Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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ddb3907ace | ||
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3fe16fa7f2 |
@@ -2603,6 +2603,16 @@ body.hasActionBar #toastHost {
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color: #d6ffe0;
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}
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/* The chips to push, under the amount they add up to. Quieter than the payout it
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belongs to — the dealer reads the name and the money first, then counts. */
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.payoutChips {
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display: block;
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margin-top: 0.15rem;
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font-size: 0.76rem;
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color: #9fb8a6;
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font-variant-numeric: tabular-nums;
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}
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.potWizardActions {
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display: flex;
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gap: 0.6rem;
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@@ -96,6 +96,19 @@ document.addEventListener("DOMContentLoaded", () => {
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});
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},
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// Two players change chairs. Undoable like every other seat action, because a
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// swap is easy to aim wrong and the seats look alike at a glance.
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swapSeats: (from, to) => {
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const movedName = nameOf(from);
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const intoName = nameOf(to);
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const wasEmpty = Render.isEmptySeat(state.seats[to]);
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runUndoable(
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wasEmpty
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? `${movedName} moved to seat ${to + 1}.`
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: `${movedName} and ${intoName} changed seats.`,
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() => HoldemState.swapSeats(state, from, to));
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},
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makeDealer: index => {
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// Before the deal there's nothing posted, so this is just moving a marker.
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// After it, the blinds have to follow the button or the badges and the
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@@ -48,6 +48,58 @@ const Money = {
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return (this.toCents(amount) / 100).toFixed(2);
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},
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// The chips to actually push, for an amount.
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//
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// A payout figure is the answer to the arithmetic, not to the dealer's job: they
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// still have to work out that $132 is two blacks, a green, a red and two whites
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// while six people watch. The chip legend already knows the denominations.
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//
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// Largest first, which is greedy and therefore not optimal for an arbitrary set of
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// values — but poker chips are not arbitrary. Every real set is canonical (each
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// denomination divides the next: 1, 5, 25, 100, 500), and greedy is exactly optimal
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// on those. A dealer who invents a 3-and-7 chip set gets a valid answer that might
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// use one chip more than it had to.
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//
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// Anything the smallest chip can't make comes back as `remainder` rather than being
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// rounded away: a 50c share in a game whose smallest chip is a dollar is a real
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// problem for the dealer to solve, not a rounding error to hide.
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chipBreakdown(amount, legend) {
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let cents = this.toCents(amount);
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if (cents <= 0) return { chips: [], remainder: 0 };
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const values = (legend || [])
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.map(chip => ({ chip, cents: this.toCents(chip.value) }))
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.filter(entry => entry.cents > 0)
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.sort((a, b) => b.cents - a.cents);
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const chips = [];
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values.forEach(entry => {
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const count = Math.floor(cents / entry.cents);
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if (count <= 0) return;
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cents -= count * entry.cents;
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chips.push({ value: this.fromCents(entry.cents), count, color: entry.chip.color });
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});
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return { chips, remainder: this.fromCents(cents) };
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},
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// "2×$50, 1×$25, 2×$1" — the breakdown as a dealer would say it out loud.
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//
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// A table with no chip legend gets nothing rather than "$132 no chip covers": it
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// hasn't told us its denominations, so there is no advice to give and the amount
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// stands on its own. A legend that exists but can't reach the amount is different,
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// and does say so.
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formatChipBreakdown(amount, legend) {
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const hasDenominations = (legend || []).some(chip => this.toCents(chip.value) > 0);
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if (!hasDenominations) return "";
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const { chips, remainder } = this.chipBreakdown(amount, legend);
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if (chips.length === 0 && remainder === 0) return "";
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const parts = chips.map(chip => `${chip.count}×${this.format(chip.value)}`);
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if (remainder > 0) parts.push(`${this.format(remainder)} no chip covers`);
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return parts.join(", ");
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},
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// Should focusing this field select what's already in it?
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//
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// Every amount box in this tool opens pre-filled with a suggestion: the raise pad
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@@ -246,10 +246,23 @@ const PotWizard = {
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empty.textContent = "Nobody has money in this pot yet — mark seats \"In hand\" and set contributions first.";
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wrap.appendChild(empty);
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} else {
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const legend = (this.state && this.state.chipLegend) || [];
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const list = document.createElement("ul");
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for (const [id, amount] of this.totals.entries()) {
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const li = document.createElement("li");
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li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
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// The amount is the answer to the arithmetic; the chips are the answer
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// to the dealer's job. Only when the legend has been filled in — a
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// table that never set up chip colours gets the number on its own,
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// which is what it had before.
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const chips = Money.formatChipBreakdown(amount, legend);
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if (chips) {
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const note = document.createElement("span");
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note.className = "payoutChips";
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note.textContent = chips;
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li.appendChild(note);
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}
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list.appendChild(li);
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}
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wrap.appendChild(list);
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@@ -49,11 +49,21 @@ const Render = {
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document.getElementById("defaultStackInput").value = this.state.defaultStack ?? "";
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},
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// Whether this device can actually drag a seat. HTML5 drag events are never
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// generated from a touch screen, so on a phone the last clause of the hint below
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// described something impossible — on the device the rest of the sentence was
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// written for. Touch gets told about the menu route instead, which works.
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canDragSeats() {
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return typeof matchMedia !== "function" || matchMedia("(hover: hover)").matches;
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},
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renderTableHint() {
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const hint = document.getElementById("tableHint");
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// Gestures are invisible until someone tells you about them, and this is the
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// only place on the table with room to say so.
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hint.textContent = "Tap a seat to edit · double-tap to fold · press and hold for quick actions · drag to swap seats.";
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hint.textContent = this.canDragSeats()
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? "Tap a seat to edit · double-tap to fold · press and hold for quick actions · drag to swap seats."
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: "Tap a seat to edit · double-tap to fold · press and hold for quick actions, including moving a seat.";
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},
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renderNotes() {
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@@ -6,10 +6,16 @@ const SeatMenu = {
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hooks: null,
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seatIndex: null,
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mode: null,
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open(state, hooks, seatIndex) {
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this.state = state;
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this.hooks = hooks;
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this.seatIndex = seatIndex;
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// Always the action list, never whatever the sheet was showing when it last
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// closed — a seat menu that opens on a list of chairs is a menu that lost the
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// dealer's place.
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this.mode = null;
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this.render();
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document.getElementById("seatMenuOverlay").hidden = false;
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},
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@@ -63,29 +69,81 @@ const SeatMenu = {
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}
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}
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// Changing chairs was drag-and-drop only, and HTML5 drag events are never
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// generated from a touch screen — so on the device this tool is mostly used on,
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// the "drag to swap seats" the hint advertised did nothing at all. This is the
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// same move, by the route a thumb can actually take.
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if (this.state.seats.length > 1) {
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actions.push({ label: "Move to…", run: () => this.openMovePicker() });
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}
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actions.push({ label: "Edit seat…", run: () => this.hooks.editSeat(index) });
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return actions;
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},
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// The chairs this player could move to. Every other chair: swapping into an empty
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// one is how a player moves, and swapping with an occupied one is two players
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// changing places, which is the other half of the same job.
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destinationsFor(index) {
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return this.state.seats
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.map((player, seat) => ({ player, seat }))
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.filter(entry => entry.seat !== index);
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},
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openMovePicker() {
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this.mode = "move";
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this.render();
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},
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render() {
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const player = this.state.seats[this.seatIndex];
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document.getElementById("seatMenuTitle").textContent = HoldemState.displayName(player, this.seatIndex);
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const title = document.getElementById("seatMenuTitle");
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const subtitle = document.getElementById("seatMenuSubtitle");
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const list = document.getElementById("seatMenuActions");
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list.innerHTML = "";
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if (this.mode === "move") {
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title.textContent = `Move ${HoldemState.displayName(player, this.seatIndex)} to…`;
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subtitle.textContent = "Their chips, cards and bet go with them. The button and the blinds stay on the chair.";
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this.destinationsFor(this.seatIndex).forEach(({ player: other, seat }) => {
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const btn = document.createElement("button");
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btn.type = "button";
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btn.className = "seatMenuBtn";
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// displayName falls back to "Seat 5" for a chair with nobody in it,
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// which reads as "Seat 5 — Seat 5". An empty chair says it's empty.
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const named = (other.name || "").trim();
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btn.textContent = named ? `Seat ${seat + 1} — ${named}` : `Seat ${seat + 1} — empty`;
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btn.addEventListener("click", () => {
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const from = this.seatIndex;
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this.close();
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this.hooks.swapSeats(from, seat);
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});
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list.appendChild(btn);
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});
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return;
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}
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title.textContent = HoldemState.displayName(player, this.seatIndex);
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const stack = Betting.stackOf(this.state, player);
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const owed = Betting.toCall(this.state, player);
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const bits = [];
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if (stack > 0) bits.push(`${Money.format(stack)} behind`);
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if (owed > 0) bits.push(`${Money.format(owed)} to call`);
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document.getElementById("seatMenuSubtitle").textContent = bits.join(" · ");
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subtitle.textContent = bits.join(" · ");
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const list = document.getElementById("seatMenuActions");
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list.innerHTML = "";
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this.actionsFor(player, this.seatIndex).forEach(action => {
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const btn = document.createElement("button");
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btn.type = "button";
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btn.className = `seatMenuBtn ${action.className || ""}`;
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btn.textContent = action.label;
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btn.addEventListener("click", () => {
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// "Move to…" stays on the sheet and swaps it for the seat list; every
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// other action is the end of the interaction.
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if (action.label === "Move to…") {
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action.run();
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return;
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}
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this.close();
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action.run();
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});
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@@ -467,6 +467,21 @@ const HoldemState = {
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.sort((a, b) => b.net - a.net);
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},
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// Two players change chairs.
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//
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// The whole seat moves — name, stack, cards, what they have in the pot — because
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// that is what changing chairs is. What stays behind is everything that belongs to
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// the *position*: the button, the blinds and the acting index all name a chair, and
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// a player who moves into the big blind's chair is the big blind. That is the same
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// answer a card room gives.
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swapSeats(state, a, b) {
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const seats = state.seats || [];
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if (a === b) return false;
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if (!seats[a] || !seats[b]) return false;
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[seats[a], seats[b]] = [seats[b], seats[a]];
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return true;
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},
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// The one check a banker actually needs, and the one nothing here did.
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//
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// Every chip on the table is a promise to pay cash for it later. If the chips in
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@@ -0,0 +1,82 @@
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// The chips to actually push, for an amount.
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const test = require("node:test");
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const assert = require("node:assert");
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const { Money } = require("./load");
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// A standard house set.
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const LEGEND = [
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{ value: 1, color: "#fff" },
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{ value: 5, color: "#c0392b" },
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{ value: 25, color: "#27ae60" },
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{ value: 100, color: "#2c3e50" },
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{ value: 500, color: "#8e44ad" },
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];
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const say = (amount, legend = LEGEND) => Money.formatChipBreakdown(amount, legend);
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test("a payout comes back as chips, largest first", () => {
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assert.equal(say(132), "1×$100, 1×$25, 1×$5, 2×$1");
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});
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test("it uses the fewest chips on a normal set", () => {
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const { chips } = Money.chipBreakdown(500, LEGEND);
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assert.deepEqual(chips.map(c => `${c.count}×${c.value}`), ["1×500"]);
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});
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test("a denomination that doesn't fit is skipped rather than listed as none", () => {
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assert.equal(say(7), "1×$5, 2×$1");
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});
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test("nothing to pay is nothing to say", () => {
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assert.equal(say(0), "");
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assert.equal(say(-5), "");
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});
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test("no legend means no advice, not a wrong answer", () => {
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// A table that never set chip colours up gets the amount on its own.
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assert.equal(say(132, []), "");
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assert.equal(say(132, null), "");
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});
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test("a legend with no values in it yet is the same as none", () => {
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assert.equal(say(132, [{ value: "", color: "#fff" }, { value: 0, color: "#000" }]), "");
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});
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test("what the smallest chip can't make is reported, not rounded away", () => {
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// 50c in a game whose smallest chip is a dollar is the dealer's problem to solve,
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// and they can only solve it if they're told.
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const { chips, remainder } = Money.chipBreakdown(10.5, LEGEND);
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assert.deepEqual(chips.map(c => `${c.count}×${c.value}`), ["2×5"]);
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assert.equal(remainder, 0.5);
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assert.equal(say(10.5), "2×$5, $0.50 no chip covers");
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});
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test("cent chips make cent amounts exactly", () => {
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const cents = [{ value: 0.25 }, { value: 0.05 }, { value: 0.01 }];
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assert.equal(say(0.41, cents), "1×$0.25, 3×$0.05, 1×$0.01");
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assert.equal(Money.chipBreakdown(0.41, cents).remainder, 0);
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});
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test("the chips add up to the amount", () => {
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for (const amount of [1, 7, 33, 132, 499, 500, 1234, 9999]) {
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const { chips, remainder } = Money.chipBreakdown(amount, LEGEND);
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const total = chips.reduce((sum, c) => sum + c.count * c.value, 0) + remainder;
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assert.equal(Money.round(total), amount, `${amount} should be accounted for`);
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}
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});
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test("a legend in any order still pays largest first", () => {
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const jumbled = [{ value: 25 }, { value: 1 }, { value: 500 }, { value: 5 }, { value: 100 }];
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assert.equal(say(631, jumbled), "1×$500, 1×$100, 1×$25, 1×$5, 1×$1");
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});
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test("the colour comes along, so the felt can say it in chips", () => {
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const { chips } = Money.chipBreakdown(25, LEGEND);
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assert.equal(chips[0].color, "#27ae60");
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});
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test("a legend that exists but can't reach the amount does say so", () => {
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// Different from having no legend at all: this table has told us its chips, and
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// the answer is that they don't go that low.
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assert.equal(say(3, [{ value: 5 }, { value: 25 }]), "$3 no chip covers");
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});
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||||
@@ -0,0 +1,95 @@
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// Two players changing chairs.
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const test = require("node:test");
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const assert = require("node:assert");
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const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
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test("the whole seat moves", () => {
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const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
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state.seats[0].name = "Ann";
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state.seats[0].cards = ["AS", "KD"];
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state.seats[0].stack = 175;
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state.seats[4].name = "";
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HoldemState.swapSeats(state, 0, 4);
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assert.equal(state.seats[4].name, "Ann");
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assert.deepEqual(state.seats[4].cards, ["AS", "KD"]);
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assert.equal(state.seats[4].stack, 175);
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assert.equal(state.seats[0].name, "");
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||||
});
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||||
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||||
test("what they have in the pot goes with them", () => {
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const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
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Betting.beginHand(state);
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const posted = state.seats.map(p => p.committed);
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const before = chipsOnTable(state);
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HoldemState.swapSeats(state, 1, 4);
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assert.equal(state.seats[4].committed, posted[1]);
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assert.equal(state.seats[1].committed, posted[4]);
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assert.equal(chipsOnTable(state), before, "a swap never creates or destroys a chip");
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});
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test("the button stays on the chair, not on the player", () => {
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// A card room moves the button around the table, not around the people. Somebody
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// who sits down in the big blind's chair is the big blind.
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||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100, dealerSeatIndex: 0 });
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state.seats[0].name = "Ann";
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HoldemState.swapSeats(state, 0, 2);
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assert.equal(state.dealerSeatIndex, 0);
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assert.notEqual(state.seats[0].name, "Ann");
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});
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||||
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test("the blinds follow the chairs too", () => {
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const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
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Betting.beginHand(state);
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const before = HoldemState.getBlindSeats(state);
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HoldemState.swapSeats(state, before.sbIndex, before.bbIndex);
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const after = HoldemState.getBlindSeats(state);
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assert.equal(after.sbIndex, before.sbIndex);
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assert.equal(after.bbIndex, before.bbIndex);
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});
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test("swapping a seat with itself does nothing and says so", () => {
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const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
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const before = JSON.stringify(state);
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||||
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assert.equal(HoldemState.swapSeats(state, 1, 1), false);
|
||||
assert.equal(JSON.stringify(state), before);
|
||||
});
|
||||
|
||||
test("a chair that isn't there is refused rather than swallowed", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
const before = JSON.stringify(state);
|
||||
|
||||
assert.equal(HoldemState.swapSeats(state, 0, 99), false);
|
||||
assert.equal(HoldemState.swapSeats(state, -1, 0), false);
|
||||
assert.equal(JSON.stringify(state), before);
|
||||
});
|
||||
|
||||
test("swapping twice puts everything back", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
|
||||
Betting.beginHand(state);
|
||||
const before = JSON.stringify(state);
|
||||
|
||||
HoldemState.swapSeats(state, 1, 3);
|
||||
HoldemState.swapSeats(state, 1, 3);
|
||||
|
||||
assert.equal(JSON.stringify(state), before);
|
||||
});
|
||||
|
||||
test("moving into an empty chair leaves an empty chair behind", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
state.seats[1].name = "Ben";
|
||||
|
||||
HoldemState.swapSeats(state, 1, 5);
|
||||
|
||||
assert.equal(state.seats[5].name, "Ben");
|
||||
assert.equal(state.seats[5].inHand, true);
|
||||
assert.equal(state.seats[1].inHand, false);
|
||||
});
|
||||
@@ -522,8 +522,15 @@ const LayoutAudit = {
|
||||
const chips = [...document.querySelectorAll(".dealerChip")];
|
||||
const shown = chips.filter(chip => {
|
||||
const style = getComputedStyle(chip);
|
||||
return style.display !== "none" && style.visibility !== "hidden" &&
|
||||
parseFloat(style.opacity) > 0.05;
|
||||
if (style.display === "none" || style.visibility === "hidden") return false;
|
||||
if (parseFloat(style.opacity) <= 0.05) return false;
|
||||
// A hovered seat deliberately fades its empty slot in — that's the "put the
|
||||
// button here" preview, and it is on screen because a pointer is sitting on
|
||||
// that seat. Counting it reports two buttons whenever the mouse happens to
|
||||
// rest on the table, which is most of the time a mouse exists.
|
||||
const seat = chip.closest(".seat");
|
||||
if (seat && seat.matches(":hover") && !chip.classList.contains("active")) return false;
|
||||
return true;
|
||||
});
|
||||
const offenders = [];
|
||||
|
||||
|
||||
Reference in New Issue
Block a user