
biggest live contribution *including their own*, which makes the biggest bet its
own yardstick — so the one case it exists for came back empty, and `layers()`
announced the overbet as a side pot only the bettor could win.

With Ann shoving 200 into Ben's 60, the dealer was told "main pot 4, side pot 3,
side pot 116, side pot 140" — four pots, one of them fictional. It now reads
"main pot 123, uncalled 140 back to Ann", which is what a dealer says out loud.
Layers are derived from contributions with the uncalled money already removed,
so the two can't disagree again. A band every payer folded out of is now merged
into the pot below rather than dropped, which was quietly shrinking the
announced pot in another edge case.

Validated with Playwright against a real hand on both surfaces — the table's
live pot readout and Quick Split's all-in mode — plus undo, with no console
errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:00:36 -06:00
jheaps ae8744672f Merge remote-tracking branch 'origin/feature/casino-quicksplit-side-pots' into feature/casino-holdem-dealer-batch 2026-09-01 02:38:01 -06:00
jheaps 328ef56af5 Merge remote-tracking branch 'origin/feature/casino-holdem-contrast' into feature/casino-holdem-dealer-batch 2026-09-01 02:38:01 -06:00
jheaps 7714e16547 Merge remote-tracking branch 'origin/feature/casino-holdem-touch-audit' into feature/casino-holdem-dealer-batch 2026-09-01 02:38:01 -06:00
jheaps cc31cd033b Merge remote-tracking branch 'origin/feature/casino-holdem-wizard-polish' into feature/casino-holdem-dealer-batch
# Conflicts:
#	JoshHeaps.Net/wwwroot/js/casino/holdem/potWizard.js
2026-09-01 02:38:01 -06:00
jheaps f324793732 Merge remote-tracking branch 'origin/feature/casino-holdem-seat-count-safety' into feature/casino-holdem-dealer-batch 2026-09-01 02:37:41 -06:00
jheaps 56d9d740b5 Merge remote-tracking branch 'origin/feature/casino-holdem-odd-chip' into feature/casino-holdem-dealer-batch 2026-09-01 02:37:41 -06:00
jheaps e5b02b00e4 Merge remote-tracking branch 'origin/feature/casino-holdem-button-moves' into feature/casino-holdem-dealer-batch 2026-09-01 02:37:41 -06:00
jheaps 34cd7dbc59 Merge remote-tracking branch 'origin/feature/casino-holdem-allin-runout' into feature/casino-holdem-dealer-batch
# Conflicts:
#	JoshHeaps.Net/wwwroot/js/casino/holdem/betting.js
2026-09-01 02:37:41 -06:00
jheapsandClaude Sonnet 5 4f72dda6fa Ask before a smaller table deletes the players sitting in it
Typing a smaller number into "Seats at table" silently threw away every seat past
the new count. Nine players down to six removed three of them — names, stacks and
buy-ins gone, no confirmation, no way back.

It also quietly falsified the settle-up. Those players keep their rows in the
session standings, because the hand log remembers who won what, but the seat they
were read from no longer exists — so a player who had just won a pot showed as
having bought in for nothing and holding nothing.

Shrinking now says who it is about to remove and asks, and either way the change
is undoable like the rest of the table's actions. Growing the table, and
shrinking onto chairs nobody is sitting in, still happen without a word.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 02:33:03 -06:00
jheapsandClaude Sonnet 5 cc1b5011a1 Give the odd chip to the player the rule says gets it
Quick Split tells the dealer a leftover chip goes "to the first player left of
the button". The pot wizard, on the same tool, handed it to whoever the dealer
happened to tick first. Two screens, same split, different answer.

The wizard now orders the winners around the table from the button before the
calculator shares the pot out, so the leftover lands where the instruction says
it does. The calculator itself is unchanged — it already gave leftovers to the
front of the list, it was just being handed the list in the order the checkboxes
were clicked.

It's pennies, but it's pennies in front of the person who didn't get them, and a
dealer who has just read the other screen's instruction out loud looks wrong.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 02:05:57 -06:00
jheapsandClaude Sonnet 5 18bb23ad6d Pass the button to the next player, not the next chair
The button moved one seat per hand regardless of whether anyone was sitting
there. At a ten-seat table with four players — an ordinary home game — it spent
five hands out of eight on an empty chair.

That reads as untidy, but the real problem is fairness. Position and the blinds
are meant to come round to each player at the same rate. Rotating past empty
chairs breaks that: a player with three empty seats to their right takes the
button far less often than one sitting in a cluster, while both pay blinds every
time the rotation reaches them.

The button now skips to the next seat that's actually dealt in, so with four
players it visits those four in turn and each takes it once every four hands.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:50:16 -06:00
jheapsandClaude Sonnet 5 ae591e4212 Stop asking all-in players to act
A player who is all-in is still in the hand and still wins pots, but has nothing
left to decide. The engine didn't know that: it picked the next player to act by
walking to whoever was still in the hand, chips or no chips.

So a dealer with three players all-in pre-flop was asked to check for each of
them on the flop, the turn and the river — nine taps to say nothing — and the
action could land mid-street on someone who'd already pushed their last chip in.

Now the action passes over players who are all-in, and once fewer than two
people have chips left the betting is simply over: the bar runs Deal Flop, Turn,
River, Showdown straight through, and says "All-in — running out the board" so
the absence of a question reads as deliberate rather than as a stuck screen.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:37:19 -06:00
jheapsandClaude Sonnet 5 89d79a0f7d Post the blinds to the players rather than to the chairs
Blinds were assigned by seat offset — always button+1 and button+2 — which is
only right when everyone is dealt in and there are three or more of them.

Heads-up it had the blinds backwards. The button posted the big blind and acted
second before the flop; the rule is the opposite on both counts. That's the end
of every home tournament, dealt wrong.

Worse, the offsets don't care whether anyone is sitting in those chairs. With
two players at a nine-handed table, or with the seats left of the button sitting
out, the blinds landed on empty seats and simply weren't posted — no money in
the middle, and SB/BB badges pointing at nobody.

Blinds now walk the players who are actually dealt in, starting from the button,
with heads-up as its own case: the button is the small blind, acts first
pre-flop, and the big blind acts first afterwards. The badges come from the same
function as the money, so what the table shows and what gets posted can't
disagree.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:22:15 -06:00
jheapsandClaude Sonnet 5 d0f75d0c14 Lift the faint greys to something readable in a dim room
This is a dark interface used in poker rooms and kitchens with the lights down,
and I'd been generous with grey-on-black. Measured every piece of text against
what's actually painted behind it: thirteen declarations came in under 4.5:1.

The worst was the empty card slot's "+" at 2.63:1 — an affordance telling the
dealer the slot is tappable, and the least legible thing on the screen. Then a
run of #777 labels around 3.9 to 4.1: the standings header, the time on a logged
hand, the currency mark in the add-chips field. The rulings source line sat at
3.62 and the rulings link itself at 4.39.

All of them move up just far enough to clear 4.5 rather than being flattened to
white, so the hierarchy between a heading, a value and a hint survives.

Worth recording what the measurement can't see: it reads background-color, so
text on a gradient — the pot badge, the dealer button, the blind badges — comes
back as a false result in both directions, and those were checked by eye
instead. The felt watermark is deliberately at 6% and stays that way.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:06:20 -06:00
jheapsandClaude Sonnet 5 6b3a7dc09d Bring every phone target up to size, not just the ones I happened to check
Last round I measured one screen and found the smallest targets in the tool were
on it. So I measured all of them: sixty-four controls at phone width, flagging
anything under 44px. Twenty-three came back.

The sidebar had never had the touch pass the seat form got — its inputs, selects
and small buttons sat at 26 to 30px, and the buttons that delete a chip colour
or a custom field were 28px wide, which is a bad size for something destructive.
The rulings link was a 14px-tall underlined word.

The seat form itself had drifted: its mobile sizing rule named five fields, and
the stack field added two rounds later wasn't one of them, so it sat at 28px
beside its 44px neighbours. Both that rule and the new sidebar one are now
written against the form and the panel rather than a list of field names, so the
next field added inherits the size instead of waiting to be noticed.

The dealer button keeps its 22px disc — it's a chip sitting on a seat, and
drawing it thumb-sized would swallow the puck — but takes taps through an
invisible 44px pad. Verified the seat underneath still gets its own taps.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 00:38:29 -06:00
jheapsandClaude Sonnet 5 7c64749267 Let Quick Split handle the pot it used to send people away for
Quick Split answered the easy half of the question and printed a footnote for
the hard half: if somebody was all-in for less, go set up the full table. That's
the moment a dealer least wants to be setting up a table.

A second mode takes what each player put in and lists the main pot and each side
pot with who can win it, plus anything uncalled that goes back. Rows can be
marked folded, so dead money lands in the right pot without its owner being able
to win it. The running total is shown so the breakdown can be checked against
the chips actually on the table.

It reuses the same pot maths as the full table rather than growing a second
implementation, which means the two screens can't drift apart and Quick Split
inherits the uncalled-bet and everyone-folded handling that was fixed there.

Also fixes hiding: these sections carry a `display` declaration, which outranks
the browser's own [hidden] rule, so toggling `hidden` on them did nothing and
both modes' controls showed at once.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 00:07:37 -06:00
36 changed files with 4439 additions and 228 deletions
+26
View File
@@ -0,0 +1,26 @@
# Unit tests for the Texas Hold'em dealer's money logic.
#
# The betting engine, the side-pot calculator and the table state are plain script-tag
# modules with no build step, so they run directly under Node's built-in test runner —
# no package.json, no install step, nothing to keep up to date.
name: Hold'em tests
on:
pull_request:
branches: [ "master" ]
push:
branches: [ "master" ]
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup Node
uses: actions/setup-node@v4
with:
node-version: 20
- name: Run Hold'em unit tests
run: node --test tests/holdem/*.test.js
+71 -19
View File
@@ -104,16 +104,31 @@
<summary>Session</summary>
<div class="panelBody">
<h3 class="panelSubhead">Standings</h3>
<div id="standingsTable">
<div class="standingsRow standingsHeader">
<span>Player</span>
<span>In</span>
<span>Won</span>
<span>Net</span>
<div class="standingsTableWrap">
<div id="standingsTable">
<div class="standingsRow standingsHeader">
<span>Player</span>
<span class="standingsInHead">In</span>
<span class="standingsWonHead">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>
<div id="standingsList"></div>
</div>
<p id="standingsEmptyHint" class="fieldHint">Once you resolve a pot, everyone's running total for the night shows up here.</p>
<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>
<span id="bankChipsInPlay"></span>
</div>
<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
</div>
<h3 class="panelSubhead">Hands</h3>
<div id="handHistoryList"></div>
@@ -138,7 +153,7 @@
<details class="sidebarPanel">
<summary>Table Notes</summary>
<div class="panelBody">
<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
<textarea id="tableNotes" rows="4" aria-label="Table notes" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
</div>
</details>
</aside>
@@ -198,8 +213,8 @@
<template id="chipLegendRowTemplate">
<div class="chipLegendRow">
<input type="color" class="chipColorInput" />
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" />
<input type="color" class="chipColorInput" aria-label="Chip colour" />
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" aria-label="Chip value" />
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeChipColorBtn">×</button>
</div>
</template>
@@ -225,6 +240,7 @@
<span class="standingsIn"></span>
<span class="standingsWon"></span>
<span class="standingsNet"></span>
<span class="standingsCashOut"></span>
</div>
</template>
@@ -253,7 +269,7 @@
</div>
<div class="addChipsActions">
<button id="addChipsConfirmBtn" class="holdemBtn holdemBtnAccent" type="button">Add to stack</button>
<button id="addChipsCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
<button id="addChipsCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
</div>
</div>
</div>
@@ -263,7 +279,7 @@
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="rulingsHeader">
<h2 id="rulingsTitle">Common rulings</h2>
<button id="closeRulingsBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
<button id="closeRulingsBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
</div>
<p class="rulingsIntro">
@@ -299,6 +315,41 @@
</p>
</section>
<section class="ruling">
<h3>A short all-in doesn't reopen the betting</h3>
<p>
Somebody shoving in less than a full raise — say $3 more when the last
raise was $8 — does not give the players behind them another go. Anyone
who has already acted owes the difference or folds; they don't get to
raise again because a short stack happened to land between them.
</p>
<p>
A player who hadn't acted yet keeps full rights and may still raise, and
the minimum raise stays measured off the last <em>full</em> raise, not
off the short one. The action bar follows this for you.
</p>
</section>
<section class="ruling">
<h3>Chips nobody called come back</h3>
<p>
Bet more than anyone was able to call and the excess is returned to you
before the showdown — it was never contested, so it isn't part of the
pot. The pot breakdown shows it as "uncalled" rather than pretending it's
a side pot you could win.
</p>
</section>
<section class="ruling">
<h3>The odd chip in a split pot</h3>
<p>
When a chopped pot won't divide evenly, the odd chip goes to the first
player left of the button, not to whoever the dealer happened to tick
first. Pot payouts here order the winners that way, so the leftover lands
on the right seat every time.
</p>
</section>
<p class="rulingsSource">
Follows the Tournament Directors Association rules, which most rooms and
home games take their lead from.
@@ -314,7 +365,7 @@
<span id="seatMenuSubtitle"></span>
</div>
<div id="seatMenuActions"></div>
<button id="seatMenuCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
<button id="seatMenuCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
</div>
</div>
@@ -324,7 +375,7 @@
<div class="cardPickerHeader">
<h2 id="cardPickerTitle"></h2>
<button id="cardPickerClearBtn" class="holdemBtn holdemBtnSmall" type="button">Clear</button>
<button id="cardPickerCloseBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
<button id="cardPickerCloseBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
</div>
<div id="cardPickerSlots"></div>
<div id="cardPickerGrid"></div>
@@ -340,17 +391,17 @@
<h2 id="confirmTitle"></h2>
<p id="confirmMessage"></p>
<div class="confirmActions">
<button id="confirmCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
<button id="confirmCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
<button id="confirmAcceptBtn" class="holdemBtn holdemBtnDanger" type="button">Confirm</button>
</div>
</div>
</div>
<div id="potWizardOverlay" hidden>
<div id="potWizardModal">
<div id="potWizardModal" role="dialog" aria-labelledby="potWizardTitle">
<div class="potWizardHeader">
<h2>Resolve the Pot</h2>
<button id="closePotWizardBtn" class="holdemBtn holdemBtnGhost">✕</button>
<h2 id="potWizardTitle">Resolve the Pot</h2>
<button id="closePotWizardBtn" data-modal-close class="holdemBtn holdemBtnGhost">✕</button>
</div>
<div id="potWizardBody"></div>
</div>
@@ -374,5 +425,6 @@
<script src="~/js/casino/holdem/shortcuts.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/handHistoryExport.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/modal.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
}
@@ -11,6 +11,11 @@
<p class="splitSubtitle">Chop a pot without setting up a table.</p>
</header>
<div id="modeToggle" class="chipRow" role="group" aria-label="How the money went in">
<button type="button" id="modeEvenBtn" class="choiceChip selected">Everyone matched</button>
<button type="button" id="modeUnevenBtn" class="choiceChip">Someone's all-in</button>
</div>
<div id="splitResult" aria-live="polite">
<div id="splitResultLabel">Each player gets</div>
<div id="splitResultAmount">$0.00</div>
@@ -18,7 +23,18 @@
<div id="splitDustNote" hidden></div>
</div>
<section class="splitField">
<div id="unevenResult" hidden aria-live="polite">
<div id="unevenPots"></div>
<p id="unevenEmpty" class="unevenEmpty">Enter what each player put in.</p>
</div>
<section class="splitField unevenOnly" hidden>
<span class="splitLabel">What each player put in</span>
<div id="unevenRows"></div>
<button type="button" id="addPlayerBtn" class="splitBtn splitBtnGhost">+ Add player</button>
</section>
<section class="splitField evenOnly">
<label for="potInput" class="splitLabel">Pot</label>
<div class="potInputWrap">
<span class="potCurrency">$</span>
@@ -28,12 +44,12 @@
</div>
</section>
<section class="splitField">
<section class="splitField evenOnly">
<span class="splitLabel" id="waysLabel">Split between</span>
<div id="waysChoices" class="chipRow" role="group" aria-labelledby="waysLabel"></div>
</section>
<section class="splitField">
<section class="splitField evenOnly">
<span class="splitLabel" id="chipLabel">Smallest chip in play</span>
<div id="chipChoices" class="chipRow" role="group" aria-labelledby="chipLabel"></div>
</section>
@@ -43,12 +59,30 @@
<a href="/casino/texasholdem" class="splitBtn splitBtnGhost">Full dealer table →</a>
</div>
<p class="splitFootnote">
Uneven pots — someone all-in for less — need the side-pot walkthrough on the
<a href="/casino/texasholdem">full table</a>.
<p class="splitFootnote evenOnly">
If somebody was all-in for less than the others, switch to
<strong>Someone's all-in</strong> above.
</p>
<p class="splitFootnote unevenOnly" hidden>
Pots are listed with who can win each. Award them by hand strength, best hand
first. Nothing here is saved — the <a href="/casino/texasholdem">full table</a>
keeps a log.
</p>
</div>
<template id="unevenRowTemplate">
<div class="unevenRow">
<span class="unevenRowLabel"></span>
<div class="unevenAmountWrap">
<span class="unevenCurrency">$</span>
<input type="text" class="unevenAmount" inputmode="decimal" autocomplete="off" placeholder="0" />
</div>
<button type="button" class="unevenFoldBtn" aria-pressed="false">Folded</button>
<button type="button" class="unevenRemoveBtn" aria-label="Remove player">✕</button>
</div>
</template>
@section Styles {
<link href="/css/casino/quicksplit.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
}
@@ -56,5 +90,6 @@
@section Scripts {
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/splitCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/quickSplit.js?v=@ViewData["cssVersion"]"></script>
}
+618 -62
View File
@@ -6,6 +6,148 @@ body {
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
}
/* ---------- Touch ----------
A dealer runs this one-handed on a phone with players waiting, so a tap has to
register the instant their thumb lands.
`touch-action: manipulation` is the whole game here. Without it a mobile browser
holds every tap for ~300ms to see whether a second one is coming that would mean
"zoom in" — on top of which double-tapping a seat, which this tool uses for fold,
*is* the browser's zoom gesture, so the dealer's shortcut fights the page zooming
under their thumb. `manipulation` keeps panning and pinch-zoom and drops only the
double-tap-to-zoom, which is exactly the one we don't want.
The tap highlight goes with it: every control below gets a real pressed state, and
the browser's translucent grey rectangle on top of a designed one just looks like
a rendering artefact. Text selection goes too — a fast tap-and-hold on a seat
should open the seat menu, not raise a text-selection magnifier over the felt. */
.holdemBtn,
.seat,
.dealerChip,
.cardSlot,
.linkBtn,
.seatMenuBtn,
.seatSheetClose,
.pickerCard,
.actionBtn,
.raiseQuickBtn,
.actionUndo,
.toastAction,
.toastClose,
.potWizardChoice,
.subPanel summary,
button,
[role="button"],
input,
select,
textarea,
a {
touch-action: manipulation;
}
/* The grey rectangle goes from every control, fields included — a tapped input
already shows a caret and a focus ring, which say the same thing more quietly. */
.holdemBtn,
.seat,
.dealerChip,
.cardSlot,
.linkBtn,
.seatMenuBtn,
.seatSheetClose,
.pickerCard,
.actionBtn,
.raiseQuickBtn,
.actionUndo,
.toastAction,
.toastClose,
.potWizardChoice,
.subPanel summary,
button,
[role="button"],
input,
select,
textarea,
a {
-webkit-tap-highlight-color: transparent;
}
/* Text selection is switched off only on the things you press, never on the fields
you type into — a dealer editing a player's name still needs to select the text. */
.holdemBtn,
.seat,
.dealerChip,
.cardSlot,
.linkBtn,
.seatMenuBtn,
.seatSheetClose,
.pickerCard,
.actionBtn,
.raiseQuickBtn,
.actionUndo,
.toastAction,
.toastClose,
.potWizardChoice,
.subPanel summary,
button,
[role="button"] {
-webkit-user-select: none;
user-select: none;
}
/* ---------- Pressed states ----------
Touch has no hover, so the press is the only feedback a dealer gets that the tap
landed — and with the grey highlight suppressed above, these have to carry it.
Everything presses the same way it would on a real table: down and slightly
darker, no travel time. */
.holdemBtn:active:not(:disabled),
.linkBtn:active:not(:disabled),
.seatMenuBtn:active:not(:disabled),
.seatSheetClose:active:not(:disabled),
.toastAction:active,
.toastClose:active,
.potWizardChoice:active,
.raiseQuickBtn:active:not(:disabled),
.actionUndo:active:not(:disabled) {
transform: translateY(1px);
filter: brightness(1.25);
transition-duration: 0.04s;
}
.cardSlot:active,
.pickerCard:active:not(:disabled),
.dealerChip:active {
transform: translateY(1px) scale(0.97);
transition-duration: 0.04s;
}
/* The action bar already presses down; the brightness is what it was missing, and
it's the one place a dealer taps without looking. */
.actionBtn:active:not(:disabled) {
filter: brightness(1.3);
transition-duration: 0.04s;
}
/* Seats deliberately have no `:active` rule. They already dip via `.seatPressing`,
which `pointerdown` adds in render.js — that fires earlier than `:active` resolves,
and, more importantly, a seat's `transform` is what positions it around the felt
(`translate(-50%, -50%)` plus its own left/top). A press state setting `transform`
would drop that translate and throw every pressed seat about 38px off its spot. */
/* Nobody should get a stuck press state from a tap that turned into a scroll. */
@media (prefers-reduced-motion: reduce) {
.holdemBtn:active:not(:disabled),
.linkBtn:active:not(:disabled),
.seatMenuBtn:active:not(:disabled),
.seatSheetClose:active:not(:disabled),
.cardSlot:active,
.pickerCard:active:not(:disabled),
.dealerChip:active,
.raiseQuickBtn:active:not(:disabled),
.actionUndo:active:not(:disabled) {
transform: none;
}
}
#holdemApp {
max-width: 1400px;
margin: 0 auto;
@@ -77,7 +219,11 @@ body {
padding: 0.6rem 1rem;
font-size: 0.85rem;
cursor: pointer;
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;
@@ -85,10 +231,12 @@ body {
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.35), inset 0 1px 0 rgba(255, 255, 255, 0.05);
}
.holdemBtn:hover {
background: linear-gradient(180deg, #383838, #2a2a2a);
border-color: #4a4a4a;
transform: translateY(-1px);
@media (hover: hover) {
.holdemBtn:hover {
background: linear-gradient(180deg, #383838, #2a2a2a);
border-color: #4a4a4a;
transform: translateY(-1px);
}
}
.holdemBtnAccent {
@@ -97,8 +245,10 @@ body {
color: #ecffef;
}
.holdemBtnAccent:hover {
background: linear-gradient(180deg, #1a8a44, #0f602c);
@media (hover: hover) {
.holdemBtnAccent:hover {
background: linear-gradient(180deg, #1a8a44, #0f602c);
}
}
.holdemBtnDanger {
@@ -107,8 +257,10 @@ body {
color: #ffd6d6;
}
.holdemBtnDanger:hover {
background: linear-gradient(180deg, #572525, #401818);
@media (hover: hover) {
.holdemBtnDanger:hover {
background: linear-gradient(180deg, #572525, #401818);
}
}
.holdemBtnGhost {
@@ -146,7 +298,7 @@ body {
}
.tableHint {
color: #888;
color: #949494;
font-size: 0.8rem;
text-align: center;
margin-top: 1rem;
@@ -158,8 +310,10 @@ body {
position: relative;
width: 100%;
padding-bottom: 72%;
margin: 0 auto;
}
#pokerTable {
position: absolute;
inset: 6%;
@@ -357,7 +511,7 @@ body {
}
.seatEmptyLabel {
color: #6d6d6d;
color: #8a8a8a;
font-size: 0.6rem;
letter-spacing: 0.08em;
text-transform: uppercase;
@@ -373,7 +527,7 @@ body {
top: 2px;
left: 6px;
font-size: 0.58rem;
color: #777;
color: #8a8a8a;
}
.seatPuckName {
@@ -430,11 +584,16 @@ body {
transition: opacity 0.15s ease;
}
.seat:hover .dealerChip,
.dealerChip:focus-visible {
opacity: 1;
}
@media (hover: hover) {
.seat:hover .dealerChip {
opacity: 1;
}
}
.dealerChip.active {
background: radial-gradient(circle at 35% 30%, #ffe9a8, #f5d547 55%, #cba428 100%);
border-color: #a9782f;
@@ -474,6 +633,13 @@ body {
color: #fff7e6;
}
/* A blind the dealer named by hand rather than one the button handed out. Without
the ring the table just looks like it's put the blinds in the wrong place. */
.blindBadge.blindManual {
outline: 1.5px solid #f2f2f2;
outline-offset: 1px;
}
/* ---------- Seat editor panel (sidebar form for the selected seat) ---------- */
.seatEditorPanel {
@@ -567,9 +733,11 @@ body {
transition: transform 0.12s ease, box-shadow 0.12s ease;
}
.cardSlot:hover {
transform: translateY(-1px);
box-shadow: 0 4px 10px rgba(0, 0, 0, 0.4);
@media (hover: hover) {
.cardSlot:hover {
transform: translateY(-1px);
box-shadow: 0 4px 10px rgba(0, 0, 0, 0.4);
}
}
.cardSlot.cardRed {
@@ -578,7 +746,7 @@ body {
.cardSlot.cardSlotEmpty {
background: #191919;
color: #5c5c5c;
color: #8a8a8a;
border-style: dashed;
border-color: #3f3f3f;
box-shadow: none;
@@ -694,7 +862,7 @@ body {
}
.addChipsCurrency {
color: #777;
color: #8a8a8a;
font-size: 1.3rem;
}
@@ -735,7 +903,7 @@ body {
background: none;
border: none;
padding: 0;
color: #a9782f;
color: #d8b46a;
font-family: inherit;
font-size: 0.78rem;
text-decoration: underline;
@@ -743,8 +911,10 @@ body {
cursor: pointer;
}
.linkBtn:hover {
color: #d8b46a;
@media (hover: hover) {
.linkBtn:hover {
color: #d8b46a;
}
}
#rulingsOverlay {
@@ -834,7 +1004,7 @@ body {
margin: 0;
padding-top: 0.6rem;
border-top: 1px solid #2c2c2c;
color: #7a7a7a;
color: #8a8a8a;
font-size: 0.72rem;
line-height: 1.45;
}
@@ -870,6 +1040,13 @@ body {
border-radius: 16px 16px 0 0;
padding: 0.35rem 0.9rem calc(1rem + env(safe-area-inset-bottom, 0px));
box-shadow: 0 -14px 40px rgba(0, 0, 0, 0.65);
/* This sheet had no height limit and didn't scroll, so on a phone held sideways
its first two actions — Fold and All-in, the two that matter — sat below the
bottom of the screen with no way to reach them. A dealer in landscape could
long-press a seat and then not fold it. */
max-height: 85vh;
overflow-y: auto;
overscroll-behavior: contain;
}
.seatMenuHeader {
@@ -909,9 +1086,11 @@ body {
transition: all 0.12s ease;
}
.seatMenuBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
@media (hover: hover) {
.seatMenuBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
}
.seatMenuBtn.menuDanger {
@@ -1037,8 +1216,10 @@ body {
transition: transform 0.1s ease;
}
.pickerCard:hover:not(:disabled) {
transform: translateY(-1px);
@media (hover: hover) {
.pickerCard:hover:not(:disabled) {
transform: translateY(-1px);
}
}
.pickerCard.cardRed {
@@ -1213,12 +1394,14 @@ body {
.subPanel summary {
cursor: pointer;
color: #8f8f8f;
color: #9a9a9a;
font-size: 0.78rem;
}
.subPanel summary:hover {
color: #c5c5c5;
@media (hover: hover) {
.subPanel summary:hover {
color: #c5c5c5;
}
}
.subPanelBody {
@@ -1249,7 +1432,7 @@ body {
.fieldHint {
font-size: 0.75rem;
color: #888;
color: #949494;
line-height: 1.4;
margin: 0;
}
@@ -1289,9 +1472,22 @@ body {
overflow-y: auto;
}
/* The sidebar is about 290px wide, and four numeric columns at a 4.5rem minimum
plus gaps come to 320px — so the name column, being the only flexible one, was
collapsing to *zero* and player names disappeared entirely. Names were already
down to 50px with four columns; adding the cash-out column finished them off.
Measured at 360, 390 and 1280 alike, since the sidebar is narrow at all of them.
So the table earns its columns instead of assuming them. Narrow: the player and
the two numbers a banker settles up from. Wide enough: the per-hand detail as
well. Everything is in the CSV export either way. */
.standingsTableWrap {
container-type: inline-size;
}
.standingsRow {
display: grid;
grid-template-columns: minmax(0, 1fr) auto auto auto;
grid-template-columns: minmax(4rem, 1fr) auto auto;
gap: 0.5rem;
align-items: baseline;
padding: 0.3rem 0.1rem;
@@ -1302,11 +1498,82 @@ body {
.standingsRow > span:not(:first-child) {
text-align: right;
font-variant-numeric: tabular-nums;
min-width: 4.5rem;
min-width: 3.6rem;
}
.standingsRow > .standingsName {
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
/* The per-hand columns are detail: how the night's swings happened. They're the
first thing to go when there isn't room, because Net and Cash out are what the
banker is actually reading. */
.standingsIn,
.standingsWon,
.standingsInHead,
.standingsWonHead {
display: none;
}
@container (min-width: 30rem) {
.standingsRow {
grid-template-columns: minmax(5rem, 1fr) auto auto auto auto;
}
.standingsIn,
.standingsWon,
.standingsInHead,
.standingsWonHead {
display: block;
}
}
/* 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;
padding: 0.55rem 0.6rem;
border: 1px solid #2f2f2f;
border-radius: 8px;
background: #151515;
}
.bankReconcileRow {
display: flex;
justify-content: space-between;
gap: 0.75rem;
font-size: 0.78rem;
color: #b8b8b8;
font-variant-numeric: tabular-nums;
padding: 0.12rem 0;
}
.bankReconcileVerdict {
margin: 0.4rem 0 0;
font-size: 0.74rem;
line-height: 1.35;
}
.bankReconcileVerdict.bankBalanced {
color: #7fc99a;
}
.bankReconcileVerdict.bankOff {
color: #f0b46a;
}
.standingsHeader {
color: #777;
color: #8a8a8a;
font-size: 0.7rem;
letter-spacing: 0.04em;
text-transform: uppercase;
@@ -1374,7 +1641,7 @@ body {
.handHistoryTime {
margin-left: auto;
color: #777;
color: #8a8a8a;
font-size: 0.72rem;
}
@@ -1395,6 +1662,10 @@ body {
padding: 0.5rem;
resize: vertical;
font-family: inherit;
/* iOS zooms the whole page in when you focus a field under 16px, and the dealer
is then pinching back out to see the table. Every other input here is already
at 16px; this one was the straggler. */
font-size: 16px;
}
/* ---------- Pot wizard ---------- */
@@ -1456,10 +1727,12 @@ body.hasActionBar #holdemSidebar {
white-space: nowrap;
}
.actionUndo:hover {
background: #333;
border-color: #4f4f4f;
color: #eee;
@media (hover: hover) {
.actionUndo:hover {
background: #333;
border-color: #4f4f4f;
color: #eee;
}
}
.actionStreet {
@@ -1480,6 +1753,12 @@ body.hasActionBar #holdemSidebar {
font-variant-numeric: tabular-nums;
}
.actionRunout {
margin-left: auto;
color: #d8b46a;
font-size: 0.74rem;
}
.actionWho {
margin-left: auto;
color: #9c9c9c;
@@ -1494,7 +1773,7 @@ body.hasActionBar #holdemSidebar {
flex: none;
min-width: 3.1rem;
text-align: right;
color: #7d7d7d;
color: #949494;
font-variant-numeric: tabular-nums;
transition: color 0.3s ease;
}
@@ -1594,9 +1873,11 @@ body.hasActionBar #holdemSidebar {
transition: all 0.12s ease;
}
.actionBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
@media (hover: hover) {
.actionBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
}
.actionBtn:active {
@@ -1732,11 +2013,29 @@ body.hasActionBar #holdemSidebar {
.seatPuckStack {
font-size: 0.58rem;
color: #8f8f8f;
color: #9a9a9a;
font-variant-numeric: tabular-nums;
margin-top: 0.1rem;
}
/* Tournament-sized amounts. A number has no spaces to break on, so an amount too
wide for the 64px puck neither wraps nor ellipsises — it draws straight out over
the seat next to it. These step the size down so every digit stays on its own
puck. Shrinking rather than abbreviating is deliberate: "$1.25M" would fit more
comfortably, but a dealer reading a rounded stack off the felt is a worse failure
than a small one, and the exact figure is what the tool is for. */
.seatPuckStack.puckAmountLong,
.seatPuckTotal.puckAmountLong {
font-size: 0.5rem;
letter-spacing: -0.01em;
}
.seatPuckStack.puckAmountHuge,
.seatPuckTotal.puckAmountHuge {
font-size: 0.44rem;
letter-spacing: -0.02em;
}
.blindsRow {
display: flex;
flex-wrap: wrap;
@@ -1778,8 +2077,13 @@ body.hasActionBar #holdemSidebar {
/* Sit above the action bar rather than on top of it, so an Undo never covers the
Fold button the dealer is reaching for. */
/* Sit the toast directly on top of the action bar, whatever height it happens to be.
This was a hardcoded 9rem, which is roughly right for the bar at rest and wrong the
moment the raise pad opens — and on a short phone it put the toast, Undo button and
all, straight over the bottom seats of the table, so a tap meant for a player hit
"Undo" instead. */
body.hasActionBar #toastHost {
bottom: calc(9rem + env(safe-area-inset-bottom, 0px));
bottom: calc(var(--actionBarHeight, 9rem) + 0.75rem + env(safe-area-inset-bottom, 0px));
}
.toast {
@@ -1825,8 +2129,10 @@ body.hasActionBar #toastHost {
cursor: pointer;
}
.toastAction:hover {
background: rgba(216, 180, 106, 0.22);
@media (hover: hover) {
.toastAction:hover {
background: rgba(216, 180, 106, 0.22);
}
}
.toastClose {
@@ -1836,15 +2142,17 @@ body.hasActionBar #toastHost {
border-radius: 50%;
border: none;
background: transparent;
color: #888;
color: #949494;
font-size: 0.8rem;
font-family: inherit;
cursor: pointer;
}
.toastClose:hover {
background: #333;
color: #ddd;
@media (hover: hover) {
.toastClose:hover {
background: #333;
color: #ddd;
}
}
/* ---------- Confirmation dialog ---------- */
@@ -1906,7 +2214,12 @@ body.hasActionBar #toastHost {
display: flex;
align-items: center;
justify-content: center;
z-index: 50;
/* Every other sheet in here sits at 90-98; this one was at 50, underneath both
the action bar (55) and the toast (80). So the bar drew on top of the dialog
that pays people — in landscape one of its inputs was completely covered by
the Fold button — and a toast could sit over "Confirm Winner(s)". It's the odd
one out rather than a deliberate choice, and it joins the others. */
z-index: 95;
padding: 1.5rem;
}
@@ -1920,8 +2233,13 @@ body.hasActionBar #toastHost {
border-radius: 10px;
width: 100%;
max-width: 480px;
max-height: 85vh;
/* 85vh is most of a 390px-tall landscape window, and the action bar is fixed over
the bottom of it — so the last of the wizard sat underneath the bar and its
controls couldn't be tapped. Leaving the bar's own height out of the budget
keeps the whole dialog above it. */
max-height: calc(85vh - var(--actionBarHeight, 0px));
overflow-y: auto;
overscroll-behavior: contain;
padding: 1.2rem 1.4rem 1.6rem;
}
@@ -1979,9 +2297,11 @@ body.hasActionBar #toastHost {
transition: border-color 0.12s ease, background 0.12s ease;
}
.potWizardChoice:hover {
border-color: #555;
background: #191919;
@media (hover: hover) {
.potWizardChoice:hover {
border-color: #555;
background: #191919;
}
}
.potWizardChoice input {
@@ -2104,8 +2424,13 @@ body.hasActionBar #toastHost {
seat looks like it did nothing. Inset the ring by half a puck, and float the
editor up as a bottom sheet over the table. */
@media (max-width: 700px) {
/* The bottom padding has to clear the fixed action bar, plus room for a toast to
sit above it. Without it the table just carries on underneath the bar and the
lower seats of the oval are behind the Fold button — measured at 360x640, where
62px of felt was covered. `--actionBarHeight` is published by actionBar.js and
is 0 when no hand is running, so the page doesn't hold a gap it doesn't need. */
#holdemApp {
padding: 1rem 0.75rem 2rem;
padding: 1rem 0.75rem calc(var(--actionBarHeight, 0px) + 5rem + env(safe-area-inset-bottom, 0px));
}
#holdemHeader {
@@ -2226,11 +2551,10 @@ body.hasActionBar #toastHost {
whole phone width to work with, so everything grows to thumb size — and
every field goes to 16px, below which iOS zooms the page on focus and the
dealer has to pinch back out mid-hand. */
.seatEditorForm .seatNameInput,
.seatEditorForm .amountOverrideInput,
.seatEditorForm .chipCountInput,
.seatEditorForm .customFieldLabel,
.seatEditorForm .customFieldValue {
/* Every text or number field in the form, rather than a list of the ones that
existed when this was written. The stack field was added later and sat at 28px
next to its 44px neighbours precisely because it wasn't on that list. */
.seatEditorForm input:not([type="checkbox"]):not([type="color"]) {
font-size: 16px;
min-height: 44px;
padding: 0.4rem 0.6rem;
@@ -2294,6 +2618,77 @@ body.hasActionBar #toastHost {
margin-top: 0.4rem;
}
/* The sidebar's own controls never got the touch pass the seat form did — these
are settings a dealer changes at the table, on the same phone. Written against
the panel rather than each field, so a setting added later inherits it. */
.panelBody input:not([type="checkbox"]):not([type="color"]),
.subPanelBody input:not([type="checkbox"]):not([type="color"]),
.panelBody select {
font-size: 16px;
min-height: 44px;
padding: 0.4rem 0.6rem;
}
.panelBody .holdemBtnSmall,
.handHistoryActions .holdemBtn {
min-height: 44px;
}
/* Destructive and tiny is the worst combination: these delete a chip colour or a
custom field, and were 28px wide. */
.removeChipColorBtn,
.removeFieldBtn {
min-width: 44px;
min-height: 44px;
}
/* flex-shrink would take a stated width straight back off again in a row this
narrow, which is why it stayed 32px wide with the height applied. */
.chipColorInput {
flex: none;
width: 44px;
height: 44px;
}
/* A bare checkbox can't grow into a target, but the row it sits in can — the
label is what a tap actually lands on. */
.panelBody .fieldRow {
min-height: 44px;
}
/* A bare checkbox with no label box around it to grow. */
#dedicatedDealerToggle {
width: 24px;
height: 24px;
}
/* An underlined word is a 14px-tall target; give it room without making it look
like a button. */
.linkBtn {
display: inline-flex;
align-items: center;
min-height: 44px;
padding: 0 0.4rem;
}
/* The dealer button has to stay a 22px disc — it's a chip sitting on a seat, and
drawing it thumb-sized would swallow the puck. So the disc keeps its size and
an invisible pad around it takes the tap. It reaches outward, away from the
puck's own tap target, so pressing the seat still opens the seat. */
.dealerChip::after {
content: "";
position: absolute;
top: 50%;
left: 50%;
width: 44px;
height: 44px;
transform: translate(-50%, -50%);
}
.dealerChip {
overflow: visible;
}
.toastAction {
min-height: 44px;
}
@@ -2307,3 +2702,164 @@ body.hasActionBar #toastHost {
justify-content: center;
}
}
/* ---------- A phone on its side ----------
Deliberately last in the file. The felt is an aspect-ratio box whose height comes
from `padding-bottom`, and the `max-width: 900px` block above re-sets that to 100%
— so a landscape rule placed any earlier is overridden at equal specificity and
does nothing, which is exactly what happened on the first attempt.
Landscape is where this layout falls apart worst: sized from width, the table came
out 765px tall in a 390px-tall window, putting six of the nine seats below the fold
and the rest behind the action bar. Sizing it from the height that's actually left
makes every seat reachable without scrolling. The table ends up small, but a seat
you have to go hunting for is worse than a seat that's small. */
@media (orientation: landscape) and (max-height: 560px) {
/* Set outright rather than via padding-bottom: a percentage padding resolves
against the containing block's width, not the element's own, so narrowing the
wrap on its own left it full height regardless. */
#pokerTableWrap {
--feltRoom: calc(100vh - var(--actionBarHeight, 0px) - 8.5rem);
width: min(100%, calc(var(--feltRoom) / 0.72));
height: var(--feltRoom);
padding-bottom: 0;
}
/* The header ate 148px of a 390px-tall window, which was most of the reason the
table started below the fold. Here it only needs to be a title bar. */
#holdemHeader {
margin-bottom: 0.4rem;
gap: 0.35rem;
}
#holdemHeader h1 {
font-size: 1.05rem;
padding-bottom: 0.15rem;
}
.holdemSubtitle {
display: none;
}
/* There's no vertical room left, but plenty either side of a table this narrow,
so the toast moves out of the middle and sits beside the felt instead of on
top of it. Centred, it was covering up to six seats at once — and it carries
an Undo button, so a tap meant for a player was landing on "Undo". */
body.hasActionBar #toastHost,
#toastHost {
left: auto;
right: 0.5rem;
max-width: 17rem;
bottom: calc(var(--actionBarHeight, 0px) + 0.5rem + env(safe-area-inset-bottom, 0px));
}
/* Nine seats around a table this small overlap each other, so they shrink to suit. */
.seat {
width: 62px;
min-height: 40px;
}
}
/* ---------- Short phones, upright ----------
A 640px-tall screen spends ~150px on the header before the felt even starts, which
left the bottom of the table sitting behind the action bar until you scrolled. The
header carries no information a dealer needs mid-hand, so it gives the space up. */
@media (max-height: 700px) {
/* Nowhere on a screen this short is the toast clear of both the table and the
action bar, so it overlaps the one that costs least: it sits over the bar's
status line, which is information a dealer can re-read a second later, rather
than over the seats and buttons, which are things they need to hit. Overlapping
a readout beats covering a control. */
body.hasActionBar #toastHost {
bottom: calc(var(--actionBarHeight, 0px) - 3.1rem);
}
.toast {
padding: 0.5rem 0.7rem;
font-size: 0.78rem;
}
}
@media (max-width: 700px) and (max-height: 700px) {
#holdemHeader {
margin-bottom: 0.5rem;
gap: 0.4rem;
}
#holdemHeader h1 {
font-size: 1.15rem;
padding-bottom: 0.2rem;
}
.holdemSubtitle {
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;
}
/* ---------- Fields on a tablet ----------
The 16px minimum and the 44px touch targets were both written into the phone
media query, so every iPad size missed them — measured at 768, 834 and 1024 wide,
where all ten setup fields sat at 13.3px. iOS zooms the page whenever a field
under 16px takes focus, so a dealer on an iPad was getting the table zoomed every
time they touched the blind amount, then pinching back out. The reason for the
rule was never "narrow screen", it was "iOS", and an iPad is iOS.
Font size applies everywhere now — 13.3px was small for a settings field on a
desktop anyway. The touch sizing keys off `hover: none`, which is what actually
distinguishes a finger from a mouse; a tablet gets thumb-sized controls and a
desktop keeps its compact sidebar. */
.seatEditorForm input:not([type="checkbox"]):not([type="color"]),
.panelBody input:not([type="checkbox"]):not([type="color"]),
.subPanelBody input:not([type="checkbox"]):not([type="color"]),
.panelBody select,
.panelBody textarea {
font-size: 16px;
}
@media (hover: none) {
.seatEditorForm input:not([type="checkbox"]):not([type="color"]),
.panelBody input:not([type="checkbox"]):not([type="color"]),
.subPanelBody input:not([type="checkbox"]):not([type="color"]),
.panelBody select {
min-height: 44px;
padding: 0.4rem 0.6rem;
}
}
+242 -11
View File
@@ -9,6 +9,58 @@ body {
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
}
/* Same touch handling as the dealer table — see the note there. This page is the one
a dealer opens mid-hand to chop a pot, so the ~300ms the browser spends deciding
whether a tap was a double-tap-to-zoom is the last thing it needs. */
button,
[role="button"],
input,
select,
textarea,
a {
touch-action: manipulation;
}
button,
[role="button"],
input,
select,
textarea,
a {
-webkit-tap-highlight-color: transparent;
}
/* Not on the fields — a dealer typing a pot amount still needs to select it. */
button,
[role="button"] {
-webkit-user-select: none;
user-select: none;
}
.clearPotBtn:active:not(:disabled),
.choiceChip:active:not(:disabled),
.stepBtn:active:not(:disabled),
.splitBtn:active:not(:disabled),
.splitBtnGhost:active:not(:disabled),
.unevenFoldBtn:active:not(:disabled),
.unevenRemoveBtn:active:not(:disabled) {
transform: translateY(1px);
filter: brightness(1.25);
transition-duration: 0.04s;
}
@media (prefers-reduced-motion: reduce) {
.clearPotBtn:active:not(:disabled),
.choiceChip:active:not(:disabled),
.stepBtn:active:not(:disabled),
.splitBtn:active:not(:disabled),
.splitBtnGhost:active:not(:disabled),
.unevenFoldBtn:active:not(:disabled),
.unevenRemoveBtn:active:not(:disabled) {
transform: none;
}
}
#splitApp {
max-width: 480px;
margin: 0 auto;
@@ -45,6 +97,171 @@ body {
font-size: 0.85rem;
}
/* ---------- Mode toggle ---------- */
#modeToggle {
margin-bottom: 1.1rem;
}
/* ---------- Uneven amounts ---------- */
#unevenRows {
display: flex;
flex-direction: column;
gap: 0.45rem;
margin-bottom: 0.6rem;
}
.unevenRow {
display: flex;
align-items: center;
gap: 0.45rem;
}
.unevenRowLabel {
flex: none;
width: 2rem;
color: #8f8f8f;
font-size: 0.8rem;
font-weight: 600;
}
.unevenAmountWrap {
flex: 1;
min-width: 0;
display: flex;
align-items: center;
gap: 0.3rem;
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 10px;
padding: 0 0.6rem;
}
.unevenAmountWrap:focus-within {
border-color: #d8b46a;
}
.unevenCurrency {
color: #777;
}
.unevenAmount {
flex: 1;
min-width: 0;
background: none;
border: none;
outline: none;
color: #f2f2f2;
font-family: inherit;
font-size: 16px;
font-variant-numeric: tabular-nums;
padding: 0.6rem 0;
}
.unevenFoldBtn {
flex: none;
min-height: 44px;
padding: 0 0.6rem;
border-radius: 9px;
border: 1px solid #3a3a3a;
background: #232323;
color: #8f8f8f;
font-family: inherit;
font-size: 0.72rem;
cursor: pointer;
}
.unevenFoldBtn.selected {
background: linear-gradient(180deg, #3d1f1f, #2c1515);
border-color: #5b2626;
color: #ffd6d6;
}
.unevenRemoveBtn {
flex: none;
width: 30px;
height: 44px;
border: none;
background: none;
color: #6a6a6a;
font-size: 0.85rem;
cursor: pointer;
}
.unevenRemoveBtn:disabled {
opacity: 0.3;
cursor: not-allowed;
}
#unevenResult {
background: linear-gradient(160deg, #1f2a21, #161c17);
border: 1px solid #2c3a2f;
border-radius: 14px;
padding: 0.9rem 1rem;
margin-bottom: 1.5rem;
}
#unevenResult[hidden] {
display: none;
}
.unevenPot {
display: flex;
align-items: baseline;
gap: 0.6rem;
padding: 0.3rem 0;
font-size: 0.85rem;
}
.unevenPot + .unevenPot {
border-top: 1px solid rgba(255, 255, 255, 0.06);
}
.unevenPotLabel {
flex: none;
color: #d8b46a;
font-weight: 600;
}
.unevenPotAmount {
flex: none;
color: #f2f2f2;
font-weight: 600;
font-variant-numeric: tabular-nums;
}
.unevenPotWho {
flex: 1;
min-width: 0;
text-align: right;
color: #9a9a9a;
font-size: 0.78rem;
}
.unevenPotReturn .unevenPotLabel,
.unevenPotReturn .unevenPotAmount {
color: #9a9a9a;
font-weight: 500;
}
.unevenPotTotal {
margin-top: 0.15rem;
border-top: 1px solid rgba(255, 255, 255, 0.14) !important;
}
.unevenPotTotal .unevenPotLabel {
color: #8f9d92;
font-weight: 500;
}
.unevenEmpty {
margin: 0;
color: #8f9d92;
font-size: 0.82rem;
line-height: 1.45;
}
/* ---------- The answer ---------- */
#splitResult {
@@ -104,6 +321,12 @@ body {
margin-bottom: 1.35rem;
}
/* A `display` declaration outranks the browser's own [hidden] rule, so anything
given one has to opt back out explicitly or toggling `hidden` does nothing. */
[hidden] {
display: none !important;
}
.splitLabel {
display: block;
margin-bottom: 0.5rem;
@@ -165,9 +388,11 @@ body {
cursor: pointer;
}
.clearPotBtn:hover {
background: #333;
color: #ddd;
@media (hover: hover) {
.clearPotBtn:hover {
background: #333;
color: #ddd;
}
}
/* ---------- Tap targets ---------- */
@@ -193,9 +418,11 @@ body {
transition: all 0.15s ease;
}
.choiceChip:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
@media (hover: hover) {
.choiceChip:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
}
.choiceChip.selected {
@@ -230,8 +457,10 @@ body {
cursor: pointer;
}
.stepBtn:hover {
background: #333;
@media (hover: hover) {
.stepBtn:hover {
background: #333;
}
}
.waysReadout {
@@ -268,9 +497,11 @@ body {
transition: all 0.15s ease;
}
.splitBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
@media (hover: hover) {
.splitBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
}
.splitBtnGhost {
@@ -11,9 +11,35 @@ const ActionBar = {
mount(state, hooks) {
this.state = state;
this.hooks = hooks;
this.watchHeight();
this.render();
},
// The bar is fixed to the bottom of the screen, so everything else has to know how
// tall it is or the table simply runs underneath it — on a 640px-tall phone the
// bottom seats of the oval were sitting behind the Fold button. Its height isn't a
// constant either: opening the raise pad grows it. Publishing the measured height
// as a custom property lets the layout and the toast both stay clear of it without
// anyone guessing a number.
watchHeight() {
const host = document.getElementById("actionBar");
if (!host || this.heightWatcher) return;
const publish = () => {
const visible = !host.hidden;
const height = visible ? host.getBoundingClientRect().height : 0;
document.documentElement.style.setProperty("--actionBarHeight", `${Math.round(height)}px`);
};
if (typeof ResizeObserver === "function") {
this.heightWatcher = new ResizeObserver(publish);
this.heightWatcher.observe(host);
}
window.addEventListener("resize", publish);
window.addEventListener("orientationchange", publish);
publish();
},
// Anything to act on? A hand with nobody dealt in doesn't get a bar.
isRunning() {
return Betting.liveSeats(this.state).length > 0;
@@ -27,6 +53,7 @@ const ActionBar = {
if (!this.isRunning()) {
host.hidden = true;
document.body.classList.remove("hasActionBar");
document.documentElement.style.setProperty("--actionBarHeight", "0px");
this.stopTankTimer();
this.tankSeatIndex = null;
return;
@@ -74,6 +101,16 @@ const ActionBar = {
players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
row.appendChild(players);
// Nobody is being asked to act because nobody can — say so, or the bar just
// looks like it's waiting for something.
if (Betting.isRunningOut(this.state) && !Betting.isHandOver(this.state)) {
const runout = document.createElement("span");
runout.className = "actionRunout";
const stillIn = Betting.liveSeats(this.state).length;
runout.textContent = `All-in — running out the board (${stillIn} players)`;
row.appendChild(runout);
}
const index = this.state.actingSeatIndex;
if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
const player = this.state.seats[index];
@@ -35,7 +35,7 @@ const AddChips = {
quickAmounts() {
const base = this.baseAmount();
return [
{ label: "½ buy-in", value: Math.round(base / 2 * 100) / 100 },
{ label: "½ buy-in", value: Money.round(base / 2) },
{ label: "Buy-in", value: base },
{ label: "2 buy-ins", value: base * 2 },
];
@@ -83,7 +83,7 @@ const AddChips = {
confirm() {
const amount = Math.max(0, Number(document.getElementById("addChipsInput").value) || 0);
this.close();
if (amount > 0) this.onConfirm(this.seatIndex, Math.round(amount * 100) / 100);
if (amount > 0) this.onConfirm(this.seatIndex, Money.round(amount));
},
};
+134 -22
View File
@@ -18,7 +18,7 @@ const Betting = {
},
round(amount) {
return Math.round((Number(amount) || 0) * 100) / 100;
return Money.round(amount);
},
// ---- Reading the table ----
@@ -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) {
@@ -70,15 +75,28 @@ const Betting = {
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded && this.stackOf(state, player) >= 0) return index;
if (player.inHand && !player.folded) return index;
}
return null;
},
seatAt(state, fromIndex, step) {
// Who the dealer asks next. A player who is all-in is still in the hand and still
// wins pots, but has no decision left, so the action passes over them.
nextToAct(state, fromIndex) {
const count = state.seatCount;
const delta = state.direction === "counterclockwise" ? -step : step;
return ((fromIndex + delta) % count + count) % count;
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded && this.stackOf(state, player) > this.EPSILON_CHIPS) return index;
}
return null;
},
// Which chair sits `step` places along in the direction of play. The table owns
// this — walking the seats is exactly where the button, the blinds and the action
// used to drift apart from each other, so there is one implementation of it.
seatAt(state, fromIndex, step) {
return HoldemState.nextSeatIndex(state, fromIndex, step);
},
// A street is done when everyone still live has either matched the bet or has
@@ -135,14 +153,33 @@ const Betting = {
const delta = this.round(target - this.committed(player));
const moved = this.putIn(state, index, delta);
const newBet = this.committed(player);
const previousBet = state.currentBet || 0;
if (newBet > previousBet) {
const increase = this.round(newBet - previousBet);
// What a full raise would have had to be: at least as much again as the
// last one, or the big blind if there hasn't been a raise yet.
const fullRaise = this.round(state.lastRaiseSize || state.bigBlind || 0);
const isFullRaise = increase >= fullRaise - this.EPSILON_CHIPS;
if (newBet > (state.currentBet || 0)) {
state.lastRaiseSize = this.round(newBet - (state.currentBet || 0));
state.currentBet = newBet;
// A raise reopens the action: everyone else owes a response again.
state.seats.forEach((p, i) => {
if (i !== index && p.inHand && !p.folded) p.hasActed = false;
});
if (isFullRaise) {
state.lastRaiseSize = increase;
// A real raise reopens the action: everyone else owes a response again.
state.seats.forEach((p, i) => {
if (i !== index && p.inHand && !p.folded) p.hasActed = false;
});
}
// Otherwise this is a short all-in — somebody with less than a full raise
// left shoving it in. The most misread rule in poker: it does *not* reopen
// the betting to anyone who has already acted. They owe the difference or
// they fold; they don't get to raise again because a short stack happened
// to be between them. Players yet to act keep their full rights, which
// they do here because their hasActed is already false.
//
// lastRaiseSize deliberately isn't lowered either, or the next legal raise
// would be computed off the short amount and come out too small.
}
player.hasActed = true;
@@ -156,7 +193,7 @@ const Betting = {
},
passAction(state, index) {
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextLiveIndex(state, index);
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextToAct(state, index);
},
// ---- Street and hand boundaries ----
@@ -184,15 +221,74 @@ const Betting = {
const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
state.street = this.STREETS[nextStreetIndex] || "river";
state.actingSeatIndex = this.liveSeats(state).length > 1
? this.nextLiveIndex(state, state.dealerSeatIndex)
: null;
// It takes two players with chips to have a bet. Once everyone left is all-in
// the rest of the board is just dealt out.
if (!this.canStillBet(state)) {
state.actingSeatIndex = null;
return;
}
// After the flop the first live player left of the button acts — which heads-up
// is the big blind, since the button is the small blind. Naming the big blind
// directly also covers a button parked on a seat nobody is sitting in, and it
// still has to be someone with chips left to bet.
const { bbIndex, headsUp } = HoldemState.getBlindSeats(state);
const bigBlindCanAct =
headsUp &&
bbIndex !== null &&
!state.seats[bbIndex].folded &&
this.stackOf(state, state.seats[bbIndex]) > this.EPSILON_CHIPS;
state.actingSeatIndex = bigBlindCanAct
? bbIndex
: this.nextToAct(state, state.dealerSeatIndex);
},
isHandOver(state) {
return this.liveSeats(state).length <= 1;
},
// Players still in the hand who have chips left to put in. Fewer than two of them
// means the betting is finished even though the hand isn't.
seatsWithChips(state) {
return this.liveSeats(state).filter(s => this.stackOf(state, s.player) > this.EPSILON_CHIPS);
},
EPSILON_CHIPS: Money.EPSILON,
canStillBet(state) {
return this.liveSeats(state).length > 1 && this.seatsWithChips(state).length > 1;
},
// True when the hand is still live but nobody can bet again — the dealer is just
// running the board out.
isRunningOut(state) {
return this.liveSeats(state).length > 1 && !this.canStillBet(state);
},
// True while nothing has happened in this hand except the blinds going in. Up to
// that point the dealer can still move the button or rename the blinds and have
// it cost nothing — which is the state a home game spends a lot of time in,
// arguing about whose turn it is before the cards come out.
onlyBlindsIn(state) {
return (state.street || "preflop") === "preflop" && state.seats.every(p => !p.hasActed);
},
// Pulls the blinds back off the table and posts them again from wherever the
// button and the blind assignment now say they belong. Refunding first is what
// keeps the chip count straight when the button gets passed round three or four
// times before anybody is happy with it.
repostBlinds(state) {
state.seats.forEach(player => {
const back = this.committed(player);
if (back > 0) player.stack = this.round(this.stackOf(state, player) + back);
player.committed = 0;
player.hasActed = false;
});
this.beginHand(state);
},
// Deals a fresh betting round: blinds posted, action to the seat after the big
// blind, which is where a dealer expects to be looking when the cards go out.
beginHand(state) {
@@ -200,6 +296,11 @@ const Betting = {
state.currentBet = 0;
state.lastRaiseSize = 0;
// Position is read off the button all through the hand, so it has to be on
// somebody before the blinds are worked out — not on the empty seat 1 a
// brand-new table starts on.
HoldemState.ensureButtonOnPlayer(state);
state.seats.forEach(player => {
player.committed = 0;
player.hasActed = false;
@@ -207,15 +308,26 @@ const Betting = {
const sb = Number(state.smallBlind) || 0;
const bb = Number(state.bigBlind) || 0;
const sbIndex = this.seatAt(state, state.dealerSeatIndex, 1);
const bbIndex = this.seatAt(state, state.dealerSeatIndex, 2);
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
if (sb > 0 && state.seats[sbIndex].inHand) this.putIn(state, sbIndex, sb);
if (bb > 0 && state.seats[bbIndex].inHand) this.putIn(state, bbIndex, bb);
if (sbIndex === null || bbIndex === null) {
state.currentBet = 0;
state.actingSeatIndex = null;
return;
}
if (sb > 0) this.putIn(state, sbIndex, sb);
if (bb > 0) this.putIn(state, bbIndex, bb);
state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
state.lastRaiseSize = bb || 0;
state.actingSeatIndex = this.nextLiveIndex(state, bbIndex);
// Heads-up the button is the small blind and acts first before the flop; with
// three or more it's the seat after the big blind. Either way, a blind big
// enough to put that player all-in leaves them nothing to decide.
state.actingSeatIndex = headsUp
? (this.stackOf(state, state.seats[sbIndex]) > this.EPSILON_CHIPS ? sbIndex : this.nextToAct(state, sbIndex))
: this.nextToAct(state, bbIndex);
},
// Winners get their share put back in front of them.
@@ -15,6 +15,10 @@ const HandHistoryExport = {
}
},
// Money columns go in as bare numbers. Written as "$1,250,000.00" they import as
// text, so the one thing anybody opens this file to do — total a column and see
// who owes what — doesn't work without cleaning every cell first. The commas were
// quoted correctly, so the file parsed; it just wouldn't add up.
toCsv(handHistory, standings = []) {
const rows = [["Hand #", "Time", "Pot", "Payouts"]];
// handHistory is stored newest-first; the export reads better oldest-first.
@@ -25,7 +29,7 @@ const HandHistoryExport = {
rows.push([
entry.handNumber,
this.formatTimestamp(entry.timestamp),
Money.format(entry.pot),
Money.forSheet(entry.pot),
payouts,
]);
});
@@ -41,12 +45,12 @@ const HandHistoryExport = {
standings.forEach(row => {
rows.push([
row.name,
Money.format(row.in),
Money.format(row.won),
Money.formatSigned(row.net),
Money.format(row.boughtIn || 0),
Money.format(row.chipsNow || 0),
Money.formatSigned(row.cashPosition || 0),
Money.forSheet(row.in),
Money.forSheet(row.won),
Money.forSheet(row.net),
Money.forSheet(row.boughtIn || 0),
Money.forSheet(row.chipsNow || 0),
Money.forSheet(row.cashPosition || 0),
]);
});
}
+142 -30
View File
@@ -1,10 +1,27 @@
document.addEventListener("DOMContentLoaded", () => {
const state = HoldemState.load();
// Focus, Tab-trapping and Escape for every overlay, wired once by watching the
// `hidden` attribute they all already toggle.
Modal.mount();
// Undo works by swapping the whole table back to a snapshot. `state` is handed out
// by reference to every module at mount time, so it has to be refilled in place —
// reassigning the variable would leave the renderer and the betting bar pointing at
// the old object and quietly ignoring the undo.
const snapshotState = () => JSON.parse(JSON.stringify(state));
const restoreState = snapshot => {
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, snapshot);
HoldemState.save(state);
Render.renderAll();
};
// A gesture on a seat is a shortcut for something the dealer could do the long
// way, so each one is undoable the same way the header buttons are.
const seatAction = (index, message, mutate) => {
const snapshot = JSON.parse(JSON.stringify(state));
const snapshot = snapshotState();
mutate(state.seats[index], index);
HoldemState.save(state);
Render.renderAll();
@@ -12,10 +29,7 @@ document.addEventListener("DOMContentLoaded", () => {
Toast.show(message, {
actionLabel: "Undo",
onAction: () => {
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, snapshot);
HoldemState.save(state);
Render.renderAll();
restoreState(snapshot);
Toast.show("Undone.", { duration: 2500 });
},
duration: 6000,
@@ -42,6 +56,7 @@ document.addEventListener("DOMContentLoaded", () => {
},
onSeatLongPress: index => SeatMenu.open(state, seatMenuHooks, index),
onGiveButton: index => seatMenuHooks.makeDealer(index),
};
const seatMenuHooks = {
@@ -49,21 +64,79 @@ document.addEventListener("DOMContentLoaded", () => {
unfold: index => seatAction(index, `${nameOf(index)} is back in the hand.`, p => { p.folded = false; }),
allIn: index => seatAction(index, `${nameOf(index)} is all-in.`, () => Betting.allIn(state, index)),
toggleDealtIn: index => {
const dealtIn = state.seats[index].inHand;
seatAction(index, dealtIn ? `${nameOf(index)} sits out.` : `${nameOf(index)} is dealt in.`, p => {
const player = state.seats[index];
const dealtIn = player.inHand;
const handRunning = !Betting.onlyBlindsIn(state) || Betting.potSoFar(state) > 0;
const alreadyIn = Betting.handTotal(player);
// Somebody walking away mid-hand doesn't get their chips back — they're
// dead money the winner collects. Say so, because the pot total pointedly
// does not go down and a dealer needs to know that's deliberate.
const message = dealtIn
? (alreadyIn > 0
? `${nameOf(index)} is out — their ${Money.format(alreadyIn)} stays in the pot.`
: `${nameOf(index)} sits out.`)
: (handRunning
? `${nameOf(index)} is in from the next hand.`
: `${nameOf(index)} is dealt in.`);
seatAction(index, message, p => {
p.inHand = !dealtIn;
if (!p.inHand) p.folded = false;
if (!p.inHand) {
// Their chips stay put; only the fold flag is cleared, since being
// out of the hand already covers not winning it.
p.folded = false;
if (state.actingSeatIndex === index) Betting.passAction(state, index);
} else if (handRunning) {
// Joining a hand already in progress means sitting this one out —
// you can't buy into a pot you haven't been paying for. `folded`
// is exactly that state, and the next hand clears it.
p.folded = true;
}
});
},
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => { state.dealerSeatIndex = index; }),
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => {
state.dealerSeatIndex = index;
// Before anyone has acted the blinds are still just sitting there, so
// moving the button moves them too — a home game passes it round several
// times before the cards come out, and the posted chips have to follow.
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
}),
assignBlind: (index, which) => {
const blinds = HoldemState.getBlindSeats(state);
const other = which === "sb" ? blinds.bbIndex : blinds.sbIndex;
// Naming one blind pins the other where it already is, so the dealer only
// has to state the part they're changing. If that would land both on one
// player, the other blind moves to the next seat along.
let partner = other !== null && other !== undefined && other !== index
? other
: Betting.nextLiveIndex(state, index);
if (partner === index || partner === null) partner = Betting.nextLiveIndex(state, index);
const label = which === "sb" ? "small blind" : "big blind";
seatAction(index, `${nameOf(index)} posts the ${label}.`, () => {
state.blindOverride = which === "sb"
? { sbIndex: index, bbIndex: partner }
: { sbIndex: partner, bbIndex: index };
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
});
},
clearBlindOverride: () => seatAction(state.dealerSeatIndex, "Blinds follow the button again.", () => {
state.blindOverride = null;
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
}),
editSeat: index => Render.toggleSeatEditor(index),
addChips: index => AddChips.open(state, index, (seatIndex, amount) => {
seatAction(seatIndex, `${nameOf(seatIndex)} added ${Money.format(amount)}.`, player => {
// Chips in front and cash in are different questions — the stack moves
// every hand, what they've handed over only moves when they buy.
player.stack = Math.round((Betting.stackOf(state, player) + amount) * 100) / 100;
player.buyIns = Math.round(((Number(player.buyIns) || 0) + amount) * 100) / 100;
player.stack = Money.round(Betting.stackOf(state, player) + amount);
player.buyIns = Money.round((Number(player.buyIns) || 0) + amount);
});
}),
};
@@ -104,7 +177,7 @@ document.addEventListener("DOMContentLoaded", () => {
resolvePot: openPotWizard,
beginAction: label => {
actionHistory.push({ label, snapshot: JSON.parse(JSON.stringify(state)) });
actionHistory.push({ label, snapshot: snapshotState() });
if (actionHistory.length > MAX_UNDO_STEPS) actionHistory.shift();
},
@@ -113,10 +186,7 @@ document.addEventListener("DOMContentLoaded", () => {
undoLast: () => {
const step = actionHistory.pop();
if (!step) return;
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, step.snapshot);
hooks.save(state);
Render.renderAll();
restoreState(step.snapshot);
Toast.show(`Took back ${step.label}.`, { duration: 2500 });
},
});
@@ -163,7 +233,7 @@ document.addEventListener("DOMContentLoaded", () => {
// would notice a misclick. The snapshot is deliberately in-memory only: an
// undo is for the mistake you just made, not one from last night's session.
const runUndoable = (message, mutate) => {
const snapshot = JSON.parse(JSON.stringify(state));
const snapshot = snapshotState();
mutate();
// Starting or settling a hand invalidates the per-action history: those
// snapshots describe a hand that's over. The whole-step Undo below replaces it.
@@ -174,19 +244,44 @@ document.addEventListener("DOMContentLoaded", () => {
Toast.show(message, {
actionLabel: "Undo",
onAction: () => {
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, snapshot);
hooks.save(state);
Render.renderAll();
restoreState(snapshot);
Toast.show("Undone.", { duration: 2500 });
},
});
};
document.getElementById("seatCountInput").addEventListener("change", e => {
HoldemState.resizeSeats(state, Number(e.target.value));
hooks.save(state);
Render.renderAll();
// A seat that has anything of a player in it — a name, chips, cash in, or a hand
// in progress. Shrinking the table throws these away permanently, and it also
// orphans them in the session standings, where they keep their winnings but lose
// the stack and buy-in the settle-up is worked out from.
const seatHasSomeoneIn = player =>
!!(player.name && player.name.trim()) ||
player.inHand ||
(Number(player.stack) || 0) > 0 ||
(Number(player.buyIns) || 0) > 0 ||
(Number(player.amountOverride) || 0) > 0;
document.getElementById("seatCountInput").addEventListener("change", async e => {
const requested = Math.max(2, Math.min(24, Math.floor(Number(e.target.value)) || state.seatCount));
const losing = state.seats.slice(requested).filter(seatHasSomeoneIn);
if (losing.length > 0) {
const who = losing
.map((p, i) => HoldemState.displayName(p, requested + state.seats.slice(requested).indexOf(p)))
.join(", ");
const ok = await Dialog.confirm({
title: `Remove ${losing.length} ${losing.length === 1 ? "player" : "players"}?`,
message: `Going down to ${requested} seats takes ${who} off the table along with their chips and buy-ins, and their session totals stop adding up.`,
confirmLabel: "Remove them",
danger: true,
});
if (!ok) {
e.target.value = state.seatCount;
return;
}
}
runUndoable(`Table set to ${requested} seats.`, () => HoldemState.resizeSeats(state, requested));
});
document.getElementById("directionSelect").addEventListener("change", e => {
@@ -223,15 +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);
});
@@ -278,6 +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; });
@@ -285,9 +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;
}
@@ -1,10 +1,51 @@
// Shared money formatting for every casino surface. Kept apart from the table's
// rendering so the quick-split calculator can pull in the formatter without dragging
// the whole seat/chip UI along with it.
// Shared money handling for every casino surface. Kept apart from the table's
// rendering so the quick-split calculator can pull it in without dragging the whole
// seat/chip UI along with it.
//
// Everything the dealer touches is money, and money is decimal, so every module used
// to carry its own `Math.round(x * 100) / 100`. That's one rounding rule written out
// sixteen times in six files, which is sixteen chances for one of them to drift.
// It lives here now, and the modules that do arithmetic call these instead.
const Money = {
// Half a cent. Chip comparisons need a tolerance: a stack that lands on
// 0.0000000001 after a split is empty as far as a dealer is concerned, and an
// exact `> 0` would treat that player as still having chips to bet.
EPSILON: 0.004,
// All money maths goes through cents, so 0.1 + 0.2 never reaches a payout.
toCents(amount) {
return Math.round((Number(amount) || 0) * 100);
},
fromCents(cents) {
return cents / 100;
},
round(amount) {
return this.toCents(amount) / 100;
},
// Cents only when there are cents.
//
// A chip game deals in whole numbers nearly all the time, and a trailing ".00"
// is two characters that say nothing — measured at ~22px, against the 64px a
// seat puck has to show a stack in. "$1,250,000.00" doesn't fit and wraps;
// "$1,250,000" does. Amounts that genuinely carry cents still show them, so a
// 25c-blind game reads exactly as it did.
format(amount) {
const value = Number(amount) || 0;
return `$${value.toLocaleString(undefined, { minimumFractionDigits: 2, maximumFractionDigits: 2 })}`;
const hasCents = this.toCents(value) % 100 !== 0;
return `$${value.toLocaleString(undefined, {
minimumFractionDigits: hasCents ? 2 : 0,
maximumFractionDigits: 2,
})}`;
},
// The same amount for a spreadsheet rather than for a person: no currency symbol
// and no thousands separators, because those are what make a column of money
// import as text and refuse to add up.
forSheet(amount) {
return (this.toCents(amount) / 100).toFixed(2);
},
// "+$40.00" / "-$40.00" rather than "$-40.00" — a standings column is read at a
@@ -4,7 +4,7 @@
// A "contribution entry" is { id, remaining, folded }. `remaining` starts as the amount
// that player put in the pot and is whittled down round by round as money gets paid out.
const PotCalculator = {
EPSILON: 0.004,
EPSILON: Money.EPSILON,
// Builds the initial entry list from raw contributions, keeping folded players in
// (their chips are still "dead money" owed to whoever wins) while excluding anyone
@@ -33,24 +33,39 @@ const PotCalculator = {
// to their own contribution, and only players who reached that height can win it.
// Folded money stays in — it's dead money owed to whoever wins the layer it fell in.
layers(players) {
const live = players.filter(p => p.contribution > this.EPSILON);
// Uncalled chips were never played for, so they come off the top before any
// pot is built. Deriving the pots from what's left is what keeps this function
// and uncalledReturns() from disagreeing about the same money — they used to
// decide "uncontested" separately, and an overbet that its own bettor was
// still live for got announced as a side pot only they could win.
const returned = new Map(this.uncalledReturns(players).map(r => [r.id, Money.toCents(r.amount)]));
const live = players
.map(p => ({ ...p, cents: Money.toCents(p.contribution) - (returned.get(p.id) || 0) }))
.filter(p => p.cents > 0);
if (live.length === 0) return [];
const heights = [...new Set(live.map(p => Math.round(p.contribution * 100)))].sort((a, b) => a - b);
const heights = [...new Set(live.map(p => p.cents))].sort((a, b) => a - b);
const layers = [];
let floor = 0;
heights.forEach(height => {
const band = height - floor;
const payers = live.filter(p => Math.round(p.contribution * 100) >= height);
const payers = live.filter(p => p.cents >= height);
const amount = band * payers.length;
const eligible = payers.filter(p => !p.folded).map(p => p.id);
// A band nobody can win isn't a pot — it's an overbet that never got
// called, and it goes back to whoever put it in. Announcing it as a side
// pot would overstate what's actually being played for.
if (amount > 0 && eligible.length > 0) {
layers.push({ amount: amount / 100, eligible });
if (amount > 0) {
if (eligible.length > 0) {
layers.push({ amount: Money.fromCents(amount), eligible });
} else if (layers.length > 0) {
// Everyone who reached this height folded, so it isn't a pot of its
// own — it's dead money owed to whoever wins the layer underneath.
// Dropping it would quietly shrink the announced pot.
const below = layers[layers.length - 1];
below.amount = Money.round(below.amount + Money.fromCents(amount));
}
// With no layer underneath either, nobody in the hand is live at all.
// That's a fold flag the dealer needs to fix, not a payout to guess at.
}
floor = height;
});
@@ -66,7 +81,7 @@ const PotCalculator = {
previous.eligible.every(id => layer.eligible.includes(id));
if (sameEligibility) {
previous.amount = Math.round((previous.amount + layer.amount) * 100) / 100;
previous.amount = Money.round(previous.amount + layer.amount);
} else {
merged.push({ ...layer });
}
@@ -79,21 +94,28 @@ const PotCalculator = {
},
// Chips nobody could call, which the dealer pushes back rather than into the pot.
// Anything above the biggest live contribution was never contested — most often an
// overbet by someone who then folded.
//
// A bet is only called up to what somebody *else* was willing to put in, so the
// ceiling for each player is the largest contribution among everyone but them.
// Measuring against the whole table instead — including the bettor's own chips —
// makes the biggest bet its own yardstick, so the one case this exists for (you
// shove, a short stack calls for less) comes back empty.
uncalledReturns(players) {
const contributing = players.filter(p => p.contribution > this.EPSILON);
const liveCents = contributing.filter(p => !p.folded).map(p => Math.round(p.contribution * 100));
// Nobody live at all means the fold flags are wrong, not that every chip on
// the table was uncalled. That's a correction for the dealer to make, so say
// nothing here and let the wizard ask them to fix it.
if (liveCents.length === 0) return [];
if (contributing.filter(p => !p.folded).length === 0) return [];
const cap = Math.max(...liveCents);
const cents = contributing.map(p => Money.toCents(p.contribution));
return contributing
.map(p => ({ id: p.id, amount: (Math.round(p.contribution * 100) - cap) / 100 }))
.map((p, index) => {
const others = cents.filter((_, i) => i !== index);
const cap = others.length > 0 ? Math.max(...others) : 0;
return { id: p.id, amount: Money.fromCents(cents[index] - cap) };
})
.filter(r => r.amount > this.EPSILON);
},
@@ -113,12 +135,12 @@ const PotCalculator = {
if (e.remaining <= this.EPSILON) return e;
const used = Math.min(e.remaining, cap);
payoutPool += used;
return { ...e, remaining: Math.round((e.remaining - used) * 100) / 100 };
return { ...e, remaining: Money.round(e.remaining - used) };
});
payoutPool = Math.round(payoutPool * 100) / 100;
const baseShareCents = Math.floor((payoutPool * 100) / winners.length);
let leftoverCents = Math.round(payoutPool * 100) - baseShareCents * winners.length;
payoutPool = Money.round(payoutPool);
const baseShareCents = Math.floor(Money.toCents(payoutPool) / winners.length);
let leftoverCents = Money.toCents(payoutPool) - baseShareCents * winners.length;
const perWinner = winnerIds
.filter(id => winners.some(w => w.id === id))
@@ -133,7 +155,7 @@ const PotCalculator = {
i++;
}
const result = perWinner.map(w => ({ id: w.id, amount: w.amountCents / 100 }));
const result = perWinner.map(w => ({ id: w.id, amount: Money.fromCents(w.amountCents) }));
const remainingContenders = this.getContenders(updatedEntries);
return {
@@ -18,6 +18,7 @@ const PotWizard = {
this.playerLabelById = new Map(
players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))])
);
this.seatIndexById = new Map(players.map(p => [p.id, state.seats.indexOf(p)]));
// The label carries name and cards together for the log and the payout lines;
// the choice rows want them separately so each can be styled and read on its own.
this.nameById = new Map(
@@ -29,7 +30,10 @@ const PotWizard = {
const contributions = players.map(p => ({
id: p.id,
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
folded: p.folded,
// A seat switched off mid-hand still has its chips in the pot, but it
// can no more win them than a folded one can — same dead money, and the
// wizard must not offer it as a winner.
folded: p.folded || HoldemState.isDeadMoney(p),
}));
this.entries = PotCalculator.buildEntries(contributions);
// Kept so the wizard can show the whole breakdown up front, not just the layer
@@ -57,6 +61,20 @@ const PotWizard = {
this.totals.set(id, (this.totals.get(id) || 0) + amount);
},
// A chopped pot rarely divides exactly, and the odd chip goes to the first player
// left of the button — not to whoever the dealer happened to tick first. The
// calculator hands leftovers out in the order it's given the winners, so ordering
// them here is what makes the payout match the rule.
orderFromButton(ids) {
const distance = new Map();
for (let step = 1; step <= this.state.seatCount; step++) {
distance.set(HoldemState.nextSeatIndex(this.state, this.state.dealerSeatIndex, step), step);
}
return [...ids].sort((a, b) =>
(distance.get(this.seatIndexById.get(a)) ?? 0) - (distance.get(this.seatIndexById.get(b)) ?? 0)
);
},
renderStep() {
// Auto-resolve any round where only one player is left standing — nothing to ask.
let contenders = PotCalculator.getContenders(this.entries);
@@ -168,7 +186,7 @@ const PotWizard = {
confirmBtn.addEventListener("click", () => {
const selected = Array.from(choices.querySelectorAll("input:checked")).map(i => i.value);
if (selected.length === 0) return;
const result = PotCalculator.resolveRound(this.entries, selected);
const result = PotCalculator.resolveRound(this.entries, this.orderFromButton(selected));
this.recordRound(result);
this.entries = result.updatedEntries;
this.renderStep();
@@ -254,11 +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;
@@ -15,12 +15,28 @@ const QuickSplit = {
ways: 2,
chip: 1,
// "even" is the common case — one pot, everyone matched. "uneven" is the one this
// screen used to send people back to the full table for: somebody all-in for less,
// so the money splits into a main pot and side pots.
mode: "even",
entries: [],
mount() {
this.potInput = document.getElementById("potInput");
this.clearPotBtn = document.getElementById("clearPotBtn");
this.entries = [{ amount: "", folded: false }, { amount: "", folded: false }, { amount: "", folded: false }];
this.renderWayChoices();
this.renderChipChoices();
this.renderUnevenRows();
document.getElementById("modeEvenBtn").addEventListener("click", () => this.setMode("even"));
document.getElementById("modeUnevenBtn").addEventListener("click", () => this.setMode("uneven"));
document.getElementById("addPlayerBtn").addEventListener("click", () => {
this.entries.push({ amount: "", folded: false });
this.renderUnevenRows();
this.update();
});
this.potInput.addEventListener("input", () => {
this.sanitizePotInput();
@@ -127,7 +143,112 @@ const QuickSplit = {
});
},
setMode(mode) {
this.mode = mode;
document.getElementById("modeEvenBtn").classList.toggle("selected", mode === "even");
document.getElementById("modeUnevenBtn").classList.toggle("selected", mode === "uneven");
document.querySelectorAll(".evenOnly").forEach(el => { el.hidden = mode !== "even"; });
document.querySelectorAll(".unevenOnly").forEach(el => { el.hidden = mode !== "uneven"; });
document.getElementById("splitResult").hidden = mode !== "even";
document.getElementById("unevenResult").hidden = mode !== "uneven";
this.update();
},
renderUnevenRows() {
const host = document.getElementById("unevenRows");
const template = document.getElementById("unevenRowTemplate");
host.innerHTML = "";
this.entries.forEach((entry, index) => {
const row = template.content.firstElementChild.cloneNode(true);
row.querySelector(".unevenRowLabel").textContent = `P${index + 1}`;
const amount = row.querySelector(".unevenAmount");
amount.value = entry.amount;
amount.setAttribute("aria-label", `Player ${index + 1} amount`);
amount.addEventListener("input", () => {
entry.amount = amount.value.replace(/[^0-9.]/g, "").replace(/(\..*)\./g, "$1");
if (entry.amount !== amount.value) amount.value = entry.amount;
this.update();
});
// Folded money stays in the pot as dead money, but its owner can't win any
// of it — which is exactly the distinction that makes side pots tricky.
const fold = row.querySelector(".unevenFoldBtn");
fold.classList.toggle("selected", entry.folded);
fold.setAttribute("aria-pressed", String(entry.folded));
fold.addEventListener("click", () => {
entry.folded = !entry.folded;
this.renderUnevenRows();
this.update();
});
const remove = row.querySelector(".unevenRemoveBtn");
remove.disabled = this.entries.length <= 2;
remove.addEventListener("click", () => {
this.entries.splice(index, 1);
this.renderUnevenRows();
this.update();
});
host.appendChild(row);
});
},
updateUneven() {
const players = this.entries
.map((entry, index) => ({ id: `P${index + 1}`, contribution: Number(entry.amount) || 0, folded: entry.folded }))
.filter(p => p.contribution > 0);
const pots = PotCalculator.layers(players);
const returns = PotCalculator.uncalledReturns(players);
const host = document.getElementById("unevenPots");
const empty = document.getElementById("unevenEmpty");
host.innerHTML = "";
if (pots.length === 0 && returns.length === 0) {
empty.hidden = false;
empty.textContent = players.length === 0
? "Enter what each player put in."
: "Nobody left who can win — un-fold whoever should take it.";
return;
}
empty.hidden = true;
const addRow = (label, amount, who, className) => {
const row = document.createElement("div");
row.className = `unevenPot ${className || ""}`;
const name = document.createElement("span");
name.className = "unevenPotLabel";
name.textContent = label;
const value = document.createElement("span");
value.className = "unevenPotAmount";
value.textContent = Money.format(amount);
const eligible = document.createElement("span");
eligible.className = "unevenPotWho";
eligible.textContent = who;
row.appendChild(name);
row.appendChild(value);
row.appendChild(eligible);
host.appendChild(row);
};
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.join(", ")));
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${ret.id}`, "unevenPotReturn"));
const total = players.reduce((sum, p) => sum + p.contribution, 0);
addRow("On the table", Money.round(total), "", "unevenPotTotal");
},
update() {
if (this.mode === "uneven") {
this.updateUneven();
return;
}
const potValue = Number(this.potInput.value);
const pot = Number.isNaN(potValue) ? 0 : potValue;
this.clearPotBtn.hidden = this.potInput.value === "";
+114 -12
View File
@@ -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();
},
@@ -158,7 +162,7 @@ const Render = {
const layer = document.getElementById("seatsLayer");
layer.innerHTML = "";
const template = document.getElementById("seatTemplate");
const { dealerIndex, sbIndex, bbIndex } = HoldemState.getBlindSeats(this.state);
const { dealerIndex, sbIndex, bbIndex, manual: manualBlinds } = HoldemState.getBlindSeats(this.state);
this.state.seats.forEach((player, index) => {
const node = template.content.firstElementChild.cloneNode(true);
@@ -172,15 +176,26 @@ const Render = {
const dealerChip = node.querySelector(".dealerChip");
dealerChip.classList.toggle("active", index === dealerIndex);
dealerChip.classList.toggle("hidden", !!this.state.dedicatedDealer);
// Tapping the puck is the same act as "Give the button" in the seat menu,
// so it goes through the same hook — otherwise this one path would move
// the button without moving the blinds that follow it.
dealerChip.addEventListener("click", e => {
e.stopPropagation();
this.state.dealerSeatIndex = index;
this.hooks.save(this.state);
this.renderSeats();
this.hooks.onGiveButton(index);
});
node.querySelector(".sbBadge").classList.toggle("visible", index === sbIndex);
node.querySelector(".bbBadge").classList.toggle("visible", index === bbIndex);
const sbBadge = node.querySelector(".sbBadge");
const bbBadge = node.querySelector(".bbBadge");
sbBadge.classList.toggle("visible", index === sbIndex);
bbBadge.classList.toggle("visible", index === bbIndex);
// A blind the dealer named by hand isn't where the button would have put
// it, so it's marked — otherwise the table looks like it's just wrong.
// The `!!` matters: getBlindSeats leaves `manual` undefined when the
// blinds are positional, and classList.toggle with an undefined second
// argument *flips* the class instead of clearing it, so the marker
// appeared and disappeared on alternate renders.
sbBadge.classList.toggle("blindManual", !!manualBlinds && index === sbIndex);
bbBadge.classList.toggle("blindManual", !!manualBlinds && index === bbIndex);
this.updatePuckContent(node, player, index);
node.classList.toggle("seatSelected", index === this.selectedSeatIndex);
@@ -250,11 +265,14 @@ const Render = {
const total = handTotal > 0
? handTotal
: HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : "";
const totalEl = node.querySelector(".seatPuckTotal");
totalEl.textContent = total > 0 ? Money.format(total) : "";
this.fitAmount(totalEl);
const stackEl = node.querySelector(".seatPuckStack");
const stack = Betting.stackOf(this.state, player);
stackEl.textContent = !empty && stack > 0 ? Money.format(stack) : "";
this.fitAmount(stackEl);
node.classList.toggle("seatActing", index === this.state.actingSeatIndex);
node.classList.toggle("seatEmpty", empty);
@@ -263,6 +281,17 @@ const Render = {
node.classList.toggle("seatLive", player.inHand && !player.folded);
},
// A seat puck is 64px of usable width. A tournament stack doesn't fit in that and,
// because the number has no spaces to break on, it doesn't wrap or ellipsise
// either — it just draws straight out over the neighbouring seat. Stepping the
// font down keeps every digit, which matters: a dealer misreading a stack is a
// worse outcome than a small one, so this shrinks rather than abbreviating.
fitAmount(el) {
const length = (el.textContent || "").length;
el.classList.toggle("puckAmountLong", length >= 8 && length < 10);
el.classList.toggle("puckAmountHuge", length >= 10);
},
// Cheaper than a full renderSeats() — used after edits so the seat editor's inputs
// (which live in a separate panel) never lose focus.
refreshPuck(index) {
@@ -672,30 +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);
@@ -706,8 +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);
},
};
@@ -45,6 +45,24 @@ const SeatMenu = {
actions.push({ label: "Give the button", run: () => this.hooks.makeDealer(index) });
}
// Naming a blind by hand. Only offered while nothing but the blinds are in —
// once somebody has called, moving a blind would mean unpicking a bet that
// has already been answered, and that's a decision for the dealer's mouth,
// not a menu item. Which blind a seat already has is shown rather than
// offered again.
if (dealtIn && Betting.onlyBlindsIn(this.state)) {
const blinds = HoldemState.getBlindSeats(this.state);
if (blinds.sbIndex !== index) {
actions.push({ label: "Make small blind", run: () => this.hooks.assignBlind(index, "sb") });
}
if (blinds.bbIndex !== index) {
actions.push({ label: "Make big blind", run: () => this.hooks.assignBlind(index, "bb") });
}
if (this.state.blindOverride) {
actions.push({ label: "Blinds follow the button again", run: () => this.hooks.clearBlindOverride() });
}
}
actions.push({ label: "Edit seat…", run: () => this.hooks.editSeat(index) });
return actions;
},
@@ -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) {
@@ -7,7 +7,7 @@
const SplitCalculator = {
// Everything is done in cents to keep 0.1 + 0.2 out of a payout.
toCents(amount) {
return Math.round((Number(amount) || 0) * 100);
return Money.toCents(amount);
},
split(potAmount, ways, chipAmount) {
@@ -40,11 +40,11 @@ const SplitCalculator = {
// Sanity check for the UI: what the split actually hands out has to equal the pot.
accountedFor(result) {
return (
Math.round(result.each * 100) * result.players +
Math.round(result.chip * 100) * result.oddChips +
Math.round(result.dust * 100)
) / 100;
return Money.fromCents(
Money.toCents(result.each) * result.players +
Money.toCents(result.chip) * result.oddChips +
Money.toCents(result.dust)
);
},
};
+201 -12
View File
@@ -58,6 +58,12 @@ const HoldemState = {
currentBet: 0,
lastRaiseSize: 0,
actingSeatIndex: null,
// Set when the dealer names the blinds by hand instead of letting them
// follow the button — { sbIndex, bbIndex }. Home games do this constantly
// ("you had it last time", someone arriving late owing a blind), and the
// button order is the wrong answer often enough that it has to be
// overridable. Cleared at the start of every hand.
blindOverride: null,
};
},
@@ -73,7 +79,8 @@ const HoldemState = {
// Tables saved before live betting existed are missing its fields; fill
// them in rather than making the dealer reset a table mid-session.
const defaults = this.createDefault();
["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize", "actingSeatIndex"]
["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize",
"actingSeatIndex", "blindOverride"]
.forEach(key => {
if (parsed[key] === undefined) parsed[key] = defaults[key];
});
@@ -124,9 +131,14 @@ const HoldemState = {
},
// Contribution the table calculator will treat this player as having put in.
//
// Chips already pushed into the middle count whether or not the player is still
// in the hand. Someone who storms off, gets taken out by the dealer, or is
// dealt out mid-hand leaves their money on the felt — it's dead money owed to
// whoever wins, and it is not theirs to take back. Reading `inHand` first is
// how those chips used to disappear out of the pot the instant a seat was
// switched off, quietly shrinking the payout by whatever they had posted.
computeContribution(player, chipLegend, basePotAmount) {
if (!player.inHand) return 0;
const override = player.amountOverride;
if (override !== null && override !== undefined && String(override).trim() !== "") {
const parsed = Number(override);
@@ -139,10 +151,54 @@ const HoldemState = {
}, 0);
if (chipTotal > 0) return chipTotal;
// The table-wide default is the one thing that stays tied to being dealt in:
// it's a stand-in for "everyone put the same amount in", so applying it to
// empty chairs would invent a contribution from every seat nobody is using.
if (!player.inHand) return 0;
const base = Number(basePotAmount);
return Number.isNaN(base) ? 0 : Math.max(0, base);
},
// Anyone whose chips are in the pot, whether or not they're still in the hand.
// A seat that's been switched off mid-hand is dead money: it counts towards the
// pot but can never be picked as a winner, exactly like a fold.
isDeadMoney(player) {
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),
@@ -159,18 +215,101 @@ const HoldemState = {
return ((fromIndex + delta) % count + count) % count;
},
// The button passes to the next player, not the next chair. Moving it one seat at
// a time parks it on empty chairs — with four players spread around ten seats it
// sits on nobody most hands — and that isn't only untidy: position and blinds are
// supposed to come round to each player at the same rate, and they don't if the
// button is rotating past chairs nobody is sitting in.
advanceButton(state) {
for (let step = 1; step <= state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) {
state.dealerSeatIndex = index;
return;
}
}
// Nobody is dealt in; move it along anyway so it doesn't look stuck.
state.dealerSeatIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
},
// Seats dealt into this hand, in blind order starting from the seat after the
// button. Blinds follow the players, not the chairs — the seats immediately left
// of the button are empty often enough that counting chairs posts them to nobody.
liveOrderFromButton(state) {
const order = [];
for (let step = 1; step <= state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) order.push(index);
}
return order;
},
// A button sitting on an empty chair is only cosmetic until you try to read
// position off it. On the very first hand of a fresh table it starts on seat 1
// whether or not anybody is sitting there, and a table that empties out around it
// leaves it stranded. Move it to a real player before a hand is dealt.
ensureButtonOnPlayer(state) {
if (state.seats[state.dealerSeatIndex] && state.seats[state.dealerSeatIndex].inHand) return;
for (let step = 0; step < state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) {
state.dealerSeatIndex = index;
return;
}
}
},
// A hand-picked blind is only usable if that seat is actually in the hand — a
// dealer who names a blind and then deals that player out shouldn't have the
// table quietly post to nobody.
validBlindOverride(state) {
const o = state.blindOverride;
if (!o) return null;
const ok = i => Number.isInteger(i) && i >= 0 && i < state.seatCount && state.seats[i] && state.seats[i].inHand;
if (!ok(o.sbIndex) || !ok(o.bbIndex) || o.sbIndex === o.bbIndex) return null;
return o;
},
// Who posts what. Heads-up is its own rule: with two players the button posts the
// small blind, which is the opposite of the usual order.
getBlindSeats(state) {
const sbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
const bbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 2);
return { dealerIndex: state.dealerSeatIndex, sbIndex, bbIndex };
const live = this.liveOrderFromButton(state);
const dealerIndex = state.dealerSeatIndex;
// A blind the dealer named by hand wins over anything positional. Heads-up is
// still reported honestly so the betting order stays right — who posts what
// is the dealer's call, but two-handed play acting in reverse is a rule.
const override = this.validBlindOverride(state);
if (override) {
return {
dealerIndex,
sbIndex: override.sbIndex,
bbIndex: override.bbIndex,
headsUp: live.length === 2,
manual: true,
};
}
if (live.length < 2) {
return { dealerIndex, sbIndex: null, bbIndex: null, headsUp: false };
}
if (live.length === 2) {
const buttonIsPlaying = state.seats[dealerIndex].inHand;
const sbIndex = buttonIsPlaying ? dealerIndex : live[0];
const bbIndex = live.find(i => i !== sbIndex);
return { dealerIndex, sbIndex, bbIndex, headsUp: true };
}
return { dealerIndex, sbIndex: live[0], bbIndex: live[1], headsUp: false };
},
startNextHand(state) {
this.advanceButton(state);
// A hand-picked blind applies to the hand it was picked for. Carrying it into
// the next one would freeze the blinds on two players for the rest of the
// night, which is the opposite of what naming them once is for.
state.blindOverride = null;
state.seats.forEach(p => {
p.folded = false;
p.cards = ["", ""];
@@ -179,6 +318,8 @@ const HoldemState = {
p.committed = 0;
p.hasActed = false;
});
// Anyone who joined mid-hand is a full player again from here.
this.ensureButtonOnPlayer(state);
},
// Appends a resolved-pot record to the running session log a dealer can point to
@@ -243,11 +384,28 @@ 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);
const boughtIn = seat ? Math.round((Number(seat.buyIns) || 0) * 100) / 100 : 0;
const chipsNow = seat ? Math.round((Number(seat.stack) || 0) * 100) / 100 : 0;
const boughtIn = seat ? Money.round(Number(seat.buyIns) || 0) : 0;
const chipsNow = seat ? Money.round(Number(seat.stack) || 0) : 0;
// Chips already pushed into the hand in progress are still this
// player's money until it's won. Leaving them out makes the cash
// position disagree with the hand log for as long as a hand is open —
@@ -257,16 +415,47 @@ const HoldemState = {
return {
...t,
in: Math.round(t.in * 100) / 100,
won: Math.round(t.won * 100) / 100,
net: Math.round((t.won - t.in) * 100) / 100,
in: Money.round(t.in),
won: Money.round(t.won),
net: Money.round(t.won - t.in),
boughtIn,
chipsNow,
cashPosition: Math.round((chipsNow + inFrontOfThem - boughtIn) * 100) / 100,
cashPosition: Money.round(chipsNow + inFrontOfThem - boughtIn),
};
})
.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) {
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@@ -0,0 +1,69 @@
# Hold'em dealer tests
Unit tests for the money logic behind `/Casino/TexasHoldem` — the betting engine, the
side-pot calculator, the split calculator and the table state.
```bash
node --test tests/holdem/*.test.js
```
No install step, no `package.json`, no dependencies. The browser modules are plain
script-tag files that each end with a `module.exports` guard, so Node can require them
as-is; `load.js` puts them on `globalThis` under the same names they use to find each
other in the page, in the load order from `TexasHoldem.cshtml`.
## What's covered
| File | Covers |
| --- | --- |
| `potCalculator.test.js` | Main and side pots, dead money, uncalled bets, odd-cent distribution |
| `betting.test.js` | Blinds, street completion, raises reopening the action, all-in run-outs |
| `state.test.js` | Button rotation, which seats post blinds, session standings |
| `splitCalculator.test.js` | Chopped pots, odd chips, unmakeable denominations |
| `invariants.test.js` | 1000 randomised hands per property (see below) |
## The layout audit
The unit tests above cover the money. `uiAudit.js` covers the thing you can only see
in a browser: whether a dealer can actually reach every control.
```bash
node tests/holdem/runUiAudit.js # needs Playwright and the site running
```
It checks touch-action and tap highlights, that fields stay selectable and are large
enough not to trigger iOS zoom, that nothing important is covered or off-screen with
no way to scroll to it, that no grid column has collapsed to nothing, and that no
text is painted outside its box. It runs over the table, all five overlays and Quick
Split, at thirteen viewports from a 360px phone to a 1600px desktop and the same
phones on their side.
Deliberately not in CI: the unit suite is dependency-free and runs in a second, while
this one needs a browser and a running site. Run it after any change that adds or
resizes a control. With no Playwright to hand, paste `uiAudit.js` into devtools and
call `LayoutAudit.runAll()`.
It exists because these checks were being re-typed into a console every time
something changed, and each time they only covered whatever had just been touched.
That is how the standings table shipped with a player-name column zero pixels wide
and kept it for two rounds.
## Why the randomised suite exists
Every correctness bug found in this tool so far has been shape-dependent: blinds posted
to empty chairs, the button skipping past players, heads-up acting out of order, an
overbet announced as a side pot. None of them show up on a full six-handed table with
equal stacks, which is the table anyone writes a fixed example for.
`invariants.test.js` deals a thousand hands across random seat counts, random empty
chairs, random stack depths and random dealer input, and checks the things a dealer
would notice being wrong:
- chips are never created or destroyed during play
- the pot breakdown plus the uncalled returns always equal the money that went in
- paying the pot out settles it to the cent
- once uncalled chips are handed back, nobody is still betting above the whole table
- the button and both blinds always land on players who are actually in the hand
The generator is seeded, so a failure reproduces from the seed printed in the message
rather than being a flake to re-run.
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// 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);
});
});
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, makeTable, chipsOnTable } = require("./load");
describe("Betting.beginHand", () => {
test("blinds are posted and the seat after the big blind acts first", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0, smallBlind: 1, bigBlind: 2 });
Betting.beginHand(state);
assert.equal(state.seats[1].committed, 1, "small blind");
assert.equal(state.seats[2].committed, 2, "big blind");
assert.equal(state.currentBet, 2);
assert.equal(state.actingSeatIndex, 3, "under the gun");
});
test("heads-up, the button posts the small blind and acts first pre-flop", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
Betting.beginHand(state);
assert.equal(state.seats[2].committed, 1, "the button is the small blind");
assert.equal(state.seats[5].committed, 2);
assert.equal(state.actingSeatIndex, 2, "the small blind acts first pre-flop heads-up");
});
test("heads-up, the big blind acts first once the flop is out", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
Betting.beginHand(state);
Betting.call(state, 2);
Betting.check(state, 5);
Betting.closeStreet(state);
assert.equal(state.street, "flop");
assert.equal(state.actingSeatIndex, 5, "the big blind is first to act after the flop");
});
test("a blind bigger than a stack puts that player all-in without stalling the action", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0, smallBlind: 50, bigBlind: 100 });
state.seats[0].stack = 10; // can't cover the small blind
Betting.beginHand(state);
assert.equal(state.seats[0].stack, 0, "all-in for what they had");
assert.equal(state.seats[0].committed, 10);
assert.notEqual(state.actingSeatIndex, 0, "a player with no chips has nothing to decide");
});
test("posting blinds never invents or destroys chips", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(chipsOnTable(state), before);
});
});
describe("Betting street completion", () => {
test("a street ends once everyone has matched the bet and had a turn", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
assert.equal(Betting.isStreetComplete(state), false, "the big blind still has an option");
Betting.check(state, 2);
assert.equal(Betting.isStreetComplete(state), true);
assert.equal(state.actingSeatIndex, null);
});
test("a raise reopens the action for everyone who had already called", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(state.seats[3].hasActed, true);
Betting.raiseTo(state, 1, 10);
assert.equal(state.seats[3].hasActed, false, "seat 3 owes a response again");
assert.equal(state.seats[0].hasActed, false);
assert.equal(state.currentBet, 10);
assert.equal(Betting.isStreetComplete(state), false);
});
test("the action skips a player who is all-in but still in the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.seats[3].stack = 5;
Betting.beginHand(state);
Betting.allIn(state, 3);
assert.equal(state.seats[3].stack, 0);
assert.notEqual(state.actingSeatIndex, 3);
// They are still live and can still win the pot.
assert.ok(Betting.liveSeats(state).some(s => s.index === 3));
});
test("closing a street sweeps chips into hand totals and resets the bet", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
Betting.check(state, 2);
const before = chipsOnTable(state);
Betting.closeStreet(state);
assert.equal(state.currentBet, 0);
assert.equal(state.street, "flop");
assert.equal(chipsOnTable(state), before, "sweeping moves chips, it doesn't change the total");
state.seats.forEach(p => assert.equal(p.committed, 0));
assert.equal(Betting.handTotal(state.seats[2]), 2);
});
});
describe("Betting all-in run-outs", () => {
test("with everyone all-in there is nobody left to ask", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 20, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.allIn(state, 2);
Betting.allIn(state, 0);
Betting.allIn(state, 1);
assert.equal(Betting.canStillBet(state), false);
assert.equal(Betting.isRunningOut(state), true, "the board just gets dealt out");
Betting.closeStreet(state);
assert.equal(state.actingSeatIndex, null, "no phantom action on the flop");
});
test("one player with chips against an all-in cannot bet alone", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.seats[1].stack = 5;
Betting.beginHand(state);
Betting.fold(state, 2);
Betting.allIn(state, 0);
Betting.allIn(state, 1);
assert.equal(Betting.canStillBet(state), false);
assert.equal(Betting.isHandOver(state), false, "two players are still live for the showdown");
});
test("everyone folding to one player ends the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.fold(state, 3);
Betting.fold(state, 0);
Betting.fold(state, 1);
assert.equal(Betting.isHandOver(state), true);
});
});
describe("Betting money handling", () => {
test("a player can never put in more than they have", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 30, dealerSeatIndex: 0 });
Betting.beginHand(state);
const moved = Betting.putIn(state, 0, 500);
assert.equal(moved, 30);
assert.equal(state.seats[0].stack, 0);
});
test("raise-to is what a dealer says out loud, not raise-by", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
assert.equal(state.seats[3].committed, 10, "their street total is 10, not 10 on top");
assert.equal(state.seats[3].stack, 90);
});
test("the minimum raise has to match the last one", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(Betting.minRaiseTo(state), 4, "a big blind of 2 makes the first raise 4");
Betting.raiseTo(state, 3, 10);
assert.equal(Betting.minRaiseTo(state), 18, "an 8-chip raise means the next one is to 18");
});
test("winnings land back in front of the player", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.creditWinnings(state, [{ id: state.seats[0].id, amount: 42.5 }]);
assert.equal(state.seats[0].stack, 142.5, "the button posts nothing three-handed");
});
test("fractional blinds don't drift into floating-point dust", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 10, smallBlind: 0.1, bigBlind: 0.2 });
Betting.beginHand(state);
Betting.call(state, 0); // button limps
Betting.call(state, 1); // small blind completes
Betting.check(state, 2); // big blind is happy
Betting.closeStreet(state);
assert.equal(chipsOnTable(state), 30, "0.1 + 0.2 arithmetic didn't lose a chip");
assert.equal(Betting.potSoFar(state), 0.6);
state.seats.forEach(p => assert.equal(p.stack, 9.8));
});
});
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// 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"));
});
});
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// Randomised whole-hand play against the invariants a dealer would notice being broken.
//
// These ran once, by hand, in a browser console while the betting engine was being
// fixed, and then went away with the tab. The bugs they caught (blinds posted to empty
// chairs, the button skipping players, heads-up acting out of order) are all cases you
// only hit on a particular table shape, so a fixed set of examples misses them. Keeping
// the generator means the next change gets checked against the same thousand tables.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, PotCalculator, HoldemState, Money, makeTable, chipsOnTable, contributions } = require("./load");
// Deterministic PRNG: a failure has to be reproducible from the seed printed with it,
// otherwise a randomised suite is just a flaky one.
function rng(seed) {
let s = seed >>> 0;
return () => {
s = (s * 1664525 + 1013904223) >>> 0;
return s / 4294967296;
};
}
// Plays one hand to completion with random but legal-ish dealer input.
function playHand(random) {
const seatCount = 2 + Math.floor(random() * 9);
const seatIndexes = [...Array(seatCount).keys()];
const seated = seatIndexes.filter(() => random() < 0.7);
if (seated.length < 2) seated.push(...seatIndexes.filter(i => !seated.includes(i)).slice(0, 2 - seated.length));
const bigBlind = [2, 5, 0.5][Math.floor(random() * 3)];
const state = makeTable({
seatCount,
seated,
stack: 0,
smallBlind: bigBlind / 2,
bigBlind,
dealerSeatIndex: Math.floor(random() * seatCount),
});
// Varied stack depths, so short stacks and side pots actually happen.
seated.forEach(i => {
state.seats[i].stack = Money.round(bigBlind * (1 + Math.floor(random() * 60)));
});
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
let guard = 0;
while (!Betting.isHandOver(state) && state.street !== "done" && guard++ < 400) {
if (state.actingSeatIndex === null) {
if (state.street === "river" || !Betting.canStillBet(state)) break;
Betting.closeStreet(state);
continue;
}
const index = state.actingSeatIndex;
const player = state.seats[index];
const toCall = Betting.toCall(state, player);
const roll = random();
if (roll < 0.15) Betting.fold(state, index);
else if (roll < 0.25) Betting.allIn(state, index);
else if (toCall > 0) Betting.call(state, index);
else if (roll < 0.75) Betting.check(state, index);
else Betting.raiseTo(state, index, Betting.minRaiseTo(state));
}
Betting.sweepToHandTotals(state);
return { state, startingChips, seated };
}
describe("randomised hands hold the dealer's invariants", () => {
const HANDS = 1000;
test(`${HANDS} hands never create or destroy a chip`, () => {
const random = rng(20260901);
for (let hand = 0; hand < HANDS; hand++) {
const { state, startingChips } = playHand(random);
assert.equal(
chipsOnTable(state),
startingChips,
`hand ${hand}: chips on the table changed during play`
);
}
});
test(`${HANDS} hands: pots plus uncalled returns always equal the money in`, () => {
const random = rng(778899);
let sidePotHands = 0;
let returnHands = 0;
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
const inThePot = players.reduce((sum, p) => sum + p.contribution, 0);
if (inThePot <= 0) continue;
// Fold flags can leave nobody live, which the calculator deliberately
// refuses to guess at — that's a dealer correction, not an invariant.
if (players.every(p => p.folded)) continue;
const layered = PotCalculator.layers(players).reduce((s, l) => s + l.amount, 0);
const returned = PotCalculator.uncalledReturns(players).reduce((s, r) => s + r.amount, 0);
assert.equal(
Money.toCents(layered + returned),
Money.toCents(inThePot),
`hand ${hand}: pot breakdown doesn't add up to what went in`
);
if (PotCalculator.layers(players).length > 1) sidePotHands++;
if (returned > 0) returnHands++;
}
assert.ok(sidePotHands > 20, `expected side pots to occur; saw ${sidePotHands}`);
assert.ok(returnHands > 20, `expected uncalled bets to occur; saw ${returnHands}`);
});
test(`${HANDS} hands: what's left after returns is money somebody actually matched`, () => {
// The rule the pot breakdown rests on: you are only called up to what somebody
// else was willing to put in. Once the uncalled chips are handed back, no
// player should still be sitting above every other player at the table.
//
// A single-eligible pot is *not* the thing to look for here — that's legitimate
// when a player called and then folded, leaving dead money one contender
// collects. The bug this guards against is subtler: chips nobody ever matched
// being dressed up as a pot to play for.
const random = rng(13579);
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
if (players.every(p => p.folded)) continue;
const returns = PotCalculator.uncalledReturns(players);
assert.ok(returns.length <= 1, `hand ${hand}: only the biggest bet can go uncalled`);
returns.forEach(r => {
const player = players.find(p => p.id === r.id);
assert.ok(r.amount <= player.contribution + 0.001, `hand ${hand}: returned more than was put in`);
});
const returned = new Map(returns.map(r => [r.id, r.amount]));
const capped = players.map(p => Money.toCents(p.contribution - (returned.get(p.id) || 0)));
capped.forEach((cents, index) => {
const others = capped.filter((_, i) => i !== index);
const mostAnyoneElsePaid = others.length ? Math.max(...others) : 0;
assert.ok(
cents <= mostAnyoneElsePaid,
`hand ${hand}: a player is still ${Money.fromCents(cents - mostAnyoneElsePaid)} ` +
`above everyone else after returns — that money was never matched`
);
});
}
});
test(`${HANDS} hands: paying the pot out settles it exactly`, () => {
const random = rng(24680);
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
if (players.every(p => p.folded)) continue;
// Take the uncalled money off first, the way the dealer would.
const returned = new Map(PotCalculator.uncalledReturns(players).map(r => [r.id, r.amount]));
const contested = players.map(p => ({
...p,
contribution: Money.round(p.contribution - (returned.get(p.id) || 0)),
}));
let entries = PotCalculator.buildEntries(contested);
const potBefore = PotCalculator.totalPot(entries);
let paidOut = 0;
let rounds = 0;
while (PotCalculator.getContenders(entries).length > 0 && rounds++ < 30) {
const contenders = PotCalculator.getContenders(entries);
const winner = contenders[Math.floor(random() * contenders.length)];
const result = PotCalculator.resolveRound(entries, [winner.id]);
paidOut += result.perWinner.reduce((s, w) => s + w.amount, 0);
entries = result.updatedEntries;
}
assert.equal(
Money.toCents(paidOut),
Money.toCents(potBefore),
`hand ${hand}: paying out the pot left ${potBefore - paidOut} unaccounted for`
);
}
});
test(`${HANDS} hands: the button and blinds land on real players`, () => {
const random = rng(112233);
for (let hand = 0; hand < HANDS; hand++) {
const seatCount = 2 + Math.floor(random() * 9);
const seated = [...Array(seatCount).keys()].filter(() => random() < 0.6);
if (seated.length < 2) continue;
const state = makeTable({ seatCount, seated, dealerSeatIndex: Math.floor(random() * seatCount) });
HoldemState.advanceButton(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand, `hand ${hand}: button on an empty chair`);
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand, `hand ${hand}: small blind on an empty chair`);
assert.ok(state.seats[bbIndex].inHand, `hand ${hand}: big blind on an empty chair`);
assert.notEqual(sbIndex, bbIndex, `hand ${hand}: both blinds on one player`);
if (seated.length === 2) {
assert.ok(headsUp, `hand ${hand}: two players should be heads-up`);
assert.equal(sbIndex, state.dealerSeatIndex, `hand ${hand}: heads-up button posts the small blind`);
}
}
});
});
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// Loads the dealer's browser modules into Node so they can be tested directly.
//
// The modules are plain script-tag files: each one declares a `const` namespace and
// ends with a `module.exports` guard. In the browser they find each other as globals,
// so the same names have to exist on `globalThis` here or `Betting` can't reach
// `HoldemState`. Load order matches the <script> order in TexasHoldem.cshtml.
const path = require("path");
const SRC = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem");
function load(name) {
const mod = require(path.join(SRC, `${name}.js`));
globalThis[name.charAt(0).toUpperCase() + name.slice(1)] = mod;
return mod;
}
const Money = load("money");
const PotCalculator = load("potCalculator");
const SplitCalculator = load("splitCalculator");
const Betting = load("betting");
const 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;
// ---- Table builders ----------------------------------------------------------
// A table with `seatCount` chairs where `seated` (a list of seat indexes) are dealt
// in with `stack` chips each. Everything else is the app's own defaults, so a test
// that forgets to set a field gets whatever a real dealer would get.
function makeTable({ seatCount = 6, seated = null, stack = 100, smallBlind = 1, bigBlind = 2, dealerSeatIndex = 0 } = {}) {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, seatCount);
state.smallBlind = smallBlind;
state.bigBlind = bigBlind;
state.dealerSeatIndex = dealerSeatIndex;
const sitting = seated || state.seats.map((_, i) => i);
state.seats.forEach((player, index) => {
player.inHand = sitting.includes(index);
player.stack = sitting.includes(index) ? stack : null;
player.name = `P${index + 1}`;
});
return state;
}
// Total chips the table is accountable for: what's in front of everyone, plus what
// they've pushed in this street, plus what's already banked into the pot.
function chipsOnTable(state) {
return Money.round(
state.seats.reduce(
(sum, p) => sum + (Number(p.stack) || 0) + (Number(p.committed) || 0) + (Number(p.amountOverride) || 0),
0
)
);
}
// Contributions in the shape PotCalculator wants them.
function contributions(state) {
return state.seats
.filter(p => p.inHand)
.map(p => ({
id: p.id,
contribution: Betting.handTotal(p),
folded: p.folded,
}));
}
module.exports = {
Money,
Render,
HandHistoryExport,
PotCalculator,
SplitCalculator,
Betting,
HoldemState,
makeTable,
chipsOnTable,
contributions,
};
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// Home games are messy. People walk up mid-hand, storm off mid-hand, argue about
// whose blind it is, and pass the button round three times before anyone deals.
// These are the cases the positional rules quietly get wrong.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, PotCalculator, Money, makeTable, chipsOnTable, contributions } = require("./load");
const potOf = state => HoldemState.totalPot(state);
describe("a player leaves in the middle of a hand", () => {
test("their chips stay in the pot", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const before = potOf(state);
assert.equal(before, 8);
state.seats[1].inHand = false; // dealer takes them out
assert.equal(potOf(state), before, "the pot must not shrink when a player is taken out");
});
test("they cannot be paid out of a pot they walked away from", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
state.seats[1].inHand = false;
const players = state.seats
.filter(p => HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount) > 0)
.map(p => ({
id: p.id,
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
folded: p.folded || HoldemState.isDeadMoney(p),
}));
const layers = PotCalculator.layers(players);
assert.ok(!layers[0].eligible.includes(state.seats[1].id), "a departed player can't win");
assert.equal(layers.reduce((s, l) => s + l.amount, 0), 6, "but their money is still being played for");
});
test("taking out the player who is to act moves the action on", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
const acting = state.actingSeatIndex;
state.seats[acting].inHand = false;
Betting.passAction(state, acting);
assert.notEqual(state.actingSeatIndex, acting, "the table can't wait on somebody who left");
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
});
test("an empty chair still contributes nothing, base pot or not", () => {
// The table-wide default must not be read as an ante from seats nobody is in.
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0 });
state.basePotAmount = 25;
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, 25), 0);
});
});
describe("a player joins in the middle of a hand", () => {
test("they sit the hand out rather than joining a pot they never paid into", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
// Walks up and is dealt in — the app marks them folded for this hand.
state.seats[4].inHand = true;
state.seats[4].stack = 100;
state.seats[4].folded = true;
assert.ok(!Betting.liveSeats(state).some(s => s.index === 4), "not live this hand");
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, state.basePotAmount), 0);
});
test("they are a full player again on the next hand", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
state.seats[4].inHand = true;
state.seats[4].stack = 100;
state.seats[4].folded = true;
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.seats[4].folded, false);
assert.ok(Betting.liveSeats(state).some(s => s.index === 4), "dealt in like anyone else");
});
});
describe("passing the button around before the cards come out", () => {
test("moving the button re-posts the blinds and keeps the chip count straight", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(state.seats[1].committed, 1);
assert.equal(state.seats[2].committed, 2);
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
assert.equal(state.seats[1].committed, 0, "the old small blind got their chip back");
assert.equal(state.seats[3].committed, 1, "and the new one has posted");
assert.equal(state.seats[0].committed, 2);
assert.equal(chipsOnTable(state), startingChips, "no chips created or lost in the shuffle");
});
test("passing it round many times still balances", () => {
const state = makeTable({ seatCount: 8, seated: [0, 2, 3, 5, 7], dealerSeatIndex: 0 });
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
[2, 5, 7, 3, 0, 5].forEach(seat => {
state.dealerSeatIndex = seat;
Betting.repostBlinds(state);
assert.equal(chipsOnTable(state), startingChips, `chips drifted after passing to seat ${seat}`);
});
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.equal(Betting.committed(state.seats[sbIndex]), 1);
assert.equal(Betting.committed(state.seats[bbIndex]), 2);
});
test("once somebody has acted, the blinds are settled", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(Betting.onlyBlindsIn(state), true, "nothing but blinds so far");
Betting.call(state, 3);
assert.equal(Betting.onlyBlindsIn(state), false, "a call means the blinds are set where they are");
});
});
describe("naming the blinds by hand", () => {
test("a named blind wins over the button order", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
assert.equal(sbIndex, 3);
assert.equal(bbIndex, 0);
assert.equal(manual, true);
Betting.beginHand(state);
assert.equal(state.seats[3].committed, 1);
assert.equal(state.seats[0].committed, 2);
assert.equal(state.seats[1].committed, 0, "the positional small blind posts nothing");
});
test("a named blind on a player who isn't dealt in is ignored", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 4, bbIndex: 0 }; // seat 4 is an empty chair
const { sbIndex, manual } = HoldemState.getBlindSeats(state);
assert.ok(!manual, "falls back to the button order rather than posting to nobody");
assert.ok(state.seats[sbIndex].inHand);
});
test("both blinds on one player is refused", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 1, bbIndex: 1 };
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.notEqual(sbIndex, bbIndex);
});
test("naming blinds heads-up still acts in the right order", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
state.blindOverride = { sbIndex: 5, bbIndex: 2 }; // deliberately the reverse
Betting.beginHand(state);
assert.equal(state.seats[5].committed, 1);
assert.equal(state.seats[2].committed, 2);
assert.equal(state.actingSeatIndex, 5, "the small blind acts first pre-flop heads-up");
Betting.call(state, 5);
Betting.check(state, 2);
Betting.closeStreet(state);
assert.equal(state.actingSeatIndex, 2, "and the big blind leads after the flop");
});
test("the naming only lasts the hand it was made for", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.equal(state.blindOverride, null, "blinds go back to following the button");
});
});
describe("the first hand on a fresh table", () => {
test("the button never starts on an empty chair", () => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
[4, 6, 7].forEach(i => { state.seats[i].inHand = true; state.seats[i].stack = 100; });
assert.equal(state.dealerSeatIndex, 0, "a fresh table starts the button on seat 1");
assert.equal(state.seats[0].inHand, false, "which nobody is sitting in");
Betting.beginHand(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand, "the button moved to a real player");
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand);
assert.ok(state.seats[bbIndex].inHand);
assert.notEqual(sbIndex, bbIndex);
});
test("a table that empties out around the button recovers", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 3 });
state.seats[3].inHand = false; // the player holding the button leaves
HoldemState.ensureButtonOnPlayer(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand);
});
test("two players left after everyone else walks is heads-up, blinds reversed", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
[2, 3].forEach(i => { state.seats[i].inHand = false; });
HoldemState.startNextHand(state);
Betting.beginHand(state);
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
});
});
describe("chips survive a messy table", () => {
test("joining, leaving and passing the button never changes the chip count", () => {
const state = makeTable({ seatCount: 8, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[6].stack = 100; // sitting down but not dealt in yet
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
state.seats[6].inHand = true; // walks up mid-hand
state.seats[6].folded = true;
assert.equal(chipsOnTable(state), startingChips);
Betting.call(state, state.actingSeatIndex);
state.seats[1].inHand = false; // and someone storms off
Betting.sweepToHandTotals(state);
assert.equal(chipsOnTable(state), startingChips, "every chip is still accounted for");
assert.equal(
Money.toCents(potOf(state) + state.seats.reduce((s, p) => s + (Number(p.stack) || 0), 0)),
Money.toCents(startingChips),
"and the pot plus the stacks is the whole table"
);
});
});
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Money, HandHistoryExport } = require("./load");
describe("Money.format", () => {
test("whole amounts drop the pointless cents", () => {
assert.equal(Money.format(12), "$12");
assert.equal(Money.format(450), "$450");
assert.equal(Money.format(1250000), "$1,250,000");
assert.equal(Money.format(0), "$0");
});
test("amounts that carry cents still show them", () => {
assert.equal(Money.format(12.5), "$12.50");
assert.equal(Money.format(0.25), "$0.25");
assert.equal(Money.format(3.01), "$3.01");
});
test("a quarter-blind game reads exactly as it did", () => {
// The case that would be ruined by dropping cents unconditionally.
[0.25, 0.5, 1.75, 12.05].forEach(v => {
assert.match(Money.format(v), /\.\d\d$/, `${v} lost its cents`);
});
});
test("floating-point dust doesn't invent cents", () => {
assert.equal(Money.format(0.1 + 0.2), "$0.30");
assert.equal(Money.format(1.0000000001), "$1");
});
test("signed amounts put the sign out front, both scales", () => {
assert.equal(Money.formatSigned(87500), "+$87,500");
assert.equal(Money.formatSigned(-87500), "-$87,500");
assert.equal(Money.formatSigned(-12.5), "-$12.50");
assert.equal(Money.formatSigned(0), "$0");
});
test("rubbish in doesn't produce rubbish out", () => {
assert.equal(Money.format(null), "$0");
assert.equal(Money.format(undefined), "$0");
assert.equal(Money.format("nonsense"), "$0");
});
});
describe("Money.forSheet", () => {
test("a bare number a spreadsheet will add up", () => {
assert.equal(Money.forSheet(1250000), "1250000.00");
assert.equal(Money.forSheet(12.5), "12.50");
assert.equal(Money.forSheet(-87500), "-87500.00");
});
test("no currency symbol and no thousands separators", () => {
const written = Money.forSheet(1234567.89);
assert.ok(!written.includes("$"), "a $ makes the cell text");
assert.ok(!written.includes(","), "a comma makes the cell text");
assert.equal(Number(written), 1234567.89, "and it parses straight back to a number");
});
});
describe("the exported CSV", () => {
const history = [
{ handNumber: 2, timestamp: 0, pot: 1250000, payouts: [{ id: "a", label: "Alexandra", amount: 1250000 }] },
{ handNumber: 1, timestamp: 0, pot: 24.5, payouts: [{ id: "b", label: "Bob", amount: 24.5 }] },
];
const standings = [
{ id: "a", name: "Alexandra", in: 1250000, won: 1250000, net: 0, boughtIn: 3200000, chipsNow: 3200000, cashPosition: 0 },
{ id: "b", name: "Bob", in: 24.5, won: 0, net: -24.5, boughtIn: 100, chipsNow: 75.5, cashPosition: -24.5 },
];
// Splitting on commas isn't good enough: the timestamp column legitimately holds
// one ("1/1/1970, 5:00:00 PM") and is quoted for exactly that reason.
const splitRow = line => {
const fields = [];
let field = "";
let quoted = false;
for (let i = 0; i < line.length; i++) {
const c = line[i];
if (quoted) {
if (c === '"' && line[i + 1] === '"') { field += '"'; i++; }
else if (c === '"') quoted = false;
else field += c;
} else if (c === '"') quoted = true;
else if (c === ",") { fields.push(field); field = ""; }
else field += c;
}
fields.push(field);
return fields;
};
test("every money cell parses as a number", () => {
const csv = HandHistoryExport.toCsv(history, standings);
const lines = csv.split("\r\n");
lines.slice(1, 3).forEach(line => {
const cell = splitRow(line)[2]; // Pot
assert.ok(cell !== "" && !Number.isNaN(Number(cell)), `pot cell "${cell}" isn't a number`);
});
// Standings rows: every column after the name has to be numeric.
const standingsStart = lines.findIndex(l => l.startsWith("Player,"));
lines.slice(standingsStart + 1).filter(Boolean).forEach(line => {
splitRow(line).slice(1).forEach(cell => {
assert.ok(cell !== "" && !Number.isNaN(Number(cell)), `standings cell "${cell}" isn't a number`);
});
});
});
test("a million-dollar pot doesn't need quoting any more", () => {
const csv = HandHistoryExport.toCsv(history, []);
assert.ok(csv.includes("1250000.00"), "written plainly");
assert.ok(!csv.includes('"$1,250,000'), "not as a quoted, unsummable string");
});
test("names and payout descriptions stay human", () => {
const csv = HandHistoryExport.toCsv(history, standings);
assert.ok(csv.includes("Alexandra"), "the name column is still a name");
assert.ok(csv.includes("Alexandra: $1,250,000"), "the payout column still reads like a sentence");
});
test("a name with a comma is still quoted properly", () => {
const csv = HandHistoryExport.toCsv([], [
{ id: "x", name: "Smith, John", in: 0, won: 0, net: 0, boughtIn: 0, chipsNow: 0, cashPosition: 0 },
]);
assert.ok(csv.includes('"Smith, John"'), "the CSV escaping still applies where it's needed");
});
});
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { PotCalculator } = require("./load");
const p = (id, contribution, folded = false) => ({ id, contribution, folded });
describe("PotCalculator.layers", () => {
test("one pot when everyone put in the same", () => {
const layers = PotCalculator.layers([p("a", 50), p("b", 50), p("c", 50)]);
assert.equal(layers.length, 1);
assert.equal(layers[0].amount, 150);
assert.equal(layers[0].label, "Main pot");
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c"]);
});
test("a short all-in opens a side pot only the deeper players can win", () => {
// a is all-in for 20, b and c keep betting to 60.
const layers = PotCalculator.layers([p("a", 20), p("b", 60), p("c", 60)]);
assert.equal(layers.length, 2);
assert.equal(layers[0].amount, 60); // 20 x 3
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c"]);
assert.equal(layers[1].amount, 80); // 40 x 2
assert.deepEqual(layers[1].eligible.sort(), ["b", "c"]);
assert.equal(layers[1].label, "Side pot 1");
});
test("folded money stays in the pot as dead money but wins nothing", () => {
const layers = PotCalculator.layers([p("a", 50), p("b", 50), p("folder", 50, true)]);
assert.equal(layers.length, 1);
assert.equal(layers[0].amount, 150, "the folder's chips are still in the middle");
assert.ok(!layers[0].eligible.includes("folder"));
});
test("layers with the same eligible players are announced as one pot", () => {
// Two folders at different heights would each open a band, but a dealer
// announces one pot between the two players who can actually win it.
const layers = PotCalculator.layers([
p("a", 100),
p("b", 100),
p("f1", 20, true),
p("f2", 40, true),
]);
const eligibleSets = layers.map(l => l.eligible.slice().sort().join(","));
assert.deepEqual(eligibleSets, ["a,b"], "one announceable pot, not three");
assert.equal(layers[0].amount, 260);
});
test("layer amounts always sum to the contested money", () => {
const players = [p("a", 12.5), p("b", 33.25), p("c", 33.25), p("d", 5, true)];
const total = players.reduce((s, x) => s + x.contribution, 0);
const uncalled = PotCalculator.uncalledReturns(players).reduce((s, r) => s + r.amount, 0);
const layered = PotCalculator.layers(players).reduce((s, l) => s + l.amount, 0);
assert.equal(Math.round((layered + uncalled) * 100), Math.round(total * 100));
});
test("nobody contributed means no pots, not an empty main pot", () => {
assert.deepEqual(PotCalculator.layers([p("a", 0), p("b", 0)]), []);
});
});
describe("PotCalculator.uncalledReturns", () => {
test("an overbet nobody called goes back to whoever bet it", () => {
// b shoves 200, a calls only 50 and everyone else folds.
const returns = PotCalculator.uncalledReturns([p("a", 50), p("b", 200)]);
assert.deepEqual(returns, [{ id: "b", amount: 150 }]);
});
test("a called bet leaves nothing to return", () => {
assert.deepEqual(PotCalculator.uncalledReturns([p("a", 50), p("b", 50)]), []);
});
test("the cap is the biggest live contribution, so a folder's overbet comes back", () => {
const returns = PotCalculator.uncalledReturns([p("live", 30), p("bully", 90, true)]);
assert.deepEqual(returns, [{ id: "bully", amount: 60 }]);
});
test("with nobody live it stays quiet rather than refunding the table", () => {
// Every fold flag set is a dealer mistake to correct, not a signal that
// every chip on the felt was uncalled.
assert.deepEqual(PotCalculator.uncalledReturns([p("a", 10, true), p("b", 20, true)]), []);
});
});
describe("PotCalculator.resolveRound", () => {
test("a single winner takes the layer they were matched for", () => {
const entries = PotCalculator.buildEntries([p("a", 50), p("b", 50)]);
const result = PotCalculator.resolveRound(entries, ["a"]);
assert.equal(result.payoutPool, 100);
assert.deepEqual(result.perWinner, [{ id: "a", amount: 100 }]);
assert.equal(result.remainingContenders.length, 0);
});
test("an all-in winner only takes what everyone matched, the rest rolls forward", () => {
const entries = PotCalculator.buildEntries([p("short", 20), p("b", 60), p("c", 60)]);
const result = PotCalculator.resolveRound(entries, ["short"]);
assert.equal(result.capApplied, 20);
assert.equal(result.payoutPool, 60, "20 from each of three players");
// b and c still have 40 each left to play for.
assert.deepEqual(result.remainingContenders.map(e => e.id).sort(), ["b", "c"]);
assert.equal(PotCalculator.totalPot(result.updatedEntries), 80);
});
test("a chopped pot splits evenly", () => {
const entries = PotCalculator.buildEntries([p("a", 30), p("b", 30)]);
const result = PotCalculator.resolveRound(entries, ["a", "b"]);
assert.deepEqual(result.perWinner, [{ id: "a", amount: 30 }, { id: "b", amount: 30 }]);
});
test("odd cents go to the winners in selection order and nothing is lost", () => {
// A $10.01 pot three ways doesn't divide: 3.34 / 3.34 / 3.33.
const entries = PotCalculator.buildEntries([p("a", 3.34), p("b", 3.34), p("c", 3.33)]);
const result = PotCalculator.resolveRound(entries, ["a", "b", "c"]);
const paid = result.perWinner.reduce((s, w) => s + w.amount, 0);
assert.equal(Math.round(paid * 100), Math.round(result.payoutPool * 100), "no chips lost to rounding");
assert.ok(result.perWinner[0].amount >= result.perWinner[2].amount, "odd cent goes to the first selected");
});
test("selecting nobody who can win is an error, not a silent no-op", () => {
const entries = PotCalculator.buildEntries([p("a", 50), p("b", 50)]);
assert.throws(() => PotCalculator.resolveRound(entries, ["ghost"]), /No valid winners/);
});
});
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// 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");
});
});
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// When does a bet reopen the action? The most misread rule in poker, and the one a
// home game argues about longest: a player shoving in less than a full raise does not
// give everybody behind them another go.
//
// TDA Rule 44 — an all-in wager of less than a full raise does not reopen the betting
// to a player who has already acted and is not facing a full raise.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, makeTable, chipsOnTable } = require("./load");
const actedFlags = state => state.seats
.map((p, i) => ({ seat: i, acted: p.hasActed, live: p.inHand && !p.folded }))
.filter(s => s.live);
describe("a short all-in does not reopen the betting", () => {
// Blinds 1/2. Seat 4 raises to 10 (a full raise of 8). Seat 1 calls.
// Seat 2 is all-in for 13 — three more, where a full raise needs eight.
const shortAllInTable = () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 13;
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
return state;
};
test("players who already acted are not asked to act again", () => {
const state = shortAllInTable();
assert.equal(state.seats[0].hasActed, true, "seat 1 has called");
assert.equal(state.seats[3].hasActed, true, "seat 4 has raised");
Betting.allIn(state, 1);
assert.equal(state.seats[0].hasActed, true, "seat 1 must not be reopened");
assert.equal(state.seats[3].hasActed, true, "seat 4 must not be reopened");
});
test("but they do still owe the difference", () => {
const state = shortAllInTable();
Betting.allIn(state, 1);
assert.equal(Betting.toCall(state, state.seats[0]), 3, "seat 1 owes the extra 3");
assert.equal(Betting.isStreetComplete(state), false, "so the street isn't over");
});
test("a player who had not acted yet keeps full rights", () => {
const state = shortAllInTable();
assert.equal(state.seats[2].hasActed, false, "seat 3 hasn't acted");
Betting.allIn(state, 1);
assert.equal(state.seats[2].hasActed, false, "and still hasn't — they may still raise");
});
test("the minimum raise is not shrunk by the short all-in", () => {
const state = shortAllInTable();
assert.equal(state.lastRaiseSize, 8);
Betting.allIn(state, 1);
assert.equal(state.lastRaiseSize, 8, "still the last *full* raise");
assert.equal(Betting.minRaiseTo(state), 21, "13 to call plus a full raise of 8");
});
test("calling the short all-in ends the street", () => {
const state = shortAllInTable();
Betting.allIn(state, 1);
Betting.call(state, 2); // seat 3, who had full rights, just calls
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(Betting.isStreetComplete(state), true);
});
test("no chips are created or lost by any of it", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 13;
const start = chipsOnTable(state);
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
Betting.allIn(state, 1);
Betting.call(state, 2);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(chipsOnTable(state), start);
});
});
describe("a full raise still reopens the betting", () => {
test("an all-in that is a full raise or more reopens everyone", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 40;
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
Betting.allIn(state, 1); // to 40: an increase of 30, well over the 8 needed
assert.equal(state.seats[0].hasActed, false, "seat 1 gets another go");
assert.equal(state.seats[3].hasActed, false, "and so does seat 4");
assert.equal(state.lastRaiseSize, 30);
assert.equal(Betting.minRaiseTo(state), 70);
});
test("an ordinary raise reopens everyone", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(state.seats[3].hasActed, true);
Betting.raiseTo(state, 1, 10);
assert.equal(state.seats[3].hasActed, false);
assert.equal(state.seats[0].hasActed, false);
});
test("a raise exactly the size of the last one counts as full", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10); // raise of 8
Betting.call(state, 0);
Betting.raiseTo(state, 1, 18); // exactly 8 more — a legal minimum raise
assert.equal(state.seats[0].hasActed, false, "a minimum raise still reopens");
assert.equal(state.lastRaiseSize, 8);
});
test("the first raise of a street is measured against the big blind", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
Betting.check(state, 2);
Betting.closeStreet(state); // to the flop, no bet yet
const first = Betting.nextToAct(state, state.dealerSeatIndex);
Betting.raiseTo(state, first, 2); // a bet of exactly one big blind
const others = state.seats.filter((p, i) => p.inHand && !p.folded && i !== first);
assert.ok(others.every(p => p.hasActed === false), "a full-sized opening bet reopens everyone");
});
});
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// 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;
});
});
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// Drives uiAudit.js over the dealer's surfaces at every viewport worth caring about.
//
// node tests/holdem/runUiAudit.js [baseUrl]
//
// Needs Playwright available (`npx playwright install chromium` once). It is
// deliberately NOT wired into the unit-test suite or CI, because that suite is
// dependency-free and runs in a second — this one needs a browser and a running
// site. Run it after any change that adds or resizes a control.
//
// No Playwright to hand? Open the page, paste tests/holdem/uiAudit.js into devtools,
// and call LayoutAudit.runAll(). Same checks, one viewport.
const path = require("path");
const BASE = process.argv[2] || "http://localhost:5299";
const AUDIT = path.join(__dirname, "uiAudit.js");
// Portrait phones, tablets, desktops, then the same phones on their side — landscape
// is where this layout has broken most often, because the table is sized from width
// and the action bar is fixed to a very short viewport.
const VIEWPORTS = [
[360, 640, "Galaxy S8"], [375, 667, "iPhone SE"], [390, 844, "iPhone 14"],
[412, 915, "Pixel 7"], [430, 932, "iPhone Pro Max"],
[768, 1024, "iPad"], [834, 1112, "iPad Air"], [1024, 1366, "iPad Pro"],
[1280, 900, "desktop"], [1600, 1000, "wide desktop"],
[640, 360, "S8 landscape"], [667, 375, "SE landscape"], [844, 390, "iPhone landscape"],
];
const OVERLAYS = [
["rulings", () => document.getElementById("openRulingsBtn").click()],
["seat menu", () => SeatMenu.open(HoldemState.load(), {}, 0)],
["card picker", () => { document.getElementById("cardPickerOverlay").hidden = false; }],
["add chips", () => AddChips.open(HoldemState.load(), 0, () => {})],
["pot wizard", () => document.getElementById("resolvePotBtn").click()],
];
// A table part-way through a real night: long names, uneven stacks, a hand log.
function seedTable() {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
[["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500], ["Bob", 250], ["Dee", 600]]
.forEach(([name, cash], i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].buyIns = cash;
state.seats[i].stack = cash;
});
state.smallBlind = 5;
state.bigBlind = 10;
for (let hand = 1; hand <= 4; hand++) {
state.handHistory.push({
handNumber: hand, timestamp: Date.now(), pot: 120,
payouts: [{ id: state.seats[hand % 5].id, label: "P", amount: 120 }],
ledger: state.seats.slice(0, 5).map(p => ({ id: p.id, name: p.name, in: 30, won: 0 })),
});
}
state.handNumber = 5;
HoldemState.save(state);
}
async function main() {
let chromium;
try {
({ chromium } = require("playwright"));
} catch {
console.error("This script needs Playwright: npm i -D playwright && npx playwright install chromium");
console.error("Or paste tests/holdem/uiAudit.js into devtools and call LayoutAudit.runAll().");
process.exit(2);
}
const browser = await chromium.launch();
const page = await browser.newPage();
const failures = [];
const warnings = [];
let checks = 0;
for (const [width, height, label] of VIEWPORTS) {
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.evaluate(seedTable);
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.click("#nextHandBtn");
await page.waitForTimeout(300);
await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
await page.addScriptTag({ path: AUDIT });
const table = await page.evaluate(() => LayoutAudit.runAll());
checks++;
if (!table.clean) failures.push({ where: `table · ${label} ${width}x${height}`, offenders: table.failed.flatMap(f => f.offenders) });
table.warnings.forEach(w => warnings.push(`${label}: ${w}`));
for (const [name, open] of OVERLAYS) {
await page.evaluate(open);
await page.waitForTimeout(180);
checks++;
const result = await page.evaluate(() => {
const overlay = [...document.querySelectorAll("[id$='Overlay']")].find(o => !o.hidden);
if (!overlay) return { offenders: [] };
return LayoutAudit.occlusion(`#${overlay.id} button, #${overlay.id} a, #${overlay.id} input`);
});
await page.evaluate(() => document.querySelectorAll("[id$='Overlay']").forEach(o => { o.hidden = true; }));
if (result.offenders.length) failures.push({ where: `${name} · ${label} ${width}x${height}`, offenders: result.offenders });
}
}
for (const [width, height, label] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
await page.evaluate(() => {
const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
if (button) button.click();
});
await page.addScriptTag({ path: AUDIT });
checks++;
const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
}
await browser.close();
console.log(`${checks} audits across ${VIEWPORTS.length} viewports`);
warnings.forEach(w => console.log(` note: ${w}`));
if (failures.length === 0) {
console.log("clean");
return;
}
failures.forEach(f => {
console.log(`\nFAIL ${f.where}`);
f.offenders.forEach(o => console.log(` ${o}`));
});
process.exit(1);
}
main();
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { SplitCalculator, Money } = require("./load");
describe("SplitCalculator.split", () => {
test("an even chop hands everyone the same stack", () => {
const result = SplitCalculator.split(90, 3, 1);
assert.equal(result.each, 30);
assert.equal(result.oddChips, 0);
assert.equal(result.dust, 0);
assert.equal(SplitCalculator.accountedFor(result), 90);
});
test("what won't divide is called out as odd chips, not rolled into a stack", () => {
// $100 three ways in $5 chips: 20 chips, 6 each, 2 left over.
const result = SplitCalculator.split(100, 3, 5);
assert.equal(result.each, 30);
assert.equal(result.oddChips, 2);
assert.equal(SplitCalculator.accountedFor(result), 100);
});
test("a pot that isn't a whole number of chips surfaces the remainder", () => {
// $47 in $5 chips: 9 chips ($45) and $2 that no chip in play can pay.
const result = SplitCalculator.split(47, 2, 5);
assert.equal(result.dust, 2, "the dealer picked a denomination the pot can't make");
assert.equal(SplitCalculator.accountedFor(result), 47);
});
test("every split accounts for the whole pot", () => {
const chips = [0.25, 0.5, 1, 5, 25, 100];
for (let pot = 1; pot <= 400; pot += 7) {
for (let ways = 2; ways <= 6; ways++) {
chips.forEach(chip => {
const result = SplitCalculator.split(pot, ways, chip);
assert.equal(
Money.toCents(SplitCalculator.accountedFor(result)),
Money.toCents(pot),
`${pot} split ${ways} ways in ${chip} chips lost money`
);
});
}
}
});
test("odd chips are always fewer than the number of players", () => {
for (let pot = 1; pot <= 200; pot += 3) {
for (let ways = 2; ways <= 8; ways++) {
const result = SplitCalculator.split(pot, ways, 1);
assert.ok(result.oddChips < ways, "a whole extra chip each would have been dealt out");
}
}
});
test("an empty pot isn't a valid split", () => {
assert.equal(SplitCalculator.split(0, 3, 1).valid, false);
assert.equal(SplitCalculator.split(-5, 3, 1).valid, false);
});
test("nonsense inputs fall back to something a dealer can read", () => {
const result = SplitCalculator.split(50, 0, 0);
assert.equal(result.players, 1, "a split has to be at least one way");
assert.equal(result.chip, 0.01, "and at least one cent a chip");
assert.equal(SplitCalculator.accountedFor(result), 50);
});
});
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { HoldemState, makeTable } = require("./load");
describe("HoldemState.advanceButton", () => {
test("the button moves to the next player, not the next empty chair", () => {
// Four players spread around a ten-seat table: 0, 3, 4, 8.
const state = makeTable({ seatCount: 10, seated: [0, 3, 4, 8], dealerSeatIndex: 0 });
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 3, "skips the three empty chairs between");
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 4);
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 8);
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 0, "wraps back round to the first player");
});
test("every player gets the button once per orbit", () => {
const seated = [1, 2, 6, 7, 9];
const state = makeTable({ seatCount: 12, seated, dealerSeatIndex: 1 });
const visited = [];
for (let i = 0; i < seated.length; i++) {
visited.push(state.dealerSeatIndex);
HoldemState.advanceButton(state);
}
assert.deepEqual(visited.slice().sort((a, b) => a - b), seated);
});
test("it still moves when nobody is dealt in, rather than looking stuck", () => {
const state = makeTable({ seatCount: 6, seated: [], dealerSeatIndex: 2 });
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 3);
});
test("counterclockwise play runs the button the other way", () => {
const state = makeTable({ seatCount: 6, seated: [0, 2, 4], dealerSeatIndex: 4 });
state.direction = "counterclockwise";
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 2);
});
});
describe("HoldemState.getBlindSeats", () => {
test("blinds follow the players, not the chairs left of the button", () => {
// Seats 1 and 2 are empty, so the blinds belong on 3 and 7.
const state = makeTable({ seatCount: 9, seated: [0, 3, 7], dealerSeatIndex: 0 });
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, false);
assert.equal(sbIndex, 3);
assert.equal(bbIndex, 7);
});
test("heads-up, the button posts the small blind", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, 2, "the button is the small blind heads-up");
assert.equal(bbIndex, 5);
});
test("heads-up with the button on an empty chair still posts both blinds", () => {
const state = makeTable({ seatCount: 6, seated: [1, 4], dealerSeatIndex: 0 });
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, 1);
assert.equal(bbIndex, 4);
assert.notEqual(sbIndex, bbIndex, "two blinds never land on one player");
});
test("fewer than two players means no blinds to post", () => {
const state = makeTable({ seatCount: 6, seated: [3], dealerSeatIndex: 0 });
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.equal(sbIndex, null);
assert.equal(bbIndex, null);
});
});
describe("HoldemState.sessionStandings", () => {
test("a player's cash position counts chips in front plus chips in the pot", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 0 });
const [a] = state.seats;
a.buyIns = 100;
a.stack = 60;
a.amountOverride = 25; // banked into the hand in progress
a.committed = 15; // still in front of them on this street
HoldemState.recordHand(state, [{ id: a.id, label: "P1", amount: 0 }]);
const standings = HoldemState.sessionStandings(state);
const row = standings.find(s => s.id === a.id);
// 60 in front + 40 in the pot - 100 bought in = level.
assert.equal(row.cashPosition, 0, "money in the pot is still theirs until it's won");
assert.equal(row.boughtIn, 100);
assert.equal(row.chipsNow, 60);
});
test("hand results accumulate across the session", () => {
const state = makeTable({ seatCount: 2, seated: [0, 1], stack: 0 });
const [a, b] = state.seats;
a.amountOverride = 10;
b.amountOverride = 10;
HoldemState.recordHand(state, [{ id: a.id, label: "P1", amount: 20 }]);
a.amountOverride = 5;
b.amountOverride = 5;
HoldemState.recordHand(state, [{ id: b.id, label: "P2", amount: 10 }]);
const standings = HoldemState.sessionStandings(state);
assert.equal(standings.find(s => s.id === a.id).net, 5);
assert.equal(standings.find(s => s.id === b.id).net, -5);
assert.equal(state.handNumber, 3, "the counter moved on twice");
});
test("the history is capped so a long session can still be saved", () => {
const state = makeTable({ seatCount: 2, seated: [0, 1], stack: 0 });
for (let i = 0; i < HoldemState.MAX_HISTORY_ENTRIES + 25; i++) {
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 1 }]);
}
assert.equal(state.handHistory.length, HoldemState.MAX_HISTORY_ENTRIES);
assert.equal(state.handHistory[0].handNumber, HoldemState.MAX_HISTORY_ENTRIES + 25, "newest first");
});
});
describe("HoldemState.resizeSeats", () => {
test("the table is clamped to a size a dealer could actually run", () => {
const state = makeTable({ seatCount: 6 });
HoldemState.resizeSeats(state, 100);
assert.equal(state.seatCount, 24);
HoldemState.resizeSeats(state, 1);
assert.equal(state.seatCount, 2);
});
test("an unreadable seat count falls back to a standard table", () => {
// Empty or non-numeric input (and zero, which is equally meaningless)
// lands on the default rather than a two-seat table.
const state = makeTable({ seatCount: 6 });
HoldemState.resizeSeats(state, NaN);
assert.equal(state.seatCount, HoldemState.DEFAULT_SEAT_COUNT);
});
test("shrinking past the button brings it back onto the table", () => {
const state = makeTable({ seatCount: 9, dealerSeatIndex: 8 });
HoldemState.resizeSeats(state, 4);
assert.ok(state.dealerSeatIndex < 4);
});
});
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// Layout and touch audits for the dealer, written once so they stop being written
// again every round.
//
// These checks have been re-typed into a browser console at least six times over
// the course of building this thing, and each time they only covered whatever had
// just been changed. That is exactly how the standings table shipped with a
// zero-pixel player-name column and survived two rounds: the audit that would have
// caught it existed only in a previous session's scrollback.
//
// This file is deliberately dependency-free and browser-side. It is injected into
// the page (see runUiAudit.js) rather than imported, so it needs no build step, no
// package.json, and no browser automation of its own — anyone can also paste it
// into devtools and call LayoutAudit.runAll().
const LayoutAudit = {
// Everything a dealer has to be able to hit.
CONTROL_SELECTOR: "button, a, input, select, textarea, [role='button'], .seat",
describe(el) {
if (!el) return "(nothing)";
const id = el.id ? `#${el.id}` : "";
const cls = (el.className || "").toString().trim().split(/\s+/).filter(Boolean).slice(0, 2).join(".");
const text = (el.textContent || "").replace(/\s+/g, " ").trim().slice(0, 24);
return `${el.tagName.toLowerCase()}${id}${cls ? "." + cls : ""}${text ? ` "${text}"` : ""}`;
},
visibleControls() {
return [...document.querySelectorAll(this.CONTROL_SELECTOR)].filter(el => {
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return false;
const style = getComputedStyle(el);
return style.visibility !== "hidden" && style.display !== "none";
});
},
// ---- Touch (see the mobile round) ----
// Without touch-action: manipulation a mobile browser holds every tap for ~300ms
// deciding whether it was a double-tap-to-zoom. This tool uses double-tap on a
// seat as its fold shortcut, so that wait is on the critical path.
touchAction() {
const offenders = this.visibleControls()
.filter(el => getComputedStyle(el).touchAction === "auto")
.map(el => this.describe(el));
return { name: "touch-action", offenders, checked: this.visibleControls().length };
},
tapHighlight() {
const offenders = this.visibleControls()
.filter(el => {
const colour = getComputedStyle(el).webkitTapHighlightColor;
return colour && !/rgba\(0,\s*0,\s*0,\s*0\)|transparent/.test(colour);
})
.map(el => this.describe(el));
return { name: "tap-highlight", offenders, checked: this.visibleControls().length };
},
// Text selection must stay ON for anything a dealer types into.
textSelectable() {
const offenders = [...document.querySelectorAll("input[type='text'], input[type='number'], textarea")]
.filter(el => el.offsetParent !== null)
.filter(el => {
const style = getComputedStyle(el);
return (style.webkitUserSelect || style.userSelect) === "none";
})
.map(el => this.describe(el));
return { name: "fields stay selectable", offenders };
},
// ---- Reachability (see the occlusion round) ----
// A control covered by something else is unreachable however good it looks.
// Sampling several points matters: a button you can only hit in one corner is
// covered for practical purposes.
// Can this element be brought into view by scrolling? Something below the fold on
// a page that scrolls is perfectly reachable; something below the fold in a panel
// that *doesn't* scroll is lost. The first version of this check didn't make the
// distinction and reported every link under the fold as a fault.
reachableByScrolling(el) {
const rect = el.getBoundingClientRect();
if (getComputedStyle(el).position === "fixed") return false;
for (let node = el.parentElement; node; node = node.parentElement) {
const style = getComputedStyle(node);
const scrolls = /auto|scroll|overlay/.test(style.overflowY) || node === document.body;
if (!scrolls) continue;
const box = node === document.body ? { top: 0, bottom: innerHeight } : node.getBoundingClientRect();
const room = node === document.body
? document.documentElement.scrollHeight - innerHeight - scrollY
: node.scrollHeight - node.clientHeight - node.scrollTop;
if (rect.top >= box.bottom && room > 0) return true;
if (rect.bottom <= box.top && (node === document.body ? scrollY > 0 : node.scrollTop > 0)) return true;
}
return false;
},
occlusion(selector = "#actionBar button, #holdemHeader button, .seat") {
const offenders = [];
const warnings = [];
[...document.querySelectorAll(selector)].forEach(el => {
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const outsideViewport = rect.bottom <= 0 || rect.top >= innerHeight ||
rect.right <= 0 || rect.left >= innerWidth;
if (outsideViewport) {
if (!this.reachableByScrolling(el)) {
offenders.push(`${this.describe(el)} :: off-screen and cannot be scrolled to`);
}
return;
}
const points = [
[rect.left + rect.width / 2, rect.top + rect.height / 2],
[rect.left + rect.width * 0.25, rect.top + rect.height * 0.3],
[rect.left + rect.width * 0.75, rect.top + rect.height * 0.3],
[rect.left + rect.width * 0.25, rect.top + rect.height * 0.7],
[rect.left + rect.width * 0.75, rect.top + rect.height * 0.7],
].filter(([x, y]) => x >= 0 && y >= 0 && x < innerWidth && y < innerHeight);
if (points.length === 0) return;
let blocked = 0;
let testable = 0;
let blockedBy = null;
points.forEach(([x, y]) => {
const top = document.elementFromPoint(x, y);
// A null result means the point isn't hit-testable — typically it sits
// inside the element but outside a scrollable ancestor's clip, i.e. the
// control is scrolled out of view rather than covered by anything.
// Counting that as "covered by null" was reporting a perfectly
// reachable button in a sheet that scrolls.
if (!top) return;
testable++;
if (el.contains(top) || top === el || top.contains(el)) return;
// Seats ring a round table and overlap each other at the rim by
// design; that is crowding, not an overlay hiding a control.
if (top.closest && top.closest(".seat")) return;
blocked++;
if (!blockedBy) blockedBy = this.describe(top);
});
if (testable === 0) {
if (!this.reachableByScrolling(el)) {
offenders.push(`${this.describe(el)} :: not hit-testable anywhere and cannot be scrolled to`);
}
return;
}
if (blocked === 0) return;
const note = `${this.describe(el)} :: ${blocked === testable ? "fully" : `${blocked}/${testable}`} covered by ${blockedBy}`;
// A toast is transient by design: it dismisses itself and carries a close
// button, and on a desktop it necessarily lands over a table that fills the
// content column. Partial overlap from one is a fact of the layout, not a
// fault. Being *fully* covered by a toast is still a failure though — that
// was a real bug once, where a seat sat exactly under the Undo button and a
// tap meant for a player took back the last action instead.
const transient = blockedBy && /toast/i.test(blockedBy);
if (transient && blocked < testable) warnings.push(note);
else offenders.push(note);
});
return { name: "nothing important is covered", offenders, warnings };
},
// ---- Layout (the check that would have caught the standings regression) ----
// A grid column squeezed to nothing doesn't truncate its text, it erases it.
// This is the one that was missing: the player-name column sat at 0px through
// two rounds because nothing ever asked whether a column had survived.
collapsedColumns() {
const offenders = [];
[...document.querySelectorAll("[class*='Row'], [class*='row']")].forEach(row => {
if (getComputedStyle(row).display !== "grid") return;
[...row.children].forEach(cell => {
if (getComputedStyle(cell).display === "none") return;
const hasText = (cell.textContent || "").trim().length > 0;
if (hasText && cell.getBoundingClientRect().width < 4) {
offenders.push(`${this.describe(row)} > ${this.describe(cell)} :: ${Math.round(cell.getBoundingClientRect().width)}px wide`);
}
});
});
return { name: "no column collapsed to nothing", offenders };
},
// Text actually painted outside the box meant to contain it — which on a table of
// overlapping seats means painted on top of a neighbour.
//
// The clipping check is the whole subtlety, and the first version of this got it
// wrong. A Range's bounding rect measures the *laid out* text, which happily runs
// past the element when `overflow: hidden` is quietly clipping it — so an
// ellipsised name was reported as spilling when nothing was drawn outside at all.
// Only overflow that is actually visible can paint over a neighbour.
textSpill(selector = ".seatPuckStack, .seatPuckTotal, .seatPuckName") {
const offenders = [];
[...document.querySelectorAll(selector)].forEach(el => {
const text = (el.textContent || "").trim();
if (!text) return;
const style = getComputedStyle(el);
const clipsItself = style.overflow !== "visible" || style.overflowX !== "visible";
if (clipsItself) return;
const container = el.closest(".seat") || el.parentElement;
if (!container) return;
const range = document.createRange();
range.selectNodeContents(el);
const drawn = range.getBoundingClientRect();
const bounds = container.getBoundingClientRect();
if (drawn.left < bounds.left - 1 || drawn.right > bounds.right + 1) {
offenders.push(`${this.describe(el)} "${text}" paints outside ${this.describe(container)}`);
}
});
return { name: "no text painted outside its box", offenders };
},
horizontalOverflow() {
const offenders = document.documentElement.scrollWidth > innerWidth + 1
? [`page scrolls sideways: ${document.documentElement.scrollWidth}px in a ${innerWidth}px viewport`]
: [];
return { name: "page never scrolls sideways", offenders };
},
// iOS zooms the whole page when a field under 16px takes focus, and the dealer
// is then pinching back out mid-hand.
fieldFontSize() {
const offenders = [...document.querySelectorAll("input, textarea, select")]
.filter(el => el.offsetParent !== null)
.filter(el => ["text", "number", "search", "tel", "url", "email", "password", ""].includes(el.type || ""))
.filter(el => parseFloat(getComputedStyle(el).fontSize) < 16)
.map(el => `${this.describe(el)} at ${getComputedStyle(el).fontSize}`);
return { name: "no field small enough to trigger iOS zoom", offenders };
},
// ---- Reach (touch target sizes) ----
touchTargets(minimum = 44) {
const offenders = this.visibleControls()
.filter(el => el.type !== "color")
.filter(el => {
const rect = el.getBoundingClientRect();
return rect.height < minimum - 0.5 || rect.width < minimum - 0.5;
})
.map(el => {
const rect = el.getBoundingClientRect();
return `${this.describe(el)} :: ${Math.round(rect.width)}x${Math.round(rect.height)}`;
});
return { name: `touch targets at least ${minimum}px`, offenders };
},
// ---- Runner ----
runAll(options = {}) {
const checks = [
this.touchAction(),
this.tapHighlight(),
this.textSelectable(),
this.occlusion(options.occlusionSelector),
this.collapsedColumns(),
this.textSpill(),
this.horizontalOverflow(),
this.fieldFontSize(),
];
if (options.includeTouchTargets) checks.push(this.touchTargets(options.minimumTarget));
return {
viewport: `${innerWidth}x${innerHeight}`,
failed: checks.filter(c => c.offenders.length > 0),
// Things worth knowing that aren't faults — see occlusion() on toasts.
warnings: checks.flatMap(c => c.warnings || []),
passed: checks.filter(c => c.offenders.length === 0).map(c => c.name),
clean: checks.every(c => c.offenders.length === 0),
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = LayoutAudit;
}