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edc08d7213 |
@@ -7,27 +7,37 @@
|
||||
|
||||
<div id="holdemApp">
|
||||
<header id="holdemHeader">
|
||||
@* Six equally-weighted buttons used to sit here in two rows, and on a 390px
|
||||
phone the felt did not start until 225px down — a quarter of the screen spent
|
||||
before the dealer saw the table. Only two of the six are per-hand controls.
|
||||
The rest have gone where they belong rather than into a "more" menu, which
|
||||
would have relocated the crowding rather than removed it: Reset Table to the
|
||||
Session panel beside Clear history and the save/load pair, Quick Split down
|
||||
with Common rulings where the other "open something else" link already lives,
|
||||
and the way back to the site up top where a back link goes. *@
|
||||
<div id="holdemHeaderLeft">
|
||||
<a href="/casino" class="holdemBackLink">← Casino</a>
|
||||
<h1>Texas Hold'em Dealer</h1>
|
||||
<p class="holdemSubtitle">Seat your players, track the action, split the pot.</p>
|
||||
<span id="handCounterBadge" class="handCounterBadge">Hand #1</span>
|
||||
</div>
|
||||
<div id="holdemHeaderActions">
|
||||
<a href="/casino/texasholdem/quicksplit" class="holdemBtn" title="Chop a pot without setting up a table">Quick Split</a>
|
||||
<button id="misdealBtn" class="holdemBtn" title="Take this hand back — every chip returns to the player who put it in, and the same button deals again" hidden>Misdeal</button>
|
||||
<button id="nextHandBtn" class="holdemBtn" title="Move the button, small blind and big blind to the next occupied seat">Next Hand ⟳</button>
|
||||
<button id="resolvePotBtn" class="holdemBtn holdemBtnAccent">Resolve Pot</button>
|
||||
<button id="resetTableBtn" class="holdemBtn holdemBtnDanger">Reset Table</button>
|
||||
<a href="/casino" class="holdemBtn holdemBtnGhost">← Casino</a>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
<div id="holdemLayout">
|
||||
<section id="tableSection">
|
||||
<div id="boardStrip" hidden></div>
|
||||
<div id="pokerTableWrap">
|
||||
<div id="pokerTable">
|
||||
<div id="potBadge">
|
||||
<span id="potBadgeLabel">Pot</span>
|
||||
<span id="potBadgeAmount">$0</span>
|
||||
<div id="tableCentre">
|
||||
<div id="boardRow" hidden aria-label="Community cards"></div>
|
||||
<div id="potBadge">
|
||||
<span id="potBadgeLabel">Pot</span>
|
||||
<span id="potBadgeAmount">$0</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div id="betsLayer" aria-hidden="true"></div>
|
||||
@@ -36,6 +46,7 @@
|
||||
<p id="tableHint" class="tableHint"></p>
|
||||
<p class="tableHintActions">
|
||||
<button type="button" id="openRulingsBtn" class="linkBtn">Common rulings</button>
|
||||
<a href="/casino/texasholdem/quicksplit" class="linkBtn" title="Chop a pot without setting up a table">Quick Split</a>
|
||||
</p>
|
||||
</section>
|
||||
|
||||
@@ -51,7 +62,11 @@
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<details class="sidebarPanel" open>
|
||||
@* Not `open` in the markup any more. Whether this panel starts open is a
|
||||
question about the table, so main.js answers it after the state has
|
||||
loaded: open on a table nobody has set up yet, shut on one already
|
||||
half-way through a night. *@
|
||||
<details class="sidebarPanel" id="tableSetupPanel">
|
||||
<summary>Table Setup</summary>
|
||||
<div class="panelBody">
|
||||
<label class="fieldRow">
|
||||
@@ -70,6 +85,11 @@
|
||||
<input type="checkbox" id="dedicatedDealerToggle" />
|
||||
</label>
|
||||
<p class="fieldHint">Turn this on if a person outside the game deals — no seat shows the dealer button, but blinds still rotate automatically each hand.</p>
|
||||
<label class="fieldRow">
|
||||
<span>Track the board and read the showdown</span>
|
||||
<input type="checkbox" id="trackBoardToggle" />
|
||||
</label>
|
||||
<p class="fieldHint">Puts the community cards on the felt and asks for them as each street is dealt. Turn the players’ cards over at showdown and Resolve Pot works out who won and how much, instead of asking you.</p>
|
||||
<div class="blindsRow">
|
||||
<label class="fieldRow">
|
||||
<span>Small blind</span>
|
||||
@@ -86,6 +106,32 @@
|
||||
</label>
|
||||
<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
|
||||
|
||||
<details class="subPanel">
|
||||
<summary>House take</summary>
|
||||
<div class="subPanelBody">
|
||||
<div class="blindsRow">
|
||||
<label class="fieldRow">
|
||||
<span>Rake (%)</span>
|
||||
<input type="number" id="rakePercentInput" min="0" max="100" step="0.5" placeholder="0" />
|
||||
</label>
|
||||
<label class="fieldRow">
|
||||
<span>Cap ($)</span>
|
||||
<input type="number" id="rakeCapInput" min="0" step="1" placeholder="none" />
|
||||
</label>
|
||||
</div>
|
||||
<label class="fieldRow">
|
||||
<span>No flop, no drop</span>
|
||||
<input type="checkbox" id="rakeNoFlopInput" />
|
||||
</label>
|
||||
<p class="fieldHint">
|
||||
Taken from the pot when it's awarded, and shown before anything is pushed.
|
||||
Rounded down to a chip the table has, so the players keep what the house
|
||||
can't make. Leave the percentage at zero for a game that doesn't rake.
|
||||
</p>
|
||||
<p class="fieldHint" id="rakeTakenHint" hidden></p>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="subPanel">
|
||||
<summary>Without live betting</summary>
|
||||
<div class="subPanelBody">
|
||||
@@ -119,6 +165,14 @@
|
||||
</div>
|
||||
<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>
|
||||
|
||||
<h3 class="panelSubhead">Waiting list</h3>
|
||||
<form id="waitingListForm" class="waitingAdd">
|
||||
<input type="text" id="waitingNameInput" maxlength="24" placeholder="Who's waiting?" autocomplete="off" />
|
||||
<button type="submit" id="waitingAddBtn" class="holdemBtn holdemBtnSmall">Add</button>
|
||||
</form>
|
||||
<ol id="waitingList" class="waitingList"></ol>
|
||||
<p id="waitingEmptyHint" class="fieldHint">Nobody waiting. Add the people standing behind the chairs, and the tool will offer them the next seat that opens.</p>
|
||||
|
||||
<div id="bankReconcile" class="bankReconcile" hidden>
|
||||
<div class="bankReconcileRow">
|
||||
<span>Cash taken</span>
|
||||
@@ -132,7 +186,16 @@
|
||||
<span>Taken off the table</span>
|
||||
<span id="bankDiscarded"></span>
|
||||
</div>
|
||||
<div class="bankReconcileRow" id="bankRakedRow" hidden>
|
||||
<span>House take</span>
|
||||
<span id="bankRaked"></span>
|
||||
</div>
|
||||
<div class="bankReconcileRow" id="bankPaidOutRow" hidden>
|
||||
<span>Paid out</span>
|
||||
<span id="bankPaidOut"></span>
|
||||
</div>
|
||||
<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
|
||||
<button type="button" id="bankRecordBuyInsBtn" class="holdemBtn holdemBtnSmall" hidden></button>
|
||||
</div>
|
||||
|
||||
<div id="settleUp" hidden>
|
||||
@@ -155,6 +218,22 @@
|
||||
<button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button>
|
||||
<button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button>
|
||||
</div>
|
||||
|
||||
<h3 class="panelSubhead">The table itself</h3>
|
||||
<p class="fieldHint">
|
||||
The night lives in this browser and nowhere else. Save it to a file to carry it
|
||||
to another device, or to have something to come back to if this one dies.
|
||||
</p>
|
||||
<div class="handHistoryActions">
|
||||
<button id="saveTableBtn" class="holdemBtn holdemBtnSmall">Save table file</button>
|
||||
<button id="loadTableBtn" class="holdemBtn holdemBtnSmall">Load table file</button>
|
||||
<input id="loadTableInput" type="file" accept="application/json,.json" hidden />
|
||||
@* Down from the header, where it sat in the same weight as Resolve Pot
|
||||
— the most-pressed control in a session next to the one that throws
|
||||
the night away. Here it is beside Clear history, which is the other
|
||||
thing that destroys records, and behind a panel you have to open. *@
|
||||
<button id="resetTableBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Reset table</button>
|
||||
</div>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
@@ -197,6 +276,7 @@
|
||||
<button class="dealerChip" type="button" title="Make this seat the dealer button">D</button>
|
||||
<span class="blindBadge sbBadge">SB</span>
|
||||
<span class="blindBadge bbBadge">BB</span>
|
||||
<span class="blindBadge strBadge" title="Straddled — the action comes back to this seat">STR</span>
|
||||
<div class="seatPuckName"></div>
|
||||
<div class="seatPuckCards"></div>
|
||||
<div class="seatPuckTotal"></div>
|
||||
@@ -349,6 +429,40 @@
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Clock">
|
||||
<h3>Calling the clock on a player</h3>
|
||||
<p>
|
||||
Any player may ask for a clock once a decision is taking unreasonably
|
||||
long; it is the dealer, not the table, who grants it. The player then
|
||||
gets a set time and a countdown out loud — thirty seconds and ten is the
|
||||
usual form.
|
||||
</p>
|
||||
<p>
|
||||
If the count reaches zero with no action, the hand is <em>dead</em> if
|
||||
they were facing a bet, and <em>checked</em> if they were not: nobody is
|
||||
folded for slowness when checking was free. The action bar runs the
|
||||
count once you tap <em>Call the clock</em>, and offers the ruling as one
|
||||
button when it ends.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Straddle">
|
||||
<h3>A straddle is a blind raise</h3>
|
||||
<p>
|
||||
The player left of the big blind may put out twice it before the cards,
|
||||
without looking. It is a blind bet, not a raise made in turn, so it does
|
||||
three things at once: everyone else acts first, the minimum raise becomes
|
||||
twice the straddle, and the straddler still has the option when the
|
||||
action comes back — they may raise even if nobody raised into them.
|
||||
</p>
|
||||
<p>
|
||||
Re-straddles carry on to the left, each doubling again, and stop before
|
||||
the small blind. Tap <em>Straddle</em> on the deal prompt and the tool
|
||||
posts it, puts the right player on the clock and prices the raise;
|
||||
the seat wears an <em>STR</em> badge for the hand.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="ruling" data-short="Short all-in">
|
||||
<h3>A short all-in doesn't reopen the betting</h3>
|
||||
<p>
|
||||
@@ -475,7 +589,17 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="actionBar" aria-live="polite" hidden></div>
|
||||
@* No aria-live here any more. This element's entire contents are rebuilt on every
|
||||
action, so a live region on it announced the whole bar every time — measured, after
|
||||
one tap: "PRE-FLOP Pot $15 9 players Bob · $250 behind 0:00 ↶ dealing the hand U
|
||||
Fold Call $10 Raise". That is what a screen reader read out after every single fold.
|
||||
A live region has to be a stable element whose *text* changes; the one below is. *@
|
||||
<div id="actionBar" hidden></div>
|
||||
|
||||
@* Whose turn it is, in a sentence. Empty in the markup and only ever written to, so
|
||||
assistive tech is already watching it when the first update lands — a live region
|
||||
created at the moment it has something to say is one the screen reader misses. *@
|
||||
<div id="actionAnnouncer" role="status" aria-live="polite" class="visuallyHidden"></div>
|
||||
|
||||
<div id="toastHost" aria-live="polite"></div>
|
||||
|
||||
@@ -497,13 +621,43 @@
|
||||
<button id="closePotWizardBtn" data-modal-close class="holdemBtn holdemBtnGhost">✕</button>
|
||||
</div>
|
||||
<div id="potWizardBody"></div>
|
||||
@* The buttons live outside the scrolling body on purpose. This is the one
|
||||
dialog that divides money, and its Confirm sat below a scroll at every screen
|
||||
size — 244px off the bottom on an iPhone, 583 on a phone held sideways. A
|
||||
sticky footer cannot fix that from inside: the actions were the last child of
|
||||
the scrolling content, so their containing block ended exactly where they did
|
||||
and `bottom` had no room to lift them. Out here they simply don't scroll. *@
|
||||
<div id="potWizardFooter"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@section Styles {
|
||||
<link href="/css/casino/holdem.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
|
||||
|
||||
@* Installable, and works with no signal — see the service worker registration at the
|
||||
foot of main.js. A dealer running a night in somebody's back room is on the worst
|
||||
network there is, and the tool being a *website* was the last thing that could
|
||||
take it away from them mid-game. *@
|
||||
<link rel="manifest" href="/casino/holdem.webmanifest" />
|
||||
@* iOS reads none of the manifest's icons and only this. *@
|
||||
<link rel="apple-touch-icon" href="/images/casino/holdem-apple-touch.png" />
|
||||
<meta name="apple-mobile-web-app-capable" content="yes" />
|
||||
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
|
||||
<meta name="apple-mobile-web-app-title" content="Hold'em" />
|
||||
@* Paints the phone's chrome the same near-black as the felt's ground, so an
|
||||
installed copy doesn't sit under a white status bar. *@
|
||||
<meta name="theme-color" content="#141414" />
|
||||
}
|
||||
|
||||
@* A note for whoever reads the ?v= below and assumes it works: it doesn't. ViewData
|
||||
["cssVersion"] is assigned in _Layout's own code block, which runs after these
|
||||
sections are handed their values, so every one of these renders as a bare "?v=" —
|
||||
on this page and on Chess, Particles and Memory Lane too. It is inert rather than
|
||||
broken: Program.cs sends `Cache-Control: no-store` on every static file, so nothing
|
||||
is being browser-cached for a version string to bust in the first place.
|
||||
Left alone deliberately. Fixing it is a one-line change to a file every page on the
|
||||
site shares, and the service worker was the reason to care — that now uses stale-
|
||||
while-revalidate, which needs no version to stay current. *@
|
||||
@section Scripts {
|
||||
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/feedback.js?v=@ViewData["cssVersion"]"></script>
|
||||
@@ -511,6 +665,7 @@
|
||||
<script src="~/js/casino/holdem/state.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/settleUp.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/handRank.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/cardPicker.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/seatMenu.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/addChips.js?v=@ViewData["cssVersion"]"></script>
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using JoshHeaps.Net.Hubs;
|
||||
using JoshHeaps.Net.Services.Implementations;
|
||||
using JoshHeaps.Net.Services.Interfaces;
|
||||
using Microsoft.AspNetCore.StaticFiles;
|
||||
|
||||
var builder = WebApplication.CreateBuilder(args);
|
||||
|
||||
@@ -52,8 +53,16 @@ if (!app.Environment.IsDevelopment())
|
||||
|
||||
app.UseHttpsRedirection();
|
||||
|
||||
// .webmanifest isn't in the default MIME map, and an unknown extension isn't served
|
||||
// with the wrong type — it isn't served at all. Without this the Hold'em tool's
|
||||
// manifest 404s, and a 404 manifest is exactly the silent failure that stops a browser
|
||||
// ever offering "Add to Home Screen": nothing is logged and no prompt appears.
|
||||
var contentTypes = new FileExtensionContentTypeProvider();
|
||||
contentTypes.Mappings[".webmanifest"] = "application/manifest+json";
|
||||
|
||||
app.UseStaticFiles(new StaticFileOptions
|
||||
{
|
||||
ContentTypeProvider = contentTypes,
|
||||
OnPrepareResponse = ctx =>
|
||||
{
|
||||
ctx.Context.Response.Headers.Append("Cache-Control", "no-cache, no-store, must-revalidate");
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
{
|
||||
"name": "Texas Hold'em Dealer",
|
||||
"short_name": "Hold'em",
|
||||
"description": "Seat your players, track the action, split the pot. Works with no signal.",
|
||||
"start_url": "/casino/texasholdem",
|
||||
"scope": "/casino/",
|
||||
"display": "standalone",
|
||||
"orientation": "any",
|
||||
"background_color": "#141414",
|
||||
"theme_color": "#141414",
|
||||
"categories": ["utilities"],
|
||||
"icons": [
|
||||
{
|
||||
"src": "/images/casino/holdem-192.png",
|
||||
"sizes": "192x192",
|
||||
"type": "image/png",
|
||||
"purpose": "any"
|
||||
},
|
||||
{
|
||||
"src": "/images/casino/holdem-512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png",
|
||||
"purpose": "any"
|
||||
},
|
||||
{
|
||||
"src": "/images/casino/holdem-maskable-512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png",
|
||||
"purpose": "maskable"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,125 @@
|
||||
// Keeps the dealer tool working when the network doesn't.
|
||||
//
|
||||
// A home game is the worst network in the world: somebody's back room, one bar of
|
||||
// signal, a router two floors away. The tool already keeps the whole night in
|
||||
// localStorage, so the *table* survives anything — but the page didn't. Reload with no
|
||||
// signal, or open it fresh when the wifi has dropped, and a dealer holding a phone in
|
||||
// one hand and a deck in the other got a browser error page with nine players waiting.
|
||||
//
|
||||
// This is the one thing standing between "a website about poker" and "a tool you can
|
||||
// rely on at a table", so it is worth the moving part.
|
||||
//
|
||||
// Scope is /casino/ rather than /casino/texasholdem/, because a scope has to be a
|
||||
// prefix of the page it controls and "/casino/texasholdem" does not start with
|
||||
// "/casino/texasholdem/". Anything in that scope this worker has not been told about
|
||||
// goes straight to the network, so the other casino pages behave exactly as they did.
|
||||
|
||||
// Bumped whenever the shape of what is cached changes. The asset *version* rides in
|
||||
// the URLs themselves (?v=1.0.8 from _Layout), so a normal release makes new keys
|
||||
// without touching this.
|
||||
const CACHE = "holdem-shell-v1";
|
||||
|
||||
// What this worker will keep. Anything else in scope — a form post, an API call, a
|
||||
// page it was never told about — goes straight to the network and behaves exactly as
|
||||
// it did before the worker existed.
|
||||
const CACHEABLE = new Set(["script", "style", "image", "font", "manifest"]);
|
||||
|
||||
// The page hands over the exact list of URLs it was built from — see registerWorker()
|
||||
// in main.js. Deriving it from the document instead of keeping a list here is the
|
||||
// whole trick: a hand-written manifest of files drifts from the markup the first time
|
||||
// somebody adds a script tag, and the failure mode is a tool that is offline-capable
|
||||
// right up until the release that quietly broke it.
|
||||
async function precache(urls) {
|
||||
const cache = await caches.open(CACHE);
|
||||
// Individually rather than cache.addAll, which rejects the whole batch if any one
|
||||
// URL 404s — one stale entry in the list would leave the dealer with nothing.
|
||||
await Promise.all(urls.map(async url => {
|
||||
try {
|
||||
const res = await fetch(url, { cache: "reload" });
|
||||
if (res.ok) await cache.put(url, res);
|
||||
} catch {
|
||||
// Offline while installing. The runtime handler below picks these up on
|
||||
// the next online visit.
|
||||
}
|
||||
}));
|
||||
}
|
||||
|
||||
// No install handler, and deliberately no skipWaiting(). A new worker taking over a
|
||||
// live page can hand it assets from a different release than the ones it started with,
|
||||
// and this page loads seventeen separate scripts that expect to agree with each other.
|
||||
// Waiting costs a dealer nothing — the update lands the next time they open the tool —
|
||||
// and it cannot leave them with a half-swapped app in the middle of a hand.
|
||||
|
||||
self.addEventListener("activate", event => {
|
||||
event.waitUntil((async () => {
|
||||
const keys = await caches.keys();
|
||||
await Promise.all(keys
|
||||
.filter(key => key.startsWith("holdem-shell-") && key !== CACHE)
|
||||
.map(key => caches.delete(key)));
|
||||
await self.clients.claim();
|
||||
})());
|
||||
});
|
||||
|
||||
self.addEventListener("message", event => {
|
||||
if (event.data && event.data.type === "precache" && Array.isArray(event.data.urls)) {
|
||||
event.waitUntil(precache(event.data.urls));
|
||||
}
|
||||
});
|
||||
|
||||
// Only GETs, and only same-origin. A cross-origin request has opaque responses that
|
||||
// can't be inspected, and caching one would mean serving a failure forever.
|
||||
function handles(request) {
|
||||
if (request.method !== "GET") return false;
|
||||
const url = new URL(request.url);
|
||||
return url.origin === self.location.origin;
|
||||
}
|
||||
|
||||
self.addEventListener("fetch", event => {
|
||||
const { request } = event;
|
||||
if (!handles(request)) return;
|
||||
|
||||
// The page itself: network first, so an online dealer always gets the current
|
||||
// build, and the cached copy is there the moment they aren't.
|
||||
if (request.mode === "navigate") {
|
||||
event.respondWith((async () => {
|
||||
try {
|
||||
const fresh = await fetch(request);
|
||||
if (fresh.ok) (await caches.open(CACHE)).put(request, fresh.clone());
|
||||
return fresh;
|
||||
} catch {
|
||||
const cached = await caches.match(request, { ignoreSearch: true });
|
||||
if (cached) return cached;
|
||||
throw new Error("offline and this page was never cached");
|
||||
}
|
||||
})());
|
||||
return;
|
||||
}
|
||||
|
||||
// Assets: stale while revalidate. The cached copy answers immediately — which is
|
||||
// the whole point, a dealer opening this between hands should not wait for a
|
||||
// network — and a fresh copy is fetched in the background for next time.
|
||||
//
|
||||
// Cache-first would be the obvious choice, on the reasoning that these URLs carry
|
||||
// ?v= from the layout and so a hit is always the right file. They don't: the
|
||||
// version renders empty (see the note in TexasHoldem.cshtml), so every release
|
||||
// reuses the same URLs. Cache-first against unversioned URLs is how a tool gets
|
||||
// frozen on a build from three months ago with no way for anyone to tell. This
|
||||
// strategy needs no version to be correct: worst case a dealer is one launch
|
||||
// behind, which for a tool that runs entirely in the browser is nothing.
|
||||
if (!CACHEABLE.has(request.destination)) return;
|
||||
|
||||
event.respondWith((async () => {
|
||||
const cache = await caches.open(CACHE);
|
||||
const cached = await cache.match(request);
|
||||
|
||||
const fresh = fetch(request).then(res => {
|
||||
if (res.ok) cache.put(request, res.clone());
|
||||
return res;
|
||||
}).catch(() => null);
|
||||
|
||||
if (cached) return cached;
|
||||
const res = await fresh;
|
||||
if (res) return res;
|
||||
throw new Error("offline and not cached: " + request.url);
|
||||
})());
|
||||
});
|
||||
File diff suppressed because it is too large
Load Diff
@@ -143,12 +143,18 @@ button,
|
||||
}
|
||||
|
||||
.unevenCurrency {
|
||||
color: #777;
|
||||
/* Was #777 — 4.11:1 on this background, under the 4.5:1 small text needs. It sits
|
||||
against every amount a dealer types, so it is read constantly. */
|
||||
color: #8f8f8f;
|
||||
}
|
||||
|
||||
/* 37px tall, on the field a dealer types every amount into. The touch rule has been
|
||||
44px everywhere else since the round that set it; this page never got measured for
|
||||
it, because the audit only ran the target check when asked and nothing asked. */
|
||||
.unevenAmount {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
min-height: 46px;
|
||||
background: none;
|
||||
border: none;
|
||||
outline: none;
|
||||
@@ -178,13 +184,17 @@ button,
|
||||
color: #ffd6d6;
|
||||
}
|
||||
|
||||
/* 30px across, and it deletes a player's entry — the one control on the row where a
|
||||
near miss costs something. The amount field beside it gives up the 16px. */
|
||||
.unevenRemoveBtn {
|
||||
flex: none;
|
||||
width: 30px;
|
||||
height: 44px;
|
||||
width: 46px;
|
||||
height: 46px;
|
||||
border: none;
|
||||
background: none;
|
||||
color: #6a6a6a;
|
||||
/* Was #6a6a6a — 3.66:1, the worst on the page, on a control that deletes a
|
||||
player's entry. A destructive action should not be the faintest thing in view. */
|
||||
color: #9a9a9a;
|
||||
font-size: 0.85rem;
|
||||
cursor: pointer;
|
||||
}
|
||||
@@ -209,11 +219,86 @@ button,
|
||||
.unevenPot {
|
||||
display: flex;
|
||||
align-items: baseline;
|
||||
/* Wraps so a chop opens underneath its own pot rather than squeezing in beside the
|
||||
eligible-players list and pushing it off the row. */
|
||||
flex-wrap: wrap;
|
||||
gap: 0.6rem;
|
||||
padding: 0.3rem 0;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.unevenChopToggle {
|
||||
flex: none;
|
||||
order: 3;
|
||||
/* 44px on touch: it moves money, like everything else that does. */
|
||||
min-height: 32px;
|
||||
padding: 0.2rem 0.6rem;
|
||||
border: 1px solid rgba(216, 180, 106, 0.45);
|
||||
border-radius: 999px;
|
||||
background: rgba(216, 180, 106, 0.1);
|
||||
color: #e3c887;
|
||||
font: inherit;
|
||||
font-size: 0.74rem;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.unevenChopToggle:hover {
|
||||
background: rgba(216, 180, 106, 0.18);
|
||||
}
|
||||
|
||||
.unevenChopToggle:focus-visible {
|
||||
outline: 2px solid #d8b46a;
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.unevenChopDetail {
|
||||
order: 4;
|
||||
flex: 0 0 100%;
|
||||
/* Or the padding is added on top of the 100% basis and the panel sits wider than
|
||||
the row it belongs to — measured 328px inside a 309px row on a phone. */
|
||||
box-sizing: border-box;
|
||||
margin: 0.15rem 0 0.2rem;
|
||||
padding: 0.45rem 0.6rem;
|
||||
border-radius: 8px;
|
||||
background: rgba(255, 255, 255, 0.04);
|
||||
}
|
||||
|
||||
.unevenChopWays {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.45rem;
|
||||
margin-bottom: 0.3rem;
|
||||
}
|
||||
|
||||
.unevenChopWaysLabel {
|
||||
color: #cfcfcf;
|
||||
font-size: 0.78rem;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.unevenChopEach {
|
||||
margin: 0;
|
||||
color: #f2f2f2;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.unevenChopNote {
|
||||
margin: 0.2rem 0 0;
|
||||
color: #9a9a9a;
|
||||
font-size: 0.76rem;
|
||||
}
|
||||
|
||||
.unevenChopDust {
|
||||
color: #e0b169;
|
||||
}
|
||||
|
||||
@media (max-width: 700px), (pointer: coarse) {
|
||||
.unevenChopToggle {
|
||||
min-height: 44px;
|
||||
padding: 0.4rem 0.9rem;
|
||||
}
|
||||
}
|
||||
|
||||
.unevenPot + .unevenPot {
|
||||
border-top: 1px solid rgba(255, 255, 255, 0.06);
|
||||
}
|
||||
@@ -510,7 +595,9 @@ button,
|
||||
|
||||
.splitFootnote {
|
||||
margin-top: 1.5rem;
|
||||
color: #6f6f6f;
|
||||
/* Was #6f6f6f — 3.94:1. It carries the instruction for what to do with the pot
|
||||
list, which is not a decorative line. */
|
||||
color: #8d8d8d;
|
||||
font-size: 0.78rem;
|
||||
line-height: 1.5;
|
||||
text-align: center;
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 12 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 31 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 11 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 25 KiB |
@@ -37,6 +37,10 @@ const ActionBar = {
|
||||
this.publishFeltRoom(height);
|
||||
};
|
||||
|
||||
// Kept so anything that moves the table without touching the bar can ask for
|
||||
// the felt to be measured again — the board strip appearing above it does
|
||||
// exactly that, and the felt's height is worked out from where the table starts.
|
||||
this.publishHeight = publish;
|
||||
if (typeof ResizeObserver === "function") {
|
||||
this.heightWatcher = new ResizeObserver(publish);
|
||||
this.heightWatcher.observe(host);
|
||||
@@ -53,7 +57,14 @@ const ActionBar = {
|
||||
// moving the seats, and getting a different answer on the next pass.
|
||||
SEAT_OVERHANG_PX: 37,
|
||||
FELT_GAP_PX: 8,
|
||||
FELT_MIN_PX: 220,
|
||||
// The floor is a guard against a measurement that has gone wrong — not a size the
|
||||
// window has agreed to hand over. It used to be 220px, which a phone on its side
|
||||
// hasn't got: at 844x390 there are 99px between the header and the bar, and holding
|
||||
// out for 220 is how the bottom row of seats came to sit 26px inside the Fold
|
||||
// button. A floor that puts seats behind the bar defeats the one thing the floor is
|
||||
// for, so it drops to the smallest felt still worth drawing and the measurement
|
||||
// wins above it.
|
||||
FELT_FLOOR_PX: 96,
|
||||
|
||||
// How tall the felt can be and still leave the whole ring of seats above the bar.
|
||||
//
|
||||
@@ -66,14 +77,40 @@ const ActionBar = {
|
||||
//
|
||||
// The wrap's offset is taken in document space rather than viewport space, so
|
||||
// scrolling the page doesn't resize the table under the dealer's hands.
|
||||
feltRoomFor(windowHeight, barHeight, topInDocument) {
|
||||
const room = windowHeight - barHeight - topInDocument -
|
||||
this.SEAT_OVERHANG_PX - this.FELT_GAP_PX;
|
||||
return Math.max(this.FELT_FLOOR_PX, Math.round(room));
|
||||
},
|
||||
|
||||
publishFeltRoom(barHeight) {
|
||||
const wrap = document.getElementById("pokerTableWrap");
|
||||
if (!wrap) return;
|
||||
// Taking the top before the height is set matters: the wrap sits below the
|
||||
// header in normal flow, so its own height never moves its top and this can't
|
||||
// chase itself around the screen.
|
||||
const topInDocument = wrap.getBoundingClientRect().top + window.scrollY;
|
||||
const room = window.innerHeight - barHeight - topInDocument -
|
||||
this.SEAT_OVERHANG_PX - this.FELT_GAP_PX;
|
||||
document.documentElement.style.setProperty(
|
||||
"--feltRoomPx", `${Math.max(this.FELT_MIN_PX, Math.round(room))}px`);
|
||||
const root = document.documentElement;
|
||||
const was = root.style.getPropertyValue("--feltRoomPx");
|
||||
const now = `${this.feltRoomFor(window.innerHeight, barHeight, topInDocument)}px`;
|
||||
root.style.setProperty("--feltRoomPx", now);
|
||||
// The felt has just changed size, so how much rim each seat gets has changed
|
||||
// with it. Told rather than left to be noticed on the next render, which on a
|
||||
// bar that grew mid-hand could be several actions away.
|
||||
if (typeof Render === "undefined" || !Render.state) return;
|
||||
if (Render.updateSeatDensity) Render.updateSeatDensity();
|
||||
|
||||
// And when it really did change size, the seats are laid out again rather than
|
||||
// only re-measured.
|
||||
//
|
||||
// The seats follow a felt on their own — they are placed in percentages of it —
|
||||
// but a bet chip anchored inside a seat is placed in pixels off that seat's
|
||||
// centre, worked out against the felt as it was. Nothing re-ran that. Measured
|
||||
// at 640x360 with five players: the chips were positioned for a felt 83px tall,
|
||||
// painted on one of 60, and seat 3's $5 came to rest on seat 4's puck. The bar
|
||||
// growing mid-hand does this too — a side pot appearing is 55px off the felt —
|
||||
// so it is not only the board strip that could reach it.
|
||||
if (now !== was && Render.renderSeats) Render.renderSeats();
|
||||
},
|
||||
|
||||
// Anything to act on? A hand with nobody dealt in doesn't get a bar — and that
|
||||
@@ -94,12 +131,19 @@ const ActionBar = {
|
||||
if (!host) return;
|
||||
host.innerHTML = "";
|
||||
|
||||
// A table with nobody at it used to hide this bar altogether, which meant the
|
||||
// one moment a dealer has never used the tool before is the one moment it says
|
||||
// nothing at all. What they got instead was a felt printing EMPTY ten times and
|
||||
// a green Resolve Pot button that would resolve nothing.
|
||||
//
|
||||
// An empty table is a state with an obvious next step, so it says what it is.
|
||||
if (!this.isRunning()) {
|
||||
host.hidden = true;
|
||||
document.body.classList.remove("hasActionBar");
|
||||
document.documentElement.style.setProperty("--actionBarHeight", "0px");
|
||||
host.hidden = false;
|
||||
document.body.classList.add("hasActionBar");
|
||||
host.appendChild(this.renderEmptyTable());
|
||||
this.stopTankTimer();
|
||||
this.tankSeatIndex = null;
|
||||
this.announce();
|
||||
return;
|
||||
}
|
||||
host.hidden = false;
|
||||
@@ -123,6 +167,79 @@ const ActionBar = {
|
||||
}
|
||||
|
||||
this.syncTankTimer();
|
||||
this.announce();
|
||||
},
|
||||
|
||||
// The empty table. One sentence and one button, in the place every other prompt in
|
||||
// this tool appears, so a dealer who has never opened it before is looking at the
|
||||
// next step rather than at ten chairs labelled EMPTY.
|
||||
renderEmptyTable() {
|
||||
const wrap = document.createElement("div");
|
||||
wrap.className = "dealPrompt";
|
||||
|
||||
const line = document.createElement("p");
|
||||
line.className = "dealPromptLine";
|
||||
line.textContent = "Nobody's at the table yet.";
|
||||
wrap.appendChild(line);
|
||||
|
||||
const buttons = document.createElement("div");
|
||||
buttons.className = "dealPromptButtons";
|
||||
|
||||
const seat = document.createElement("button");
|
||||
seat.type = "button";
|
||||
seat.className = "actionBtn actionDeal";
|
||||
seat.textContent = "Seat a player";
|
||||
seat.addEventListener("click", () => this.hooks.seatFirstPlayer());
|
||||
buttons.appendChild(seat);
|
||||
|
||||
wrap.appendChild(buttons);
|
||||
return wrap;
|
||||
},
|
||||
|
||||
// One sentence, for anyone running this by ear.
|
||||
//
|
||||
// The bar used to carry aria-live itself, and because render() rebuilds the whole
|
||||
// thing every action, a screen reader read the lot out after every tap — street,
|
||||
// pot, player count, who's short, the clock, the undo label and all three buttons.
|
||||
// Nothing in that is wrong; it is just unusable at the speed a hand is dealt.
|
||||
//
|
||||
// What a dealer actually needs from the tool between taps is who is on the clock
|
||||
// and what it costs them. That is what this says, into a small element that exists
|
||||
// from page load and only ever has its text replaced.
|
||||
//
|
||||
// Guarded on the sentence itself rather than on the state, because render() is
|
||||
// called for a great many reasons that don't change whose turn it is — resizing the
|
||||
// window, opening a panel, editing a note — and a live region that repeats itself
|
||||
// is read out again every time.
|
||||
announce() {
|
||||
const target = document.getElementById("actionAnnouncer");
|
||||
if (!target) return;
|
||||
|
||||
const said = this.announcement();
|
||||
if (said === this.lastAnnouncement) return;
|
||||
this.lastAnnouncement = said;
|
||||
target.textContent = said;
|
||||
},
|
||||
|
||||
announcement() {
|
||||
const state = this.state;
|
||||
if (!this.isRunning()) return "Nobody's at the table yet.";
|
||||
if (!state.bettingOpen) {
|
||||
const preview = Betting.blindPreview(state);
|
||||
return preview ? "Ready to deal." : "";
|
||||
}
|
||||
if (Betting.isHandOver(state)) return "Hand over. Resolve the pot.";
|
||||
|
||||
const index = state.actingSeatIndex;
|
||||
if (index === null || index === undefined) {
|
||||
return `${Betting.streetLabel(state.street)} betting is done.`;
|
||||
}
|
||||
|
||||
const player = state.seats[index];
|
||||
const name = HoldemState.displayName(player, index);
|
||||
const owed = Betting.toCall(state, player);
|
||||
const cost = owed > 0 ? `${Money.format(owed)} to call` : "checked to them";
|
||||
return `${name} to act, ${cost}. Pot ${Money.format(Betting.potSoFar(state))}.`;
|
||||
},
|
||||
|
||||
renderStatus() {
|
||||
@@ -175,6 +292,32 @@ const ActionBar = {
|
||||
tank.title = "How long this player has been thinking";
|
||||
tank.textContent = "0:00";
|
||||
row.appendChild(tank);
|
||||
|
||||
// Rendered every time and shown by the tick once the wait is long enough
|
||||
// to be worth it, so a clock never costs a re-render at the moment the
|
||||
// dealer reaches for it — and never occupies the bar in the ordinary case
|
||||
// where nobody is holding anybody up.
|
||||
const clock = document.createElement("button");
|
||||
clock.type = "button";
|
||||
clock.id = "actionClockBtn";
|
||||
clock.className = "actionClockBtn";
|
||||
// Once the count is over there is nothing to stop: the ruling has been
|
||||
// made, and the dealer either carries it out or takes an ordinary action,
|
||||
// both of which end the clock themselves. Leaving the button there also
|
||||
// cost real room — at 640x360 its 94px pushed the undo control onto a
|
||||
// second line, and the taller bar covered the two bottom seats.
|
||||
const expiredNow = this.clockRunning() && this.clockLeft() === 0;
|
||||
clock.hidden = !this.clockRunning() || expiredNow;
|
||||
if (this.clockRunning()) {
|
||||
clock.textContent = "Stop the clock";
|
||||
clock.title = "Put the decision back in the player's own time";
|
||||
clock.addEventListener("click", () => { this.stopClock(); this.render(); });
|
||||
} else {
|
||||
clock.textContent = "Call the clock";
|
||||
clock.title = `${this.CLOCK_THINK_S} seconds, then a ${this.CLOCK_COUNTDOWN_S}-second countdown`;
|
||||
clock.addEventListener("click", () => this.callClock());
|
||||
}
|
||||
row.appendChild(clock);
|
||||
}
|
||||
|
||||
// A standing control rather than a toast per action: a dealer taps this bar
|
||||
@@ -186,7 +329,17 @@ const ActionBar = {
|
||||
undo.type = "button";
|
||||
undo.className = "actionUndo";
|
||||
undo.title = `Undo ${undoLabel}`;
|
||||
undo.textContent = `↶ ${undoLabel}`;
|
||||
// The label goes in its own element rather than straight onto the button.
|
||||
// The pill is a fixed width — it names the last action, so its text changes
|
||||
// on every tap, and a control that resizes under the dealer's thumb reads
|
||||
// as the interface twitching. Fixed width means long labels have to
|
||||
// ellipsize, and only a real element can: as a bare text node the label
|
||||
// truncated *through* the keycap below it, which then sat squashed against
|
||||
// the cut-off text looking like a rendering fault.
|
||||
const label = document.createElement("span");
|
||||
label.className = "actionUndoLabel";
|
||||
label.textContent = `↶ ${undoLabel}`;
|
||||
undo.appendChild(label);
|
||||
// U undoes, and nothing said so — this control was the only place a dealer
|
||||
// could have learned it, and it was the one action bar control without its
|
||||
// key printed on it.
|
||||
@@ -214,6 +367,74 @@ const ActionBar = {
|
||||
NUDGE_AFTER_S: 30,
|
||||
SLOW_AFTER_S: 60,
|
||||
|
||||
// ---- Calling the clock ----
|
||||
//
|
||||
// The stopwatch above says how long somebody has been thinking. This is what a
|
||||
// dealer does about it, and it is a procedure with a shape: a player asks for a
|
||||
// clock, the dealer grants it, the player gets a set time and then a countdown,
|
||||
// and if they still haven't acted the hand is decided for them — dead if they were
|
||||
// facing a bet, checked if they weren't.
|
||||
//
|
||||
// The tool knew none of that. A dealer running it had to count in their head while
|
||||
// the table argued about whether it had been thirty seconds, which is the moment
|
||||
// the count needs to be somewhere everybody can see.
|
||||
//
|
||||
// Thirty seconds and then a ten-second countdown is the common form of the rule and
|
||||
// what the TDA writes down. The countdown is the part the table hears out loud, so
|
||||
// it is marked separately rather than being ten more seconds of the same.
|
||||
CLOCK_THINK_S: 30,
|
||||
CLOCK_COUNTDOWN_S: 10,
|
||||
|
||||
clockSeatIndex: null,
|
||||
clockStartedAt: null,
|
||||
|
||||
clockRunning() {
|
||||
return this.clockSeatIndex !== null &&
|
||||
this.clockSeatIndex === this.state.actingSeatIndex &&
|
||||
this.clockStartedAt !== null;
|
||||
},
|
||||
|
||||
// Seconds left before the hand is decided, or null when no clock is running.
|
||||
// Negative is impossible: it stops at zero and stays there until the dealer acts.
|
||||
clockLeft(now = Date.now()) {
|
||||
if (!this.clockRunning()) return null;
|
||||
const total = this.CLOCK_THINK_S + this.CLOCK_COUNTDOWN_S;
|
||||
return Math.max(0, total - Math.floor((now - this.clockStartedAt) / 1000));
|
||||
},
|
||||
|
||||
// What happens when it reaches zero, in the words the dealer says out loud.
|
||||
// Facing a bet, the hand is dead. Facing none, it is checked — a player who could
|
||||
// have checked for free is not folded for being slow.
|
||||
clockRuling() {
|
||||
const index = this.state.actingSeatIndex;
|
||||
if (index === null || index === undefined) return null;
|
||||
const player = this.state.seats[index];
|
||||
const owed = Betting.toCall(this.state, player);
|
||||
const who = HoldemState.displayName(player, index);
|
||||
return owed > 0
|
||||
? { index, who, verb: "fold", label: `Time — ${who}'s hand is dead`, say: `${who} is facing ${Money.format(owed)}, so the hand is dead.` }
|
||||
: { index, who, verb: "check", label: `Time — check for ${who}`, say: `${who} had nothing to call, so the hand is checked.` };
|
||||
},
|
||||
|
||||
callClock() {
|
||||
const index = this.state.actingSeatIndex;
|
||||
if (index === null || index === undefined) return;
|
||||
this.clockSeatIndex = index;
|
||||
this.clockStartedAt = Date.now();
|
||||
this.clockExpiredShown = false;
|
||||
this.render();
|
||||
},
|
||||
|
||||
stopClock() {
|
||||
this.clockSeatIndex = null;
|
||||
this.clockStartedAt = null;
|
||||
this.clockExpiredShown = false;
|
||||
},
|
||||
|
||||
// Whether the bar has already been rebuilt into its "time is up" shape, so the
|
||||
// one-second tick doesn't rebuild it again every second afterwards.
|
||||
clockExpiredShown: false,
|
||||
|
||||
tankSeatIndex: null,
|
||||
tankStartedAt: null,
|
||||
tankInterval: null,
|
||||
@@ -243,6 +464,11 @@ const ActionBar = {
|
||||
if (this.tankSeatIndex !== null) this.tankUnknownFor = null;
|
||||
this.tankSeatIndex = index;
|
||||
this.tankStartedAt = Date.now();
|
||||
// A clock belongs to one player's decision. The moment the action moves —
|
||||
// because they acted, or because the dealer took something back — it is
|
||||
// over, and leaving it running would put the next player on a countdown
|
||||
// nobody called on them.
|
||||
this.stopClock();
|
||||
}
|
||||
|
||||
if (!this.tankInterval) {
|
||||
@@ -264,6 +490,36 @@ const ActionBar = {
|
||||
const el = document.getElementById("actionTank");
|
||||
if (!el || this.tankStartedAt === null) return;
|
||||
|
||||
// A clock takes the readout over: the number the table is waiting on is no
|
||||
// longer how long this has taken but how long is left. At zero the bar has to
|
||||
// change shape — a ruling and the button that carries it out — so that one
|
||||
// gets a full render, once, rather than being painted in by the tick.
|
||||
const left = this.clockLeft();
|
||||
if (left !== null) {
|
||||
if (left === 0 && !this.clockExpiredShown) {
|
||||
this.clockExpiredShown = true;
|
||||
this.render();
|
||||
return;
|
||||
}
|
||||
el.textContent = left <= this.CLOCK_COUNTDOWN_S ? `${left}` : this.formatTank(left);
|
||||
el.title = "Time left before the hand is decided";
|
||||
el.classList.toggle("tankNudge", left > this.CLOCK_COUNTDOWN_S);
|
||||
el.classList.toggle("tankSlow", left <= this.CLOCK_COUNTDOWN_S);
|
||||
return;
|
||||
}
|
||||
|
||||
// The button that starts a clock is offered once somebody has been thinking
|
||||
// long enough for the table to start asking — which is the same threshold the
|
||||
// stopwatch already marks. Before that it is a control nobody needs, and this
|
||||
// bar is docked over the seats.
|
||||
const nudge = document.getElementById("actionClockBtn");
|
||||
if (nudge && !this.clockRunning()) {
|
||||
const waited = Math.floor((Date.now() - this.tankStartedAt) / 1000);
|
||||
nudge.hidden = this.tankUnknownFor === this.tankSeatIndex
|
||||
? false
|
||||
: waited < this.NUDGE_AFTER_S;
|
||||
}
|
||||
|
||||
if (this.tankUnknownFor !== null && this.tankSeatIndex === this.tankUnknownFor) {
|
||||
el.textContent = "—";
|
||||
el.title = "The action was already on this seat when the page loaded, so there's nothing to time from yet. The clock starts when the action next moves.";
|
||||
@@ -373,6 +629,19 @@ const ActionBar = {
|
||||
// recorded so it can be taken back. A misclick on Fold is the one mistake in this
|
||||
// tool a dealer can't talk their way out of.
|
||||
commit(label, mutate) {
|
||||
// A toast is news about the last thing that happened, and this is the next
|
||||
// thing: whatever it says is now out of date. Two reasons it goes rather than
|
||||
// waiting out its eight seconds. It lies — "Next hand — button on seat 2.
|
||||
// [Undo]" reads as an offer to move the button back, but the snapshot behind
|
||||
// that Undo predates the hand you have since dealt, so taking it would throw
|
||||
// the hand away without saying so. And it is in the way: measured across the
|
||||
// sweep, a toast left up over a dealt table covered seats, the clock button
|
||||
// or the bar's own Undo on thirty of the small screens it was checked at,
|
||||
// because there is nowhere on a 360x640 phone for a 560px strip to go. The
|
||||
// bar's own Undo control takes over from here, and it names the step it
|
||||
// would actually take back.
|
||||
if (typeof Toast !== "undefined" && Toast.dismiss) Toast.dismiss();
|
||||
|
||||
this.hooks.beginAction(label);
|
||||
mutate();
|
||||
this.hooks.save(this.state);
|
||||
@@ -386,6 +655,36 @@ const ActionBar = {
|
||||
const stack = Betting.stackOf(this.state, player);
|
||||
const who = HoldemState.displayName(player, index);
|
||||
|
||||
// Time is up. The ruling goes on the bar in the words the dealer says out loud,
|
||||
// with the one action that carries it out — and the ordinary buttons stay
|
||||
// underneath, because a player who speaks up as the count ends is still acting
|
||||
// and the dealer is the one who decides whether it was in time.
|
||||
const expired = this.clockLeft() === 0 ? this.clockRuling() : null;
|
||||
const wrap = document.createElement("div");
|
||||
if (expired) {
|
||||
const line = document.createElement("p");
|
||||
line.className = "clockExpired";
|
||||
// The ruling in one sentence. `label` is the same call in three words for
|
||||
// the button beside it; saying both left the line doubling back on itself
|
||||
// — "Time — Dee's hand is dead — Dee is facing $2, so the hand is dead."
|
||||
line.textContent = `Time — ${expired.say}`;
|
||||
wrap.appendChild(line);
|
||||
|
||||
const enforce = document.createElement("div");
|
||||
enforce.className = "actionButtons";
|
||||
enforce.appendChild(this.button(
|
||||
expired.verb === "fold" ? `Kill ${expired.who}'s hand` : `Check for ${expired.who}`,
|
||||
"actionEnforceClock",
|
||||
() => this.commit(
|
||||
expired.verb === "fold" ? `${expired.who}'s hand killed on the clock` : `${expired.who}'s check on the clock`,
|
||||
() => {
|
||||
this.stopClock();
|
||||
if (expired.verb === "fold") Betting.fold(this.state, index);
|
||||
else Betting.check(this.state, index);
|
||||
})));
|
||||
wrap.appendChild(enforce);
|
||||
}
|
||||
|
||||
const row = document.createElement("div");
|
||||
row.className = "actionButtons";
|
||||
|
||||
@@ -412,7 +711,9 @@ const ActionBar = {
|
||||
}));
|
||||
}
|
||||
|
||||
return row;
|
||||
if (!expired) return row;
|
||||
wrap.appendChild(row);
|
||||
return wrap;
|
||||
},
|
||||
|
||||
// Quick amounts first, keypad second — a dealer calling "raise to sixty" wants a
|
||||
@@ -577,6 +878,43 @@ const ActionBar = {
|
||||
// by itself the instant the previous hand ended, which meant blinds were committed
|
||||
// while people were still sitting down — and the blind badges would drift away from
|
||||
// the money already posted as seats changed. Now the dealer says when.
|
||||
// ", Dee straddles $4" — read out as part of what goes in before the cards, because
|
||||
// that is what it is. Two of them read as "Dee straddles $4, Eve $8": the second
|
||||
// name doesn't need the verb again, and the bar has no room for it.
|
||||
straddleClause(preview) {
|
||||
const straddles = preview.straddles || [];
|
||||
if (straddles.length === 0) return "";
|
||||
const name = i => HoldemState.displayName(this.state.seats[i], i);
|
||||
const [first, ...rest] = straddles;
|
||||
return `, ${name(first.index)} straddles ${Money.format(first.amount)}` +
|
||||
rest.map(s => `, ${name(s.index)} ${Money.format(s.amount)}`).join("");
|
||||
},
|
||||
|
||||
// Turning it on, doubling it, and calling it off. Heads-up there is no seat left of
|
||||
// the big blind to straddle from, so nothing is offered rather than a button that
|
||||
// would do nothing.
|
||||
straddleButtons(preview) {
|
||||
const on = (preview.straddles || []).length;
|
||||
const max = preview.maxStraddles || 0;
|
||||
if (max <= 0) return [];
|
||||
|
||||
const buttons = [];
|
||||
const nextAmount = Money.format(this.state.bigBlind * Math.pow(2, on + 1));
|
||||
if (on < max) {
|
||||
buttons.push(this.button(
|
||||
on === 0 ? `Straddle ${nextAmount}` : `Re-straddle ${nextAmount}`,
|
||||
"actionStraddle",
|
||||
() => this.commit(on === 0 ? "the straddle" : "the re-straddle",
|
||||
() => { this.state.straddleCount = on + 1; })));
|
||||
}
|
||||
if (on > 0) {
|
||||
buttons.push(this.button("No straddle", "actionStraddle actionStraddleOff",
|
||||
() => this.commit("calling the straddle off",
|
||||
() => { this.state.straddleCount = 0; })));
|
||||
}
|
||||
return buttons;
|
||||
},
|
||||
|
||||
renderDealPrompt() {
|
||||
const wrap = document.createElement("div");
|
||||
wrap.className = "dealPrompt";
|
||||
@@ -674,11 +1012,14 @@ const ActionBar = {
|
||||
// A dead small blind is a hand with only one blind in it. Saying "nobody posts
|
||||
// the small blind" out loud is the whole point — a dealer who reads a preview
|
||||
// with a blind missing and isn't told why will assume the tool has lost track.
|
||||
line.textContent = preview.deadSmallBlind
|
||||
const blinds = document.createElement("span");
|
||||
blinds.textContent = (preview.deadSmallBlind
|
||||
? `No small blind this hand, ${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}`
|
||||
: `${name(preview.sbIndex)} posts ${Money.format(preview.smallBlind)}, ` +
|
||||
`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}` +
|
||||
`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
|
||||
`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}`) +
|
||||
this.straddleClause(preview) +
|
||||
`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
|
||||
line.appendChild(blinds);
|
||||
wrap.appendChild(line);
|
||||
|
||||
// Why a position is missing. Both of these are the dead button rule doing its
|
||||
@@ -752,7 +1093,12 @@ const ActionBar = {
|
||||
}
|
||||
|
||||
const row = document.createElement("div");
|
||||
row.className = "actionButtons";
|
||||
row.className = "actionButtons dealPromptButtons";
|
||||
// Beside the deal button rather than on a line of its own. Measured at 390x844:
|
||||
// its own line cost 44px of felt on every deal prompt, straddle or no straddle,
|
||||
// and this row is already there and already 44px tall. It reads in the order it
|
||||
// happens, too — say the straddle, then deal.
|
||||
this.straddleButtons(preview).forEach(button => row.appendChild(button));
|
||||
row.appendChild(this.button("Post blinds & deal", "actionDeal", () => {
|
||||
this.commit("dealing the hand", () => Betting.beginHand(this.state));
|
||||
}));
|
||||
@@ -802,6 +1148,10 @@ const ActionBar = {
|
||||
return;
|
||||
}
|
||||
this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
|
||||
// The cards that just came off the deck. Asked for here rather than left
|
||||
// for the dealer to remember, because the moment they are holding them is
|
||||
// the only moment they know what they are without turning the board round.
|
||||
if (this.state.trackBoard && typeof Render !== "undefined") Render.openBoardPicker();
|
||||
}));
|
||||
wrap.appendChild(row);
|
||||
|
||||
|
||||
@@ -13,6 +13,15 @@
|
||||
const Betting = {
|
||||
STREETS: ["preflop", "flop", "turn", "river"],
|
||||
|
||||
// How many community cards are face up once a street has been dealt. The flop is
|
||||
// three at once and everything after it is one at a time, which is why this is a
|
||||
// table rather than an index.
|
||||
BOARD_CARDS: { preflop: 0, flop: 3, turn: 4, river: 5 },
|
||||
|
||||
boardCardsFor(street) {
|
||||
return this.BOARD_CARDS[street] ?? 0;
|
||||
},
|
||||
|
||||
streetLabel(street) {
|
||||
return { preflop: "Pre-flop", flop: "Flop", turn: "Turn", river: "River" }[street] || "Pre-flop";
|
||||
},
|
||||
@@ -93,9 +102,60 @@ const Betting = {
|
||||
satOut,
|
||||
smallBlind: this.round(state.smallBlind || 0),
|
||||
bigBlind: this.round(state.bigBlind || 0),
|
||||
// What the straddles will be if the hand is dealt as it stands, and how
|
||||
// many more this table could take.
|
||||
straddles: this.straddleSeats(state),
|
||||
maxStraddles: this.maxStraddles(state),
|
||||
};
|
||||
},
|
||||
|
||||
// ---- Straddles ----
|
||||
//
|
||||
// A straddle is a blind raise put out before the cards, by the player left of the
|
||||
// big blind, for twice it. It buys the last word before the flop: everyone else
|
||||
// acts first, and the straddler still has the option when it comes back round even
|
||||
// if nobody raised. Re-straddles carry on left, each doubling again.
|
||||
//
|
||||
// Home games run them constantly and a dealer has to get three things right at
|
||||
// once — the amount, who is first to act, and what the minimum raise becomes. The
|
||||
// tool used to do none of them, so a dealer's only way through was to deal, have
|
||||
// the straddler "raise" to $4, and hand the action to the wrong player.
|
||||
|
||||
// How many straddles this table could take. Everyone but the two blinds can put
|
||||
// one out; heads-up that is nobody, which is the right answer — the button is
|
||||
// already the small blind and there is no seat left of the big blind to straddle
|
||||
// from.
|
||||
maxStraddles(state) {
|
||||
return Math.max(0, this.liveSeats(this.tableAsDealt(state)).length - 2);
|
||||
},
|
||||
|
||||
// Who straddles and for how much, walking left from the big blind and doubling.
|
||||
// Asked of the table as it will be dealt, so a seat about to be sat out for having
|
||||
// no chips is never handed a straddle it can't post.
|
||||
straddleSeats(state, count = state.straddleCount) {
|
||||
const wanted = Math.min(Math.max(0, Number(count) || 0), this.maxStraddles(state));
|
||||
if (wanted <= 0) return [];
|
||||
|
||||
const dealt = this.tableAsDealt(state);
|
||||
const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
|
||||
const asDealt = buttonIndex === dealt.dealerSeatIndex
|
||||
? dealt
|
||||
: { ...dealt, dealerSeatIndex: buttonIndex };
|
||||
const { bbIndex } = HoldemState.getBlindSeats(asDealt);
|
||||
if (bbIndex === null) return [];
|
||||
|
||||
const straddles = [];
|
||||
let index = bbIndex;
|
||||
let amount = this.round((Number(state.bigBlind) || 0) * 2);
|
||||
for (let n = 0; n < wanted; n++) {
|
||||
index = this.nextToAct(asDealt, index);
|
||||
if (index === null || index === bbIndex) break;
|
||||
straddles.push({ index, amount });
|
||||
amount = this.round(amount * 2);
|
||||
}
|
||||
return straddles;
|
||||
},
|
||||
|
||||
// Does handing this seat chips also put them back in the game?
|
||||
//
|
||||
// At a real table those are one event, and here they were two: a busted player got
|
||||
@@ -408,6 +468,116 @@ const Betting = {
|
||||
return (state.street || "preflop") === "preflop" && state.seats.every(p => !p.hasActed);
|
||||
},
|
||||
|
||||
// Are the blinds actually down? Moving the button or naming a blind means two
|
||||
// completely different things depending on the answer, and `onlyBlindsIn` alone
|
||||
// cannot tell them apart: a table sitting in setup, with no cards out and nothing
|
||||
// committed, satisfies it just as well as a hand that has only just been dealt.
|
||||
//
|
||||
// With a hand open, the blinds are chips on the felt. Re-aiming them has to take
|
||||
// those chips back and post them again from the new positions, or the badges and
|
||||
// the money disagree.
|
||||
//
|
||||
// Before the deal it is a marker being slid round a table with nothing in the
|
||||
// middle. Re-posting there would *deal the hand* — betting opened, blinds taken off
|
||||
// two stacks, action on the seat after the big blind — which is not what a dealer
|
||||
// means by "she's the big blind this one". Setting the positions is how a dealer
|
||||
// gets ready to deal; the cards come out when they press the button, and not a
|
||||
// moment before.
|
||||
blindsArePosted(state) {
|
||||
return !!state.bettingOpen && this.onlyBlindsIn(state);
|
||||
},
|
||||
|
||||
// Chips the pot has been priced with but nobody has actually paid.
|
||||
//
|
||||
// Two ways a contribution gets into this tool. Tapping the action moves chips: the
|
||||
// bet leaves the stack, sits in front of the player, and is swept into their hand
|
||||
// total at the end of the street. The other way is the "without live betting" panel
|
||||
// — a base pot amount, or chips counted out on a seat — where the dealer is
|
||||
// recording a hand they are watching rather than driving, and nothing ever leaves
|
||||
// anybody's stack.
|
||||
//
|
||||
// The pot wizard prices both the same way, and awarding it credits the winner. So
|
||||
// in that second mode the table simply grew: measured at a three-handed table with
|
||||
// a $50 base pot, paying the pot took the chips on the table from $600 to $750 and
|
||||
// left the bank check blaming a rebuy that never happened.
|
||||
//
|
||||
// So before the pot is pushed, whatever was assumed rather than taken comes off the
|
||||
// stacks that assumed it. Chips already committed or swept are left alone; they
|
||||
// have been paid once already, and taking them twice is the same bug the other way
|
||||
// round.
|
||||
collectAssumedContributions(state) {
|
||||
const taken = [];
|
||||
state.seats.forEach((player, index) => {
|
||||
const priced = HoldemState.computeContribution(player, state.chipLegend, state.basePotAmount);
|
||||
const alreadyPaid = this.round(this.committed(player) + (Number(player.amountOverride) || 0));
|
||||
const owed = this.round(priced - alreadyPaid);
|
||||
if (owed <= this.EPSILON_CHIPS) return;
|
||||
|
||||
// Never more than they are holding. A seat priced above its own stack is a
|
||||
// dealer's typo or a player who is short, and inventing the difference is
|
||||
// what this whole function exists to stop.
|
||||
const moved = this.round(Math.min(owed, this.stackOf(state, player)));
|
||||
if (moved <= this.EPSILON_CHIPS) return;
|
||||
|
||||
player.stack = this.round(this.stackOf(state, player) - moved);
|
||||
// Recorded where a swept bet lives, so the money is in exactly the place
|
||||
// the rest of the tool looks for chips that are in the middle this hand.
|
||||
player.amountOverride = this.round((Number(player.amountOverride) || 0) + moved);
|
||||
taken.push({ index, name: HoldemState.displayName(player, index), amount: moved });
|
||||
});
|
||||
return { taken, total: this.round(taken.reduce((sum, row) => sum + row.amount, 0)) };
|
||||
},
|
||||
|
||||
// A misdeal: the hand never happened, so every chip goes back where it came from.
|
||||
//
|
||||
// The rulings sheet in this tool has told dealers to redeal since the day it was
|
||||
// written — first card to the wrong seat, a seat entitled to a hand dealt out, one
|
||||
// of the first two cards exposed — and the tool had no way to do it. The only
|
||||
// control that ended a live hand was Next Hand, which says out loud that it takes
|
||||
// the money off the table without paying anybody. That is right for an abandoned
|
||||
// pot and wrong for a misdeal, where the blinds and any calls belong to the people
|
||||
// who put them in.
|
||||
//
|
||||
// Undo covers the first second of it — "↶ dealing the hand" is one tap — but only
|
||||
// while the action history is still there. It lives in memory, so a dealer who
|
||||
// refreshes the page mid-hand, or who is three calls in, has nothing.
|
||||
//
|
||||
// What is deliberately kept: the button, the blinds, the straddle and anyone
|
||||
// posting in. A misdeal is the *same* hand dealt again, not the next one.
|
||||
takeHandBack(state) {
|
||||
const returned = [];
|
||||
state.seats.forEach((player, index) => {
|
||||
const back = this.round(this.committed(player) + (Number(player.amountOverride) || 0));
|
||||
if (back > 0) {
|
||||
player.stack = this.round(this.stackOf(state, player) + back);
|
||||
returned.push({ index, name: HoldemState.displayName(player, index), amount: back });
|
||||
}
|
||||
player.committed = 0;
|
||||
player.amountOverride = null;
|
||||
player.hasActed = false;
|
||||
player.folded = false;
|
||||
player.cards = ["", ""];
|
||||
});
|
||||
|
||||
state.bettingOpen = false;
|
||||
state.street = "preflop";
|
||||
state.currentBet = 0;
|
||||
state.lastRaiseSize = 0;
|
||||
state.actingSeatIndex = null;
|
||||
state.streetAggressorIndex = null;
|
||||
state.handAggressorIndex = null;
|
||||
HoldemState.clearBoard(state);
|
||||
// Nothing was posted, as far as the next rotation is concerned: the hand this
|
||||
// would have counted as is being dealt again from the same button.
|
||||
state.postedBlinds = null;
|
||||
state.postedStraddles = [];
|
||||
|
||||
return {
|
||||
returned,
|
||||
total: this.round(returned.reduce((sum, row) => sum + row.amount, 0)),
|
||||
};
|
||||
},
|
||||
|
||||
// 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
|
||||
@@ -433,6 +603,10 @@ const Betting = {
|
||||
state.street = "preflop";
|
||||
state.currentBet = 0;
|
||||
state.lastRaiseSize = 0;
|
||||
// A fresh deal starts on an empty felt. Dealing without moving the button —
|
||||
// after a misdeal, or a table set up and dealt twice — would otherwise leave
|
||||
// the last hand's board sitting there being ranked against the new cards.
|
||||
HoldemState.clearBoard(state);
|
||||
// Posting a blind isn't aggression — a hand limped and checked all the way
|
||||
// down has no aggressor at all, which is exactly the case the showdown rule
|
||||
// sends to the seat left of the button.
|
||||
@@ -475,6 +649,7 @@ const Betting = {
|
||||
state.currentBet = 0;
|
||||
state.actingSeatIndex = null;
|
||||
state.postedBlinds = null;
|
||||
state.postedStraddles = [];
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -505,17 +680,35 @@ const Betting = {
|
||||
// from one who has just walked up and had the blinds go past them.
|
||||
state.dealtLastHand = state.seats.filter(p => p.inHand).map(p => p.id);
|
||||
|
||||
state.currentBet = this.round(Math.max(
|
||||
sbIndex === null ? 0 : this.committed(state.seats[sbIndex]),
|
||||
this.committed(state.seats[bbIndex])));
|
||||
state.lastRaiseSize = bb || 0;
|
||||
// Straddles go out after the blinds and before the cards, each one left of the
|
||||
// last. Posted here rather than left to the dealer to fake as a raise, because
|
||||
// a raise from that seat would hand the action to the wrong player.
|
||||
const straddles = this.straddleSeats(state);
|
||||
straddles.forEach(({ index, amount }) => this.putIn(state, index, amount));
|
||||
state.postedStraddles = straddles.map(({ index }) => index);
|
||||
|
||||
state.currentBet = this.round(state.seats.reduce(
|
||||
(most, player) => Math.max(most, this.committed(player)), 0));
|
||||
// A straddle is a blind raise, so what has to be matched to raise again is the
|
||||
// straddle itself, not the big blind underneath it: $2 blinds with a $4
|
||||
// straddle make the next raise $8, the same way the $2 blind makes it $4.
|
||||
// Left alone, the minimum would come out at $6 and the dealer would be talked
|
||||
// out of it by every player at the table.
|
||||
state.lastRaiseSize = straddles.length > 0 ? state.currentBet : (bb || 0);
|
||||
|
||||
// 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.
|
||||
//
|
||||
// A straddle moves that seat along: first to act is left of the last straddler,
|
||||
// and the straddler keeps the option, which falls out of nobody having acted
|
||||
// yet.
|
||||
const lastPosted = straddles.length > 0
|
||||
? straddles[straddles.length - 1].index
|
||||
: bbIndex;
|
||||
state.actingSeatIndex = headsUp
|
||||
? (this.stackOf(state, state.seats[sbIndex]) > this.EPSILON_CHIPS ? sbIndex : this.nextToAct(state, sbIndex))
|
||||
: this.nextToAct(state, bbIndex);
|
||||
: this.nextToAct(state, lastPosted);
|
||||
},
|
||||
|
||||
// What a pot-sized raise actually is, as a "raise to" total.
|
||||
|
||||
@@ -16,45 +16,97 @@ const CardPicker = {
|
||||
|
||||
state: null,
|
||||
hooks: null,
|
||||
// Which set of slots is being filled: a seat's two hole cards, or the five
|
||||
// community cards. The grid, the duplicate check and the tap-to-fill behaviour are
|
||||
// the same job either way — what changes is where the card is written and how many
|
||||
// slots there are to walk along.
|
||||
target: null,
|
||||
seatIndex: null,
|
||||
cardIndex: 0,
|
||||
|
||||
open(state, hooks, seatIndex, cardIndex) {
|
||||
this.state = state;
|
||||
this.hooks = hooks;
|
||||
this.target = "seat";
|
||||
this.seatIndex = seatIndex;
|
||||
this.cardIndex = cardIndex;
|
||||
this.render();
|
||||
document.getElementById("cardPickerOverlay").hidden = false;
|
||||
},
|
||||
|
||||
// The board. `limit` is how many of the five are actually out — three on the flop,
|
||||
// four on the turn — so the sheet never offers a slot for a card the dealer has not
|
||||
// turned over yet.
|
||||
openBoard(state, hooks, cardIndex, limit = 5) {
|
||||
this.state = state;
|
||||
this.hooks = hooks;
|
||||
this.target = "board";
|
||||
this.seatIndex = null;
|
||||
this.boardLimit = Math.max(1, Math.min(5, limit));
|
||||
this.cardIndex = Math.min(cardIndex, this.boardLimit - 1);
|
||||
this.render();
|
||||
document.getElementById("cardPickerOverlay").hidden = false;
|
||||
},
|
||||
|
||||
onBoard() {
|
||||
return this.target === "board";
|
||||
},
|
||||
|
||||
// The slots the sheet is filling, whichever set that is.
|
||||
slotValues() {
|
||||
return this.onBoard()
|
||||
? (this.state.board || []).slice(0, this.boardLimit)
|
||||
: this.state.seats[this.seatIndex].cards;
|
||||
},
|
||||
|
||||
write(index, card) {
|
||||
if (this.onBoard()) {
|
||||
if (!Array.isArray(this.state.board)) this.state.board = ["", "", "", "", ""];
|
||||
this.state.board[index] = card;
|
||||
return;
|
||||
}
|
||||
this.state.seats[this.seatIndex].cards[index] = card;
|
||||
},
|
||||
|
||||
close() {
|
||||
document.getElementById("cardPickerOverlay").hidden = true;
|
||||
},
|
||||
|
||||
// Every card sitting in front of anyone else. The slot being edited is excluded,
|
||||
// so re-picking the card that's already there isn't treated as a duplicate.
|
||||
// Every card already dealt somewhere — in front of a player or face up in the
|
||||
// middle. The slot being edited is excluded, so re-picking the card that's already
|
||||
// there isn't treated as a duplicate.
|
||||
//
|
||||
// The board belongs in here as much as the hands do, and in both directions: the
|
||||
// seven of clubs cannot be on the flop and in somebody's hand, whichever of the two
|
||||
// the dealer is filling in at the time.
|
||||
cardsInUse() {
|
||||
const used = new Map();
|
||||
this.state.seats.forEach((player, seat) => {
|
||||
(player.cards || []).forEach((card, slot) => {
|
||||
if (!card) return;
|
||||
if (seat === this.seatIndex && slot === this.cardIndex) return;
|
||||
if (!this.onBoard() && seat === this.seatIndex && slot === this.cardIndex) return;
|
||||
used.set(card.toUpperCase(), HoldemState.displayName(player, seat));
|
||||
});
|
||||
});
|
||||
(this.state.board || []).forEach((card, slot) => {
|
||||
if (!card) return;
|
||||
if (this.onBoard() && slot === this.cardIndex) return;
|
||||
used.set(card.toUpperCase(), "the board");
|
||||
});
|
||||
return used;
|
||||
},
|
||||
|
||||
assign(card) {
|
||||
const player = this.state.seats[this.seatIndex];
|
||||
player.cards[this.cardIndex] = card;
|
||||
this.write(this.cardIndex, card);
|
||||
this.hooks.onPick(this.seatIndex, this.cardIndex, card);
|
||||
|
||||
// Straight on to the second card — a dealer picking hole cards is always
|
||||
// picking two, and making them re-open the picker doubles the taps.
|
||||
if (this.cardIndex === 0 && !player.cards[1]) {
|
||||
this.cardIndex = 1;
|
||||
// Straight on to the next empty slot — a dealer picking hole cards is always
|
||||
// picking two and a flop is always three, and making them re-open the picker
|
||||
// between each one multiplies the taps by the only thing the sheet is for.
|
||||
const values = this.slotValues();
|
||||
const next = values.findIndex((value, i) => i > this.cardIndex && !value);
|
||||
if (next !== -1) {
|
||||
this.cardIndex = next;
|
||||
this.render();
|
||||
return;
|
||||
}
|
||||
@@ -62,29 +114,37 @@ const CardPicker = {
|
||||
},
|
||||
|
||||
clearSlot() {
|
||||
const player = this.state.seats[this.seatIndex];
|
||||
player.cards[this.cardIndex] = "";
|
||||
this.write(this.cardIndex, "");
|
||||
this.hooks.onPick(this.seatIndex, this.cardIndex, "");
|
||||
this.render();
|
||||
},
|
||||
|
||||
render() {
|
||||
const player = this.state.seats[this.seatIndex];
|
||||
const used = this.cardsInUse();
|
||||
// What this slot is called out loud: the flop's three cards, then the turn, then
|
||||
// the river — which is what a dealer is holding when they open this, rather than
|
||||
// "card 4".
|
||||
boardSlotLabel(slot) {
|
||||
return ["Flop 1", "Flop 2", "Flop 3", "Turn", "River"][slot] || `Card ${slot + 1}`;
|
||||
},
|
||||
|
||||
document.getElementById("cardPickerTitle").textContent =
|
||||
`${HoldemState.displayName(player, this.seatIndex)} — card ${this.cardIndex + 1}`;
|
||||
render() {
|
||||
const used = this.cardsInUse();
|
||||
const values = this.slotValues();
|
||||
|
||||
document.getElementById("cardPickerTitle").textContent = this.onBoard()
|
||||
? `Board — ${this.boardSlotLabel(this.cardIndex).toLowerCase()}`
|
||||
: `${HoldemState.displayName(this.state.seats[this.seatIndex], this.seatIndex)} — card ${this.cardIndex + 1}`;
|
||||
|
||||
// Which slot the next tap fills, switchable without closing the sheet.
|
||||
const slots = document.getElementById("cardPickerSlots");
|
||||
slots.innerHTML = "";
|
||||
[0, 1].forEach(slot => {
|
||||
values.forEach((_, slot) => {
|
||||
const btn = document.createElement("button");
|
||||
btn.type = "button";
|
||||
btn.className = "pickerSlot";
|
||||
btn.classList.toggle("active", slot === this.cardIndex);
|
||||
const value = player.cards[slot] || "";
|
||||
const value = values[slot] || "";
|
||||
btn.textContent = value || "—";
|
||||
if (this.onBoard()) btn.title = this.boardSlotLabel(slot);
|
||||
btn.classList.toggle("cardRed", /[HD]$/i.test(value));
|
||||
btn.addEventListener("click", () => {
|
||||
this.cardIndex = slot;
|
||||
@@ -105,8 +165,12 @@ const CardPicker = {
|
||||
btn.className = "pickerCard";
|
||||
btn.classList.toggle("cardRed", suit.red);
|
||||
btn.disabled = !!takenBy;
|
||||
if (takenBy) btn.title = `Already dealt to ${takenBy}`;
|
||||
if ((player.cards[this.cardIndex] || "").toUpperCase() === card) {
|
||||
if (takenBy) {
|
||||
btn.title = takenBy === "the board"
|
||||
? "Already face up on the board"
|
||||
: `Already dealt to ${takenBy}`;
|
||||
}
|
||||
if ((values[this.cardIndex] || "").toUpperCase() === card) {
|
||||
btn.classList.add("selected");
|
||||
}
|
||||
|
||||
|
||||
@@ -20,7 +20,11 @@ const HandHistoryExport = {
|
||||
// who owes what — doesn't work without cleaning every cell first. The commas were
|
||||
// quoted correctly, so the file parsed; it just wouldn't add up.
|
||||
toCsv(handHistory, standings = [], { notes = "" } = {}) {
|
||||
const rows = [["Hand #", "Time", "Pot", "Payouts"]];
|
||||
// The rake gets its own column rather than being folded into the pot: the two
|
||||
// numbers answer different questions — what was in the middle, and what the
|
||||
// house took out of it — and a night's worth of the second one is what the box
|
||||
// is counted against.
|
||||
const rows = [["Hand #", "Time", "Pot", "House take", "Payouts"]];
|
||||
// handHistory is stored newest-first; the export reads better oldest-first.
|
||||
[...handHistory].reverse().forEach(entry => {
|
||||
const payouts = (entry.payouts || [])
|
||||
@@ -30,6 +34,7 @@ const HandHistoryExport = {
|
||||
entry.handNumber,
|
||||
this.formatTimestamp(entry.timestamp),
|
||||
Money.forSheet(entry.pot),
|
||||
Money.forSheet(entry.rake || 0),
|
||||
payouts,
|
||||
]);
|
||||
});
|
||||
@@ -49,7 +54,10 @@ const HandHistoryExport = {
|
||||
rows.push(["Player", "Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down", "Notes"]);
|
||||
standings.forEach(row => {
|
||||
rows.push([
|
||||
row.name,
|
||||
// Somebody who has gone home is marked in the file the same way the
|
||||
// panel marks them, because this is the copy that gets read at the
|
||||
// end of the night when nobody remembers who has already been paid.
|
||||
row.cashedOut ? `${row.name} (paid out)` : row.name,
|
||||
Money.forSheet(row.in),
|
||||
Money.forSheet(row.won),
|
||||
Money.forSheet(row.net),
|
||||
|
||||
@@ -0,0 +1,285 @@
|
||||
// What beats what.
|
||||
//
|
||||
// The dealer has always been the one who decides who won: the pot wizard asks "who won
|
||||
// the hand?" and pays whoever gets ticked. That is the right default — most hands are
|
||||
// won without a showdown, and at a home game the table reads the cards out loud between
|
||||
// them. But when the board is on the felt and the hands are on their backs, the tool
|
||||
// knows the answer, and reading it off a screen beats three people counting kickers.
|
||||
//
|
||||
// Cards are the same two-character strings the rest of the tool has always stored:
|
||||
// a rank from `RANKS` and a suit from S, H, D, C. Case is not significant.
|
||||
//
|
||||
// Nothing in here touches the DOM, the table, or money. It compares cards, and the pot
|
||||
// wizard decides what to do about it.
|
||||
const HandRank = {
|
||||
RANKS: "23456789TJQKA",
|
||||
|
||||
// High to low. The number is the hand's category and nothing else — kickers and
|
||||
// the rest of the tie-breaking live in the `tiebreak` array beside it.
|
||||
STRAIGHT_FLUSH: 8,
|
||||
FOUR_OF_A_KIND: 7,
|
||||
FULL_HOUSE: 6,
|
||||
FLUSH: 5,
|
||||
STRAIGHT: 4,
|
||||
THREE_OF_A_KIND: 3,
|
||||
TWO_PAIR: 2,
|
||||
ONE_PAIR: 1,
|
||||
HIGH_CARD: 0,
|
||||
|
||||
// 2 through 14. Null for anything that isn't a card, which is how a half-filled
|
||||
// slot gets told apart from a bad one.
|
||||
rankValue(card) {
|
||||
if (typeof card !== "string" || card.length < 2) return null;
|
||||
const index = this.RANKS.indexOf(card[0].toUpperCase());
|
||||
return index < 0 ? null : index + 2;
|
||||
},
|
||||
|
||||
suitOf(card) {
|
||||
if (typeof card !== "string" || card.length < 2) return null;
|
||||
const suit = card[card.length - 1].toUpperCase();
|
||||
return "SHDC".includes(suit) ? suit : null;
|
||||
},
|
||||
|
||||
isCard(card) {
|
||||
return this.rankValue(card) !== null && this.suitOf(card) !== null;
|
||||
},
|
||||
|
||||
// Singular and plural, for reading a hand out loud.
|
||||
NAMES: {
|
||||
14: ["ace", "aces"], 13: ["king", "kings"], 12: ["queen", "queens"],
|
||||
11: ["jack", "jacks"], 10: ["ten", "tens"], 9: ["nine", "nines"],
|
||||
8: ["eight", "eights"], 7: ["seven", "sevens"], 6: ["six", "sixes"],
|
||||
5: ["five", "fives"], 4: ["four", "fours"], 3: ["three", "threes"],
|
||||
2: ["two", "twos"],
|
||||
},
|
||||
|
||||
name(rank, plural = false) {
|
||||
const pair = this.NAMES[rank];
|
||||
return pair ? pair[plural ? 1 : 0] : "?";
|
||||
},
|
||||
|
||||
// ---- The five-card hand -------------------------------------------------------
|
||||
|
||||
// Exactly five cards, ranked. Everything else is built on this.
|
||||
//
|
||||
// Five rather than seven because five is the hand a player actually holds, and it
|
||||
// is small enough to check by hand — which is the whole argument for doing it this
|
||||
// way. The seven-card version below tries all twenty-one five-card hands and keeps
|
||||
// the best, which is a hand of poker's own definition of "your best five" written
|
||||
// out literally. A dealer resolves one pot a hand with at most a dozen players in
|
||||
// it; two hundred and fifty comparisons of five cards is not a cost worth trading
|
||||
// a subtler algorithm's correctness for.
|
||||
evaluate5(cards) {
|
||||
if (!Array.isArray(cards) || cards.length !== 5) return null;
|
||||
if (!cards.every(card => this.isCard(card))) return null;
|
||||
|
||||
const ranks = cards.map(card => this.rankValue(card)).sort((a, b) => b - a);
|
||||
const suits = cards.map(card => this.suitOf(card));
|
||||
const flush = suits.every(suit => suit === suits[0]);
|
||||
|
||||
// How many of each rank, ordered by how many first and by rank second — so
|
||||
// the front of this list is always the rank that decides the hand.
|
||||
const counts = new Map();
|
||||
ranks.forEach(rank => counts.set(rank, (counts.get(rank) || 0) + 1));
|
||||
const groups = [...counts.entries()]
|
||||
.sort((a, b) => (b[1] - a[1]) || (b[0] - a[0]));
|
||||
const shape = groups.map(([, count]) => count);
|
||||
const byGroup = groups.map(([rank]) => rank);
|
||||
|
||||
const straightHigh = this.straightHigh(ranks);
|
||||
|
||||
const made = (category, tiebreak) => ({ category, tiebreak, cards: [...cards] });
|
||||
|
||||
if (flush && straightHigh) return made(this.STRAIGHT_FLUSH, [straightHigh]);
|
||||
if (shape[0] === 4) return made(this.FOUR_OF_A_KIND, byGroup);
|
||||
if (shape[0] === 3 && shape[1] === 2) return made(this.FULL_HOUSE, byGroup);
|
||||
if (flush) return made(this.FLUSH, ranks);
|
||||
if (straightHigh) return made(this.STRAIGHT, [straightHigh]);
|
||||
if (shape[0] === 3) return made(this.THREE_OF_A_KIND, byGroup);
|
||||
if (shape[0] === 2 && shape[1] === 2) return made(this.TWO_PAIR, byGroup);
|
||||
if (shape[0] === 2) return made(this.ONE_PAIR, byGroup);
|
||||
return made(this.HIGH_CARD, ranks);
|
||||
},
|
||||
|
||||
// The top card of the straight these five ranks make, or null.
|
||||
//
|
||||
// The wheel is the exception the rest of the ordering has to be told about: A-2-3-4-5
|
||||
// is a straight, and it is the *lowest* one, so its ace counts as five rather than
|
||||
// as fourteen. Getting that wrong is how A-2-3-4-5 comes to beat 10-J-Q-K-A.
|
||||
straightHigh(sortedDesc) {
|
||||
const distinct = [...new Set(sortedDesc)];
|
||||
if (distinct.length !== 5) return null;
|
||||
if (distinct[0] - distinct[4] === 4) return distinct[0];
|
||||
// Ace, five, four, three, two.
|
||||
if (distinct[0] === 14 && distinct[1] === 5 && distinct[4] === 2) return 5;
|
||||
return null;
|
||||
},
|
||||
|
||||
// ---- The best five out of however many ----------------------------------------
|
||||
|
||||
// The best five-card hand available from five, six or seven cards — hole cards and
|
||||
// board together, which is what Hold'em asks for. Returns null if there aren't five
|
||||
// real cards, which is the ordinary state of a hand still being dealt.
|
||||
best(cards) {
|
||||
const real = (cards || []).filter(card => this.isCard(card));
|
||||
if (real.length < 5) return null;
|
||||
// A card in two places at once is a mis-entry, not a hand — say so rather than
|
||||
// ranking a board that has the same king on it twice.
|
||||
if (new Set(real.map(card => card.toUpperCase())).size !== real.length) return null;
|
||||
|
||||
let best = null;
|
||||
this.eachFive(real, five => {
|
||||
const hand = this.evaluate5(five);
|
||||
if (!best || this.compare(hand, best) > 0) best = hand;
|
||||
});
|
||||
return best;
|
||||
},
|
||||
|
||||
// Every five-card subset, without building an array of them.
|
||||
eachFive(cards, visit) {
|
||||
const n = cards.length;
|
||||
for (let a = 0; a < n - 4; a++) {
|
||||
for (let b = a + 1; b < n - 3; b++) {
|
||||
for (let c = b + 1; c < n - 2; c++) {
|
||||
for (let d = c + 1; d < n - 1; d++) {
|
||||
for (let e = d + 1; e < n; e++) {
|
||||
visit([cards[a], cards[b], cards[c], cards[d], cards[e]]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// Positive if `a` wins, negative if `b` does, zero for a chop. A chop is a real
|
||||
// answer here rather than a rounding of one: two players playing the same board
|
||||
// split the pot, and the fifth card decides it far more often than a table expects.
|
||||
compare(a, b) {
|
||||
if (!a && !b) return 0;
|
||||
if (!a) return -1;
|
||||
if (!b) return 1;
|
||||
if (a.category !== b.category) return a.category - b.category;
|
||||
const length = Math.max(a.tiebreak.length, b.tiebreak.length);
|
||||
for (let i = 0; i < length; i++) {
|
||||
const diff = (a.tiebreak[i] || 0) - (b.tiebreak[i] || 0);
|
||||
if (diff !== 0) return diff;
|
||||
}
|
||||
return 0;
|
||||
},
|
||||
|
||||
// ---- Saying it out loud -------------------------------------------------------
|
||||
|
||||
// What a dealer says when they turn the hand over. Named to the level that settles
|
||||
// it and no further: "two pair, aces and eights" is the call, and the kicker only
|
||||
// gets a mention where the tool has had to use one to break a tie.
|
||||
describe(hand) {
|
||||
if (!hand) return "";
|
||||
const [first, second] = hand.tiebreak;
|
||||
switch (hand.category) {
|
||||
case this.STRAIGHT_FLUSH:
|
||||
return first === 14 ? "Royal flush" : `Straight flush, ${this.name(first)} high`;
|
||||
case this.FOUR_OF_A_KIND:
|
||||
return `Four of a kind, ${this.name(first, true)}`;
|
||||
case this.FULL_HOUSE:
|
||||
return `Full house, ${this.name(first, true)} full of ${this.name(second, true)}`;
|
||||
case this.FLUSH:
|
||||
return `Flush, ${this.name(first)} high`;
|
||||
case this.STRAIGHT:
|
||||
return `Straight, ${this.name(first)} high`;
|
||||
case this.THREE_OF_A_KIND:
|
||||
return `Three of a kind, ${this.name(first, true)}`;
|
||||
case this.TWO_PAIR:
|
||||
return `Two pair, ${this.name(first, true)} and ${this.name(second, true)}`;
|
||||
case this.ONE_PAIR:
|
||||
return `Pair of ${this.name(first, true)}`;
|
||||
default:
|
||||
return `${this.name(first).charAt(0).toUpperCase()}${this.name(first).slice(1)} high`;
|
||||
}
|
||||
},
|
||||
|
||||
// The same call with the article a table would put in front of it. Not derivable
|
||||
// from the first letter: it is "a full house" and "a flush", but "four of a kind"
|
||||
// and "two pair" take none at all, and "an ace high" is not something anybody says.
|
||||
// So it belongs to the category, like the name does.
|
||||
ARTICLED: {
|
||||
8: hand => (hand.tiebreak[0] === 14 ? "a royal flush" : "a"),
|
||||
7: () => null,
|
||||
6: () => "a",
|
||||
5: () => "a",
|
||||
4: () => "a",
|
||||
3: () => null,
|
||||
2: () => null,
|
||||
1: () => "a",
|
||||
0: () => null,
|
||||
},
|
||||
|
||||
// "wins with X" — the phrase, ready to drop into a sentence.
|
||||
phrase(hand) {
|
||||
if (!hand) return "the best hand";
|
||||
const described = this.describe(hand);
|
||||
const article = (this.ARTICLED[hand.category] || (() => null))(hand);
|
||||
if (article === null) return described.toLowerCase();
|
||||
if (article !== "a") return article;
|
||||
return `a ${described.toLowerCase()}`;
|
||||
},
|
||||
|
||||
// ---- The showdown -------------------------------------------------------------
|
||||
|
||||
// Rank a set of players against a board.
|
||||
//
|
||||
// `players` is [{ id, cards }, ...] — the two in front of each of them. Every player
|
||||
// is returned whether or not they could be ranked, in the order they were given, so
|
||||
// the caller can show a row for each and say which ones it could not read. `place`
|
||||
// is 1 for the winner and shared by a chop; a player whose cards aren't known has a
|
||||
// null hand and no place.
|
||||
//
|
||||
// `complete` is the question the pot wizard actually asks: can this be trusted to
|
||||
// pay the table. It is only true when the board is all five cards and every single
|
||||
// player handed in has two of their own — one unknown hand and the tool cannot say
|
||||
// who won, only who is winning so far, which is not the same thing and must not be
|
||||
// dressed up as it.
|
||||
showdown(board, players) {
|
||||
const boardCards = (board || []).filter(card => this.isCard(card));
|
||||
const boardComplete = boardCards.length === 5;
|
||||
|
||||
const ranked = (players || []).map(player => {
|
||||
const hole = (player.cards || []).filter(card => this.isCard(card));
|
||||
const hand = hole.length === 2 && boardComplete
|
||||
? this.best([...hole, ...boardCards])
|
||||
: null;
|
||||
return { id: player.id, cards: hole, hand, place: null };
|
||||
});
|
||||
|
||||
const readable = ranked.filter(row => row.hand);
|
||||
// A duplicated card anywhere means somebody has been mis-entered, and the
|
||||
// ranking would be of a deck that doesn't exist.
|
||||
const all = [...boardCards, ...ranked.flatMap(row => row.cards)].map(c => c.toUpperCase());
|
||||
const duplicated = new Set(all).size !== all.length;
|
||||
|
||||
const sorted = [...readable].sort((a, b) => this.compare(b.hand, a.hand));
|
||||
let place = 0;
|
||||
sorted.forEach((row, i) => {
|
||||
if (i === 0 || this.compare(row.hand, sorted[i - 1].hand) !== 0) place = i + 1;
|
||||
row.place = place;
|
||||
});
|
||||
|
||||
const winners = sorted.filter(row => row.place === 1);
|
||||
const complete = boardComplete && !duplicated &&
|
||||
ranked.length > 0 && readable.length === ranked.length;
|
||||
|
||||
return {
|
||||
players: ranked,
|
||||
winners: complete ? winners.map(row => row.id) : [],
|
||||
boardComplete,
|
||||
duplicated,
|
||||
complete,
|
||||
// Who the tool could not read, so the dialog can name them rather than
|
||||
// just declining to help.
|
||||
unknown: ranked.filter(row => !row.hand).map(row => row.id),
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = HandRank;
|
||||
}
|
||||
@@ -56,6 +56,35 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
},
|
||||
|
||||
onSeatLongPress: index => SeatMenu.open(state, seatMenuHooks, index),
|
||||
|
||||
// The waiting list, from the Session panel and from an empty chair's menu.
|
||||
// The state change goes inside runUndoable, not before it: the snapshot is
|
||||
// taken as the first thing that happens, so anything done ahead of it is
|
||||
// already baked into what Undo would restore.
|
||||
seatWaiting: (id, index) => {
|
||||
const entry = (state.waitingList || []).find(row => row.id === id);
|
||||
const seat = state.seats[index];
|
||||
if (!entry || !seat) {
|
||||
Toast.show("They aren't on the list any more.", { duration: 3000 });
|
||||
hooks.rerender();
|
||||
return;
|
||||
}
|
||||
const occupied = HoldemState.seatInPlay(seat);
|
||||
if (occupied) {
|
||||
Toast.show(`${HoldemState.displayName(seat, index)} is already in that seat.`, { duration: 3500 });
|
||||
hooks.rerender();
|
||||
return;
|
||||
}
|
||||
runUndoable(`${entry.name} takes seat ${index + 1}. Add their chips when they buy in.`,
|
||||
() => HoldemState.seatFromWaitingList(state, id, index));
|
||||
},
|
||||
|
||||
dropWaiting: id => {
|
||||
const entry = (state.waitingList || []).find(row => row.id === id);
|
||||
if (!entry) return;
|
||||
runUndoable(`${entry.name} taken off the waiting list.`,
|
||||
() => HoldemState.removeFromWaitingList(state, id));
|
||||
},
|
||||
onGiveButton: index => seatMenuHooks.makeDealer(index),
|
||||
};
|
||||
|
||||
@@ -96,6 +125,39 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
});
|
||||
},
|
||||
|
||||
// Somebody is done for the night. The dealer counts their chips out, the chair
|
||||
// opens, and both halves of what happened stay on the record — the cash the box
|
||||
// took from them, and the chips it handed back. Wiping the seat by hand did
|
||||
// neither: it left the bank check declaring their whole stack missing for the
|
||||
// rest of the night.
|
||||
cashOut: async index => {
|
||||
const allowed = HoldemState.canCashOut(state, index);
|
||||
if (!allowed.ok) {
|
||||
Toast.show(allowed.reason, { duration: 4000 });
|
||||
return;
|
||||
}
|
||||
|
||||
const preview = HoldemState.cashOutPreview(state, index);
|
||||
const result = preview.net === 0
|
||||
? "even for the night"
|
||||
: preview.net > 0
|
||||
? `up ${Money.format(preview.net)}`
|
||||
: `down ${Money.format(Math.abs(preview.net))}`;
|
||||
const chips = preview.breakdown ? ` — ${preview.breakdown}` : "";
|
||||
|
||||
const ok = await Dialog.confirm({
|
||||
title: `Cash out ${preview.name}?`,
|
||||
message: `Count out ${Money.format(preview.chips)}${chips}. They bought in for ` +
|
||||
`${Money.format(preview.boughtIn)}, so they leave ${result}. The chair opens up, and the ` +
|
||||
`night's record keeps both their buy-in and this payout so the bank still balances.`,
|
||||
confirmLabel: `Pay ${Money.format(preview.chips)}`,
|
||||
});
|
||||
if (!ok) return;
|
||||
|
||||
runUndoable(`${preview.name} cashed out for ${Money.format(preview.chips)}.`,
|
||||
() => HoldemState.cashOut(state, index));
|
||||
},
|
||||
|
||||
// Two players change chairs. Undoable like every other seat action, because a
|
||||
// swap is easy to aim wrong and the seats look alike at a glance.
|
||||
swapSeats: (from, to) => {
|
||||
@@ -114,8 +176,7 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
// After it, the blinds have to follow the button or the badges and the
|
||||
// money disagree — but that's a real thing happening to real chips, and
|
||||
// the dealer gets told rather than finding out later.
|
||||
const willRepost = state.bettingOpen && Betting.onlyBlindsIn(state) &&
|
||||
HoldemState.unresolvedContributions(state) > Betting.EPSILON_CHIPS;
|
||||
const willRepost = Betting.blindsArePosted(state);
|
||||
|
||||
seatAction(index, willRepost
|
||||
? `Button on ${nameOf(index)} — blinds taken back and re-posted.`
|
||||
@@ -142,18 +203,29 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
if (partner === index || partner === null) partner = Betting.nextLiveIndex(state, index);
|
||||
|
||||
const label = which === "sb" ? "small blind" : "big blind";
|
||||
seatAction(index, `${nameOf(index)} posts the ${label}.`, () => {
|
||||
// Only a hand that is already open has blinds to move. Before the deal this
|
||||
// is aiming the next hand, and re-posting would have dealt it — the dealer
|
||||
// says who the blind is well before they say "cards".
|
||||
const posted = Betting.blindsArePosted(state);
|
||||
seatAction(index, posted
|
||||
? `${nameOf(index)} posts the ${label}.`
|
||||
: `${nameOf(index)} has the ${label} next hand.`, () => {
|
||||
state.blindOverride = which === "sb"
|
||||
? { sbIndex: index, bbIndex: partner }
|
||||
: { sbIndex: partner, bbIndex: index };
|
||||
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
|
||||
if (posted) Betting.repostBlinds(state);
|
||||
});
|
||||
},
|
||||
|
||||
clearBlindOverride: () => seatAction(state.dealerSeatIndex, "Blinds follow the button again.", () => {
|
||||
state.blindOverride = null;
|
||||
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
|
||||
}),
|
||||
clearBlindOverride: () => {
|
||||
const posted = Betting.blindsArePosted(state);
|
||||
seatAction(state.dealerSeatIndex, posted
|
||||
? "Blinds follow the button again — taken back and re-posted."
|
||||
: "Blinds follow the button again.", () => {
|
||||
state.blindOverride = null;
|
||||
if (posted) Betting.repostBlinds(state);
|
||||
});
|
||||
},
|
||||
|
||||
editSeat: index => Render.toggleSeatEditor(index),
|
||||
|
||||
@@ -185,6 +257,22 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
|
||||
Render.mount(state, hooks);
|
||||
|
||||
// Table Setup used to ship open, so the tool's first screen was its most crowded
|
||||
// one: seat count, blind direction, dedicated dealer, both blinds, starting stack
|
||||
// and two sub-panels, all under a felt the dealer had come here to look at. It is
|
||||
// the right panel to have open on a table nobody has touched, and the wrong one to
|
||||
// have open on the fourth hand of a night.
|
||||
//
|
||||
// Decided once, here, rather than on every render — a panel that reopened itself
|
||||
// whenever the table emptied would fight the dealer who had just shut it.
|
||||
(() => {
|
||||
const panel = document.getElementById("tableSetupPanel");
|
||||
if (!panel) return;
|
||||
const fresh = (Number(state.handNumber) || 1) === 1 &&
|
||||
!state.seats.some(seat => HoldemState.seatInPlay(seat));
|
||||
panel.open = fresh;
|
||||
})();
|
||||
|
||||
const openPotWizard = () => {
|
||||
// Chips still in front of players belong in the pot being priced, so bank them
|
||||
// before the wizard reads anyone's contribution.
|
||||
@@ -192,11 +280,20 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
|
||||
PotWizard.open(state, payouts => {
|
||||
PotWizard.open(state, (payouts, { rake = 0 } = {}) => {
|
||||
const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
|
||||
runUndoable(paid ? `Paid ${paid}.` : "Hand closed with nothing to pay out.", () => {
|
||||
const withRake = rake > 0 ? `${paid}, house ${Money.format(rake)}` : paid;
|
||||
runUndoable(withRake ? `Paid ${withRake}.` : "Hand closed with nothing to pay out.", () => {
|
||||
if (rake > 0) {
|
||||
state.rakeTaken = Money.round((Number(state.rakeTaken) || 0) + rake);
|
||||
}
|
||||
// Anything the pot was priced with but nobody actually paid — the
|
||||
// base pot and counted chips of the no-live-betting flow — comes off
|
||||
// the stacks that owe it before the winner is paid. Otherwise the
|
||||
// table gains the whole pot out of nowhere.
|
||||
Betting.collectAssumedContributions(state);
|
||||
if (payouts.length > 0) {
|
||||
HoldemState.recordHand(state, payouts);
|
||||
HoldemState.recordHand(state, payouts, rake);
|
||||
// Winnings go straight back in front of the player, so the next
|
||||
// hand's stacks are already right.
|
||||
Betting.creditWinnings(state, payouts);
|
||||
@@ -220,6 +317,16 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
rerender: hooks.rerender,
|
||||
resolvePot: openPotWizard,
|
||||
|
||||
// The first thing a dealer does on a table nobody is sitting at. Opens the
|
||||
// seat editor on the first free chair — the same panel tapping the seat gives
|
||||
// them, so the button teaches the gesture rather than replacing it.
|
||||
seatFirstPlayer: () => {
|
||||
const index = state.seats.findIndex(seat => !HoldemState.seatInPlay(seat));
|
||||
Render.toggleSeatEditor(index < 0 ? 0 : index);
|
||||
const panel = document.getElementById("seatEditorPanel");
|
||||
if (panel) panel.scrollIntoView({ block: "nearest", behavior: "smooth" });
|
||||
},
|
||||
|
||||
beginAction: label => {
|
||||
actionHistory.push({ label, snapshot: snapshotState() });
|
||||
if (actionHistory.length > MAX_UNDO_STEPS) actionHistory.shift();
|
||||
@@ -300,12 +407,11 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
// 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;
|
||||
// One question, asked in one place. This predicate existed here, in the seat menu,
|
||||
// in the action bar and twice in the state module, in four slightly different
|
||||
// spellings — and a chair that counts as occupied for the waiting list but empty
|
||||
// for the seat count is how somebody's chips get thrown away.
|
||||
const seatHasSomeoneIn = player => HoldemState.seatInPlay(player);
|
||||
|
||||
document.getElementById("seatCountInput").addEventListener("change", async e => {
|
||||
const requested = Math.max(2, Math.min(24, Math.floor(Number(e.target.value)) || state.seatCount));
|
||||
@@ -349,6 +455,15 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
Render.renderTableHint();
|
||||
});
|
||||
|
||||
document.getElementById("trackBoardToggle").addEventListener("change", e => {
|
||||
state.trackBoard = e.target.checked;
|
||||
// Turning it off leaves whatever was entered in place rather than wiping it —
|
||||
// a dealer who taps this by mistake mid-hand can tap it back and the flop is
|
||||
// still there. The next hand clears it the way it clears everything else.
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
});
|
||||
|
||||
document.getElementById("tableNotes").addEventListener("input", e => {
|
||||
state.notes = e.target.value;
|
||||
hooks.save(state);
|
||||
@@ -364,6 +479,59 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
Render.renderAll();
|
||||
});
|
||||
|
||||
// A misdeal. Everything in the middle goes back to whoever put it there, and the
|
||||
// same button deals the same hand again.
|
||||
// The seats holding the table's starting stack, written down as cash taken.
|
||||
document.getElementById("bankRecordBuyInsBtn").addEventListener("click", async () => {
|
||||
const starting = HoldemState.seatsOwingCash(state).filter(row => row.fromStartingStack);
|
||||
if (starting.length === 0) return;
|
||||
const total = Money.round(starting.reduce((sum, row) => sum + row.chips, 0));
|
||||
|
||||
const ok = await Dialog.confirm({
|
||||
title: `Write down ${Money.format(total)} taken?`,
|
||||
message: `${starting.map(row => `${row.name} ${Money.format(row.chips)}`).join(", ")} — the starting stack ` +
|
||||
`each of them is playing with. Only do this if the cash is actually in the box.`,
|
||||
confirmLabel: "Write it down",
|
||||
});
|
||||
if (!ok) return;
|
||||
|
||||
runUndoable(`${Money.format(total)} recorded from ${starting.length} ${starting.length === 1 ? "player" : "players"}.`,
|
||||
() => HoldemState.recordStartingBuyIns(state));
|
||||
});
|
||||
|
||||
document.getElementById("waitingListForm").addEventListener("submit", e => {
|
||||
e.preventDefault();
|
||||
const field = document.getElementById("waitingNameInput");
|
||||
const name = field.value.trim();
|
||||
if (!name) return;
|
||||
field.value = "";
|
||||
runUndoable(`${name} added to the waiting list.`, () => HoldemState.addToWaitingList(state, name));
|
||||
field.focus();
|
||||
});
|
||||
|
||||
document.getElementById("misdealBtn").addEventListener("click", async () => {
|
||||
const inPlay = HoldemState.unresolvedContributions(state);
|
||||
const acted = state.seats.filter(p => p.hasActed).length;
|
||||
|
||||
const ok = await Dialog.confirm({
|
||||
title: "Misdeal — take the hand back?",
|
||||
message: inPlay > Betting.EPSILON_CHIPS
|
||||
? `${Money.format(inPlay)} goes back to the players who put it in, cards are cleared, and the same ` +
|
||||
`button deals again.${acted > 1 ? " Note that most rooms let a deal stand once two players have acted." : ""}`
|
||||
: "Cards are cleared and the same button deals again. Nothing has been put in yet, so no chips move.",
|
||||
confirmLabel: "Take it back",
|
||||
});
|
||||
if (!ok) return;
|
||||
|
||||
// The label is both the toast a dealer reads now and the words on the undo
|
||||
// control afterwards, so it says what happened to the money rather than naming
|
||||
// the ruling: "the misdeal" told a table nothing about where their chips went.
|
||||
const label = inPlay > Betting.EPSILON_CHIPS
|
||||
? `Misdeal — ${Money.format(inPlay)} returned, same button deals again.`
|
||||
: "Misdeal — nothing was in yet, same button deals again.";
|
||||
runUndoable(label, () => Betting.takeHandBack(state));
|
||||
});
|
||||
|
||||
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
|
||||
@@ -462,6 +630,25 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
});
|
||||
});
|
||||
|
||||
// The house's cut. Kept as a group rather than three loose fields, because
|
||||
// migrate() guarantees the shape and half a rake object would be a table nobody
|
||||
// could read back.
|
||||
const readRake = () => {
|
||||
const percent = Number(document.getElementById("rakePercentInput").value);
|
||||
const cap = Number(document.getElementById("rakeCapInput").value);
|
||||
state.rake = {
|
||||
percent: Number.isFinite(percent) ? Math.min(100, Math.max(0, percent)) : 0,
|
||||
cap: Number.isFinite(cap) && cap > 0 ? Money.round(cap) : null,
|
||||
noFlopNoDrop: document.getElementById("rakeNoFlopInput").checked,
|
||||
};
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
};
|
||||
["rakePercentInput", "rakeCapInput"].forEach(id => {
|
||||
document.getElementById(id).addEventListener("input", readRake);
|
||||
});
|
||||
document.getElementById("rakeNoFlopInput").addEventListener("change", readRake);
|
||||
|
||||
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
|
||||
|
||||
document.getElementById("addChipsConfirmBtn").addEventListener("click", () => AddChips.confirm());
|
||||
@@ -598,6 +785,72 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
Toast.show("Hand history cleared.", { duration: 2500 });
|
||||
});
|
||||
|
||||
document.getElementById("saveTableBtn").addEventListener("click", () => {
|
||||
const blob = new Blob([HoldemState.toBackup(state)], { type: "application/json" });
|
||||
const url = URL.createObjectURL(blob);
|
||||
const link = document.createElement("a");
|
||||
link.href = url;
|
||||
link.download = HoldemState.backupFileName();
|
||||
document.body.appendChild(link);
|
||||
link.click();
|
||||
document.body.removeChild(link);
|
||||
URL.revokeObjectURL(url);
|
||||
Toast.show(`Table saved as ${link.download}.`, { duration: 3500 });
|
||||
});
|
||||
|
||||
document.getElementById("loadTableBtn").addEventListener("click", () => {
|
||||
document.getElementById("loadTableInput").click();
|
||||
});
|
||||
|
||||
document.getElementById("loadTableInput").addEventListener("change", async e => {
|
||||
const file = e.target.files && e.target.files[0];
|
||||
// Cleared straight away so picking the same file twice still fires a change.
|
||||
e.target.value = "";
|
||||
if (!file) return;
|
||||
|
||||
let text;
|
||||
try {
|
||||
text = await file.text();
|
||||
} catch {
|
||||
Toast.show("That file couldn't be read.", { duration: 4000 });
|
||||
return;
|
||||
}
|
||||
|
||||
const result = HoldemState.fromBackup(text);
|
||||
if (result.error) {
|
||||
Toast.show(result.error, { duration: 5000 });
|
||||
return;
|
||||
}
|
||||
|
||||
// Loading replaces everything: stacks, buy-ins, the button, the log. Naming
|
||||
// what is about to be lost is the difference between a dealer choosing that
|
||||
// and discovering it — and the current table might be the live one.
|
||||
const here = HoldemState.sessionStandings(state).length;
|
||||
const incoming = HoldemState.sessionStandings(result.table).length;
|
||||
const when = result.savedAt ? new Date(result.savedAt) : null;
|
||||
const saidWhen = when && !Number.isNaN(when.getTime())
|
||||
? ` It was saved ${when.toLocaleString()}.`
|
||||
: "";
|
||||
const ok = await Dialog.confirm({
|
||||
title: "Replace this table?",
|
||||
message:
|
||||
`The file has a table with ${incoming} ${incoming === 1 ? "player" : "players"} in it.${saidWhen} ` +
|
||||
`Loading it replaces the table on screen — ${here} ${here === 1 ? "player" : "players"}, ` +
|
||||
`${(state.handHistory || []).length} logged ${(state.handHistory || []).length === 1 ? "hand" : "hands"}. ` +
|
||||
`Undo will bring it back for a few seconds; after that it is gone.`,
|
||||
confirmLabel: "Load it",
|
||||
danger: true,
|
||||
});
|
||||
if (!ok) return;
|
||||
|
||||
runUndoable("loading a saved table", () => {
|
||||
// Replace the contents rather than the reference: everything on the page
|
||||
// holds a pointer to this object.
|
||||
Object.keys(state).forEach(key => { delete state[key]; });
|
||||
Object.assign(state, result.table);
|
||||
});
|
||||
});
|
||||
|
||||
// The filter is how the dealer looks at the log, not something about the table, so
|
||||
// it lives on the view: it isn't saved, isn't undoable, and doesn't reach the other
|
||||
// tab. Clearing the history clears it too, since there is nothing left to filter.
|
||||
@@ -629,4 +882,51 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
"The saved table couldn't be read, so this one started empty.",
|
||||
{ duration: 12000 });
|
||||
}
|
||||
|
||||
// ---- Working with no signal ----
|
||||
//
|
||||
// The night already survives anything — it lives in localStorage — but the page
|
||||
// did not. Reload in a back room with one bar of signal and a dealer with nine
|
||||
// players waiting got a browser error page. The worker below keeps the tool itself
|
||||
// on the phone; see wwwroot/casino/sw.js for what it does and doesn't cache.
|
||||
//
|
||||
// The list of files to keep is read off this document rather than written down in
|
||||
// the worker. Every stylesheet and script the page actually loaded is right here in
|
||||
// the DOM, already carrying the ?v= release string from _Layout — so the list
|
||||
// cannot drift from the markup, which is the way a hand-kept one always fails: it
|
||||
// stays right until somebody adds a script tag, and then the tool is quietly
|
||||
// offline-broken until a dealer finds out the hard way.
|
||||
const registerWorker = () => {
|
||||
if (!("serviceWorker" in navigator)) return;
|
||||
|
||||
const shell = [
|
||||
location.pathname,
|
||||
"/casino/holdem.webmanifest",
|
||||
...[...document.querySelectorAll('link[rel="stylesheet"][href]')].map(el => el.href),
|
||||
...[...document.querySelectorAll("script[src]")].map(el => el.src),
|
||||
].filter(url => new URL(url, location.origin).origin === location.origin);
|
||||
|
||||
navigator.serviceWorker.register("/casino/sw.js", { scope: "/casino/" })
|
||||
.then(reg => {
|
||||
// The worker that will answer for this page — `controller` is still null
|
||||
// on the very first visit, before activate has claimed it.
|
||||
const worker = reg.active || navigator.serviceWorker.controller;
|
||||
if (worker) {
|
||||
worker.postMessage({ type: "precache", urls: shell });
|
||||
return;
|
||||
}
|
||||
navigator.serviceWorker.ready.then(ready => {
|
||||
if (ready.active) ready.active.postMessage({ type: "precache", urls: shell });
|
||||
});
|
||||
})
|
||||
.catch(() => {
|
||||
// No worker means no offline, and nothing else. Every other part of the
|
||||
// tool works exactly as it did, so this is not worth a toast at a table.
|
||||
});
|
||||
};
|
||||
|
||||
// After load, not during it: registering competes with the page's own scripts for
|
||||
// the network, and the first paint matters more than the second visit does.
|
||||
if (document.readyState === "complete") registerWorker();
|
||||
else window.addEventListener("load", registerWorker, { once: true });
|
||||
});
|
||||
|
||||
@@ -86,6 +86,21 @@ const Money = {
|
||||
return this.fromCents(Math.ceil(cents / step) * step);
|
||||
},
|
||||
|
||||
// And down, for money coming *out* of a pot rather than going into it.
|
||||
//
|
||||
// The rake is the one amount in this tool that leaves the table, so the direction
|
||||
// of the rounding is a decision about whose money it is. Down: a house that can't
|
||||
// make 40c out of its chips takes nothing rather than a dollar, and the players
|
||||
// keep the difference. Being wrong in the players' favour is the only way to be
|
||||
// wrong about this that nobody has to argue about.
|
||||
downToChip(amount, legend) {
|
||||
const step = this.chipStepCents(legend);
|
||||
if (step <= 0) return this.round(amount);
|
||||
const cents = this.toCents(amount);
|
||||
if (cents <= 0) return 0;
|
||||
return this.fromCents(Math.floor(cents / step) * step);
|
||||
},
|
||||
|
||||
chipBreakdown(amount, legend) {
|
||||
let cents = this.toCents(amount);
|
||||
if (cents <= 0) return { chips: [], remainder: 0 };
|
||||
|
||||
@@ -76,6 +76,39 @@ const PotWizard = {
|
||||
},
|
||||
|
||||
renderStep() {
|
||||
this.renderStepInto();
|
||||
this.markOverflow();
|
||||
},
|
||||
|
||||
// Say when the list runs on past the bottom of the dialog.
|
||||
//
|
||||
// The body scrolls and the footer stays put, which is the right shape and was as far
|
||||
// as it went: nothing on screen said there was anything below. Measured on a Galaxy
|
||||
// S8, a three-way pot showed two names and cut the third off on a row boundary, just
|
||||
// under a hairline that reads as the end of the list. A dealer would have ticked the
|
||||
// two they could see. On the dialog that pays the table, a list that silently
|
||||
// continues is not a small thing.
|
||||
markOverflow() {
|
||||
const body = document.getElementById("potWizardBody");
|
||||
const modal = document.getElementById("potWizardModal");
|
||||
if (!body || !modal) return;
|
||||
|
||||
const update = () => {
|
||||
const below = body.scrollHeight - body.clientHeight - body.scrollTop;
|
||||
modal.classList.toggle("potWizardMoreBelow", below > 1);
|
||||
};
|
||||
if (!this.watchingOverflow) {
|
||||
body.addEventListener("scroll", update, { passive: true });
|
||||
window.addEventListener("resize", update);
|
||||
this.watchingOverflow = true;
|
||||
}
|
||||
update();
|
||||
// Again once the browser has laid the step out — on the first open the body has
|
||||
// no height yet, and an answer taken then is always "nothing below".
|
||||
requestAnimationFrame(update);
|
||||
},
|
||||
|
||||
renderStepInto() {
|
||||
// Auto-resolve any round where only one player is left standing — nothing to ask.
|
||||
let contenders = PotCalculator.getContenders(this.entries);
|
||||
while (contenders.length === 1) {
|
||||
@@ -87,6 +120,11 @@ const PotWizard = {
|
||||
|
||||
const body = document.getElementById("potWizardBody");
|
||||
body.innerHTML = "";
|
||||
// The footer is a sibling of the body, outside the scroll — see the note in
|
||||
// TexasHoldem.cshtml. Cleared alongside it so a step can never inherit the
|
||||
// previous step's buttons.
|
||||
const footer = this.footer();
|
||||
footer.innerHTML = "";
|
||||
if (this.log.length === 0) body.appendChild(this.renderBreakdown());
|
||||
body.appendChild(this.renderLog());
|
||||
|
||||
@@ -119,13 +157,25 @@ const PotWizard = {
|
||||
const round = document.createElement("div");
|
||||
round.className = "potWizardRound";
|
||||
|
||||
const showdown = this.readShowdown(contenders);
|
||||
const decided = showdown && showdown.complete ? new Set(showdown.winners) : null;
|
||||
const handById = new Map((showdown ? showdown.players : []).map(p => [p.id, p.hand]));
|
||||
|
||||
const prompt = document.createElement("p");
|
||||
prompt.className = "potWizardPrompt";
|
||||
prompt.innerHTML = this.log.length === 0
|
||||
? `Who won the hand? <strong>${Money.format(remaining)}</strong> is in play.`
|
||||
: `That side pot still leaves <strong>${Money.format(remaining)}</strong> unassigned — who's next best?`;
|
||||
prompt.innerHTML = decided
|
||||
// It has read the hands, so it stops asking a question it knows the answer
|
||||
// to. The list stays — the dealer confirms, and a hand entered wrong is
|
||||
// corrected by unticking rather than by starting over.
|
||||
? `<strong>${Money.format(remaining)}</strong> in play.`
|
||||
: this.log.length === 0
|
||||
? `Who won the hand? <strong>${Money.format(remaining)}</strong> is in play.`
|
||||
: `That side pot still leaves <strong>${Money.format(remaining)}</strong> unassigned — who's next best?`;
|
||||
round.appendChild(prompt);
|
||||
|
||||
const verdict = this.renderVerdict(showdown, contenders);
|
||||
if (verdict) round.appendChild(verdict);
|
||||
|
||||
const choices = document.createElement("div");
|
||||
choices.className = "potWizardChoices";
|
||||
contenders.forEach(c => {
|
||||
@@ -135,6 +185,10 @@ const PotWizard = {
|
||||
const checkbox = document.createElement("input");
|
||||
checkbox.type = "checkbox";
|
||||
checkbox.value = c.id;
|
||||
if (decided && decided.has(c.id)) {
|
||||
checkbox.checked = true;
|
||||
label.classList.add("chosen");
|
||||
}
|
||||
// The row is the target, not the box — so the row has to look chosen too.
|
||||
checkbox.addEventListener("change", () => {
|
||||
label.classList.toggle("chosen", checkbox.checked);
|
||||
@@ -149,11 +203,25 @@ const PotWizard = {
|
||||
name.textContent = this.nameById.get(c.id);
|
||||
text.appendChild(name);
|
||||
|
||||
// How this hand was read, under the name — on every row rather than only
|
||||
// the winning one, because a dealer checking the tool's answer is reading
|
||||
// the losers' hands, and a row that says nothing is a row they have to work
|
||||
// out for themselves. It takes the line the ceiling used to have; the
|
||||
// ceiling moves out beside the name, which is where the phone layout had
|
||||
// already put it to save exactly this line.
|
||||
const read = handById.get(c.id);
|
||||
if (read) {
|
||||
const ranked = document.createElement("span");
|
||||
ranked.className = "potWizardChoiceHand";
|
||||
ranked.textContent = HandRank.describe(read);
|
||||
text.appendChild(ranked);
|
||||
}
|
||||
label.appendChild(text);
|
||||
|
||||
const upTo = document.createElement("span");
|
||||
upTo.className = "potWizardChoiceUpTo";
|
||||
upTo.textContent = `up to ${Money.format(c.remaining)}`;
|
||||
text.appendChild(upTo);
|
||||
label.appendChild(text);
|
||||
label.appendChild(upTo);
|
||||
|
||||
// Cards sit apart from the name rather than inside it, so a dealer reading
|
||||
// a row across the table sees the hand, not a sentence.
|
||||
@@ -182,7 +250,11 @@ const PotWizard = {
|
||||
|
||||
const confirmBtn = document.createElement("button");
|
||||
confirmBtn.className = "holdemBtn holdemBtnAccent";
|
||||
confirmBtn.textContent = "Confirm Winner(s)";
|
||||
confirmBtn.textContent = decided
|
||||
? (showdown.winners.length === 1
|
||||
? `Pay ${this.nameById.get(showdown.winners[0])}`
|
||||
: "Split the pot")
|
||||
: "Confirm Winner(s)";
|
||||
confirmBtn.addEventListener("click", () => {
|
||||
const selected = Array.from(choices.querySelectorAll("input:checked")).map(i => i.value);
|
||||
if (selected.length === 0) return;
|
||||
@@ -191,9 +263,91 @@ const PotWizard = {
|
||||
this.entries = result.updatedEntries;
|
||||
this.renderStep();
|
||||
});
|
||||
round.appendChild(confirmBtn);
|
||||
|
||||
body.appendChild(round);
|
||||
footer.appendChild(confirmBtn);
|
||||
},
|
||||
|
||||
// How the tool reads the hands still in for this round of the pot.
|
||||
//
|
||||
// Asked per round rather than once for the whole hand, because a side pot has its
|
||||
// own contenders: the player who won the main pot is out of the question for the
|
||||
// next one, and the best hand among who is left is a different answer.
|
||||
//
|
||||
// Only when the dealer asked to track the board — everything here is off by default
|
||||
// and the wizard behaves exactly as it always has.
|
||||
readShowdown(contenders) {
|
||||
if (!this.state.trackBoard || typeof HandRank === "undefined") return null;
|
||||
return HandRank.showdown(this.state.board, contenders.map(c => ({
|
||||
id: c.id,
|
||||
cards: this.cardsById.get(c.id) || [],
|
||||
})));
|
||||
},
|
||||
|
||||
// What the winners would actually be paid if this round were confirmed now.
|
||||
//
|
||||
// Worked out from the same function that does the paying rather than from a second
|
||||
// one that agrees with it today — a preview that can drift from the payout is worse
|
||||
// than no preview, because it is the number the dealer says out loud.
|
||||
previewPayout(winnerIds) {
|
||||
try {
|
||||
const result = PotCalculator.resolveRound(this.entries, this.orderFromButton(winnerIds));
|
||||
return result.perWinner || [];
|
||||
} catch {
|
||||
return [];
|
||||
}
|
||||
},
|
||||
|
||||
// "Alexandra wins $25 with a full house, kings full of threes."
|
||||
//
|
||||
// The whole point of the feature, in one line: who won and how much. It goes above
|
||||
// the list rather than replacing it, because the dealer still confirms — the tool
|
||||
// reads the cards, a person still says the pot is good.
|
||||
renderVerdict(showdown, contenders) {
|
||||
if (!showdown) return null;
|
||||
|
||||
const line = document.createElement("p");
|
||||
line.className = "potWizardVerdict";
|
||||
|
||||
if (!showdown.boardComplete) {
|
||||
line.classList.add("potWizardVerdictUnsure");
|
||||
line.textContent = "The board isn't all five cards yet, so pick the winner yourself — or fill it in on the felt and this will read it.";
|
||||
return line;
|
||||
}
|
||||
if (showdown.duplicated) {
|
||||
line.classList.add("potWizardVerdictUnsure");
|
||||
line.textContent = "The same card is in two places, so this can't be read. Check the cards on the felt.";
|
||||
return line;
|
||||
}
|
||||
if (!showdown.complete) {
|
||||
const missing = showdown.unknown.map(id => this.nameById.get(id)).filter(Boolean);
|
||||
line.classList.add("potWizardVerdictUnsure");
|
||||
line.textContent = missing.length
|
||||
? `${this.listOf(missing)} ${missing.length === 1 ? "hasn't" : "haven't"} turned over, so who won is still yours to say.`
|
||||
: "Not enough cards to read this one.";
|
||||
return line;
|
||||
}
|
||||
|
||||
const paid = this.previewPayout(showdown.winners);
|
||||
const amount = paid.length ? Money.format(paid[0].amount) : "";
|
||||
const names = showdown.winners.map(id => this.nameById.get(id)).filter(Boolean);
|
||||
const hand = showdown.players.find(p => p.id === showdown.winners[0]);
|
||||
const described = HandRank.phrase(hand && hand.hand);
|
||||
|
||||
line.classList.add("potWizardVerdictSure");
|
||||
line.textContent = names.length === 1
|
||||
? `${names[0]} wins ${amount} with ${described}.`
|
||||
: `${this.listOf(names)} split it, ${amount} each, with ${described}.`;
|
||||
return line;
|
||||
},
|
||||
|
||||
listOf(names) {
|
||||
if (names.length <= 1) return names[0] || "";
|
||||
return `${names.slice(0, -1).join(", ")} and ${names[names.length - 1]}`;
|
||||
},
|
||||
|
||||
// The row of buttons that never scrolls away.
|
||||
footer() {
|
||||
return document.getElementById("potWizardFooter");
|
||||
},
|
||||
|
||||
recordRound(result) {
|
||||
@@ -232,6 +386,24 @@ const PotWizard = {
|
||||
return wrap;
|
||||
},
|
||||
|
||||
// What the house takes out of this pot, and what is left to push.
|
||||
//
|
||||
// Worked out here rather than at the end so the dealer sees it before anything
|
||||
// moves: the summary is the last chance to disagree with the arithmetic, and a
|
||||
// rake that only appeared in the hand log afterwards would be the tool taking
|
||||
// money quietly.
|
||||
rakeSplit() {
|
||||
const gross = Array.from(this.totals.entries()).map(([id, amount]) => ({
|
||||
id,
|
||||
label: this.playerLabelById.get(id),
|
||||
amount,
|
||||
}));
|
||||
const pot = gross.reduce((sum, p) => sum + p.amount, 0);
|
||||
const sawFlop = (this.state.street || "preflop") !== "preflop";
|
||||
const rake = HoldemState.rakeOn(this.state, pot, sawFlop);
|
||||
return { pot, sawFlop, ...HoldemState.applyRake(gross, rake) };
|
||||
},
|
||||
|
||||
renderSummary() {
|
||||
const wrap = document.createElement("div");
|
||||
wrap.className = "potWizardSummary";
|
||||
@@ -240,6 +412,20 @@ const PotWizard = {
|
||||
heading.textContent = "Final Payouts";
|
||||
wrap.appendChild(heading);
|
||||
|
||||
const split = this.rakeSplit();
|
||||
const rakeSet = Number((this.state.rake || {}).percent) > 0;
|
||||
if (rakeSet && this.totals.size > 0) {
|
||||
const line = document.createElement("p");
|
||||
line.className = "potWizardRake";
|
||||
const cap = Number(this.state.rake.cap) > 0 ? `, capped at ${Money.format(this.state.rake.cap)}` : "";
|
||||
line.textContent = split.rake > 0
|
||||
? `House takes ${Money.format(split.rake)} of ${Money.format(split.pot)} — ${this.state.rake.percent}%${cap}.`
|
||||
: split.sawFlop
|
||||
? `No rake on this one — ${this.state.rake.percent}% of ${Money.format(split.pot)} doesn't make a chip the table has.`
|
||||
: "No flop, no drop — nothing taken from a pot that ended before the flop.";
|
||||
wrap.appendChild(line);
|
||||
}
|
||||
|
||||
if (this.totals.size === 0) {
|
||||
const empty = document.createElement("p");
|
||||
empty.className = "fieldHint";
|
||||
@@ -248,7 +434,7 @@ const PotWizard = {
|
||||
} else {
|
||||
const legend = (this.state && this.state.chipLegend) || [];
|
||||
const list = document.createElement("ul");
|
||||
for (const [id, amount] of this.totals.entries()) {
|
||||
for (const { id, amount } of split.payouts) {
|
||||
const li = document.createElement("li");
|
||||
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
|
||||
|
||||
@@ -275,13 +461,12 @@ const PotWizard = {
|
||||
applyBtn.className = "holdemBtn holdemBtnAccent";
|
||||
applyBtn.textContent = "Start Next Hand";
|
||||
applyBtn.addEventListener("click", () => {
|
||||
const payouts = Array.from(this.totals.entries()).map(([id, amount]) => ({
|
||||
id,
|
||||
label: this.playerLabelById.get(id),
|
||||
amount,
|
||||
}));
|
||||
// Recomputed rather than reused from the render: the same numbers, but
|
||||
// taken at the moment the dealer commits rather than when they last
|
||||
// looked at the screen.
|
||||
const paid = this.rakeSplit();
|
||||
this.close();
|
||||
this.onFinished(payouts);
|
||||
this.onFinished(paid.payouts, { rake: paid.rake, pot: paid.pot });
|
||||
});
|
||||
actions.appendChild(applyBtn);
|
||||
|
||||
@@ -300,12 +485,10 @@ const PotWizard = {
|
||||
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);
|
||||
this.footer().appendChild(actions);
|
||||
return wrap;
|
||||
},
|
||||
};
|
||||
|
||||
@@ -197,6 +197,80 @@ const QuickSplit = {
|
||||
});
|
||||
},
|
||||
|
||||
// Chopping one of the pots listed above, without leaving the screen that worked it
|
||||
// out. Starts closed and at as many ways as there are players who can win the pot,
|
||||
// which is the common case; the stepper covers a chop between fewer of them, which
|
||||
// is the other one.
|
||||
//
|
||||
// The per-pot ways live on the row rather than in `this.ways`, so opening a chop on
|
||||
// the main pot doesn't change what the side pot below it is saying.
|
||||
addChopControl(row, amount, contenderCount) {
|
||||
let ways = contenderCount;
|
||||
let open = false;
|
||||
|
||||
const toggle = document.createElement("button");
|
||||
toggle.type = "button";
|
||||
toggle.className = "unevenChopToggle";
|
||||
|
||||
const detail = document.createElement("div");
|
||||
detail.className = "unevenChopDetail";
|
||||
detail.hidden = true;
|
||||
|
||||
const draw = () => {
|
||||
toggle.textContent = open ? "Hide chop" : "Chop";
|
||||
toggle.setAttribute("aria-expanded", String(open));
|
||||
detail.hidden = !open;
|
||||
if (!open) return;
|
||||
|
||||
const result = SplitCalculator.split(amount, ways, this.chip);
|
||||
detail.innerHTML = "";
|
||||
|
||||
const stepper = document.createElement("div");
|
||||
stepper.className = "unevenChopWays";
|
||||
stepper.appendChild(this.makeStepButton("−", () => {
|
||||
if (ways > 2) { ways -= 1; draw(); }
|
||||
}));
|
||||
const label = document.createElement("span");
|
||||
label.className = "unevenChopWaysLabel";
|
||||
label.textContent = `${ways} ways`;
|
||||
stepper.appendChild(label);
|
||||
stepper.appendChild(this.makeStepButton("+", () => {
|
||||
if (ways < Math.max(contenderCount, this.MAX_WAYS)) { ways += 1; draw(); }
|
||||
}));
|
||||
detail.appendChild(stepper);
|
||||
|
||||
const each = document.createElement("p");
|
||||
each.className = "unevenChopEach";
|
||||
each.textContent = `${Money.format(result.each)} each`;
|
||||
detail.appendChild(each);
|
||||
|
||||
// Same wording as the main split, because it is the same rule and a dealer
|
||||
// shouldn't have to notice they're reading a different screen.
|
||||
if (result.valid && result.oddChips > 0) {
|
||||
const odd = document.createElement("p");
|
||||
odd.className = "unevenChopNote";
|
||||
odd.textContent = result.oddChips === 1
|
||||
? `plus one odd ${Money.format(result.chip)} chip to the first player left of the button`
|
||||
: `plus ${result.oddChips} odd ${Money.format(result.chip)} chips — one each to the ` +
|
||||
`first ${result.oddChips} players left of the button`;
|
||||
detail.appendChild(odd);
|
||||
}
|
||||
if (result.valid && result.dust > 0) {
|
||||
const dust = document.createElement("p");
|
||||
dust.className = "unevenChopNote unevenChopDust";
|
||||
dust.textContent =
|
||||
`${Money.format(result.dust)} doesn't divide into ${Money.format(result.chip)} chips — ` +
|
||||
`pick a smaller denomination.`;
|
||||
detail.appendChild(dust);
|
||||
}
|
||||
};
|
||||
|
||||
toggle.addEventListener("click", () => { open = !open; draw(); });
|
||||
draw();
|
||||
row.appendChild(toggle);
|
||||
row.appendChild(detail);
|
||||
},
|
||||
|
||||
updateUneven() {
|
||||
const players = this.entries
|
||||
.map((entry, index) => ({ id: `P${index + 1}`, contribution: Number(entry.amount) || 0, folded: entry.folded }))
|
||||
@@ -218,7 +292,7 @@ const QuickSplit = {
|
||||
}
|
||||
empty.hidden = true;
|
||||
|
||||
const addRow = (label, amount, who, className) => {
|
||||
const addRow = (label, amount, who, className, chopWays) => {
|
||||
const row = document.createElement("div");
|
||||
row.className = `unevenPot ${className || ""}`;
|
||||
const name = document.createElement("span");
|
||||
@@ -234,9 +308,19 @@ const QuickSplit = {
|
||||
row.appendChild(value);
|
||||
row.appendChild(eligible);
|
||||
host.appendChild(row);
|
||||
|
||||
// Two players tying for a side pot is ordinary, and working out each one's
|
||||
// share meant copying the amount into the other mode by hand — retyping a
|
||||
// number the screen had just worked out, which is a transcription error
|
||||
// waiting to happen with money on it. The chop happens here instead.
|
||||
//
|
||||
// Only offered where it means something: a pot with at least two people
|
||||
// who can win it. Not the uncalled row, which goes back to one player, and
|
||||
// not the total.
|
||||
if (chopWays >= 2) this.addChopControl(row, amount, chopWays);
|
||||
};
|
||||
|
||||
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.join(", ")));
|
||||
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.join(", "), "", pot.eligible.length));
|
||||
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${ret.id}`, "unevenPotReturn"));
|
||||
|
||||
const total = players.reduce((sum, p) => sum + p.contribution, 0);
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -47,6 +47,27 @@ const SeatMenu = {
|
||||
run: () => this.hooks.toggleDealtIn(index),
|
||||
});
|
||||
|
||||
// An empty chair with people waiting: the dealer taps the chair somebody is
|
||||
// about to sit in, which is what their hand is doing anyway. Only the front of
|
||||
// the queue is offered, for the same reason the panel only offers them — a list
|
||||
// that isn't kept in order is just a pile of names.
|
||||
const waiting = (this.state.waitingList || [])[0];
|
||||
const emptyChair = !HoldemState.seatInPlay(player);
|
||||
if (waiting && emptyChair) {
|
||||
actions.push({
|
||||
label: `Seat ${waiting.name}`,
|
||||
className: "menuAccent",
|
||||
run: () => this.hooks.seatWaiting(waiting.id, index),
|
||||
});
|
||||
}
|
||||
|
||||
// Leaving for the night, which is a different thing from sitting out a hand:
|
||||
// the chips go back over the rail and the chair opens. Offered only for a seat
|
||||
// that has somebody in it, since an empty chair has nobody to pay.
|
||||
if (HoldemState.seatInPlay(player)) {
|
||||
actions.push({ label: "Cash out…", run: () => this.hooks.cashOut(index) });
|
||||
}
|
||||
|
||||
if (!this.state.dedicatedDealer && index !== this.state.dealerSeatIndex) {
|
||||
actions.push({ label: "Give the button", run: () => this.hooks.makeDealer(index) });
|
||||
}
|
||||
|
||||
@@ -58,6 +58,14 @@ const HoldemState = {
|
||||
bigBlind: 2,
|
||||
defaultStack: null,
|
||||
street: "preflop",
|
||||
// The community cards, in the order they hit the felt: three, then one,
|
||||
// then one. Empty strings for the ones that haven't been turned yet, the
|
||||
// same way a seat's two hole cards are stored.
|
||||
board: ["", "", "", "", ""],
|
||||
// Whether the dealer wants to be asked for them at all. Off is the tool as
|
||||
// it has always been: no board on the felt, and the pot wizard asks who
|
||||
// won. On, it reads the showdown and answers that question itself.
|
||||
trackBoard: false,
|
||||
currentBet: 0,
|
||||
lastRaiseSize: 0,
|
||||
actingSeatIndex: null,
|
||||
@@ -100,6 +108,29 @@ const HoldemState = {
|
||||
// the big blind rather than waiting for it. Cleared every hand: it's a
|
||||
// decision about one deal, not a standing arrangement.
|
||||
postingIn: [],
|
||||
// How many straddles are on for the hand about to be dealt. A straddle is
|
||||
// announced hand by hand, so this is cleared with every other one-deal
|
||||
// decision rather than standing until somebody turns it off.
|
||||
straddleCount: 0,
|
||||
// What the house takes, if it takes anything. Percent zero is a game that
|
||||
// doesn't rake, which is nearly all of them and the default.
|
||||
rake: { percent: 0, cap: null, noFlopNoDrop: true },
|
||||
// What it has taken so far tonight. A session total, not a per-hand one:
|
||||
// it is the number the box is checked against at the end.
|
||||
rakeTaken: 0,
|
||||
// People who have taken their chips and gone. Kept for the night rather
|
||||
// than forgotten with the seat: the box took their cash and paid it back
|
||||
// out, and both halves have to stay on the record or the bank check reads
|
||||
// as a shortfall for the rest of the evening.
|
||||
cashedOut: [],
|
||||
// People standing behind the chairs. A dealer at a full table keeps this
|
||||
// list on a napkin; keeping it here means the tool can offer the next seat
|
||||
// that opens to whoever has been waiting longest.
|
||||
waitingList: [],
|
||||
// Which seats actually put a straddle out when the hand was dealt, so the
|
||||
// felt can badge them. Read off the deal rather than worked out again
|
||||
// later, the same way the posted blinds are.
|
||||
postedStraddles: [],
|
||||
// Set when somebody leaves out of the blinds and the rotation has to hold
|
||||
// to the seats to keep the big blind moving one player at a time. The
|
||||
// button then sits on the chair they vacated, and no small blind is posted.
|
||||
@@ -164,13 +195,18 @@ const HoldemState = {
|
||||
return this.createDefault();
|
||||
},
|
||||
|
||||
load() {
|
||||
let raw = null;
|
||||
try {
|
||||
raw = localStorage.getItem(this.STORAGE_KEY);
|
||||
if (!raw) return this.createDefault();
|
||||
const parsed = JSON.parse(raw);
|
||||
if (!parsed || !Array.isArray(parsed.seats)) return this.failedLoad(raw);
|
||||
// Everything a table has to be put through before it can be trusted, whichever
|
||||
// direction it arrived from.
|
||||
//
|
||||
// Pulled out of load() so a table read from a file goes through exactly the same
|
||||
// checks as one read from storage. A second, looser path for imports is how a
|
||||
// format grows two meanings of the same field.
|
||||
//
|
||||
// Returns null for anything that isn't a table at all; every other repair is
|
||||
// silent and forward, the way a save from an older version is treated.
|
||||
migrate(parsed) {
|
||||
if (!parsed || !Array.isArray(parsed.seats)) return null;
|
||||
{
|
||||
if (typeof parsed.handNumber !== "number" || parsed.handNumber < 1) parsed.handNumber = 1;
|
||||
if (!Array.isArray(parsed.handHistory)) parsed.handHistory = [];
|
||||
if (typeof parsed.discarded !== "number" || !(parsed.discarded >= 0)) parsed.discarded = 0;
|
||||
@@ -188,6 +224,11 @@ const HoldemState = {
|
||||
// A table saved before the dead button existed has neither flag. False is
|
||||
// the right guess for both: it means the rotation carries on the ordinary
|
||||
// way, which is what that table was already doing.
|
||||
// A table saved before the board existed has no board and was not tracking
|
||||
// one. Off is also the right guess for a dealer who never asked for it.
|
||||
parsed.trackBoard = parsed.trackBoard === true;
|
||||
parsed.board = this.normaliseBoard(parsed.board);
|
||||
|
||||
parsed.deadButton = parsed.deadButton === true;
|
||||
parsed.deadSmallBlind = parsed.deadSmallBlind === true;
|
||||
// An old save has no record of who was dealt last hand. Empty is the
|
||||
@@ -196,6 +237,41 @@ const HoldemState = {
|
||||
// asking the whole table to post.
|
||||
if (!Array.isArray(parsed.dealtLastHand)) parsed.dealtLastHand = [];
|
||||
if (!Array.isArray(parsed.postingIn)) parsed.postingIn = [];
|
||||
// None on is the right reading of a save from before straddles existed:
|
||||
// whatever is in front of those players is already in their committed
|
||||
// chips, and nothing is owed on top of it.
|
||||
if (!(Number(parsed.straddleCount) > 0)) parsed.straddleCount = 0;
|
||||
// A table saved before the house took anything takes nothing, which is
|
||||
// also the right answer for one that never will.
|
||||
const rake = parsed.rake && typeof parsed.rake === "object" ? parsed.rake : {};
|
||||
parsed.rake = {
|
||||
percent: Math.min(100, Math.max(0, Number(rake.percent) || 0)),
|
||||
cap: Number(rake.cap) > 0 ? Money.round(Number(rake.cap)) : null,
|
||||
noFlopNoDrop: rake.noFlopNoDrop !== false,
|
||||
};
|
||||
parsed.rakeTaken = Math.max(0, Money.round(Number(parsed.rakeTaken) || 0));
|
||||
parsed.waitingList = Array.isArray(parsed.waitingList)
|
||||
? parsed.waitingList
|
||||
.map(row => (typeof row === "string" ? { id: null, name: row } : row))
|
||||
.filter(row => row && String(row.name || "").trim())
|
||||
.map(row => ({
|
||||
id: row.id || this.makeId("waiting"),
|
||||
name: String(row.name).trim().slice(0, 24),
|
||||
addedAt: Number(row.addedAt) || 0,
|
||||
}))
|
||||
: [];
|
||||
parsed.cashedOut = Array.isArray(parsed.cashedOut)
|
||||
? parsed.cashedOut
|
||||
.filter(row => row && row.id)
|
||||
.map(row => ({
|
||||
id: row.id,
|
||||
name: String(row.name || "").slice(0, 40),
|
||||
buyIns: Math.max(0, Money.round(Number(row.buyIns) || 0)),
|
||||
chips: Math.max(0, Money.round(Number(row.chips) || 0)),
|
||||
at: Number(row.at) || 0,
|
||||
}))
|
||||
: [];
|
||||
if (!Array.isArray(parsed.postedStraddles)) parsed.postedStraddles = [];
|
||||
|
||||
// A table saved before dealing and betting were separate has no flag, and
|
||||
// guessing false would show "deal the hand" over a hand already in
|
||||
@@ -215,12 +291,85 @@ const HoldemState = {
|
||||
});
|
||||
|
||||
return parsed;
|
||||
}
|
||||
},
|
||||
|
||||
load() {
|
||||
let raw = null;
|
||||
try {
|
||||
raw = localStorage.getItem(this.STORAGE_KEY);
|
||||
if (!raw) return this.createDefault();
|
||||
const migrated = this.migrate(JSON.parse(raw));
|
||||
if (!migrated) return this.failedLoad(raw);
|
||||
return migrated;
|
||||
} catch {
|
||||
// Malformed JSON — a truncated write, another tab, a browser hiccup.
|
||||
return this.failedLoad(raw);
|
||||
}
|
||||
},
|
||||
|
||||
// ---- Taking the table off this device ------------------------------------
|
||||
//
|
||||
// A night lives in one browser's localStorage and nowhere else. A dealer whose
|
||||
// phone dies, or who wants to carry on from the tablet after the break, loses the
|
||||
// stacks, the buy-ins, where the button is and the whole hand log — and the CSV
|
||||
// export can't bring any of that back, because it records what happened rather
|
||||
// than where the table stands.
|
||||
//
|
||||
// So the table can be written out as a file and read back in. Same shape that goes
|
||||
// into storage, wrapped in enough to recognise it later.
|
||||
BACKUP_KIND: "casino.holdem.table",
|
||||
BACKUP_VERSION: 1,
|
||||
|
||||
toBackup(state) {
|
||||
return JSON.stringify({
|
||||
kind: this.BACKUP_KIND,
|
||||
version: this.BACKUP_VERSION,
|
||||
savedAt: new Date().toISOString(),
|
||||
table: state,
|
||||
}, null, 2);
|
||||
},
|
||||
|
||||
// Reads a file back. Returns { table } on success, or { error } with something a
|
||||
// dealer can act on — never a half-loaded table, because the failure mode there is
|
||||
// a night that looks restored and isn't.
|
||||
fromBackup(text) {
|
||||
let parsed;
|
||||
try {
|
||||
parsed = JSON.parse(text);
|
||||
} catch {
|
||||
return { error: "That file isn't a saved table — it couldn't be read as JSON." };
|
||||
}
|
||||
if (!parsed || typeof parsed !== "object") {
|
||||
return { error: "That file isn't a saved table." };
|
||||
}
|
||||
// A bare table, from someone who copied the storage value out by hand, is
|
||||
// still a table. The envelope is a convenience, not a password.
|
||||
const table = parsed.kind === this.BACKUP_KIND || parsed.table ? parsed.table : parsed;
|
||||
if (parsed.kind && parsed.kind !== this.BACKUP_KIND) {
|
||||
return { error: "That file is a save from something else, not a Hold'em table." };
|
||||
}
|
||||
const migrated = this.migrate(table);
|
||||
if (!migrated) {
|
||||
return { error: "That file doesn't have a table in it — no seats were found." };
|
||||
}
|
||||
if (parsed.version > this.BACKUP_VERSION) {
|
||||
// Newer than this build understands. Loading it anyway risks reading a
|
||||
// field that has changed meaning, and the dealer would find out from the
|
||||
// money, so say so instead.
|
||||
return { error: "That table was saved by a newer version of this tool. Update, then load it." };
|
||||
}
|
||||
return { table: migrated, savedAt: parsed.savedAt || null };
|
||||
},
|
||||
|
||||
// What the file is called. Dated, because a dealer who saves twice in a night
|
||||
// should not have to guess which is which.
|
||||
backupFileName(now = new Date()) {
|
||||
const pad = n => String(n).padStart(2, "0");
|
||||
return `holdem-table-${now.getFullYear()}-${pad(now.getMonth() + 1)}-${pad(now.getDate())}` +
|
||||
`-${pad(now.getHours())}${pad(now.getMinutes())}.json`;
|
||||
},
|
||||
|
||||
// True once a save has failed. The UI reads this to keep saying so, because a
|
||||
// toast is a moment and this is a fact about the rest of the night.
|
||||
saveFailed: false,
|
||||
@@ -565,6 +714,11 @@ const HoldemState = {
|
||||
// Posting to come in is a decision about one deal. Carrying it forward would
|
||||
// charge somebody an extra big blind every hand for the rest of the night.
|
||||
state.postingIn = [];
|
||||
// So is a straddle. It is announced hand by hand at a table, and a straddle
|
||||
// that stayed on would take chips off somebody who never said the word.
|
||||
state.straddleCount = 0;
|
||||
state.postedStraddles = [];
|
||||
this.clearBoard(state);
|
||||
state.seats.forEach(p => {
|
||||
p.folded = false;
|
||||
p.cards = ["", ""];
|
||||
@@ -577,6 +731,21 @@ const HoldemState = {
|
||||
this.ensureButtonOnPlayer(state);
|
||||
},
|
||||
|
||||
// Exactly five slots of either a two-character card or an empty string, whatever
|
||||
// arrived. A board read off a file is the one that has been somewhere this tool
|
||||
// cannot see.
|
||||
normaliseBoard(board) {
|
||||
const source = Array.isArray(board) ? board : [];
|
||||
return Array.from({ length: 5 }, (_, i) => {
|
||||
const card = typeof source[i] === "string" ? source[i].trim().toUpperCase() : "";
|
||||
return /^[23456789TJQKA][SHDC]$/.test(card) ? card : "";
|
||||
});
|
||||
},
|
||||
|
||||
clearBoard(state) {
|
||||
state.board = ["", "", "", "", ""];
|
||||
},
|
||||
|
||||
// Appends a resolved-pot record to the running session log a dealer can point to
|
||||
// for chip-count disputes, then advances the hand counter. `payouts` is
|
||||
// [{ id, label, amount }, ...] — who got paid what out of this hand's pot(s).
|
||||
@@ -584,11 +753,15 @@ const HoldemState = {
|
||||
// Must be called before startNextHand() clears the seats: the per-player `ledger`
|
||||
// it stores alongside the payouts is what session standings are summed from later,
|
||||
// and it needs this hand's contributions while they're still on the table.
|
||||
recordHand(state, payouts) {
|
||||
recordHand(state, payouts, rake = 0) {
|
||||
if (typeof state.handNumber !== "number") state.handNumber = 1;
|
||||
if (!Array.isArray(state.handHistory)) state.handHistory = [];
|
||||
|
||||
const pot = payouts.reduce((sum, p) => sum + p.amount, 0);
|
||||
// The pot as it was, house cut included — the number the table saw in the
|
||||
// middle. What each player took is separately recorded and is net of it, so
|
||||
// the two together say where every chip went.
|
||||
const taken = Money.round(Math.max(0, Number(rake) || 0));
|
||||
const pot = Money.round(payouts.reduce((sum, p) => sum + p.amount, 0) + taken);
|
||||
const wonById = new Map(payouts.map(p => [p.id, p.amount]));
|
||||
const ledger = state.seats
|
||||
.map((player, index) => ({
|
||||
@@ -603,6 +776,7 @@ const HoldemState = {
|
||||
handNumber: state.handNumber,
|
||||
timestamp: Date.now(),
|
||||
pot,
|
||||
rake: taken,
|
||||
payouts,
|
||||
ledger,
|
||||
});
|
||||
@@ -638,6 +812,15 @@ const HoldemState = {
|
||||
// Cash bought in and chips currently in front don't come from the hand log at
|
||||
// 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]));
|
||||
// And for anyone who has gone home, off the record their cash-out left behind.
|
||||
// Without this they read as a player who bought in for nothing and is holding
|
||||
// nothing, in the very list the dealer settles the night from.
|
||||
const goneById = new Map((state.cashedOut || []).map(row => [row.id, row]));
|
||||
|
||||
goneById.forEach((row, id) => {
|
||||
if (totals.has(id)) return;
|
||||
totals.set(id, { id, name: row.name, in: 0, won: 0 });
|
||||
});
|
||||
|
||||
// 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
|
||||
@@ -649,7 +832,7 @@ const HoldemState = {
|
||||
if (totals.has(player.id)) return;
|
||||
const hasMoneyInPlay =
|
||||
(Number(player.buyIns) || 0) > 0 ||
|
||||
(Number(player.stack) || 0) > 0 ||
|
||||
this.chipsHeldBy(state, player) > 0 ||
|
||||
(Number(player.amountOverride) || 0) > 0 ||
|
||||
(Number(player.committed) || 0) > 0;
|
||||
if (!hasMoneyInPlay) return;
|
||||
@@ -659,8 +842,16 @@ const HoldemState = {
|
||||
return Array.from(totals.values())
|
||||
.map(t => {
|
||||
const seat = seatById.get(t.id);
|
||||
const boughtIn = seat ? Money.round(Number(seat.buyIns) || 0) : 0;
|
||||
const chipsNow = seat ? Money.round(Number(seat.stack) || 0) : 0;
|
||||
const gone = goneById.get(t.id);
|
||||
const boughtIn = seat
|
||||
? Money.round(Number(seat.buyIns) || 0)
|
||||
: (gone ? gone.buyIns : 0);
|
||||
// What a departed player is "holding" is what the box handed them on
|
||||
// the way out. It is no longer on the table, so it is marked as paid
|
||||
// rather than counted again at the end of the night.
|
||||
const chipsNow = seat
|
||||
? this.chipsHeldBy(state, seat)
|
||||
: (gone ? gone.chips : 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 —
|
||||
@@ -691,6 +882,10 @@ const HoldemState = {
|
||||
// a $340 stack read as "$140" at the exact moment cash changed
|
||||
// hands.
|
||||
chipsInFront: Money.round(chipsNow + inFrontOfThem),
|
||||
// Set once they have taken their chips and left, so the panel and
|
||||
// the export can say so rather than showing a player still sitting
|
||||
// there with a stack.
|
||||
cashedOut: !!gone && !seat,
|
||||
cashPosition: Money.round(chipsNow + inFrontOfThem - boughtIn),
|
||||
notes,
|
||||
};
|
||||
@@ -723,12 +918,273 @@ const HoldemState = {
|
||||
//
|
||||
// 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.
|
||||
// ---- The people standing behind the chairs ----
|
||||
//
|
||||
// A full home game always has a couple of them, and the list lives on a napkin or
|
||||
// in the dealer's head — which is where the argument comes from an hour later about
|
||||
// who said they were next. Kept in order of arrival, because that is the only
|
||||
// ordering anybody has ever agreed to.
|
||||
|
||||
addToWaitingList(state, name) {
|
||||
const trimmed = String(name || "").trim().slice(0, 24);
|
||||
if (!trimmed) return null;
|
||||
if (!Array.isArray(state.waitingList)) state.waitingList = [];
|
||||
const entry = { id: this.makeId("waiting"), name: trimmed, addedAt: Date.now() };
|
||||
state.waitingList.push(entry);
|
||||
return entry;
|
||||
},
|
||||
|
||||
removeFromWaitingList(state, id) {
|
||||
if (!Array.isArray(state.waitingList)) return null;
|
||||
const index = state.waitingList.findIndex(row => row.id === id);
|
||||
if (index < 0) return null;
|
||||
return state.waitingList.splice(index, 1)[0];
|
||||
},
|
||||
|
||||
// Chairs with nobody in them, in seat order. What "a seat has opened" means, and
|
||||
// the same question the deal prompt answers when it counts the players.
|
||||
openSeats(state) {
|
||||
return state.seats
|
||||
.map((player, index) => ({ player, index }))
|
||||
.filter(({ player }) => !this.seatInPlay(player))
|
||||
.map(({ index }) => index);
|
||||
},
|
||||
|
||||
// Sit the next person down. Their name goes on the chair and nothing else does:
|
||||
// they haven't bought in yet, and guessing a stack for them would put chips on the
|
||||
// table that nobody has paid for — which is the one thing the bank check exists to
|
||||
// catch.
|
||||
seatFromWaitingList(state, id, index) {
|
||||
const seat = state.seats[index];
|
||||
if (!seat) return { ok: false, reason: "There's no such seat." };
|
||||
if (this.seatInPlay(seat)) {
|
||||
return { ok: false, reason: `${this.displayName(seat, index)} is already in that seat.` };
|
||||
}
|
||||
const entry = this.removeFromWaitingList(state, id);
|
||||
if (!entry) return { ok: false, reason: "They aren't on the list any more." };
|
||||
|
||||
seat.name = entry.name;
|
||||
// Not dealt in and holding nothing: the next thing that happens is the dealer
|
||||
// taking their money, and Add chips is what says so.
|
||||
seat.inHand = false;
|
||||
return { ok: true, name: entry.name, index };
|
||||
},
|
||||
|
||||
// ---- Somebody leaving with their chips ----
|
||||
//
|
||||
// The most ordinary thing that happens at a home game after midnight, and the tool
|
||||
// had nothing for it. A dealer's only way to free the chair was to wipe the seat by
|
||||
// hand, and then the bank check — which adds up cash taken against chips on the
|
||||
// table — declared the departing player's whole stack missing: "someone has paid
|
||||
// for chips they haven't been given", for the rest of the night. Wiping their
|
||||
// buy-in as well silenced it, at the price of losing their night from the standings
|
||||
// and the file the dealer hands over.
|
||||
//
|
||||
// Cashing out is two facts, and both have to survive the empty chair: the box took
|
||||
// their cash, and the box paid their chips back out.
|
||||
|
||||
// Can this seat be cashed out right now?
|
||||
canCashOut(state, index) {
|
||||
const player = state.seats[index];
|
||||
if (!player) return { ok: false, reason: "There's nobody in that seat." };
|
||||
const inPot = Money.round((Number(player.committed) || 0) + (Number(player.amountOverride) || 0));
|
||||
if (inPot > 0) {
|
||||
return {
|
||||
ok: false,
|
||||
// Paying someone out with money still in the middle would either take
|
||||
// chips out of a pot other people can win, or hand them chips twice.
|
||||
reason: `${this.displayName(player, index)} has ${Money.format(inPot)} in the pot. Finish the hand first.`,
|
||||
};
|
||||
}
|
||||
return { ok: true };
|
||||
},
|
||||
|
||||
// What the dealer counts out, and what the seat's night comes to.
|
||||
cashOutPreview(state, index) {
|
||||
const player = state.seats[index];
|
||||
if (!player) return null;
|
||||
// Betting owns the answer to "what is this seat holding" — including the rule
|
||||
// that a seat which has never been given a stack is holding the table's
|
||||
// starting one. Asking it rather than working it out again here: the first
|
||||
// draft of this did, read `Number(null)` as a perfectly good zero, and offered
|
||||
// to pay a player nothing.
|
||||
const chips = Money.round(Math.max(0, Betting.stackOf(state, player)));
|
||||
const boughtIn = Money.round(Math.max(0, Number(player.buyIns) || 0));
|
||||
return {
|
||||
index,
|
||||
name: this.displayName(player, index),
|
||||
chips,
|
||||
boughtIn,
|
||||
// Their result for the night, in the direction a banker says it: positive
|
||||
// means the box is paying out more than it took from them.
|
||||
net: Money.round(chips - boughtIn),
|
||||
breakdown: Money.formatChipBreakdown(chips, state.chipLegend),
|
||||
};
|
||||
},
|
||||
|
||||
// Hand them their chips and free the chair, keeping both halves on the record.
|
||||
cashOut(state, index) {
|
||||
const allowed = this.canCashOut(state, index);
|
||||
if (!allowed.ok) return allowed;
|
||||
|
||||
const preview = this.cashOutPreview(state, index);
|
||||
const leavingId = state.seats[index].id;
|
||||
if (!Array.isArray(state.cashedOut)) state.cashedOut = [];
|
||||
state.cashedOut.push({
|
||||
id: leavingId,
|
||||
name: preview.name,
|
||||
buyIns: preview.boughtIn,
|
||||
chips: preview.chips,
|
||||
at: Date.now(),
|
||||
});
|
||||
|
||||
// The chair opens for the next player. A fresh id, because the person who had
|
||||
// it has gone and their night is now filed under the old one — reusing it would
|
||||
// merge two people's results the moment somebody new sits down.
|
||||
const seat = this.makePlayer();
|
||||
state.seats[index] = seat;
|
||||
// Anyone owed a hand by this seat is no longer owed one.
|
||||
state.postingIn = (state.postingIn || []).filter(id => id !== leavingId);
|
||||
return { ok: true, ...preview };
|
||||
},
|
||||
|
||||
// ---- The house's cut ----
|
||||
//
|
||||
// A game that takes a rake or a time charge has chips leaving the table every hand,
|
||||
// and until now the bank check called them missing: it added up the buy-ins,
|
||||
// added up the chips on the felt, and told the dealer somebody had been paid for
|
||||
// chips they never got. The house's cut is the one thing on this table that is
|
||||
// supposed to go and not come back, so it is counted rather than mourned.
|
||||
//
|
||||
// Percentage with a cap, which is what nearly every room and home game runs. Zero
|
||||
// percent is a game that doesn't rake, which is the default and the common case.
|
||||
|
||||
// What the house takes from a pot of this size.
|
||||
//
|
||||
// "No flop, no drop" is the rule almost everyone plays: a hand that ends before the
|
||||
// flop pays nothing, because the players never got a hand out of it. It is on by
|
||||
// default and can be turned off for a house that rakes every pot.
|
||||
rakeOn(state, pot, sawFlop = true) {
|
||||
const rake = state.rake || {};
|
||||
const percent = Number(rake.percent) || 0;
|
||||
const amount = Money.round(Number(pot) || 0);
|
||||
if (percent <= 0 || amount <= 0) return 0;
|
||||
if (rake.noFlopNoDrop !== false && !sawFlop) return 0;
|
||||
|
||||
const uncapped = (amount * percent) / 100;
|
||||
const cap = Number(rake.cap);
|
||||
const capped = cap > 0 ? Math.min(uncapped, cap) : uncapped;
|
||||
// Never more than the pot, however the numbers were typed in.
|
||||
return Money.downToChip(Math.min(capped, amount), state.chipLegend);
|
||||
},
|
||||
|
||||
// The same payouts with the house's cut taken out of them.
|
||||
//
|
||||
// Off the top of the whole pot, then shared out in proportion — which for the hand
|
||||
// a dealer actually deals, with one winner, is just "winner gets the pot less the
|
||||
// rake". Split pots take it proportionally, and whatever the rounding leaves over
|
||||
// goes back to the winners in turn rather than to the house: the house asked for a
|
||||
// number, and it gets that number, not that number plus dust.
|
||||
applyRake(payouts, rake) {
|
||||
const total = payouts.reduce((sum, p) => sum + p.amount, 0);
|
||||
const taken = Money.round(Math.min(Math.max(0, rake), total));
|
||||
if (taken <= 0) return { payouts: payouts.map(p => ({ ...p })), rake: 0 };
|
||||
|
||||
const kept = Money.toCents(total) - Money.toCents(taken);
|
||||
const shares = payouts.map(p => {
|
||||
const exact = (Money.toCents(p.amount) * kept) / Money.toCents(total);
|
||||
return { payout: p, cents: Math.floor(exact) };
|
||||
});
|
||||
|
||||
// Floor everybody, then hand the leftover cents out one at a time, biggest
|
||||
// share first — the same shape as the odd-chip rule the split calculator uses.
|
||||
let spare = kept - shares.reduce((sum, s) => sum + s.cents, 0);
|
||||
[...shares]
|
||||
.sort((a, b) => b.payout.amount - a.payout.amount)
|
||||
.forEach(share => { if (spare > 0) { share.cents += 1; spare -= 1; } });
|
||||
|
||||
return {
|
||||
payouts: shares.map(share => ({ ...share.payout, amount: Money.fromCents(share.cents) })),
|
||||
rake: taken,
|
||||
};
|
||||
},
|
||||
|
||||
// Is anybody actually in this chair? A seat with a name on it, chips in front of
|
||||
// it, cash against it or a hand dealt to it. Empty chairs are not players, which
|
||||
// matters the moment the table's starting stack starts standing in for a seat that
|
||||
// has never been given one — every empty chair would otherwise look like somebody
|
||||
// holding two hundred dollars.
|
||||
seatInPlay(player) {
|
||||
if (!player) return false;
|
||||
return !!(player.name || "").trim() ||
|
||||
(Number(player.buyIns) || 0) > 0 ||
|
||||
(Number(player.stack) || 0) > 0 ||
|
||||
(Number(player.committed) || 0) > 0 ||
|
||||
(Number(player.amountOverride) || 0) > 0 ||
|
||||
player.inHand === true;
|
||||
},
|
||||
|
||||
// What a seat is holding, the way the felt and the betting see it — which includes
|
||||
// the table's starting stack standing in for a seat that has never been given one.
|
||||
//
|
||||
// This is the number the money side of the tool was missing. "Starting stack" is
|
||||
// offered in the setup panel as the ordinary way to open a table, and everything a
|
||||
// dealer looks at — the puck, the bar, what a player can bet — reads it. The bank
|
||||
// check and the standings read `seat.stack` directly instead, which is null for
|
||||
// exactly those seats: measured on a three-handed table with a $200 starting stack
|
||||
// and nobody's own stack set, the felt played for $600 while the bank check said
|
||||
// "no chips in play, balanced" and the standings listed nobody at all.
|
||||
chipsHeldBy(state, player) {
|
||||
if (!this.seatInPlay(player)) return 0;
|
||||
return Math.max(0, Money.round(Betting.stackOf(state, player)));
|
||||
},
|
||||
|
||||
// Seats playing with chips the box has no cash against.
|
||||
//
|
||||
// Two kinds, and they are not the same problem. A seat holding the table's starting
|
||||
// stack has never been given chips of its own — the dealer set "everyone starts
|
||||
// with 200" and sat people down, which is the ordinary way to open a table and the
|
||||
// reason this whole gap existed. A seat with its own stack and no buy-in is a
|
||||
// rebuy somebody forgot to write down, and only the dealer knows what it was.
|
||||
seatsOwingCash(state) {
|
||||
return state.seats
|
||||
.map((player, index) => ({ player, index }))
|
||||
.filter(({ player }) => this.chipsHeldBy(state, player) > 0 &&
|
||||
!((Number(player.buyIns) || 0) > 0))
|
||||
.map(({ player, index }) => ({
|
||||
index,
|
||||
name: this.displayName(player, index),
|
||||
chips: this.chipsHeldBy(state, player),
|
||||
// True when they are holding the table's starting stack rather than one
|
||||
// the dealer typed for them.
|
||||
fromStartingStack: player.stack === null || player.stack === undefined ||
|
||||
String(player.stack).trim() === "",
|
||||
}));
|
||||
},
|
||||
|
||||
// Write down the cash for the seats that are holding the table's starting stack.
|
||||
// Only those: what somebody else's unrecorded rebuy was is a question only the
|
||||
// dealer can answer, and guessing it would be the tool inventing money.
|
||||
recordStartingBuyIns(state) {
|
||||
const owed = this.seatsOwingCash(state).filter(row => row.fromStartingStack);
|
||||
owed.forEach(row => { state.seats[row.index].buyIns = row.chips; });
|
||||
return {
|
||||
seats: owed.length,
|
||||
total: Money.round(owed.reduce((sum, row) => sum + row.chips, 0)),
|
||||
};
|
||||
},
|
||||
|
||||
bankReconciliation(state) {
|
||||
const cashIn = state.seats.reduce((sum, p) => sum + Math.max(0, Number(p.buyIns) || 0), 0);
|
||||
const gone = Array.isArray(state.cashedOut) ? state.cashedOut : [];
|
||||
// Cash the box took from people who have since left counts as taken: it is in
|
||||
// the box, and forgetting it with the seat is what used to make a cash-out read
|
||||
// as a shortfall all night.
|
||||
const cashIn = state.seats.reduce((sum, p) => sum + Math.max(0, Number(p.buyIns) || 0), 0) +
|
||||
gone.reduce((sum, row) => sum + Math.max(0, Number(row.buyIns) || 0), 0);
|
||||
const chipsInPlay = state.seats.reduce(
|
||||
(sum, p) =>
|
||||
sum +
|
||||
Math.max(0, Number(p.stack) || 0) +
|
||||
this.chipsHeldBy(state, p) +
|
||||
Math.max(0, Number(p.committed) || 0) +
|
||||
Math.max(0, Number(p.amountOverride) || 0),
|
||||
0
|
||||
@@ -742,11 +1198,21 @@ const HoldemState = {
|
||||
// hunting for a miscount that never happened.
|
||||
const discarded = Math.max(0, Money.round(Number(state.discarded) || 0));
|
||||
|
||||
const difference = Money.round(chipsInPlay + discarded - cashIn);
|
||||
// Chips the house has taken. Off the table for good, like the discards, and
|
||||
// for a better reason: the box is supposed to have them.
|
||||
const raked = Math.max(0, Money.round(Number(state.rakeTaken) || 0));
|
||||
|
||||
// Chips handed back over the rail. Off the table like the other two, and the
|
||||
// one the dealer can point at when somebody asks where the money went.
|
||||
const paidOut = Money.round(gone.reduce((sum, row) => sum + Math.max(0, Number(row.chips) || 0), 0));
|
||||
|
||||
const difference = Money.round(chipsInPlay + discarded + raked + paidOut - cashIn);
|
||||
return {
|
||||
cashIn: Money.round(cashIn),
|
||||
chipsInPlay: Money.round(chipsInPlay),
|
||||
discarded,
|
||||
raked,
|
||||
paidOut,
|
||||
difference,
|
||||
// Half a cent of float dust isn't a discrepancy worth alarming anyone over.
|
||||
balanced: Math.abs(difference) <= Money.EPSILON,
|
||||
|
||||
+68
-6
@@ -20,6 +20,8 @@ other in the page, in the load order from `TexasHoldem.cshtml`.
|
||||
| `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 |
|
||||
| `handRank.test.js` | What beats what: categories, the wheel, kickers, best five of seven |
|
||||
| `readingTheShowdown.test.js` | The board, the picker that fills it, and who wins a side pot |
|
||||
| `invariants.test.js` | 1000 randomised hands per property (see below) |
|
||||
|
||||
## The layout audit
|
||||
@@ -33,13 +35,56 @@ node tests/holdem/runUiAudit.js # needs Playwright and the site running
|
||||
|
||||
It checks WCAG AA contrast, touch target sizes, 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.
|
||||
no way to scroll to it, that no grid column has collapsed to nothing, that no
|
||||
text is painted outside its box, that no seat covers another seat's writing, and that
|
||||
no bet chip is hidden behind a seat or another chip. 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 — each viewport
|
||||
twice, once with a mouse and once with a thumb, and at three table shapes, mid-hand:
|
||||
the sweep posts blinds, deals and calls three times before it measures anything, so
|
||||
the bets layer has chips on it. It used to audit a table nobody had ever bet at,
|
||||
which is a third of what is on the felt during a hand left unlooked at.
|
||||
|
||||
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
|
||||
"Covered" and "out of view" are told apart before anything is hit-tested. An element
|
||||
clipped away by a panel that scrolls is not covered by whatever happens to be painted
|
||||
at that height, and reporting it that way is a diagnosis of something that isn't
|
||||
happening: the pot wizard's third winner, below the fold in a list, came back for four
|
||||
viewports running as "fully covered by button Confirm Winner(s)".
|
||||
|
||||
More than one table shape is also newer than it sounds. The sweep ran on one — five
|
||||
players at a nine-handed table — for its whole life, and how much room the felt has
|
||||
depends on how many people are sitting down far more than on anything a viewport can
|
||||
report. A full table is where the seats crowd and it had never been looked at: the
|
||||
first sweep that did found one player's name or stack painted under another on eighteen
|
||||
of the configurations, on every phone in the list.
|
||||
|
||||
The third shape is the same five players with the board turned on and five cards on it.
|
||||
It is deliberately the same roster in the same chairs as the second, so the only thing
|
||||
that differs between the two rows is the board — a seventh player would have told us
|
||||
that a seven-handed table crowds, which is true, already known, and not what that row
|
||||
is there to find out. It earned its place immediately: the board takes the middle of
|
||||
the felt, or a strip above it where the middle is too small, and the strip costs the
|
||||
felt height. The seats follow a felt that changes size on their own, being placed in
|
||||
percentages of it; the chips anchored inside them do not, being placed in pixels. They
|
||||
were laid out for a felt 23px taller than the one they were painted on.
|
||||
|
||||
That last part, and two of those checks, are newer than this paragraph claiming them.
|
||||
`runAll()` did not include the contrast check at all, and touch targets sat behind an
|
||||
opt-in flag nothing passed, so "the audit is clean" meant nine checks rather than
|
||||
eleven for a long run of rounds. Both were written and tested and simply never called.
|
||||
The mouse/thumb pair matters for the same reason: the 44px rule stands itself down
|
||||
where `hover: hover` says there is a pointer, and a headless desktop browser is a
|
||||
pointer, so a single pass had never measured a touch target at any viewport. Between
|
||||
them they found a 9px seat label at 3.39:1, a 37px-tall amount field and a 30px delete
|
||||
button on Quick Split.
|
||||
|
||||
A check that decides it doesn't apply says so in the output rather than reporting no
|
||||
offenders, which reads identically to a pass. The same goes for the two exemptions
|
||||
that exist: a disabled control, which WCAG itself excuses, and a link inside a
|
||||
sentence, whose size is set by the line it sits in.
|
||||
|
||||
Deliberately not in CI: the unit suite is dependency-free and runs in about five
|
||||
seconds, 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()`.
|
||||
|
||||
@@ -62,6 +107,23 @@ something changed, and each time they only covered whatever had just been touche
|
||||
That is how the standings table shipped with a player-name column zero pixels wide
|
||||
and kept it for two rounds.
|
||||
|
||||
## Why the hand evaluator is tested the way it is
|
||||
|
||||
`handRank.js` is the only module here that can pay the wrong person without anybody
|
||||
noticing. A pot wizard that asks "who won?" is never more wrong than the dealer ticking
|
||||
the box; one that answers the question itself is wrong on its own account, silently,
|
||||
and a table that has come to trust it will not check.
|
||||
|
||||
So besides the hand-written cases — every category against every other, the wheel, three
|
||||
kickers deep, the counterfeited two pair, the board that plays — it is checked against a
|
||||
second evaluator written a different way, on twenty thousand random seven-card hands and
|
||||
four thousand random pairs of them. The second one is in the test file and shares no
|
||||
helper with the module: it scores a hand by counting ranks into a sortable list rather
|
||||
than by asking about shapes. That pass is most of the suite's running time and it is
|
||||
worth it; three deliberately introduced bugs — an ace that keeps its value in the wheel,
|
||||
a dropped two-pair kicker, a flush read only by its top card — are each caught by it as
|
||||
well as by the cases written for them.
|
||||
|
||||
## Why the randomised suite exists
|
||||
|
||||
Every correctness bug found in this tool so far has been shape-dependent: blinds posted
|
||||
|
||||
@@ -0,0 +1,128 @@
|
||||
// Saying who the blind is, before saying "cards".
|
||||
//
|
||||
// A dealer sets the table up out loud — button here, she's the small blind, he's the
|
||||
// big blind — and only then deals. The seat menu offers "Make small blind" for exactly
|
||||
// that, and it was answering by dealing the hand: betting opened, two stacks docked,
|
||||
// the action bar up and waiting on the seat after the big blind. The dealer had said
|
||||
// where the blinds go, and the tool heard "deal".
|
||||
//
|
||||
// The condition it was asking is `onlyBlindsIn`, which means "nothing has happened in
|
||||
// this hand except the blinds" — true of a hand one second old, and equally true of a
|
||||
// table in setup with no cards out and nothing committed. Those two need telling apart,
|
||||
// which is what `blindsArePosted` is for.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
describe("before the deal", () => {
|
||||
test("the blinds are not down, however much the table looks ready", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
|
||||
assert.equal(state.bettingOpen, false);
|
||||
// The old condition, on its own, says yes here — this is the whole bug.
|
||||
assert.equal(Betting.onlyBlindsIn(state), true);
|
||||
assert.equal(Betting.blindsArePosted(state), false);
|
||||
});
|
||||
|
||||
test("a table straight out of setup, with nobody seated, is the same answer", () => {
|
||||
assert.equal(Betting.blindsArePosted(HoldemState.createDefault()), false);
|
||||
});
|
||||
|
||||
test("re-posting would have dealt the hand, which is why it is guarded", () => {
|
||||
// Not a rule, a demonstration: repostBlinds ends in beginHand. Calling it in
|
||||
// setup is the deal, and nothing about naming a blind should reach it.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
|
||||
Betting.repostBlinds(state);
|
||||
assert.equal(state.bettingOpen, true, "chips off two stacks and the action bar up");
|
||||
assert.notEqual(state.actingSeatIndex, null);
|
||||
});
|
||||
|
||||
test("naming a blind moves a badge and no chips", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
// What the seat menu does: pin the override, repost only if the blinds are down.
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
|
||||
|
||||
assert.equal(state.bettingOpen, false, "still setup — the dealer hasn't dealt");
|
||||
assert.equal(state.actingSeatIndex, null, "nobody is being asked to act");
|
||||
assert.deepEqual(state.seats.map(p => Betting.committed(p)), [0, 0, 0, 0, 0, 0]);
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
|
||||
// And the badges say what the dealer just said.
|
||||
const blinds = HoldemState.getBlindSeats(state);
|
||||
assert.equal(blinds.sbIndex, 3);
|
||||
assert.equal(blinds.bbIndex, 0);
|
||||
});
|
||||
|
||||
test("and the hand that follows posts from where they were aimed", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(Betting.committed(state.seats[3]), 1);
|
||||
assert.equal(Betting.committed(state.seats[0]), 2);
|
||||
});
|
||||
|
||||
test("giving the button away is a marker moving too", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
|
||||
const before = chipsOnTable(state);
|
||||
|
||||
const willRepost = Betting.blindsArePosted(state);
|
||||
state.dealerSeatIndex = 2;
|
||||
if (willRepost) Betting.repostBlinds(state);
|
||||
|
||||
assert.equal(willRepost, false);
|
||||
assert.equal(state.bettingOpen, false);
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
});
|
||||
|
||||
describe("once the hand is dealt", () => {
|
||||
test("the blinds are down, and re-aiming them moves real chips", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
const before = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
assert.equal(Betting.blindsArePosted(state), true);
|
||||
assert.equal(Betting.committed(state.seats[1]), 1);
|
||||
|
||||
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
|
||||
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
|
||||
|
||||
assert.equal(Betting.committed(state.seats[1]), 0, "the old small blind got their chip back");
|
||||
assert.equal(Betting.committed(state.seats[3]), 1);
|
||||
assert.equal(Betting.committed(state.seats[0]), 2);
|
||||
assert.equal(chipsOnTable(state), before, "no chips created or lost in the shuffle");
|
||||
});
|
||||
|
||||
test("but not once somebody has answered them", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
assert.equal(Betting.blindsArePosted(state), false, "there is a call to unpick now");
|
||||
});
|
||||
|
||||
test("nor on a later street", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
state.street = "flop";
|
||||
assert.equal(Betting.blindsArePosted(state), false);
|
||||
});
|
||||
|
||||
test("and a misdealt hand goes back to being a table in setup", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(Betting.blindsArePosted(state), false, "nothing is posted until the dealer deals again");
|
||||
});
|
||||
|
||||
test("as does a hand that has been paid out", () => {
|
||||
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
Betting.sweepToHandTotals(state);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(Betting.blindsArePosted(state), false);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,135 @@
|
||||
// What the tool says out loud between taps.
|
||||
//
|
||||
// The action bar carried `aria-live="polite"` on the element whose entire contents
|
||||
// render() rebuilds every action, so a screen reader read the whole bar after every
|
||||
// single tap. Measured, after one:
|
||||
//
|
||||
// "PRE-FLOP Pot $15 9 players Bob · $250 behind 0:00 ↶ dealing the hand U
|
||||
// Fold Call $10 Raise"
|
||||
//
|
||||
// Nothing in that is wrong. It is just unusable at the speed a hand is dealt, and it
|
||||
// is the documented anti-pattern: a live region has to be a stable element whose text
|
||||
// changes, not a container that gets replaced.
|
||||
//
|
||||
// What a dealer running this by ear needs is who is on the clock and what it costs
|
||||
// them. These are the sentences.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { ActionBar, Betting, HoldemState, makeTable } = require("./load");
|
||||
|
||||
const barOn = (state) => {
|
||||
ActionBar.state = state;
|
||||
ActionBar.lastAnnouncement = undefined;
|
||||
return ActionBar;
|
||||
};
|
||||
|
||||
describe("before the cards are out", () => {
|
||||
test("a table that could be dealt says so", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
|
||||
assert.equal(barOn(state).announcement(), "Ready to deal.");
|
||||
});
|
||||
|
||||
test("and an empty table says what it is, rather than nothing", () => {
|
||||
// This used to announce "" — silence being the honest answer when the bar was
|
||||
// hidden on a table nobody was sitting at. The bar isn't hidden any more: an
|
||||
// empty table is the one state a dealer meets before they know how any of this
|
||||
// works, so it says so and offers the next step.
|
||||
const state = HoldemState.createDefault();
|
||||
assert.equal(barOn(state).announcement(), "Nobody's at the table yet.");
|
||||
});
|
||||
|
||||
test("and a table with one named player has moved on from that", () => {
|
||||
const state = HoldemState.createDefault();
|
||||
state.seats[0].name = "Ann";
|
||||
assert.notEqual(barOn(state).announcement(), "Nobody's at the table yet.");
|
||||
});
|
||||
});
|
||||
|
||||
describe("while a hand is running", () => {
|
||||
const dealt = () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
|
||||
state.seats.forEach((p, i) => { p.name = ["Ann", "Ben", "Cal", "Dee"][i] || ""; });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
test("names who is on the clock, what it costs, and the pot", () => {
|
||||
const state = dealt();
|
||||
const said = barOn(state).announcement();
|
||||
assert.match(said, /to act/);
|
||||
assert.match(said, /\$2 to call/);
|
||||
assert.match(said, /Pot \$3\./);
|
||||
});
|
||||
|
||||
test("it is the seat that is actually acting, not the one after it", () => {
|
||||
const state = dealt();
|
||||
const name = HoldemState.displayName(state.seats[state.actingSeatIndex], state.actingSeatIndex);
|
||||
assert.ok(barOn(state).announcement().startsWith(name + " to act"));
|
||||
});
|
||||
|
||||
test("says checked to them rather than $0 to call", () => {
|
||||
// A number nobody owes is a number a dealer has to stop and parse.
|
||||
const state = dealt();
|
||||
state.currentBet = 0;
|
||||
assert.match(barOn(state).announcement(), /checked to them/);
|
||||
assert.doesNotMatch(barOn(state).announcement(), /\$0 to call/);
|
||||
});
|
||||
|
||||
test("a street with nobody left to act says the street is done", () => {
|
||||
const state = dealt();
|
||||
state.actingSeatIndex = null;
|
||||
state.street = "flop";
|
||||
assert.equal(barOn(state).announcement(), "Flop betting is done.");
|
||||
});
|
||||
|
||||
test("and a finished hand points at the pot", () => {
|
||||
const state = dealt();
|
||||
state.seats.forEach((p, i) => { if (i !== 0) p.folded = true; });
|
||||
assert.equal(Betting.isHandOver(state), true);
|
||||
assert.equal(barOn(state).announcement(), "Hand over. Resolve the pot.");
|
||||
});
|
||||
});
|
||||
|
||||
describe("how often it speaks", () => {
|
||||
// A live region that is handed the same sentence twice reads it out twice, and
|
||||
// render() runs for a great many reasons that have nothing to do with whose turn
|
||||
// it is — a resize, a panel opening, a note being typed.
|
||||
const stubTarget = () => {
|
||||
const el = { textContent: "" };
|
||||
global.document = { getElementById: id => (id === "actionAnnouncer" ? el : null) };
|
||||
return el;
|
||||
};
|
||||
|
||||
test("says nothing new when nothing changed", () => {
|
||||
const el = stubTarget();
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
|
||||
Betting.beginHand(state);
|
||||
const bar = barOn(state);
|
||||
|
||||
bar.announce();
|
||||
const first = el.textContent;
|
||||
assert.ok(first.length > 0);
|
||||
|
||||
el.textContent = "CLEARED"; // if announce() writes again, this comes back
|
||||
bar.announce();
|
||||
assert.equal(el.textContent, "CLEARED", "the same sentence was not written twice");
|
||||
delete global.document;
|
||||
});
|
||||
|
||||
test("but does when the action moves", () => {
|
||||
const el = stubTarget();
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
|
||||
Betting.beginHand(state);
|
||||
const bar = barOn(state);
|
||||
|
||||
bar.announce();
|
||||
const first = el.textContent;
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
bar.announce();
|
||||
|
||||
assert.notEqual(el.textContent, first);
|
||||
assert.match(el.textContent, /to act/);
|
||||
delete global.document;
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,175 @@
|
||||
// Chips the pot was priced with that nobody actually paid.
|
||||
//
|
||||
// There are two ways a contribution gets into this tool. Tapping the action moves
|
||||
// chips: the bet leaves the stack, sits in front of the player, and is swept into their
|
||||
// hand total at the end of the street. The other is the "without live betting" panel —
|
||||
// a base pot amount, or chips counted out on a seat — where the dealer is recording a
|
||||
// hand they are watching rather than driving, and nothing ever leaves a stack.
|
||||
//
|
||||
// The pot wizard prices both the same way and awarding it credits the winner, so in
|
||||
// that second mode the table simply grew.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, Betting, HoldemState, chipsOnTable } = require("./load");
|
||||
|
||||
const basePotTable = (base = 50, stack = 200) => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 4);
|
||||
state.basePotAmount = base;
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].inHand = true;
|
||||
state.seats[i].stack = stack;
|
||||
state.seats[i].buyIns = stack;
|
||||
});
|
||||
return state;
|
||||
};
|
||||
|
||||
const pricedPot = (state) => state.seats.reduce(
|
||||
(sum, p) => sum + HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount), 0);
|
||||
|
||||
describe("what nobody paid", () => {
|
||||
test("comes off the stacks that owe it", () => {
|
||||
const state = basePotTable();
|
||||
const collected = Betting.collectAssumedContributions(state);
|
||||
assert.equal(collected.total, 150);
|
||||
assert.deepEqual(collected.taken.map(row => row.name), ["Ann", "Ben", "Cal"]);
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.stack), [150, 150, 150]);
|
||||
});
|
||||
|
||||
test("and lands where the rest of the tool looks for chips in the middle", () => {
|
||||
const state = basePotTable();
|
||||
Betting.collectAssumedContributions(state);
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.amountOverride), [50, 50, 50]);
|
||||
assert.equal(HoldemState.unresolvedContributions(state), 150);
|
||||
});
|
||||
|
||||
test("chips counted out on a seat are money too", () => {
|
||||
const state = basePotTable(0);
|
||||
state.seats[0].chipCounts = { red: 4 }; // four $5 chips
|
||||
const collected = Betting.collectAssumedContributions(state);
|
||||
assert.equal(collected.total, 20);
|
||||
assert.equal(state.seats[0].stack, 180);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what has already been paid", () => {
|
||||
test("a live bet is left exactly alone", () => {
|
||||
const state = basePotTable(0);
|
||||
state.smallBlind = 5;
|
||||
state.bigBlind = 10;
|
||||
Betting.beginHand(state);
|
||||
const before = state.seats.map(p => Betting.stackOf(state, p));
|
||||
|
||||
const collected = Betting.collectAssumedContributions(state);
|
||||
assert.equal(collected.total, 0, "the blinds are already off their stacks");
|
||||
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
|
||||
});
|
||||
|
||||
test("nor is a swept street taken a second time", () => {
|
||||
const state = basePotTable(0);
|
||||
state.smallBlind = 5;
|
||||
state.bigBlind = 10;
|
||||
Betting.beginHand(state);
|
||||
Betting.sweepToHandTotals(state);
|
||||
const before = state.seats.map(p => Betting.stackOf(state, p));
|
||||
|
||||
assert.equal(Betting.collectAssumedContributions(state).total, 0);
|
||||
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
|
||||
});
|
||||
|
||||
test("a base pot on top of a live bet only collects the difference", () => {
|
||||
// The base pot says "assume everyone is in for fifty". Somebody who has already
|
||||
// put twenty in owes thirty of it, not fifty.
|
||||
const state = basePotTable(50);
|
||||
state.seats[0].committed = 20;
|
||||
state.seats[0].stack = 180;
|
||||
const collected = Betting.collectAssumedContributions(state);
|
||||
const ann = collected.taken.find(row => row.name === "Ann");
|
||||
assert.equal(ann.amount, 30);
|
||||
assert.equal(state.seats[0].stack, 150, "fifty in the middle, either way");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it will not do", () => {
|
||||
test("take more than a player is holding", () => {
|
||||
const state = basePotTable(50);
|
||||
state.seats[1].stack = 20;
|
||||
Betting.collectAssumedContributions(state);
|
||||
assert.equal(state.seats[1].stack, 0, "all of it, and no further");
|
||||
assert.equal(state.seats[1].amountOverride, 20);
|
||||
});
|
||||
|
||||
test("touch an empty chair", () => {
|
||||
const state = basePotTable();
|
||||
const before = { ...state.seats[3] };
|
||||
Betting.collectAssumedContributions(state);
|
||||
assert.equal(state.seats[3].stack, before.stack);
|
||||
assert.equal(state.seats[3].amountOverride, before.amountOverride);
|
||||
});
|
||||
|
||||
test("or a seat that isn't in the hand", () => {
|
||||
// The base pot stands in for "everyone put the same in", and somebody sitting
|
||||
// out did not.
|
||||
const state = basePotTable();
|
||||
state.seats[2].inHand = false;
|
||||
const collected = Betting.collectAssumedContributions(state);
|
||||
assert.deepEqual(collected.taken.map(row => row.name), ["Ann", "Ben"]);
|
||||
assert.equal(state.seats[2].stack, 200);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the whole hand", () => {
|
||||
test("conserves the chips on the table, which it did not before", () => {
|
||||
const state = basePotTable();
|
||||
const total = chipsOnTable(state);
|
||||
const pot = pricedPot(state);
|
||||
|
||||
Betting.collectAssumedContributions(state);
|
||||
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: pot }]);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), total, "six hundred before, six hundred after");
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.stack), [300, 150, 150]);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("and the bank check stays balanced all the way through", () => {
|
||||
const state = basePotTable();
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
Betting.collectAssumedContributions(state);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true, "chips are in the middle, not gone");
|
||||
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: 150 }]);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("a live-betting hand is unchanged by any of this", () => {
|
||||
const state = basePotTable(0);
|
||||
state.smallBlind = 5;
|
||||
state.bigBlind = 10;
|
||||
const total = chipsOnTable(state);
|
||||
Betting.beginHand(state);
|
||||
[3, 0, 1, 2].forEach(() => { if (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex); });
|
||||
Betting.sweepToHandTotals(state);
|
||||
const pot = HoldemState.unresolvedContributions(state);
|
||||
|
||||
Betting.collectAssumedContributions(state);
|
||||
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: pot }]);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(chipsOnTable(state), total);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("collecting twice takes nothing the second time", () => {
|
||||
// The pot wizard can be opened, cancelled and opened again.
|
||||
const state = basePotTable();
|
||||
Betting.collectAssumedContributions(state);
|
||||
const stacks = state.seats.map(p => p.stack);
|
||||
const again = Betting.collectAssumedContributions(state);
|
||||
assert.equal(again.total, 0);
|
||||
assert.deepEqual(state.seats.map(p => p.stack), stacks);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,108 @@
|
||||
// The sums the contrast check runs on, tested away from a browser.
|
||||
//
|
||||
// The check itself needs a page to look at, but the arithmetic underneath it doesn't —
|
||||
// and the arithmetic is the part that decides whether a real fault is reported or
|
||||
// waved through. Faded text used to be filed as "not checked" rather than measured;
|
||||
// this is the compositing that replaced that.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const LayoutAudit = require("./uiAudit");
|
||||
|
||||
const WHITE = { r: 255, g: 255, b: 255, a: 1 };
|
||||
const BLACK = { r: 0, g: 0, b: 0, a: 1 };
|
||||
const PAGE = { r: 28, g: 28, b: 28, a: 1 }; // the felt page behind everything
|
||||
const PUCK = { r: 44, g: 44, b: 44, a: 1 }; // a seat's own background
|
||||
|
||||
describe("the ratio itself", () => {
|
||||
test("black on white is the full 21:1, either way round", () => {
|
||||
assert.ok(Math.abs(LayoutAudit.contrastRatio(BLACK, WHITE) - 21) < 0.01);
|
||||
assert.ok(Math.abs(LayoutAudit.contrastRatio(WHITE, BLACK) - 21) < 0.01);
|
||||
});
|
||||
|
||||
test("a colour against itself is 1:1", () => {
|
||||
assert.ok(Math.abs(LayoutAudit.contrastRatio(PUCK, PUCK) - 1) < 0.001);
|
||||
});
|
||||
});
|
||||
|
||||
describe("text on a box that is being faded", () => {
|
||||
// opacity on a box fades the box and its text together onto whatever is behind
|
||||
// it — so a dimmed seat is not grey text on a dark puck, it is a faded puck and
|
||||
// faded text both landing on the page.
|
||||
const fade = alpha => ({ alpha, behind: PAGE });
|
||||
|
||||
test("at full strength nothing is composited", () => {
|
||||
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 1, behind: PAGE });
|
||||
assert.deepEqual(painted.fg, WHITE);
|
||||
assert.deepEqual(painted.bg, PUCK);
|
||||
});
|
||||
|
||||
test("fading moves both the text and its background, not just the text", () => {
|
||||
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
|
||||
assert.ok(painted.fg.r < WHITE.r, "the text dims");
|
||||
assert.ok(painted.bg.r < PUCK.r, "and so does what it sits on");
|
||||
assert.ok(painted.bg.r > PAGE.r, "but not all the way to the page");
|
||||
});
|
||||
|
||||
test("which is what stops a fade being reported as a fault it isn't", () => {
|
||||
// Dimming light text on a dark puck over a dark page costs contrast, but far
|
||||
// less than measuring the faded text against the *unfaded* puck would claim.
|
||||
const honest = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
|
||||
const wrong = { fg: LayoutAudit.over({ ...WHITE, a: 0.7 }, PUCK), bg: PUCK };
|
||||
assert.ok(LayoutAudit.contrastRatio(honest.fg, honest.bg) >
|
||||
LayoutAudit.contrastRatio(wrong.fg, wrong.bg));
|
||||
});
|
||||
|
||||
test("a fade all the way out lands everything on the page behind", () => {
|
||||
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0));
|
||||
assert.deepEqual(painted.fg, PAGE);
|
||||
assert.deepEqual(painted.bg, PAGE);
|
||||
});
|
||||
|
||||
test("with nothing known to be behind it, the fade is left alone", () => {
|
||||
// Better to measure the unfaded pair than to invent a backdrop.
|
||||
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 0.5, behind: null });
|
||||
assert.deepEqual(painted.fg, WHITE);
|
||||
assert.deepEqual(painted.bg, PUCK);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a fade makes small grey text worse, which is the fault it went looking for", () => {
|
||||
// Deliberately not asserting a particular CSS colour here: the page's own greys are
|
||||
// measured in the browser, against the real gradients, where they live. What this
|
||||
// pins is the direction — that dimming a box costs its text contrast, which is why
|
||||
// filing faded text as "not checked" hid faults rather than avoiding false ones.
|
||||
test("the same grey scores lower once its box is dimmed", () => {
|
||||
const grey = LayoutAudit.parseColour("rgb(138, 138, 138)");
|
||||
const solid = LayoutAudit.asPainted(grey, PUCK, { alpha: 1, behind: PAGE });
|
||||
const dimmed = LayoutAudit.asPainted(grey, PUCK, { alpha: 0.7, behind: PAGE });
|
||||
assert.ok(LayoutAudit.contrastRatio(dimmed.fg, dimmed.bg) <
|
||||
LayoutAudit.contrastRatio(solid.fg, solid.bg));
|
||||
});
|
||||
|
||||
test("and a lighter grey scores higher at the same fade", () => {
|
||||
const at = colour => {
|
||||
const painted = LayoutAudit.asPainted(LayoutAudit.parseColour(colour), PUCK, { alpha: 0.7, behind: PAGE });
|
||||
return LayoutAudit.contrastRatio(painted.fg, painted.bg);
|
||||
};
|
||||
assert.ok(at("rgb(174, 174, 174)") > at("rgb(138, 138, 138)"));
|
||||
});
|
||||
});
|
||||
|
||||
describe("reading a colour off the page", () => {
|
||||
test("rgb and rgba both come back as numbers", () => {
|
||||
assert.deepEqual(LayoutAudit.parseColour("rgb(1, 2, 3)"), { r: 1, g: 2, b: 3, a: 1 });
|
||||
assert.deepEqual(LayoutAudit.parseColour("rgba(1, 2, 3, 0.5)"), { r: 1, g: 2, b: 3, a: 0.5 });
|
||||
});
|
||||
|
||||
test("a gradient gives up every stop, because text could be over any of them", () => {
|
||||
const stops = LayoutAudit.gradientStops("linear-gradient(rgb(203, 170, 240), rgb(169, 127, 214))");
|
||||
assert.equal(stops.length, 2);
|
||||
assert.deepEqual(stops[0], { r: 203, g: 170, b: 240, a: 1 });
|
||||
assert.deepEqual(stops[1], { r: 169, g: 127, b: 214, a: 1 });
|
||||
});
|
||||
|
||||
test("no background image, no stops", () => {
|
||||
assert.deepEqual(LayoutAudit.gradientStops("none"), []);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,473 @@
|
||||
// Where a player's bet sits on the felt.
|
||||
//
|
||||
// The chips were the last thing on the table nobody had measured. They were laid out on
|
||||
// a ring of their own at a fixed 27/44 of the seat's reach — a fraction picked when the
|
||||
// seat ring was itself fixed — and the choice between that ring and clinging to the
|
||||
// puck was made by asking how wide the *window* was. Neither of those is a question
|
||||
// about the felt. A phone held sideways is 844px across and gives the felt 117px of
|
||||
// height: it passed the width test, took the ring, and every chip on it was painted
|
||||
// behind a seat. The seats carry `z-index: 1` and the bets layer carries none, so a
|
||||
// chip under a puck is not dimmed or half-hidden — it is gone, and with it the only
|
||||
// number saying what that player has in.
|
||||
//
|
||||
// Everything below is geometry, so it runs without a browser. The felts are the ones
|
||||
// measured on real screens: 692x117 is a phone on its side, 300x216 a phone upright.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Render } = require("./load");
|
||||
|
||||
const RADII = { rx: 44, ry: 42 };
|
||||
const PUCK = { width: 96, height: 64 };
|
||||
const CHIP = { width: 44, height: 22 };
|
||||
|
||||
const felt = (width, height) => ({ width, height });
|
||||
const spacingOn = (box, puck = PUCK, chip = CHIP) =>
|
||||
({ box, puck, chip, clearance: Render.BET_CLEARANCE_PX });
|
||||
|
||||
// A chip's centre in pixels on a given felt.
|
||||
const chipPixels = (index, count, box, spacing, radii = RADII) => {
|
||||
const pos = Render.betPosition(index, count, box.width / box.height, radii, spacing);
|
||||
return { x: (pos.left / 100) * box.width, y: (pos.top / 100) * box.height };
|
||||
};
|
||||
|
||||
const seatPixels = (index, count, box, radii = RADII) => {
|
||||
const pos = Render.seatPosition(index, count, box.width / box.height, radii);
|
||||
return { x: (pos.left / 100) * box.width, y: (pos.top / 100) * box.height };
|
||||
};
|
||||
|
||||
// Two axis-aligned boxes, by their centres. The same test the seats settle among
|
||||
// themselves — see seatFootprint.test.js — because it is the same question.
|
||||
const boxesOverlap = (a, b, sizeA, sizeB) =>
|
||||
Math.abs(a.x - b.x) < (sizeA.width + sizeB.width) / 2 - 0.5 &&
|
||||
Math.abs(a.y - b.y) < (sizeA.height + sizeB.height) / 2 - 0.5;
|
||||
|
||||
describe("reaching the edge of a box", () => {
|
||||
test("straight out the side is half the width, straight up half the height", () => {
|
||||
assert.equal(Render.edgeReach(96, 64, 1, 0), 48);
|
||||
assert.equal(Render.edgeReach(96, 64, 0, -1), 32);
|
||||
assert.equal(Render.edgeReach(96, 64, -1, 0), 48);
|
||||
});
|
||||
|
||||
test("a corner is whichever edge the ray meets first", () => {
|
||||
// 45° out of a 96x64 box: the top and bottom are nearer than the sides, so the
|
||||
// ray leaves through one of those. A single radius — half the diagonal, 57.7 —
|
||||
// would put a chip 25px further out than it needs to be, which on a 117px felt
|
||||
// is the difference between clear of the puck and off the table.
|
||||
const diagonal = Render.edgeReach(96, 64, Math.SQRT1_2, Math.SQRT1_2);
|
||||
assert.ok(Math.abs(diagonal - 32 / Math.SQRT1_2) < 1e-9, `got ${diagonal}`);
|
||||
assert.ok(diagonal < 48, "and never further than the wider half-edge");
|
||||
});
|
||||
|
||||
test("a square is the same in every direction it is asked about", () => {
|
||||
const straight = Render.edgeReach(50, 50, 0, 1);
|
||||
assert.equal(Render.edgeReach(50, 50, 1, 0), straight);
|
||||
});
|
||||
});
|
||||
|
||||
describe("getting one box clear of another", () => {
|
||||
const PUCK96 = { width: 96, height: 88 };
|
||||
const CHIP50 = { width: 50, height: 21 };
|
||||
|
||||
// Travel `t` along `u` from the puck's centre, then ask whether the two boxes are
|
||||
// apart. This is the question clearanceReach is supposed to answer, asked the long
|
||||
// way round so the answer can be checked rather than restated.
|
||||
const apart = (t, ux, uy) =>
|
||||
Math.abs(t * ux) >= (PUCK96.width + CHIP50.width) / 2 - 1e-9 ||
|
||||
Math.abs(t * uy) >= (PUCK96.height + CHIP50.height) / 2 - 1e-9;
|
||||
|
||||
test("straight up and down it is what adding the two half-heights gives", () => {
|
||||
assert.equal(Render.clearanceReach(PUCK96, CHIP50, 0, -1), (88 + 21) / 2);
|
||||
assert.equal(Render.clearanceReach(PUCK96, CHIP50, 1, 0), (96 + 50) / 2);
|
||||
});
|
||||
|
||||
test("on a diagonal it is more than the two reaches added together", () => {
|
||||
// The bug this replaced. Two axis-aligned boxes are clear when they are apart on
|
||||
// one axis, and the travel that achieves that is the reach of the box you get by
|
||||
// adding their widths and their heights — which is never less, and on a diagonal
|
||||
// is more, than adding the two boxes' own reaches. At 768x1024 the difference was
|
||||
// 11px, and 11px is how far inside its own player's puck the chip came to rest.
|
||||
const dirs = [[0.83, 0.56], [0.6, 0.8], [0.9, 0.44], [Math.SQRT1_2, Math.SQRT1_2]];
|
||||
let shortfalls = 0;
|
||||
dirs.forEach(([ux, uy]) => {
|
||||
const summed = Render.edgeReach(PUCK96.width, PUCK96.height, ux, uy) +
|
||||
Render.edgeReach(CHIP50.width, CHIP50.height, ux, uy);
|
||||
const proper = Render.clearanceReach(PUCK96, CHIP50, ux, uy);
|
||||
assert.ok(proper >= summed - 1e-9, `${ux},${uy}: ${proper} < ${summed}`);
|
||||
if (proper <= summed + 1e-9) return;
|
||||
// Where they differ, the old answer was not merely smaller — it was wrong:
|
||||
// travelling that far leaves the two boxes still on top of each other.
|
||||
shortfalls++;
|
||||
assert.ok(!apart(summed, ux, uy),
|
||||
`${ux},${uy}: adding the reaches gave ${summed.toFixed(1)}, which is enough after all`);
|
||||
});
|
||||
assert.ok(shortfalls >= 2, "expected the two to actually differ on some of these");
|
||||
});
|
||||
|
||||
test("and it is exactly enough — a hair less is not", () => {
|
||||
const dirs = [[0, -1], [1, 0], [0.83, 0.56], [0.6, -0.8], [-0.9, 0.44]];
|
||||
dirs.forEach(([ux, uy]) => {
|
||||
const t = Render.clearanceReach(PUCK96, CHIP50, ux, uy);
|
||||
assert.ok(apart(t, ux, uy), `${ux},${uy}: ${t}px still overlaps`);
|
||||
assert.ok(!apart(t - 0.5, ux, uy), `${ux},${uy}: ${t}px is further than needed`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("a chip on the ring", () => {
|
||||
test("with nothing measured it keeps the proportions the ring always used", () => {
|
||||
// The unit suite and the very first render both call it this way. 27/44 and
|
||||
// 25/42 of the seat's own reach, so the chips move with the ring rather than
|
||||
// with the felt.
|
||||
const seat = Render.seatPosition(3, 9, 1.4, RADII);
|
||||
const chip = Render.betPosition(3, 9, 1.4, RADII, null);
|
||||
assert.ok(Math.abs((chip.left - 50) - (seat.left - 50) * (27 / 44)) < 1e-9);
|
||||
assert.ok(Math.abs((chip.top - 50) - (seat.top - 50) * (25 / 42)) < 1e-9);
|
||||
});
|
||||
|
||||
test("measured, it sits just clear of its own puck rather than at a fixed fraction", () => {
|
||||
const box = felt(560, 400);
|
||||
const spacing = spacingOn(box);
|
||||
for (let i = 0; i < 9; i++) {
|
||||
const seat = seatPixels(i, 9, box);
|
||||
const chip = chipPixels(i, 9, box, spacing);
|
||||
assert.ok(!boxesOverlap(seat, chip, PUCK, CHIP),
|
||||
`seat ${i + 1}'s own chip is under its own puck`);
|
||||
}
|
||||
});
|
||||
|
||||
test("and never wanders into the pot badge in the middle", () => {
|
||||
// The floor: 38% of the way out. Without it a chip walked in past a puck that
|
||||
// is 96px wide on a felt whose reach is 90px would land on the pot total, which
|
||||
// is the same fault at the other end of the spoke.
|
||||
const box = felt(300, 216);
|
||||
const spacing = spacingOn(box, { width: 200, height: 150 });
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const seat = seatPixels(i, 6, box);
|
||||
const chip = chipPixels(i, 6, box, spacing);
|
||||
const seatReach = Math.hypot(seat.x - box.width / 2, seat.y - box.height / 2);
|
||||
const chipReach = Math.hypot(chip.x - box.width / 2, chip.y - box.height / 2);
|
||||
assert.ok(chipReach >= seatReach * 0.38 - 0.5,
|
||||
`chip ${i + 1} is ${chipReach.toFixed(1)}px out of a possible ${seatReach.toFixed(1)}`);
|
||||
}
|
||||
});
|
||||
|
||||
test("a seat sitting dead centre gets its chip put somewhere, not NaN", () => {
|
||||
const box = felt(400, 300);
|
||||
const pos = Render.betPosition(0, 1, box.width / box.height, { rx: 0, ry: 0 }, spacingOn(box));
|
||||
assert.ok(Number.isFinite(pos.left) && Number.isFinite(pos.top), JSON.stringify(pos));
|
||||
});
|
||||
});
|
||||
|
||||
describe("deciding whether a ring of chips fits at all", () => {
|
||||
// The shape the layout works in: one entry per chip on the felt, carrying its own
|
||||
// measured size, because a chip is as wide as the number printed on it.
|
||||
const tableOf = (count, chip = CHIP) => {
|
||||
Render.state = { seatCount: count, seats: Array.from({ length: count }, () => ({})) };
|
||||
return Array.from({ length: count }, (_, i) =>
|
||||
({ index: i, width: chip.width, height: chip.height }));
|
||||
};
|
||||
|
||||
test("a desktop felt has room for one", () => {
|
||||
const box = felt(700, 500);
|
||||
const all = tableOf(9);
|
||||
assert.equal(Render.chipsClearTheSeats(all, box.width / box.height, RADII, spacingOn(box)), true);
|
||||
});
|
||||
|
||||
test("a phone on its side has not, whatever the window's width says about it", () => {
|
||||
// 692x117, measured on an 844px-wide phone in landscape — a viewport that sails
|
||||
// past a `max-width: 700px` test. The ring is a slot: the 38% floor puts a chip
|
||||
// on the seat across the table from it.
|
||||
const box = felt(692, 117);
|
||||
const all = tableOf(9);
|
||||
assert.equal(Render.chipsClearTheSeats(all, box.width / box.height, RADII, spacingOn(box)), false,
|
||||
"this is the felt where every chip was painted behind a puck");
|
||||
});
|
||||
|
||||
test("its answer is the one the geometry gives", () => {
|
||||
// Not a restatement of the two cases above: whatever it returns, it has to agree
|
||||
// with laying the chips out and measuring them against every puck on the felt.
|
||||
const shapes = [felt(700, 500), felt(692, 117), felt(300, 216), felt(1000, 620), felt(480, 300)];
|
||||
shapes.forEach(box => {
|
||||
const all = tableOf(9);
|
||||
const spacing = spacingOn(box);
|
||||
const aspect = box.width / box.height;
|
||||
const clear = all.every(({ index: i }) => {
|
||||
const chip = chipPixels(i, 9, box, spacing);
|
||||
return all.every(({ index: j }) => !boxesOverlap(chip, seatPixels(j, 9, box), CHIP, PUCK));
|
||||
});
|
||||
assert.equal(Render.chipsClearTheSeats(all, aspect, RADII, spacing), clear,
|
||||
`${box.width}x${box.height}`);
|
||||
});
|
||||
});
|
||||
|
||||
test("each chip is asked about at its own size", () => {
|
||||
// A chip is as wide as the number on it: at 768x1024, four players' chips were
|
||||
// 40px and one holding a four-figure bet was 47. Answering the question once, at
|
||||
// the widest, told the whole felt it had no room for a ring — and dropped all
|
||||
// five chips onto their own players' stacks to solve a problem four of them
|
||||
// did not have.
|
||||
// The felt and the pucks are the iPad's own, measured: 672x672, pucks 96x88.
|
||||
const box = felt(672, 672);
|
||||
const narrow = { width: 40, height: 20 };
|
||||
const huge = { width: 420, height: 380 };
|
||||
const spacing = { box, puck: { width: 96, height: 88 }, clearance: Render.BET_CLEARANCE_PX };
|
||||
const aspect = box.width / box.height;
|
||||
|
||||
assert.equal(Render.chipsClearTheSeats(tableOf(9, narrow), aspect, RADII, spacing), true,
|
||||
"a felt this size has room for a ring of ordinary chips");
|
||||
assert.equal(Render.chipsClearTheSeats(tableOf(9, huge), aspect, RADII, spacing), false,
|
||||
"and none at all for a ring of chips that size");
|
||||
|
||||
// Now one of each. The answer has to come from the sizes in the list, not from
|
||||
// one size standing in for all of them: with one huge chip the ring is off, and
|
||||
// taking that chip out of the question puts it back.
|
||||
const mixed = tableOf(9, narrow);
|
||||
mixed[0] = { index: 0, ...huge };
|
||||
assert.equal(Render.chipsClearTheSeats(mixed, aspect, RADII, spacing), false);
|
||||
assert.equal(Render.chipsClearTheSeats(mixed.slice(1), aspect, RADII, spacing), true,
|
||||
"the eight ordinary ones were never the problem");
|
||||
});
|
||||
|
||||
test("and at the chips against each other", () => {
|
||||
// The ring is a smaller circle than the seats' one and holds the same number of
|
||||
// things, so it is the tighter fit of the two. Measured on a Pixel 7 with twelve
|
||||
// players, two $10s on the ring sat on top of each other while every puck on the
|
||||
// felt was clear — so a check that only looks at the pucks says yes to a layout
|
||||
// that hides one player's bet behind another's.
|
||||
// The Pixel 7's own numbers, measured: a 300x336 felt on a ring of 44 by 40.84,
|
||||
// pucks 44x55, a pot badge 64x53, and the seven players who had put chips in.
|
||||
const box = felt(300, 336);
|
||||
const radii = { rx: 44, ry: 40.84 };
|
||||
const puck = { width: 44, height: 55 };
|
||||
const pot = { x: 150, y: 168, width: 64, height: 53 };
|
||||
const spacing = { box, puck, pot, clearance: Render.BET_CLEARANCE_PX };
|
||||
const aspect = box.width / box.height;
|
||||
|
||||
Render.state = { seatCount: 12, seats: Array.from({ length: 12 }, () => ({})) };
|
||||
const bettors = [2, 3, 4, 5, 6, 7, 8];
|
||||
const all = bettors.map(index => ({ index, width: index === 2 ? 44.1 : 49.7, height: 21 }));
|
||||
|
||||
const chips = all.map(entry => ({
|
||||
...entry,
|
||||
...chipPixels(entry.index, 12, box,
|
||||
{ ...spacing, chip: { width: entry.width, height: entry.height } }, radii),
|
||||
}));
|
||||
const seats = [...Array(12).keys()].map(i => seatPixels(i, 12, box, radii));
|
||||
|
||||
assert.equal(chips.some(chip => seats.some(seat => boxesOverlap(chip, seat, chip, puck))), false,
|
||||
"this table is chosen so the pucks are not the problem");
|
||||
assert.equal(chips.some(chip => boxesOverlap(chip, pot, chip, pot)), false,
|
||||
"nor the pot");
|
||||
assert.ok(chips.some((chip, i) => chips.some((other, j) => i !== j &&
|
||||
boxesOverlap(chip, other, chip, other))), "and so the chips are");
|
||||
|
||||
assert.equal(Render.chipsClearTheSeats(all, aspect, radii, spacing), false);
|
||||
});
|
||||
|
||||
test("it looks at every puck, not just the chip's own", () => {
|
||||
// The rule this replaced walked each chip in until it was clear of its *own*
|
||||
// seat and stopped there, which says nothing about the eight other pucks on the
|
||||
// felt. 560x190 is a felt where that rule is satisfied and the ring is still no
|
||||
// good: every chip clears the puck it belongs to, and one of them is sitting on
|
||||
// a stranger's.
|
||||
const box = felt(560, 190);
|
||||
const all = tableOf(9);
|
||||
const spacing = spacingOn(box);
|
||||
const chips = all.map(({ index: i }) => chipPixels(i, 9, box, spacing));
|
||||
|
||||
all.forEach(({ index: i }) => assert.ok(!boxesOverlap(chips[i], seatPixels(i, 9, box), CHIP, PUCK),
|
||||
`chip ${i + 1} is under its own puck, so this felt does not make the point`));
|
||||
assert.ok(all.some(({ index: i }) => all.some(({ index: j }) => i !== j &&
|
||||
boxesOverlap(chips[i], seatPixels(j, 9, box), CHIP, PUCK))),
|
||||
"expected a chip on somebody else's puck — what the old rule could not see");
|
||||
assert.equal(Render.chipsClearTheSeats(all, box.width / box.height, RADII, spacing), false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a chip clinging to its puck", () => {
|
||||
// The fallback when there is no room for a ring: the chip hangs off the puck on the
|
||||
// side facing the empty middle of the felt.
|
||||
//
|
||||
// The felts the app actually draws, with the puck size each one settles on — read
|
||||
// off the running site at each viewport rather than guessed here, because the tight
|
||||
// felts shrink the puck too, and a test that holds the desktop's 96x64 puck against
|
||||
// a 528x83 felt is describing a table the app never draws.
|
||||
const REAL = [
|
||||
["Galaxy S8 on its side", felt(528, 83), { width: 44, height: 55 }],
|
||||
["iPhone on its side", felt(692, 113), { width: 72, height: 55 }],
|
||||
["Galaxy S8 upright, six-handed", felt(248, 280), { width: 78, height: 88 }],
|
||||
["Galaxy S8 upright, packed", felt(248, 280), { width: 44, height: 55 }],
|
||||
];
|
||||
// Chips are 21x17 everywhere they are anchored — the amount is the only thing on
|
||||
// one at that size.
|
||||
const TIGHT = { puck: { width: 44, height: 55 }, chip: { width: 21, height: 17 } };
|
||||
|
||||
// What each chip is told to do, worked out for the whole table at once.
|
||||
const placeAll = (count, box, puck, chip = TIGHT.chip, radii = RADII) => {
|
||||
Render.state = { seatCount: count, seats: Array.from({ length: count }, () => ({})) };
|
||||
const indices = [...Array(count).keys()];
|
||||
const entries = indices.map(i => ({ index: i, width: chip.width, height: chip.height }));
|
||||
const spacing = { box, puck, clearance: Render.BET_CLEARANCE_PX };
|
||||
const offs = Render.anchoredChipTravel(entries, count, box.width / box.height, RADII, spacing);
|
||||
return indices.map(i => {
|
||||
const seat = Render.seatPosition(i, count, box.width / box.height, radii);
|
||||
const at = { x: (seat.left / 100) * box.width, y: (seat.top / 100) * box.height };
|
||||
const off = offs[i];
|
||||
return { seat: at, chip: { x: at.x + off.x, y: at.y + off.y }, off, puck };
|
||||
});
|
||||
};
|
||||
|
||||
test("on its own, a chip asks to sit just clear of its puck", () => {
|
||||
const box = felt(692, 113);
|
||||
const puck = { width: 72, height: 55 };
|
||||
const seat = Render.seatPosition(0, 9, box.width / box.height, RADII);
|
||||
const off = Render.anchoredChipOffset(seat, puck, TIGHT.chip, box, RADII);
|
||||
const travel = Math.hypot(off.x, off.y);
|
||||
const ux = off.x / travel, uy = off.y / travel;
|
||||
assert.ok(Math.abs(travel -
|
||||
(Render.clearanceReach(puck, TIGHT.chip, ux, uy) + Render.BET_CLEARANCE_PX)) < 1e-6, `travelled ${travel}`);
|
||||
});
|
||||
|
||||
test("and gets it, where nothing else is in the way", () => {
|
||||
// 692x113 is the roomier of the two landscape felts. Every chip clears its own
|
||||
// puck and none of them has to give ground.
|
||||
placeAll(9, felt(692, 113), { width: 72, height: 55 }).forEach((row, i) => {
|
||||
assert.ok(!boxesOverlap(row.seat, row.chip, row.puck, TIGHT.chip),
|
||||
`seat ${i + 1}'s chip is inside its own puck, and nothing made it go there`);
|
||||
});
|
||||
});
|
||||
|
||||
test("it goes off the rim, not down the spoke", () => {
|
||||
// On a felt 692x113 the two are nowhere near the same direction. A seat on the
|
||||
// top rail has a spoke pointing diagonally inward — which along a slot this flat
|
||||
// runs sideways into the next seat — while off the rim is very nearly straight
|
||||
// down, into the empty middle. This is the seam that put two chips on top of
|
||||
// each other on a Galaxy S8.
|
||||
const box = felt(692, 113);
|
||||
const rows = placeAll(9, box, { width: 72, height: 55 });
|
||||
const top = rows.find(r => r.seat.y < box.height * 0.3 && r.seat.x > box.width * 0.7);
|
||||
assert.ok(top, "expected a seat up on the right of the top rail");
|
||||
assert.ok(Math.abs(top.off.y) > Math.abs(top.off.x) * 2,
|
||||
`chip went ${top.off.x.toFixed(1)},${top.off.y.toFixed(1)} — that is along the rail, not off it`);
|
||||
assert.ok(top.off.y > 0, "and downward, toward the middle of the felt");
|
||||
});
|
||||
|
||||
test("no two chips on a full table land on each other", () => {
|
||||
// Four sides gave three seams. There are no sides now, and this is what that is
|
||||
// worth — on every felt the app actually draws, at every table size.
|
||||
REAL.forEach(([name, box, puck]) => {
|
||||
[6, 9, 12].forEach(count => {
|
||||
const rows = placeAll(count, box, puck);
|
||||
for (let a = 0; a < rows.length; a++) {
|
||||
for (let b = a + 1; b < rows.length; b++) {
|
||||
assert.ok(!boxesOverlap(rows[a].chip, rows[b].chip, TIGHT.chip, TIGHT.chip),
|
||||
`${name}, ${count} seats: chips ${a + 1} and ${b + 1} overlap`);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
test("a chip only gives ground when it is standing on something", () => {
|
||||
// The point of pulling chips back one at a time rather than by a rule that
|
||||
// applies to all of them. Stopping every chip at the felt's midline, or scaling
|
||||
// them all by one factor, takes travel from the seats at the ends of a long
|
||||
// rail — measured at 692x113, that parked two chips on their own player's stack
|
||||
// to solve a collision that did not exist.
|
||||
//
|
||||
// So: every chip either got everything it asked for, or putting the last step
|
||||
// back reintroduces a collision it is part of. The step goes back for all of
|
||||
// them at once, because a facing pair gives ground together and the pass that
|
||||
// finally separates such a pair moves both ends of it.
|
||||
const step = Render.CHIP_PULLBACK_STEP_PX;
|
||||
REAL.forEach(([name, box, puck]) => {
|
||||
[6, 9, 12].forEach(count => {
|
||||
const rows = placeAll(count, box, puck).map(row => {
|
||||
const travel = Math.hypot(row.off.x, row.off.y);
|
||||
const dir = travel < 1e-6 ? { x: 0, y: 0 } : { x: row.off.x / travel, y: row.off.y / travel };
|
||||
const asked = travel < 1e-6 ? 0 :
|
||||
Render.clearanceReach(puck, TIGHT.chip, dir.x, dir.y) +
|
||||
Render.BET_CLEARANCE_PX;
|
||||
const back = Math.min(asked, travel + step);
|
||||
return { ...row, travel, asked,
|
||||
undone: { x: row.seat.x + dir.x * back, y: row.seat.y + dir.y * back } };
|
||||
});
|
||||
|
||||
rows.forEach((row, i) => {
|
||||
if (row.travel < 1e-6 || row.travel >= row.asked - 1e-6) return;
|
||||
const onSomething = rows.some((other, j) => j !== i && (
|
||||
boxesOverlap(row.undone, other.undone, TIGHT.chip, TIGHT.chip) ||
|
||||
boxesOverlap(row.undone, other.seat, TIGHT.chip, puck)));
|
||||
assert.ok(onSomething,
|
||||
`${name}, ${count} seats: chip ${i + 1} stopped ${(row.asked - row.travel).toFixed(1)}px short of nothing`);
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
test("nobody is pushed further out than they asked to go", () => {
|
||||
// The pull-back only ever takes travel away. A chip pushed past its clearance
|
||||
// would be floating out on the felt with nothing to say whose it is.
|
||||
REAL.forEach(([name, box, puck]) => {
|
||||
placeAll(12, box, puck).forEach((row, i) => {
|
||||
const travel = Math.hypot(row.off.x, row.off.y);
|
||||
if (travel < 1e-6) return;
|
||||
const ux = row.off.x / travel, uy = row.off.y / travel;
|
||||
const asked = Render.clearanceReach(puck, TIGHT.chip, ux, uy) +
|
||||
Render.BET_CLEARANCE_PX;
|
||||
assert.ok(travel <= asked + 0.5,
|
||||
`${name}: chip ${i + 1} went ${travel.toFixed(1)}px when ${asked.toFixed(1)} was asked for`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
test("the direction turns smoothly all the way round the ring", () => {
|
||||
// The property a set of discrete sides cannot have, and the reason there are
|
||||
// none: neighbouring seats get neighbouring directions, with no step anywhere.
|
||||
const box = felt(560, 400);
|
||||
const angles = Array.from({ length: 24 }, (_, i) => {
|
||||
const seat = Render.seatPosition(i, 24, box.width / box.height, RADII);
|
||||
const off = Render.anchoredChipOffset(seat, PUCK, CHIP, box, RADII);
|
||||
return Math.atan2(off.y, off.x);
|
||||
});
|
||||
angles.forEach((angle, i) => {
|
||||
const next = angles[(i + 1) % angles.length];
|
||||
let turn = Math.abs(next - angle);
|
||||
if (turn > Math.PI) turn = 2 * Math.PI - turn;
|
||||
assert.ok(turn < Math.PI / 4,
|
||||
`between seats ${i + 1} and ${i + 2} the chip jumps ${(turn * 180 / Math.PI).toFixed(0)}°`);
|
||||
});
|
||||
});
|
||||
|
||||
test("it stops short of the pot total as well", () => {
|
||||
// The other thing in the middle of the felt, and the one number on the table
|
||||
// that belongs to everybody. A seat on the middle of a rail sends its chip
|
||||
// straight at it: on a Galaxy S8 on its side, seat 1's $10 was sitting on
|
||||
// "Pot $65". The badge is measured rather than assumed to be at the centre —
|
||||
// it lives on the table, not on either overlay, and the two are not concentric.
|
||||
const box = felt(528, 83);
|
||||
const pot = { x: 264, y: 40, width: 96, height: 34 };
|
||||
Render.state = { seatCount: 12, seats: Array.from({ length: 12 }, () => ({})) };
|
||||
const indices = [...Array(12).keys()];
|
||||
const entries = indices.map(i =>
|
||||
({ index: i, width: TIGHT.chip.width, height: TIGHT.chip.height }));
|
||||
const spacing = { box, puck: TIGHT.puck, clearance: Render.BET_CLEARANCE_PX, pot };
|
||||
const offs = Render.anchoredChipTravel(entries, 12, box.width / box.height, RADII, spacing);
|
||||
|
||||
indices.forEach(i => {
|
||||
const seat = Render.seatPosition(i, 12, box.width / box.height, RADII);
|
||||
const chip = { x: (seat.left / 100) * box.width + offs[i].x,
|
||||
y: (seat.top / 100) * box.height + offs[i].y };
|
||||
assert.ok(!boxesOverlap(chip, pot, TIGHT.chip, pot),
|
||||
`chip ${i + 1} is on the pot total`);
|
||||
});
|
||||
});
|
||||
|
||||
test("a seat with no rim to be off still gets an answer", () => {
|
||||
const box = felt(400, 300);
|
||||
const off = Render.anchoredChipOffset({ left: 50, top: 50 }, PUCK, CHIP, box, RADII);
|
||||
assert.ok(Number.isFinite(off.x) && Number.isFinite(off.y), JSON.stringify(off));
|
||||
assert.ok(off.y < 0, "upward, which is where a puck's own writing is not");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,118 @@
|
||||
// The community cards, as a thing the table remembers.
|
||||
//
|
||||
// The board is the one part of a hand this tool never had a place for: hole cards go on
|
||||
// a seat, chips go in the middle, and the five cards everybody plays lived only on the
|
||||
// felt in front of the dealer. It is opt-in, because most nights nobody wants to enter
|
||||
// cards at all — and everything that reads it has to behave exactly as it always did
|
||||
// when it is off.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, HoldemState, makeTable } = require("./load");
|
||||
|
||||
const dealt = (over = {}) => {
|
||||
const state = { ...makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2 }), ...over };
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("a new table", () => {
|
||||
test("has five empty slots and is not tracking them", () => {
|
||||
const state = HoldemState.createDefault();
|
||||
assert.deepEqual(state.board, ["", "", "", "", ""]);
|
||||
assert.equal(state.trackBoard, false,
|
||||
"off by default: a dealer who never asked for this should not be asked for cards");
|
||||
});
|
||||
});
|
||||
|
||||
describe("how many cards are out", () => {
|
||||
test("none, three, four, five", () => {
|
||||
assert.equal(Betting.boardCardsFor("preflop"), 0);
|
||||
assert.equal(Betting.boardCardsFor("flop"), 3);
|
||||
assert.equal(Betting.boardCardsFor("turn"), 4);
|
||||
assert.equal(Betting.boardCardsFor("river"), 5);
|
||||
});
|
||||
|
||||
test("and nothing at all for a street that isn't one", () => {
|
||||
assert.equal(Betting.boardCardsFor("showdown"), 0);
|
||||
assert.equal(Betting.boardCardsFor(undefined), 0);
|
||||
});
|
||||
|
||||
test("it matches the streets the betting engine actually deals", () => {
|
||||
// If a street is ever added, this is the table that has to hear about it —
|
||||
// a street with no entry silently draws no cards.
|
||||
Betting.STREETS.forEach(street => {
|
||||
assert.ok(Object.prototype.hasOwnProperty.call(Betting.BOARD_CARDS, street),
|
||||
`${street} has no card count`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("clearing it", () => {
|
||||
test("the next hand takes the board with it", () => {
|
||||
const state = dealt();
|
||||
state.board = ["AH", "KD", "9C", "4S", "2H"];
|
||||
HoldemState.startNextHand(state);
|
||||
assert.deepEqual(state.board, ["", "", "", "", ""]);
|
||||
});
|
||||
|
||||
test("so does a misdeal", () => {
|
||||
const state = dealt();
|
||||
state.board = ["AH", "KD", "9C", "", ""];
|
||||
Betting.takeHandBack(state);
|
||||
assert.deepEqual(state.board, ["", "", "", "", ""]);
|
||||
});
|
||||
|
||||
test("and so does dealing a hand, however the table got here", () => {
|
||||
// Dealing twice off the same button — after a misdeal, or a table set up and
|
||||
// then dealt again — would otherwise rank the last hand's board against this
|
||||
// hand's cards, and it would look exactly like a real answer.
|
||||
const state = dealt();
|
||||
state.board = ["AH", "KD", "9C", "4S", "2H"];
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(state.board, ["", "", "", "", ""]);
|
||||
});
|
||||
|
||||
test("but turning the tracking off does not", () => {
|
||||
// A dealer who taps the toggle mid-hand can tap it back; wiping the flop on
|
||||
// the way past would cost them cards they had already entered.
|
||||
const state = dealt({ trackBoard: true });
|
||||
state.board = ["AH", "KD", "9C", "", ""];
|
||||
state.trackBoard = false;
|
||||
assert.deepEqual(state.board, ["AH", "KD", "9C", "", ""]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a board off a file", () => {
|
||||
const migrated = board => HoldemState.migrate({
|
||||
seats: [HoldemState.makePlayer()], board,
|
||||
}).board;
|
||||
|
||||
test("a table saved before boards existed gets an empty one, not tracked", () => {
|
||||
const parsed = HoldemState.migrate({ seats: [HoldemState.makePlayer()] });
|
||||
assert.deepEqual(parsed.board, ["", "", "", "", ""]);
|
||||
assert.equal(parsed.trackBoard, false);
|
||||
});
|
||||
|
||||
test("it is always five slots, however many arrived", () => {
|
||||
assert.equal(migrated(["AH"]).length, 5);
|
||||
assert.equal(migrated(["AH", "KD", "9C", "4S", "2H", "3D", "5S"]).length, 5);
|
||||
assert.equal(migrated("not an array").length, 5);
|
||||
assert.equal(migrated(null).length, 5);
|
||||
});
|
||||
|
||||
test("anything that isn't a card becomes an empty slot", () => {
|
||||
assert.deepEqual(migrated(["AH", "ZZ", 7, null, "10H"]), ["AH", "", "", "", ""]);
|
||||
});
|
||||
|
||||
test("and a real one keeps its place, upper-cased", () => {
|
||||
assert.deepEqual(migrated(["ah", " kd ", "9c", "", ""]), ["AH", "KD", "9C", "", ""]);
|
||||
});
|
||||
|
||||
test("tracking is only on if the file said so, in so many words", () => {
|
||||
const on = HoldemState.migrate({ seats: [HoldemState.makePlayer()], trackBoard: true });
|
||||
const truthy = HoldemState.migrate({ seats: [HoldemState.makePlayer()], trackBoard: "yes" });
|
||||
assert.equal(on.trackBoard, true);
|
||||
assert.equal(truthy.trackBoard, false, "a string is a file that has been edited, not a yes");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,129 @@
|
||||
// Calling the clock on a player.
|
||||
//
|
||||
// The bar already had a stopwatch saying how long somebody had been thinking. This is
|
||||
// what a dealer does about it: a procedure with a shape — a set time, a countdown said
|
||||
// out loud, and a ruling at the end that depends on what the player was facing.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { ActionBar, Betting, makeTable } = require("./load");
|
||||
|
||||
// The bar rebuilds the DOM when a clock starts; none of the rules below need it.
|
||||
const onTable = (state) => {
|
||||
ActionBar.state = state;
|
||||
ActionBar.render = () => {};
|
||||
ActionBar.stopClock();
|
||||
return ActionBar;
|
||||
};
|
||||
|
||||
const dealt = () => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("starting one", () => {
|
||||
test("it runs on the player who is actually on the clock", () => {
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
assert.equal(bar.clockRunning(), false, "nothing runs until it is called");
|
||||
bar.callClock();
|
||||
assert.equal(bar.clockRunning(), true);
|
||||
assert.equal(bar.clockSeatIndex, state.actingSeatIndex);
|
||||
});
|
||||
|
||||
test("with nobody to act there is nothing to call", () => {
|
||||
const state = dealt();
|
||||
state.actingSeatIndex = null;
|
||||
const bar = onTable(state);
|
||||
bar.callClock();
|
||||
assert.equal(bar.clockRunning(), false);
|
||||
assert.equal(bar.clockLeft(), null);
|
||||
});
|
||||
|
||||
test("the dealer can put it away again", () => {
|
||||
const bar = onTable(dealt());
|
||||
bar.callClock();
|
||||
bar.stopClock();
|
||||
assert.equal(bar.clockRunning(), false);
|
||||
assert.equal(bar.clockLeft(), null);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the count", () => {
|
||||
const at = (bar, seconds) => bar.clockLeft(bar.clockStartedAt + seconds * 1000);
|
||||
|
||||
test("is the player's own time and then a countdown", () => {
|
||||
const bar = onTable(dealt());
|
||||
bar.callClock();
|
||||
assert.equal(at(bar, 0), bar.CLOCK_THINK_S + bar.CLOCK_COUNTDOWN_S);
|
||||
assert.equal(at(bar, 30), bar.CLOCK_COUNTDOWN_S, "thirty gone, the countdown starts");
|
||||
assert.equal(at(bar, 35), 5);
|
||||
});
|
||||
|
||||
test("stops at zero rather than going negative", () => {
|
||||
const bar = onTable(dealt());
|
||||
bar.callClock();
|
||||
assert.equal(at(bar, 40), 0);
|
||||
assert.equal(at(bar, 600), 0, "ten minutes later it is still just up");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what happens at zero", () => {
|
||||
test("facing a bet, the hand is dead", () => {
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
// Whoever is up pre-flop is facing the big blind.
|
||||
const ruling = bar.clockRuling();
|
||||
assert.equal(ruling.verb, "fold");
|
||||
assert.match(ruling.label, /hand is dead/);
|
||||
assert.match(ruling.say, /facing \$2/);
|
||||
});
|
||||
|
||||
test("facing nothing, it is checked — slowness doesn't fold a free hand", () => {
|
||||
const state = dealt();
|
||||
// Everyone calls round to the big blind, who has nothing to call.
|
||||
[3, 4, 5, 0, 1].forEach(seat => Betting.call(state, seat));
|
||||
const bar = onTable(state);
|
||||
assert.equal(state.actingSeatIndex, 2, "the big blind is up");
|
||||
const ruling = bar.clockRuling();
|
||||
assert.equal(ruling.verb, "check");
|
||||
assert.match(ruling.label, /check for/i);
|
||||
});
|
||||
|
||||
test("the ruling names the player, because the dealer has to say it out loud", () => {
|
||||
const state = dealt();
|
||||
state.seats[state.actingSeatIndex].name = "Priya";
|
||||
const ruling = onTable(state).clockRuling();
|
||||
assert.match(ruling.label, /Priya/);
|
||||
assert.match(ruling.say, /Priya/);
|
||||
});
|
||||
|
||||
test("with nobody to act there is no ruling to make", () => {
|
||||
const state = dealt();
|
||||
state.actingSeatIndex = null;
|
||||
assert.equal(onTable(state).clockRuling(), null);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what ends it", () => {
|
||||
test("the player acting", () => {
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
bar.callClock();
|
||||
const wasOn = state.actingSeatIndex;
|
||||
Betting.call(state, wasOn);
|
||||
assert.notEqual(state.actingSeatIndex, wasOn, "the action has moved");
|
||||
assert.equal(bar.clockRunning(), false, "so the clock is no longer this player's");
|
||||
});
|
||||
|
||||
test("and it doesn't follow the action to the next player", () => {
|
||||
// A clock is called on one decision. Left running it would put a countdown on
|
||||
// somebody nobody asked about.
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
bar.callClock();
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
assert.equal(bar.clockLeft(), null);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,229 @@
|
||||
// Somebody leaving with their chips.
|
||||
//
|
||||
// The most ordinary thing that happens at a home game after midnight, and the tool had
|
||||
// nothing for it. Freeing the chair meant wiping the seat by hand, and then the bank
|
||||
// check — cash taken against chips on the table — declared the departing player's whole
|
||||
// stack missing for the rest of the night. Wiping their buy-in too silenced it, at the
|
||||
// price of losing their night from the standings and the file the dealer hands over.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, HoldemState, Betting, makeTable } = require("./load");
|
||||
|
||||
const table = () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
|
||||
["Ann", "Ben", "Cal", "Dee"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].buyIns = 200;
|
||||
});
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("counting them out", () => {
|
||||
test("the preview is what the dealer's hands follow", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
const preview = HoldemState.cashOutPreview(state, 0);
|
||||
assert.equal(preview.name, "Ann");
|
||||
assert.equal(preview.chips, 350, "what they are holding");
|
||||
assert.equal(preview.boughtIn, 200);
|
||||
assert.equal(preview.net, 150, "up for the night");
|
||||
assert.match(preview.breakdown, /\d+×\$\d+/, "and the chips that make it");
|
||||
});
|
||||
|
||||
test("a player who is down reads as down, not as a smaller stack", () => {
|
||||
const state = table();
|
||||
state.seats[1].stack = 60;
|
||||
assert.equal(HoldemState.cashOutPreview(state, 1).net, -140);
|
||||
});
|
||||
|
||||
test("a seat that never set a stack is holding the table's starting stack", () => {
|
||||
const state = table();
|
||||
state.defaultStack = 200;
|
||||
state.seats[2].stack = null;
|
||||
assert.equal(HoldemState.cashOutPreview(state, 2).chips, 200);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it refuses", () => {
|
||||
test("paying somebody with money still in the middle", () => {
|
||||
const state = table();
|
||||
Betting.beginHand(state);
|
||||
const bb = state.seats.findIndex(p => (Number(p.committed) || 0) > 0);
|
||||
const refusal = HoldemState.canCashOut(state, bb);
|
||||
assert.equal(refusal.ok, false);
|
||||
assert.match(refusal.reason, /in the pot/);
|
||||
// And the refusal is the whole story: nothing moved.
|
||||
assert.equal(HoldemState.cashOut(state, bb).ok, false);
|
||||
assert.equal((state.cashedOut || []).length, 0);
|
||||
assert.ok(state.seats[bb].name, "the seat is untouched");
|
||||
});
|
||||
|
||||
test("an empty chair, which has nobody to pay", () => {
|
||||
const state = table();
|
||||
const refusal = HoldemState.canCashOut(state, 99);
|
||||
assert.equal(refusal.ok, false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the chair afterwards", () => {
|
||||
test("is empty and ready for the next player", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
HoldemState.cashOut(state, 0);
|
||||
const seat = state.seats[0];
|
||||
assert.equal(seat.name, "");
|
||||
assert.equal(seat.stack, null);
|
||||
assert.equal(seat.buyIns, 0);
|
||||
assert.equal(seat.inHand, false);
|
||||
});
|
||||
|
||||
test("belongs to somebody new, so two people's nights can't merge", () => {
|
||||
const state = table();
|
||||
const wasId = state.seats[0].id;
|
||||
HoldemState.cashOut(state, 0);
|
||||
assert.notEqual(state.seats[0].id, wasId);
|
||||
});
|
||||
|
||||
test("and isn't owed the blind the person before them was posting", () => {
|
||||
const state = table();
|
||||
state.postingIn = [state.seats[0].id, state.seats[1].id];
|
||||
HoldemState.cashOut(state, 0);
|
||||
assert.deepEqual(state.postingIn, [state.seats[1].id]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the bank check", () => {
|
||||
test("balanced before, balanced after — the chips went somewhere known", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.seats[1].stack = 50;
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
HoldemState.cashOut(state, 0);
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.paidOut, 350);
|
||||
assert.equal(bank.cashIn, 800, "their buy-in is still cash the box took");
|
||||
assert.equal(bank.chipsInPlay, 450);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
|
||||
test("this is the fault it fixes: wiping the seat by hand loses $350", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.seats[1].stack = 50; // so the table starts out balanced
|
||||
// What a dealer had to do before: empty the chair themselves.
|
||||
state.seats[0].name = "";
|
||||
state.seats[0].stack = null;
|
||||
state.seats[0].inHand = false;
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, false);
|
||||
assert.equal(bank.difference, -350, "the tool called it missing money");
|
||||
});
|
||||
|
||||
test("chips that really are missing still show as missing", () => {
|
||||
// Counting a cash-out must not become a way of swallowing a genuine shortfall.
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.seats[1].stack = 50; // balanced to start with
|
||||
HoldemState.cashOut(state, 0);
|
||||
state.seats[2].stack = 150; // and now fifty chips have gone astray
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, false);
|
||||
assert.equal(bank.difference, -50);
|
||||
});
|
||||
|
||||
test("a rake and a cash-out are counted apart", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.rakeTaken = 12;
|
||||
state.seats[1].stack = 38; // the rake came out of Ben's stack
|
||||
HoldemState.cashOut(state, 0);
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.raked, 12);
|
||||
assert.equal(bank.paidOut, 350);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the record of their night", () => {
|
||||
test("they stay in the standings with what they bought and what they left with", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 150 }]);
|
||||
HoldemState.cashOut(state, 0);
|
||||
|
||||
const ann = HoldemState.sessionStandings(state).find(row => row.name === "Ann");
|
||||
assert.ok(ann, "still on the list");
|
||||
assert.equal(ann.boughtIn, 200);
|
||||
assert.equal(ann.chipsInFront, 350, "what the box handed over");
|
||||
assert.equal(ann.cashPosition, 150);
|
||||
assert.equal(ann.cashedOut, true, "and marked, so nobody pays them twice");
|
||||
});
|
||||
|
||||
test("somebody still sitting there is not marked", () => {
|
||||
const state = table();
|
||||
HoldemState.cashOut(state, 0);
|
||||
const ben = HoldemState.sessionStandings(state).find(row => row.name === "Ben");
|
||||
assert.equal(ben.cashedOut, false);
|
||||
});
|
||||
|
||||
test("two people leaving are both kept", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.seats[1].stack = 50;
|
||||
HoldemState.cashOut(state, 0);
|
||||
HoldemState.cashOut(state, 1);
|
||||
assert.equal(state.cashedOut.length, 2);
|
||||
assert.equal(HoldemState.bankReconciliation(state).paidOut, 400);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("a table saved before any of this existed has nobody cashed out", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(table()));
|
||||
delete parsed.cashedOut;
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.deepEqual(migrated.cashedOut, []);
|
||||
assert.equal(HoldemState.bankReconciliation(migrated).paidOut, 0);
|
||||
});
|
||||
|
||||
test("nonsense in a saved record is cleaned up rather than trusted", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(table()));
|
||||
parsed.cashedOut = [
|
||||
{ id: "a", name: "Ann", buyIns: -5, chips: "350", at: "nope" },
|
||||
{ name: "no id" },
|
||||
null,
|
||||
];
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.equal(migrated.cashedOut.length, 1);
|
||||
assert.equal(migrated.cashedOut[0].buyIns, 0);
|
||||
assert.equal(migrated.cashedOut[0].chips, 350);
|
||||
assert.equal(migrated.cashedOut[0].at, 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the table carries on", () => {
|
||||
test("the next hand deals round the empty chair", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
HoldemState.cashOut(state, 0);
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.seats[0].inHand, false, "nobody is in the empty chair");
|
||||
assert.equal(Betting.liveSeats(state).length, 3);
|
||||
assert.ok(state.actingSeatIndex !== null, "somebody is on the clock");
|
||||
});
|
||||
|
||||
test("and the money still adds up once it has", () => {
|
||||
const state = table();
|
||||
state.seats[0].stack = 350;
|
||||
state.seats[1].stack = 50;
|
||||
HoldemState.cashOut(state, 0);
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(Money.round(bank.chipsInPlay + bank.paidOut), bank.cashIn);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,158 @@
|
||||
// The stylesheet has to keep picking from the scales.
|
||||
//
|
||||
// Before the token block went in, holdem.css used 42 different spacing values, 31 font
|
||||
// sizes, 14 border-radii and 139 colours, and defined three custom properties. None of
|
||||
// that was anybody's decision — each number was chosen at the moment it was needed, and
|
||||
// the result read as crowded even where nothing overlapped, because a 0.42rem gap next
|
||||
// to a 0.45rem gap next to a 0.5rem gap gives the eye no rhythm to lock onto.
|
||||
//
|
||||
// A one-off cleanup would last until the next `padding: 0.35rem`. So the scales are
|
||||
// checked here instead: a new value has to be a step on one of them, or an exception
|
||||
// with a reason written next to it.
|
||||
//
|
||||
// This reads the stylesheet as text rather than through a CSS parser, on purpose — the
|
||||
// rest of this suite has no dependencies and runs in a second, and a regex over
|
||||
// declarations is enough to catch the thing that actually happens, which is somebody
|
||||
// (me) typing a number instead of reaching for a token.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const fs = require("fs");
|
||||
const path = require("path");
|
||||
|
||||
const CSS_PATH = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css");
|
||||
const css = fs.readFileSync(CSS_PATH, "utf8");
|
||||
|
||||
// Comments carry measurements and rationale — "measured at 342px tall on a phone" —
|
||||
// and none of that is a declaration. Strip them before looking for values.
|
||||
const declarations = css.replace(/\/\*[\s\S]*?\*\//g, "");
|
||||
|
||||
// Everything after the token block. The :root block is where the raw values are
|
||||
// supposed to be.
|
||||
const body = declarations.slice(declarations.indexOf("#potBadgeAmount,"));
|
||||
|
||||
const valuesIn = (properties, source = body) => {
|
||||
const found = [];
|
||||
// The lookbehind rejects a hyphen as well as a word character, so `scroll-padding`
|
||||
// isn't read as `padding`. It caught the pot wizard's scroll-padding the moment
|
||||
// that went in — correctly by its own rules, wrongly in substance: those two values
|
||||
// are the measured heights of the dialog's sticky header and footer, a clearance
|
||||
// like the action bar's, not a step in the spacing rhythm.
|
||||
const re = new RegExp(`(?<![\\w-])(${properties.join("|")})\\s*:([^;}]*)`, "g");
|
||||
let m;
|
||||
while ((m = re.exec(source)) !== null) {
|
||||
const [, prop, value] = m;
|
||||
// calc() and env() do their own arithmetic on tokens; the tokens inside them
|
||||
// are still checked, because the regex below looks at bare numbers only.
|
||||
(value.match(/(?<![\w-])[0-9.]+(rem|px|em)\b/g) || []).forEach(v => found.push({ prop, value: v }));
|
||||
}
|
||||
return found;
|
||||
};
|
||||
|
||||
describe("the spacing scale", () => {
|
||||
// Hairlines and structural clearances, each one deliberate:
|
||||
// 0px/1px/3px/4px/22px — borders, hairline offsets, and the 22px of room a seat
|
||||
// puck's name gives the dealer button beside it.
|
||||
// 5rem/9rem — how far the page has to scroll past the fixed action
|
||||
// bar. Not rhythm; clearance for a thing of a known size.
|
||||
const ALLOWED = new Set(["0px", "1px", "2px", "3px", "4px", "22px", "5rem", "9rem"]);
|
||||
|
||||
test("every gap, margin and padding comes off the scale", () => {
|
||||
const offenders = valuesIn(
|
||||
["padding", "padding-top", "padding-right", "padding-bottom", "padding-left",
|
||||
"margin", "margin-top", "margin-right", "margin-bottom", "margin-left",
|
||||
"gap", "row-gap", "column-gap"])
|
||||
.filter(v => !ALLOWED.has(v.value));
|
||||
|
||||
assert.deepEqual(offenders, [],
|
||||
"use var(--sp-0 … --sp-6), or add the value to ALLOWED with a reason");
|
||||
});
|
||||
|
||||
test("and the scale is the one the tokens define", () => {
|
||||
["--sp-0", "--sp-1", "--sp-2", "--sp-3", "--sp-4", "--sp-5", "--sp-6"]
|
||||
.forEach(token => assert.match(css, new RegExp(`\\${token}:`), `${token} is not defined`));
|
||||
});
|
||||
});
|
||||
|
||||
describe("the type scale", () => {
|
||||
// 16px — the size below which iOS zooms the page when a field is focused, so
|
||||
// every text input states it. Not a typographic choice.
|
||||
// 1.05em, 0.44rem — relative bumps inside a component, and the shrink-to-fit for
|
||||
// a six-figure stack on a 58px seat puck.
|
||||
const ALLOWED = new Set(["16px", "1.05em", "0.44rem"]);
|
||||
|
||||
test("every font-size comes off the scale", () => {
|
||||
const offenders = valuesIn(["font-size"]).filter(v => !ALLOWED.has(v.value));
|
||||
assert.deepEqual(offenders, [],
|
||||
"use var(--fs-2xs … --fs-2xl), or add the value to ALLOWED with a reason");
|
||||
});
|
||||
|
||||
test("and the scale is the one the tokens define", () => {
|
||||
["--fs-2xs", "--fs-xs", "--fs-sm", "--fs-base", "--fs-md", "--fs-lg", "--fs-xl", "--fs-2xl"]
|
||||
.forEach(token => assert.match(css, new RegExp(`\\${token}:`), `${token} is not defined`));
|
||||
});
|
||||
});
|
||||
|
||||
describe("the corner scale", () => {
|
||||
test("every border-radius comes off it", () => {
|
||||
const offenders = valuesIn(["border-radius"]).filter(v => v.value !== "2px");
|
||||
assert.deepEqual(offenders, [], "use var(--r-sm | --r-md | --r-lg | --r-pill)");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the tokens themselves", () => {
|
||||
test("every var() the stylesheet reaches for exists", () => {
|
||||
const used = new Set((css.match(/var\((--[a-zA-Z0-9-]+)/g) || []).map(s => s.slice(4)));
|
||||
// Published from JS at runtime rather than declared here — see actionBar.js for
|
||||
// the first two, render.js for the seat width and the chip's denomination colour,
|
||||
// which is picked per chip from the amount on it.
|
||||
const fromScript = new Set([
|
||||
"--actionBarHeight", "--feltRoomPx", "--seatPuckW", "--betChipColour",
|
||||
]);
|
||||
// Defined by the site's own stylesheet, not this one.
|
||||
const fromSite = new Set(["--font-mono"]);
|
||||
const missing = [...used].filter(t =>
|
||||
!fromScript.has(t) && !fromSite.has(t) && !new RegExp(`\\${t}\\s*:`).test(css));
|
||||
assert.deepEqual(missing, []);
|
||||
});
|
||||
|
||||
test("and the dark surfaces stay off pure black", () => {
|
||||
// Shadows are invisible on #000, so depth has to come from a lighter surface —
|
||||
// and white text on true black is the pairing that smears on an OLED phone,
|
||||
// which is what this tool is used on.
|
||||
const surfaces = [...css.matchAll(/--surface-\d+:\s*(#[0-9a-fA-F]{3,8})/g)].map(m => m[1].toLowerCase());
|
||||
assert.ok(surfaces.length >= 4, "the surface ramp should have four steps");
|
||||
surfaces.forEach(hex => {
|
||||
assert.notEqual(hex, "#000");
|
||||
assert.notEqual(hex, "#000000");
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("numbers that change while the dealer watches", () => {
|
||||
test("are set in tabular figures", () => {
|
||||
// A "1" is narrower than an "8" in a proportional face, so a pot ticking from
|
||||
// $18 to $21 shuffles its digits sideways and the eye reads movement where
|
||||
// there is only arithmetic.
|
||||
assert.match(css, /font-variant-numeric:\s*tabular-nums/);
|
||||
["#potBadgeAmount", ".seatPuckStack", ".actionPot", ".standingsRow"]
|
||||
.forEach(sel => assert.ok(css.includes(sel),
|
||||
`${sel} should be in the tabular-figures list`));
|
||||
});
|
||||
});
|
||||
|
||||
describe("controls that must not resize under a thumb", () => {
|
||||
test("the undo pill has a fixed width, not a content width", () => {
|
||||
// It names the last action, so its label changes on every tap. Measured across
|
||||
// one hand before this: 148, 110, 109, 108, 109, 110, 120.
|
||||
const rule = css.match(/\.actionUndo\s*\{[^}]*\}/);
|
||||
assert.ok(rule, ".actionUndo rule not found");
|
||||
assert.match(rule[0], /width:\s*[0-9.]+rem/);
|
||||
});
|
||||
|
||||
test("and its label is the part that ellipsizes", () => {
|
||||
const rule = css.match(/\.actionUndoLabel\s*\{[^}]*\}/);
|
||||
assert.ok(rule, ".actionUndoLabel rule not found");
|
||||
assert.match(rule[0], /text-overflow:\s*ellipsis/);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,144 @@
|
||||
// How tall the felt is allowed to be.
|
||||
//
|
||||
// The bar is fixed to the bottom of the screen and grows with the hand, so the table
|
||||
// has to be told what is left. Everything below is the arithmetic that decides it —
|
||||
// the part that can be wrong without anyone noticing until a seat is behind the Fold
|
||||
// button.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { ActionBar } = require("./load");
|
||||
|
||||
// window height, bar height, and how far down the page the felt starts.
|
||||
const room = (windowHeight, barHeight, top) => ActionBar.feltRoomFor(windowHeight, barHeight, top);
|
||||
|
||||
describe("the room left for the felt", () => {
|
||||
test("is what the window has after the bar, the header and the bottom seat", () => {
|
||||
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
|
||||
assert.equal(room(900, 127, 146), 900 - 127 - 146 - reserved);
|
||||
});
|
||||
|
||||
test("shrinks when the bar grows mid-hand", () => {
|
||||
// Side pots make the bar taller exactly when the dealer most needs to see who
|
||||
// is still in.
|
||||
const quiet = room(900, 117, 146);
|
||||
const sidePots = room(900, 172, 146);
|
||||
assert.equal(quiet - sidePots, 55);
|
||||
});
|
||||
|
||||
test("leaves the bottom seat's overhang out of it", () => {
|
||||
// The seat pucks hang below the felt's edge; the felt has to stop short by that
|
||||
// much or the ring ends up in the bar even though the felt doesn't.
|
||||
assert.ok(ActionBar.SEAT_OVERHANG_PX > 30, "half a puck");
|
||||
assert.ok(room(900, 127, 146) < 900 - 127 - 146);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a window too short to give what was asked", () => {
|
||||
// A phone on its side: 390px tall, 127px of that is the bar and 119px is
|
||||
// everything above the felt. What's left is under 100.
|
||||
const landscape = () => room(390, 127, 119);
|
||||
|
||||
test("gets the measurement, not a comfortable number", () => {
|
||||
// The floor used to be 220px, which this window hasn't got. Holding out for it
|
||||
// put the bottom row of seats 26px inside the action bar — the exact fault the
|
||||
// measurement exists to prevent.
|
||||
assert.ok(landscape() < 150, `${landscape()}px`);
|
||||
assert.ok(landscape() + 119 + 127 <= 390, "the felt still ends above the bar");
|
||||
});
|
||||
|
||||
test("still draws a table rather than a line", () => {
|
||||
assert.equal(ActionBar.feltRoomFor(200, 160, 100), ActionBar.FELT_FLOOR_PX);
|
||||
assert.equal(ActionBar.feltRoomFor(0, 0, 0), ActionBar.FELT_FLOOR_PX);
|
||||
});
|
||||
|
||||
test("never returns something a browser can't lay out", () => {
|
||||
[[390, 300, 200], [100, 90, 90], [-10, 0, 0]].forEach(([h, bar, top]) => {
|
||||
const answer = ActionBar.feltRoomFor(h, bar, top);
|
||||
assert.ok(Number.isFinite(answer) && answer > 0, `${h}/${bar}/${top} gave ${answer}`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("a window with room to spare", () => {
|
||||
test("hands over everything that's left, floor or no floor", () => {
|
||||
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
|
||||
assert.equal(room(1000, 127, 146), 1000 - 127 - 146 - reserved);
|
||||
assert.equal(room(1366, 120, 206), 1366 - 120 - 206 - reserved);
|
||||
});
|
||||
|
||||
test("gives a whole number of pixels", () => {
|
||||
assert.equal(room(844.4, 127.6, 223.2) % 1, 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("when the felt changes size, so does everything on it", () => {
|
||||
// The felt is published as a custom property and the seats follow it on their own,
|
||||
// because they are placed in percentages of it. A bet chip anchored inside a seat
|
||||
// is not: it is placed in pixels off that seat's centre, worked out against the felt
|
||||
// as it was, and nothing re-ran that when the felt moved.
|
||||
//
|
||||
// Measured at 640x360 with five players, on a felt that lost 23px of height: the
|
||||
// chips were positioned for the old one and painted on the new, and seat 3's $5 came
|
||||
// to rest on seat 4's puck. The seat pucks had the same problem — they are searched
|
||||
// for a width the felt no longer has — and two pairs of them were overlapping.
|
||||
//
|
||||
// A side pot appearing does this too: it is 55px off the felt, mid-hand.
|
||||
const fakeDom = (windowHeight = 900) => {
|
||||
const root = { style: { values: {},
|
||||
setProperty(k, v) { this.values[k] = v; },
|
||||
getPropertyValue(k) { return this.values[k] || ""; } } };
|
||||
global.document = {
|
||||
documentElement: root,
|
||||
getElementById: id => (id === "pokerTableWrap"
|
||||
? { getBoundingClientRect: () => ({ top: 146 }) }
|
||||
: null),
|
||||
};
|
||||
global.window = { innerHeight: windowHeight, scrollY: 0 };
|
||||
return root;
|
||||
};
|
||||
|
||||
const spyRender = () => {
|
||||
const calls = { density: 0, seats: 0 };
|
||||
global.Render = {
|
||||
state: {},
|
||||
updateSeatDensity() { calls.density++; },
|
||||
renderSeats() { calls.seats++; },
|
||||
};
|
||||
return calls;
|
||||
};
|
||||
|
||||
test.afterEach(() => {
|
||||
delete global.document;
|
||||
delete global.window;
|
||||
delete global.Render;
|
||||
});
|
||||
|
||||
test("a felt that changed height lays the seats out again", () => {
|
||||
fakeDom();
|
||||
const calls = spyRender();
|
||||
ActionBar.publishFeltRoom(117);
|
||||
assert.equal(calls.seats, 1, "first publish sets a height it did not have");
|
||||
|
||||
ActionBar.publishFeltRoom(172);
|
||||
assert.equal(calls.seats, 2, "and a side pot grew the bar by 55px");
|
||||
});
|
||||
|
||||
test("a felt that did not change is left alone", () => {
|
||||
fakeDom();
|
||||
const calls = spyRender();
|
||||
ActionBar.publishFeltRoom(117);
|
||||
ActionBar.publishFeltRoom(117);
|
||||
ActionBar.publishFeltRoom(117);
|
||||
assert.equal(calls.seats, 1,
|
||||
"re-laying the table on every resize tick would be work for nothing");
|
||||
assert.equal(calls.density, 3, "the cheap re-measure still runs each time");
|
||||
});
|
||||
|
||||
test("it publishes the height whether or not anything is listening", () => {
|
||||
const root = fakeDom();
|
||||
delete global.Render;
|
||||
assert.doesNotThrow(() => ActionBar.publishFeltRoom(117));
|
||||
assert.match(root.style.getPropertyValue("--feltRoomPx"), /^\d+px$/);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,415 @@
|
||||
// What beats what.
|
||||
//
|
||||
// This is the one module in the tool that can pay the wrong person without anybody
|
||||
// noticing. A pot wizard that asks "who won?" is only ever as wrong as the dealer
|
||||
// ticking the box; one that answers the question itself is wrong on its own account,
|
||||
// silently, and a table that has come to trust it will not check. So the ordering is
|
||||
// tested from both ends: every category against every other, the traps that a
|
||||
// hand-rolled evaluator gets wrong (the wheel, the counterfeited kicker, the board
|
||||
// that plays), and then a lot of random seven-card hands against a second
|
||||
// implementation written a different way.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HandRank } = require("./load");
|
||||
|
||||
const best = (...cards) => HandRank.best(cards.flat());
|
||||
const beats = (a, b) => HandRank.compare(a, b) > 0;
|
||||
const chops = (a, b) => HandRank.compare(a, b) === 0;
|
||||
|
||||
// A hand written as one string, for the tests that list a lot of them.
|
||||
const hand = str => str.trim().split(/\s+/);
|
||||
|
||||
describe("the five-card hand", () => {
|
||||
const of = str => HandRank.evaluate5(hand(str));
|
||||
|
||||
test("each category is recognised", () => {
|
||||
const cases = [
|
||||
["AS KS QS JS TS", HandRank.STRAIGHT_FLUSH, "Royal flush"],
|
||||
["9H 8H 7H 6H 5H", HandRank.STRAIGHT_FLUSH, "Straight flush, nine high"],
|
||||
["7C 7D 7H 7S 2C", HandRank.FOUR_OF_A_KIND, "Four of a kind, sevens"],
|
||||
["KC KD KH 3S 3C", HandRank.FULL_HOUSE, "Full house, kings full of threes"],
|
||||
["AD JD 8D 5D 2D", HandRank.FLUSH, "Flush, ace high"],
|
||||
["9C 8D 7H 6S 5C", HandRank.STRAIGHT, "Straight, nine high"],
|
||||
["QC QD QH 7S 2C", HandRank.THREE_OF_A_KIND, "Three of a kind, queens"],
|
||||
["AC AD 8H 8S 4C", HandRank.TWO_PAIR, "Two pair, aces and eights"],
|
||||
["QC QD 9H 5S 2C", HandRank.ONE_PAIR, "Pair of queens"],
|
||||
["AC JD 8H 5S 2C", HandRank.HIGH_CARD, "Ace high"],
|
||||
];
|
||||
cases.forEach(([cards, category, described]) => {
|
||||
const ranked = of(cards);
|
||||
assert.equal(ranked.category, category, cards);
|
||||
assert.equal(HandRank.describe(ranked), described, cards);
|
||||
});
|
||||
});
|
||||
|
||||
test("the categories are in the right order", () => {
|
||||
// Listed weakest first, then every pair checked both ways round. The order
|
||||
// itself is the thing being asserted, so it is written out rather than derived
|
||||
// from the constants it is meant to be checking.
|
||||
const ladder = [
|
||||
"AC JD 8H 5S 2C", // ace high
|
||||
"2C 2D 8H 5S 3C", // a pair of deuces
|
||||
"AC AD 8H 8S 4C", // two pair
|
||||
"3C 3D 3H 7S 2C", // trips
|
||||
"9C 8D 7H 6S 5C", // straight
|
||||
"AD JD 8D 5D 2D", // flush
|
||||
"2C 2D 2H 3S 3C", // full house
|
||||
"7C 7D 7H 7S 2C", // quads
|
||||
"9H 8H 7H 6H 5H", // straight flush
|
||||
];
|
||||
for (let low = 0; low < ladder.length; low++) {
|
||||
for (let high = low + 1; high < ladder.length; high++) {
|
||||
assert.ok(beats(of(ladder[high]), of(ladder[low])),
|
||||
`${ladder[high]} should beat ${ladder[low]}`);
|
||||
assert.ok(!beats(of(ladder[low]), of(ladder[high])),
|
||||
`${ladder[low]} should not beat ${ladder[high]}`);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
test("the same hand in different suits is a chop", () => {
|
||||
assert.ok(chops(of("AC KD 8H 5S 2C"), of("AS KH 8D 5C 2H")));
|
||||
assert.ok(chops(of("QC QD 9H 5S 2C"), of("QH QS 9D 5C 2H")));
|
||||
});
|
||||
|
||||
test("nothing but five real cards is a hand", () => {
|
||||
assert.equal(HandRank.evaluate5(hand("AC KD 8H 5S")), null, "four");
|
||||
assert.equal(HandRank.evaluate5(hand("AC KD 8H 5S 2C 3D")), null, "six");
|
||||
assert.equal(HandRank.evaluate5(["AC", "KD", "8H", "5S", "ZZ"]), null, "nonsense");
|
||||
assert.equal(HandRank.evaluate5(["AC", "KD", "8H", "5S", ""]), null, "an empty slot");
|
||||
assert.equal(HandRank.evaluate5(null), null);
|
||||
});
|
||||
|
||||
test("case does not matter, because the picker is not the only way cards get in", () => {
|
||||
assert.ok(chops(of("ac kd 8h 5s 2c"), of("AC KD 8H 5S 2C")));
|
||||
});
|
||||
});
|
||||
|
||||
describe("the wheel", () => {
|
||||
const of = str => HandRank.evaluate5(hand(str));
|
||||
|
||||
// The straight that runs through the ace at the bottom. An evaluator that scores a
|
||||
// straight by its top card and lets the ace keep its usual value makes A-2-3-4-5
|
||||
// the best straight there is instead of the worst — which pays the wrong player
|
||||
// every time it comes up against a broadway.
|
||||
test("A-2-3-4-5 is a straight", () => {
|
||||
assert.equal(of("AC 2D 3H 4S 5C").category, HandRank.STRAIGHT);
|
||||
assert.equal(HandRank.describe(of("AC 2D 3H 4S 5C")), "Straight, five high");
|
||||
});
|
||||
|
||||
test("and it is the lowest one", () => {
|
||||
assert.ok(beats(of("6C 5D 4H 3S 2C"), of("AC 2D 3H 4S 5C")),
|
||||
"six high beats the wheel");
|
||||
assert.ok(beats(of("AC KD QH JS TC"), of("AC 2D 3H 4S 5C")),
|
||||
"broadway beats the wheel");
|
||||
});
|
||||
|
||||
test("the same goes for a steel wheel", () => {
|
||||
const steel = of("AH 2H 3H 4H 5H");
|
||||
assert.equal(steel.category, HandRank.STRAIGHT_FLUSH);
|
||||
assert.equal(HandRank.describe(steel), "Straight flush, five high");
|
||||
assert.ok(beats(of("6H 5H 4H 3H 2H"), steel));
|
||||
assert.ok(beats(of("AS KS QS JS TS"), steel));
|
||||
});
|
||||
|
||||
test("an ace with a four-card run either side of it is not a straight", () => {
|
||||
// K-A-2-3-4 does not wrap.
|
||||
assert.equal(of("KC AD 2H 3S 4C").category, HandRank.HIGH_CARD);
|
||||
assert.equal(of("QC KD AH 2S 3C").category, HandRank.HIGH_CARD);
|
||||
});
|
||||
});
|
||||
|
||||
describe("kickers", () => {
|
||||
const of = str => HandRank.evaluate5(hand(str));
|
||||
|
||||
test("the fifth card settles two pair", () => {
|
||||
assert.ok(beats(of("AC AD 8H 8S KC"), of("AH AS 8D 8C QC")));
|
||||
assert.ok(chops(of("AC AD 8H 8S KC"), of("AH AS 8D 8C KD")));
|
||||
});
|
||||
|
||||
test("and a pair, three kickers deep", () => {
|
||||
assert.ok(beats(of("9C 9D AH 7S 2C"), of("9H 9S KD 7C 2D")), "first kicker");
|
||||
assert.ok(beats(of("9C 9D AH 7S 2C"), of("9H 9S AD 6C 2D")), "second");
|
||||
assert.ok(beats(of("9C 9D AH 7S 3C"), of("9H 9S AD 7C 2D")), "third");
|
||||
});
|
||||
|
||||
test("the higher pair beats the better kicker", () => {
|
||||
assert.ok(beats(of("TC TD 3H 2S 4C"), of("9C 9D AH KS QC")));
|
||||
});
|
||||
|
||||
test("two pair is read by its higher pair first", () => {
|
||||
assert.ok(beats(of("KC KD 2H 2S 3C"), of("QC QD JH JS AC")));
|
||||
});
|
||||
|
||||
test("a full house is read by its trips first", () => {
|
||||
assert.ok(beats(of("3C 3D 3H 2S 2C"), of("2D 2H 2C AS AD")));
|
||||
});
|
||||
|
||||
test("a flush is read all the way down", () => {
|
||||
assert.ok(beats(of("AD KD 8D 5D 3D"), of("AH KH 8H 5H 2H")));
|
||||
assert.ok(chops(of("AD KD 8D 5D 3D"), of("AH KH 8H 5H 3H")));
|
||||
});
|
||||
});
|
||||
|
||||
describe("the best five out of seven", () => {
|
||||
test("it finds the flush the two hole cards do not both belong to", () => {
|
||||
const ranked = best(["AH", "2C"], ["KH", "QH", "7H", "3H", "9S"]);
|
||||
assert.equal(ranked.category, HandRank.FLUSH);
|
||||
assert.equal(HandRank.describe(ranked), "Flush, ace high");
|
||||
});
|
||||
|
||||
test("it plays the board when the board is better than anything you hold", () => {
|
||||
// Nobody can beat a royal on the board; both hands are the board itself.
|
||||
const board = ["AS", "KS", "QS", "JS", "TS"];
|
||||
const one = best(["2C", "3D"], board);
|
||||
const two = best(["7H", "8H"], board);
|
||||
assert.equal(HandRank.describe(one), "Royal flush");
|
||||
assert.ok(chops(one, two), "the board plays, so it is a chop");
|
||||
});
|
||||
|
||||
test("it does not use three hole cards, because there are only two", () => {
|
||||
const ranked = best(["AC", "AD"], ["AH", "KS", "KD", "2C", "3H"]);
|
||||
assert.equal(HandRank.describe(ranked), "Full house, aces full of kings");
|
||||
});
|
||||
|
||||
test("a counterfeited two pair falls back on the board", () => {
|
||||
// Holding 6-5 on a board of 8-8-K-K-A: the player's two pair is counterfeited —
|
||||
// the best five are the board's two pair with the ace, and the sixes never play.
|
||||
const ranked = best(["6C", "5D"], ["8H", "8S", "KC", "KD", "AC"]);
|
||||
assert.equal(HandRank.describe(ranked), "Two pair, kings and eights");
|
||||
assert.deepEqual([...ranked.cards].sort(), ["8H", "8S", "AC", "KC", "KD"].sort());
|
||||
});
|
||||
|
||||
test("five, six and seven cards are all rankable; four is not", () => {
|
||||
assert.ok(best(["AC", "KD"], ["QH", "JS", "TC"]), "five");
|
||||
assert.ok(best(["AC", "KD"], ["QH", "JS", "TC", "2D"]), "six");
|
||||
assert.ok(best(["AC", "KD"], ["QH", "JS", "TC", "2D", "3H"]), "seven");
|
||||
assert.equal(best(["AC", "KD"], ["QH", "JS"]), null, "four");
|
||||
});
|
||||
|
||||
test("the same card twice is not a hand", () => {
|
||||
// A mis-entry, not a monster. Ranking it would mean ranking a deck that does
|
||||
// not exist, and the answer would look exactly as confident as a real one.
|
||||
assert.equal(best(["AC", "AC"], ["KH", "QS", "JD", "2C", "3H"]), null);
|
||||
assert.equal(best(["AC", "KD"], ["KD", "QS", "JD", "2C", "3H"]), null);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the showdown", () => {
|
||||
const board = ["AH", "KD", "9C", "4S", "2H"];
|
||||
|
||||
test("it names one winner and says how it read every hand", () => {
|
||||
const result = HandRank.showdown(board, [
|
||||
{ id: "a", cards: ["AS", "KC"] }, // two pair, aces and kings
|
||||
{ id: "b", cards: ["9H", "9S"] }, // trips
|
||||
{ id: "c", cards: ["AC", "3D"] }, // a pair of aces
|
||||
]);
|
||||
assert.equal(result.complete, true);
|
||||
assert.deepEqual(result.winners, ["b"]);
|
||||
assert.deepEqual(result.players.map(p => p.place), [2, 1, 3]);
|
||||
assert.deepEqual(result.players.map(p => HandRank.describe(p.hand)), [
|
||||
"Two pair, aces and kings",
|
||||
"Three of a kind, nines",
|
||||
"Pair of aces",
|
||||
]);
|
||||
});
|
||||
|
||||
test("a chop comes back as two winners on the same place", () => {
|
||||
const result = HandRank.showdown(board, [
|
||||
{ id: "a", cards: ["AS", "QC"] },
|
||||
{ id: "b", cards: ["AD", "QH"] },
|
||||
{ id: "c", cards: ["7H", "5S"] },
|
||||
]);
|
||||
assert.deepEqual(result.winners.sort(), ["a", "b"]);
|
||||
assert.deepEqual(result.players.map(p => p.place), [1, 1, 3],
|
||||
"and the player behind them is third, not second");
|
||||
});
|
||||
|
||||
test("an incomplete board is not a showdown", () => {
|
||||
const result = HandRank.showdown(["AH", "KD", "9C"], [
|
||||
{ id: "a", cards: ["AS", "KC"] },
|
||||
{ id: "b", cards: ["9H", "9S"] },
|
||||
]);
|
||||
assert.equal(result.boardComplete, false);
|
||||
assert.equal(result.complete, false);
|
||||
assert.deepEqual(result.winners, [], "it must not name one");
|
||||
});
|
||||
|
||||
test("one unknown hand and it will not say who won", () => {
|
||||
// Who is *ahead* and who *won* are different claims, and the second one is the
|
||||
// only one that can pay somebody. A player who never turned their cards over
|
||||
// could have anything.
|
||||
const result = HandRank.showdown(board, [
|
||||
{ id: "a", cards: ["AS", "KC"] },
|
||||
{ id: "b", cards: ["", ""] },
|
||||
]);
|
||||
assert.equal(result.complete, false);
|
||||
assert.deepEqual(result.winners, []);
|
||||
assert.deepEqual(result.unknown, ["b"]);
|
||||
assert.ok(result.players[0].hand, "but it still reads the hands it can");
|
||||
assert.equal(result.players[1].hand, null);
|
||||
});
|
||||
|
||||
test("a card in two places stops it dead", () => {
|
||||
const result = HandRank.showdown(board, [
|
||||
{ id: "a", cards: ["AH", "KC"] }, // the ace of hearts is on the board
|
||||
{ id: "b", cards: ["9H", "9S"] },
|
||||
]);
|
||||
assert.equal(result.duplicated, true);
|
||||
assert.equal(result.complete, false);
|
||||
assert.deepEqual(result.winners, []);
|
||||
});
|
||||
|
||||
test("no players at all is not a showdown either", () => {
|
||||
const result = HandRank.showdown(board, []);
|
||||
assert.equal(result.complete, false);
|
||||
assert.deepEqual(result.winners, []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("against a second opinion", () => {
|
||||
// The strongest check available without a poker library: a completely separate
|
||||
// ranking, written the other way round — every hand turned into a sortable string
|
||||
// by counting ranks, with no shared helper between it and the module. Where the two
|
||||
// disagree, one of them is wrong and the test says which hand it was.
|
||||
const VALUE = { T: 10, J: 11, Q: 12, K: 13, A: 14 };
|
||||
const val = card => VALUE[card[0]] || Number(card[0]);
|
||||
|
||||
function reference5(cards) {
|
||||
const ranks = cards.map(val).sort((x, y) => y - x);
|
||||
const suited = new Set(cards.map(c => c[1])).size === 1;
|
||||
|
||||
const tally = {};
|
||||
ranks.forEach(r => { tally[r] = (tally[r] || 0) + 1; });
|
||||
const bySize = Object.keys(tally)
|
||||
.map(Number)
|
||||
.sort((x, y) => tally[y] - tally[x] || y - x);
|
||||
const sizes = bySize.map(r => tally[r]).join("");
|
||||
|
||||
const unique = [...new Set(ranks)];
|
||||
let run = null;
|
||||
if (unique.length === 5) {
|
||||
if (unique[0] - unique[4] === 4) run = unique[0];
|
||||
else if (unique.join(",") === "14,5,4,3,2") run = 5;
|
||||
}
|
||||
|
||||
// [category, ...tiebreak], the same shape, arrived at from the group sizes
|
||||
// rather than from a chain of ifs about shape[0] and shape[1].
|
||||
if (suited && run !== null) return [8, run];
|
||||
if (sizes === "41") return [7, ...bySize];
|
||||
if (sizes === "32") return [6, ...bySize];
|
||||
if (suited) return [5, ...ranks];
|
||||
if (run !== null) return [4, run];
|
||||
if (sizes === "311") return [3, ...bySize];
|
||||
if (sizes === "221") return [2, ...bySize];
|
||||
if (sizes === "2111") return [1, ...bySize];
|
||||
return [0, ...ranks];
|
||||
}
|
||||
|
||||
const worse = (a, b) => {
|
||||
for (let i = 0; i < Math.max(a.length, b.length); i++) {
|
||||
if ((a[i] || 0) !== (b[i] || 0)) return (a[i] || 0) < (b[i] || 0);
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
function referenceBest(cards) {
|
||||
let top = null;
|
||||
for (let a = 0; a < 3; a++) for (let b = a + 1; b < 4; b++)
|
||||
for (let c = b + 1; c < 5; c++) for (let d = c + 1; d < 6; d++)
|
||||
for (let e = d + 1; e < 7; e++) {
|
||||
const score = reference5([cards[a], cards[b], cards[c], cards[d], cards[e]]);
|
||||
if (!top || worse(top, score)) top = score;
|
||||
}
|
||||
return top;
|
||||
}
|
||||
|
||||
// A deck, and a deterministic shuffle — a failure has to be reproducible or it is
|
||||
// just an anecdote about one CI run.
|
||||
const DECK = [];
|
||||
"23456789TJQKA".split("").forEach(r => "SHDC".split("").forEach(s => DECK.push(r + s)));
|
||||
|
||||
let seed = 20260904;
|
||||
const random = () => {
|
||||
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
|
||||
return seed / 0x7fffffff;
|
||||
};
|
||||
|
||||
test("twenty thousand random seven-card hands rank the same way", () => {
|
||||
const deck = [...DECK];
|
||||
for (let round = 0; round < 20000; round++) {
|
||||
// Seven off the top of a shuffle of only what it needs.
|
||||
const drawn = [];
|
||||
for (let i = 0; i < 7; i++) {
|
||||
const pick = i + Math.floor(random() * (deck.length - i));
|
||||
[deck[i], deck[pick]] = [deck[pick], deck[i]];
|
||||
drawn.push(deck[i]);
|
||||
}
|
||||
const mine = HandRank.best(drawn);
|
||||
const theirs = referenceBest(drawn);
|
||||
assert.deepEqual([mine.category, ...mine.tiebreak], theirs,
|
||||
`disagreed on ${drawn.join(" ")}`);
|
||||
}
|
||||
});
|
||||
|
||||
test("and four thousand random pairs of hands are ordered the same way", () => {
|
||||
// The categories agreeing is not the same as the comparison agreeing: this is
|
||||
// the half that pays somebody.
|
||||
const deck = [...DECK];
|
||||
for (let round = 0; round < 4000; round++) {
|
||||
const drawn = [];
|
||||
for (let i = 0; i < 9; i++) {
|
||||
const pick = i + Math.floor(random() * (deck.length - i));
|
||||
[deck[i], deck[pick]] = [deck[pick], deck[i]];
|
||||
drawn.push(deck[i]);
|
||||
}
|
||||
const board = drawn.slice(0, 5);
|
||||
const one = [...board, drawn[5], drawn[6]];
|
||||
const two = [...board, drawn[7], drawn[8]];
|
||||
|
||||
const mine = Math.sign(HandRank.compare(HandRank.best(one), HandRank.best(two)));
|
||||
const a = referenceBest(one), b = referenceBest(two);
|
||||
const theirs = worse(a, b) ? -1 : worse(b, a) ? 1 : 0;
|
||||
assert.equal(mine, theirs,
|
||||
`board ${board.join(" ")}: ${drawn[5]}${drawn[6]} vs ${drawn[7]}${drawn[8]}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe("saying it in a sentence", () => {
|
||||
// The verdict line reads "Alexandra wins $25 with ___", so the phrase has to carry
|
||||
// its own article. Which article is not something the first letter can answer: it
|
||||
// is "a full house" and "a flush", but "four of a kind" and "two pair" take none,
|
||||
// and nobody has ever said "an ace high".
|
||||
test("every category takes the article a table would give it", () => {
|
||||
const said = str => HandRank.phrase(HandRank.evaluate5(hand(str)));
|
||||
assert.deepEqual([
|
||||
said("AS KS QS JS TS"),
|
||||
said("9H 8H 7H 6H 5H"),
|
||||
said("7C 7D 7H 7S 2C"),
|
||||
said("KC KD KH 3S 3C"),
|
||||
said("AD JD 8D 5D 2D"),
|
||||
said("9C 8D 7H 6S 5C"),
|
||||
said("QC QD QH 7S 2C"),
|
||||
said("AC AD 8H 8S 4C"),
|
||||
said("QC QD 9H 5S 2C"),
|
||||
said("AC JD 8H 5S 2C"),
|
||||
], [
|
||||
"a royal flush",
|
||||
"a straight flush, nine high",
|
||||
"four of a kind, sevens",
|
||||
"a full house, kings full of threes",
|
||||
"a flush, ace high",
|
||||
"a straight, nine high",
|
||||
"three of a kind, queens",
|
||||
"two pair, aces and eights",
|
||||
"a pair of queens",
|
||||
"ace high",
|
||||
]);
|
||||
});
|
||||
|
||||
test("with nothing to say it says something", () => {
|
||||
assert.equal(HandRank.phrase(null), "the best hand");
|
||||
});
|
||||
});
|
||||
@@ -15,6 +15,7 @@ function load(name) {
|
||||
}
|
||||
|
||||
const Money = load("money");
|
||||
const HandRank = load("handRank");
|
||||
const PotCalculator = load("potCalculator");
|
||||
const SplitCalculator = load("splitCalculator");
|
||||
const Betting = load("betting");
|
||||
@@ -33,6 +34,10 @@ globalThis.HoldemState = HoldemState;
|
||||
// its methods reach for both. Loaded last so nothing it touches is still undefined.
|
||||
const ActionBar = load("actionBar");
|
||||
|
||||
// The picker's slot bookkeeping — which slots it is filling, what is already dealt —
|
||||
// is plain state work and testable here. Only render() and open() touch the DOM.
|
||||
const CardPicker = load("cardPicker");
|
||||
|
||||
// ---- Table builders ----------------------------------------------------------
|
||||
|
||||
// A table with `seatCount` chairs where `seated` (a list of seat indexes) are dealt
|
||||
@@ -78,6 +83,7 @@ function contributions(state) {
|
||||
|
||||
module.exports = {
|
||||
Money,
|
||||
HandRank,
|
||||
Render,
|
||||
HandHistoryExport,
|
||||
PotCalculator,
|
||||
@@ -86,6 +92,7 @@ module.exports = {
|
||||
Betting,
|
||||
HoldemState,
|
||||
ActionBar,
|
||||
CardPicker,
|
||||
makeTable,
|
||||
chipsOnTable,
|
||||
contributions,
|
||||
|
||||
@@ -0,0 +1,155 @@
|
||||
// Taking a hand back.
|
||||
//
|
||||
// The rulings sheet in this tool has told dealers to redeal since the day it was
|
||||
// written — first card to the wrong seat, a seat entitled to a hand dealt out, one of
|
||||
// the first two cards exposed — and the tool had no way to do it. The only control that
|
||||
// ended a live hand was Next Hand, which says out loud that it takes the money off the
|
||||
// table without paying anybody. That is right for an abandoned pot and wrong for a
|
||||
// misdeal, where the blinds and the calls belong to the people who put them in.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
const dealt = (extra = {}) => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10, dealerSeatIndex: 0, ...extra });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("the money", () => {
|
||||
test("goes back to the people who put it in", () => {
|
||||
const state = dealt();
|
||||
const before = state.seats.map(p => Betting.stackOf(state, p) + Betting.committed(p));
|
||||
Betting.takeHandBack(state);
|
||||
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
|
||||
});
|
||||
|
||||
test("including calls and raises, not just the blinds", () => {
|
||||
const state = dealt();
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 40);
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
assert.ok(Betting.potSoFar(state) > 50, "there is real money in the middle");
|
||||
|
||||
const taken = Betting.takeHandBack(state);
|
||||
assert.equal(taken.total, 95, "blinds and both wagers");
|
||||
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), [200, 200, 200, 200, 200, 200]);
|
||||
});
|
||||
|
||||
test("and across streets, once chips have been swept into hand totals", () => {
|
||||
const state = dealt();
|
||||
[3, 4, 5, 0, 1, 2].forEach(seat => {
|
||||
if (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
|
||||
});
|
||||
Betting.closeStreet(state);
|
||||
assert.ok(state.seats.some(p => (Number(p.amountOverride) || 0) > 0), "the flop's money is banked");
|
||||
|
||||
Betting.takeHandBack(state);
|
||||
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), [200, 200, 200, 200, 200, 200]);
|
||||
assert.deepEqual(state.seats.map(p => p.amountOverride), [null, null, null, null, null, null]);
|
||||
});
|
||||
|
||||
test("the table has exactly the chips it started with", () => {
|
||||
const fresh = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10 });
|
||||
const total = chipsOnTable(fresh);
|
||||
const state = dealt();
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 40);
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(chipsOnTable(state), total);
|
||||
});
|
||||
|
||||
test("nothing is thrown away — the discard pile doesn't move", () => {
|
||||
const state = dealt();
|
||||
state.discarded = 8;
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(state.discarded, 8, "a misdeal is not an abandoned pot");
|
||||
});
|
||||
|
||||
test("it says what went back and to whom", () => {
|
||||
const state = dealt();
|
||||
const taken = Betting.takeHandBack(state);
|
||||
assert.equal(taken.returned.length, 2, "the two blinds");
|
||||
assert.deepEqual(taken.returned.map(r => r.amount).sort((a, b) => a - b), [5, 10]);
|
||||
assert.ok(taken.returned.every(r => r.name), "named, because the dealer says it out loud");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the table afterwards", () => {
|
||||
test("is waiting to deal the same hand again", () => {
|
||||
const state = dealt();
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(state.bettingOpen, false, "the dealer says when");
|
||||
assert.equal(state.street, "preflop");
|
||||
assert.equal(state.actingSeatIndex, null);
|
||||
assert.equal(state.currentBet, 0);
|
||||
});
|
||||
|
||||
test("keeps the button where it was — a misdeal is not the next hand", () => {
|
||||
const state = dealt({ dealerSeatIndex: 3 });
|
||||
const handNumber = state.handNumber;
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(state.dealerSeatIndex, 3);
|
||||
assert.equal(state.handNumber, handNumber, "no hand has been played");
|
||||
assert.equal((state.handHistory || []).length, 0, "and none is logged");
|
||||
});
|
||||
|
||||
test("keeps the straddle, which was announced and still stands", () => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10 });
|
||||
state.straddleCount = 1;
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(state.postedStraddles, [3]);
|
||||
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(state.straddleCount, 1, "still on for the redeal");
|
||||
assert.deepEqual(state.postedStraddles, [], "but nothing is out there yet");
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(state.postedStraddles, [3], "and it goes out again");
|
||||
});
|
||||
|
||||
test("clears the cards and the folds, because none of it happened", () => {
|
||||
const state = dealt();
|
||||
state.seats[3].cards = ["As", "Kd"];
|
||||
Betting.fold(state, 3);
|
||||
Betting.takeHandBack(state);
|
||||
assert.deepEqual(state.seats[3].cards, ["", ""]);
|
||||
assert.equal(state.seats[3].folded, false);
|
||||
assert.ok(state.seats.every(p => !p.hasActed));
|
||||
});
|
||||
|
||||
test("deals again cleanly, with the same blinds on the same players", () => {
|
||||
const state = dealt();
|
||||
const first = state.seats.map(p => Betting.committed(p));
|
||||
Betting.takeHandBack(state);
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(state.seats.map(p => Betting.committed(p)), first);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the bank still balances", () => {
|
||||
test("through a misdeal and the redeal after it", () => {
|
||||
const state = dealt();
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 60);
|
||||
Betting.takeHandBack(state);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
Betting.beginHand(state);
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, true);
|
||||
assert.equal(bank.cashIn, 1200);
|
||||
});
|
||||
});
|
||||
|
||||
describe("taking back a hand nobody had money in", () => {
|
||||
test("is harmless: no blinds, nothing moves", () => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 0, bigBlind: 0 });
|
||||
Betting.beginHand(state);
|
||||
const taken = Betting.takeHandBack(state);
|
||||
assert.equal(taken.total, 0);
|
||||
assert.deepEqual(taken.returned, []);
|
||||
assert.equal(state.bettingOpen, false);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,133 @@
|
||||
// One question, one answer.
|
||||
//
|
||||
// The round before this found the bank check and the standings reading `seat.stack`
|
||||
// where the felt reads the table's starting stack — two parts of the tool disagreeing
|
||||
// about how much money is on the table. This is the sweep that followed: everywhere
|
||||
// else the same two questions get asked, asked the same way.
|
||||
//
|
||||
// "What is this seat holding?" -> HoldemState.chipsHeldBy
|
||||
// "Is anybody in this chair?" -> HoldemState.seatInPlay
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Betting, SettleUp } = require("./load");
|
||||
|
||||
const openedOnTheDefault = (stack = 200) => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 6);
|
||||
state.defaultStack = stack;
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].inHand = true;
|
||||
state.seats[i].buyIns = stack;
|
||||
});
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("what a seat is holding", () => {
|
||||
test("is the same number the felt plays with", () => {
|
||||
const state = openedOnTheDefault();
|
||||
state.seats.forEach((player, i) => {
|
||||
if (i > 2) return;
|
||||
assert.equal(HoldemState.chipsHeldBy(state, player), Betting.stackOf(state, player));
|
||||
});
|
||||
});
|
||||
|
||||
test("and is nothing at all for an empty chair", () => {
|
||||
const state = openedOnTheDefault();
|
||||
// Betting's own answer for an empty chair is the table default, because it is
|
||||
// only ever asked about seats that are in a hand. The money side has to ask
|
||||
// about all ten chairs, so it checks whether anybody is in them first.
|
||||
assert.equal(Betting.stackOf(state, state.seats[5]), 200);
|
||||
assert.equal(HoldemState.chipsHeldBy(state, state.seats[5]), 0);
|
||||
});
|
||||
|
||||
test("counts a stack the dealer typed over the table's default", () => {
|
||||
const state = openedOnTheDefault();
|
||||
state.seats[0].stack = 75;
|
||||
assert.equal(HoldemState.chipsHeldBy(state, state.seats[0]), 75);
|
||||
});
|
||||
});
|
||||
|
||||
describe("is anybody in this chair", () => {
|
||||
const empty = () => HoldemState.createDefault().seats[0];
|
||||
|
||||
test("an untouched chair is empty", () => {
|
||||
assert.equal(HoldemState.seatInPlay(empty()), false);
|
||||
assert.equal(HoldemState.seatInPlay(null), false);
|
||||
});
|
||||
|
||||
test("a name, chips, cash, a bet or a dealt hand all count", () => {
|
||||
[
|
||||
["a name", p => { p.name = "Ann"; }],
|
||||
["chips", p => { p.stack = 50; }],
|
||||
["cash taken", p => { p.buyIns = 100; }],
|
||||
["a bet in front of them", p => { p.committed = 5; }],
|
||||
["money already swept in", p => { p.amountOverride = 20; }],
|
||||
["a hand dealt to them", p => { p.inHand = true; }],
|
||||
].forEach(([what, mark]) => {
|
||||
const seat = empty();
|
||||
mark(seat);
|
||||
assert.equal(HoldemState.seatInPlay(seat), true, what);
|
||||
});
|
||||
});
|
||||
|
||||
test("whitespace is not a name", () => {
|
||||
const seat = empty();
|
||||
seat.name = " ";
|
||||
assert.equal(HoldemState.seatInPlay(seat), false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the parts that used to disagree", () => {
|
||||
test("the open seats and the seat count see the same empty chairs", () => {
|
||||
const state = openedOnTheDefault();
|
||||
// Three players, six chairs.
|
||||
assert.deepEqual(HoldemState.openSeats(state), [3, 4, 5]);
|
||||
const occupied = state.seats.filter(p => HoldemState.seatInPlay(p)).length;
|
||||
assert.equal(occupied + HoldemState.openSeats(state).length, state.seats.length);
|
||||
});
|
||||
|
||||
test("a chair holding only a dealt hand is not offered to the waiting list", () => {
|
||||
// The old test looked at name, buy-ins and stack. A seat marked in-hand with
|
||||
// none of those would have been handed to the next person in the queue, on top
|
||||
// of whoever was already playing it.
|
||||
const state = openedOnTheDefault();
|
||||
state.seats[4].inHand = true;
|
||||
assert.deepEqual(HoldemState.openSeats(state), [3, 5]);
|
||||
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
const result = HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 4);
|
||||
assert.equal(result.ok, false);
|
||||
});
|
||||
|
||||
test("the bank, the standings and the settle-up all price the night the same way", () => {
|
||||
const state = openedOnTheDefault();
|
||||
state.seats[0].stack = 320; // Ann is up
|
||||
state.seats[1].stack = 80; // Ben is down
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
const standings = HoldemState.sessionStandings(state);
|
||||
const chipsFromStandings = standings
|
||||
.filter(row => !row.cashedOut)
|
||||
.reduce((sum, row) => sum + row.chipsInFront, 0);
|
||||
|
||||
assert.equal(bank.chipsInPlay, chipsFromStandings, "same chips on the table");
|
||||
assert.equal(bank.balanced, true);
|
||||
|
||||
// And the payments the dealer is told to make add up to the same money.
|
||||
const plan = SettleUp.plan(standings);
|
||||
const owed = standings.reduce((sum, row) => sum + Math.max(0, row.cashPosition), 0);
|
||||
const paid = plan.payments.reduce((sum, row) => sum + row.amount, 0);
|
||||
assert.equal(paid + (plan.shortBy || 0) - (plan.overBy || 0), owed);
|
||||
});
|
||||
|
||||
test("a player still holding the table's starting stack is in all three", () => {
|
||||
const state = openedOnTheDefault();
|
||||
const standings = HoldemState.sessionStandings(state);
|
||||
assert.equal(standings.length, 3);
|
||||
assert.deepEqual(standings.map(row => row.chipsInFront), [200, 200, 200]);
|
||||
assert.equal(HoldemState.bankReconciliation(state).chipsInPlay, 600);
|
||||
assert.deepEqual(SettleUp.plan(standings).payments, [], "everyone is even, so nobody pays anybody");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,230 @@
|
||||
// The house's cut.
|
||||
//
|
||||
// A game that rakes has chips leaving the table every hand, and the bank check used to
|
||||
// call them missing: buy-ins in, chips on the felt, and a dealer told somebody had been
|
||||
// paid for chips they never got. The cut is the one thing here that is supposed to go
|
||||
// and not come back.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, HoldemState, Betting, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
const raking = (rake, extra = {}) => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, ...extra });
|
||||
state.rake = { percent: 0, cap: null, noFlopNoDrop: true, ...rake };
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("what the house takes", () => {
|
||||
test("nothing, unless somebody says otherwise", () => {
|
||||
const state = makeTable({ seatCount: 6 });
|
||||
assert.equal(state.rake.percent, 0);
|
||||
assert.equal(HoldemState.rakeOn(state, 100), 0);
|
||||
});
|
||||
|
||||
test("a percentage of the pot", () => {
|
||||
assert.equal(HoldemState.rakeOn(raking({ percent: 5 }), 100), 5);
|
||||
assert.equal(HoldemState.rakeOn(raking({ percent: 10 }), 60), 6);
|
||||
});
|
||||
|
||||
test("no more than the cap", () => {
|
||||
const state = raking({ percent: 5, cap: 5 });
|
||||
assert.equal(HoldemState.rakeOn(state, 100), 5);
|
||||
assert.equal(HoldemState.rakeOn(state, 400), 5, "still five on a pot four times the size");
|
||||
assert.equal(HoldemState.rakeOn(state, 40), 2, "under the cap it is just the percentage");
|
||||
});
|
||||
|
||||
test("no flop, no drop", () => {
|
||||
const state = raking({ percent: 5 });
|
||||
assert.equal(HoldemState.rakeOn(state, 100, false), 0, "hand ended before the flop");
|
||||
assert.equal(HoldemState.rakeOn(state, 100, true), 5);
|
||||
});
|
||||
|
||||
test("unless the house rakes every pot", () => {
|
||||
const state = raking({ percent: 5, noFlopNoDrop: false });
|
||||
assert.equal(HoldemState.rakeOn(state, 100, false), 5);
|
||||
});
|
||||
|
||||
test("nothing it can't make out of the table's chips, rounded the players' way", () => {
|
||||
// 5% of $30 is $1.50, and this table's smallest chip is a dollar.
|
||||
const state = raking({ percent: 5 });
|
||||
assert.equal(HoldemState.rakeOn(state, 30), 1);
|
||||
// 5% of $10 is 50c — under a chip, so the house takes nothing at all.
|
||||
assert.equal(HoldemState.rakeOn(state, 10), 0);
|
||||
});
|
||||
|
||||
test("never more than the pot, whatever gets typed in", () => {
|
||||
assert.equal(HoldemState.rakeOn(raking({ percent: 100 }), 20), 20);
|
||||
assert.equal(HoldemState.rakeOn(raking({ percent: 5, cap: 500 }), 20), 1);
|
||||
});
|
||||
|
||||
test("nothing out of an empty pot", () => {
|
||||
assert.equal(HoldemState.rakeOn(raking({ percent: 5 }), 0), 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("taking it out of the pot", () => {
|
||||
const winner = amount => [{ id: "a", label: "Ann", amount }];
|
||||
|
||||
test("one winner just gets the pot less the cut", () => {
|
||||
const { payouts, rake } = HoldemState.applyRake(winner(100), 5);
|
||||
assert.equal(rake, 5);
|
||||
assert.deepEqual(payouts.map(p => p.amount), [95]);
|
||||
});
|
||||
|
||||
test("a split pot shares what's left, in proportion", () => {
|
||||
const { payouts } = HoldemState.applyRake(
|
||||
[{ id: "a", label: "Ann", amount: 60 }, { id: "b", label: "Ben", amount: 40 }], 10);
|
||||
assert.deepEqual(payouts.map(p => p.amount), [54, 36]);
|
||||
});
|
||||
|
||||
test("the rounding leftovers go back to the players, not to the house", () => {
|
||||
// $100 split three ways less $7: 93 doesn't divide evenly, and every cent of
|
||||
// it has to land on somebody.
|
||||
const { payouts, rake } = HoldemState.applyRake([
|
||||
{ id: "a", label: "Ann", amount: 34 },
|
||||
{ id: "b", label: "Ben", amount: 33 },
|
||||
{ id: "c", label: "Cal", amount: 33 },
|
||||
], 7);
|
||||
assert.equal(rake, 7);
|
||||
assert.equal(Money.round(payouts.reduce((sum, p) => sum + p.amount, 0)), 93);
|
||||
});
|
||||
|
||||
test("what goes out plus what the house keeps is what was in the middle", () => {
|
||||
[[100, 5], [37.5, 1.25], [1000, 0], [9, 9]].forEach(([pot, rake]) => {
|
||||
const result = HoldemState.applyRake(winner(pot), rake);
|
||||
assert.equal(Money.round(result.payouts[0].amount + result.rake), pot, `${pot} less ${rake}`);
|
||||
});
|
||||
});
|
||||
|
||||
test("asking for more than the pot takes the pot, not more", () => {
|
||||
const { payouts, rake } = HoldemState.applyRake(winner(20), 50);
|
||||
assert.equal(rake, 20);
|
||||
assert.deepEqual(payouts.map(p => p.amount), [0]);
|
||||
});
|
||||
|
||||
test("no rake, no change — the same payouts come back", () => {
|
||||
const { payouts, rake } = HoldemState.applyRake(winner(80), 0);
|
||||
assert.equal(rake, 0);
|
||||
assert.deepEqual(payouts.map(p => p.amount), [80]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what the box is checked against", () => {
|
||||
test("raked chips are gone but not missing", () => {
|
||||
const state = raking({ percent: 5 });
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
const before = HoldemState.bankReconciliation(state);
|
||||
assert.equal(before.balanced, true);
|
||||
|
||||
// The house takes $10 out of the middle: somebody's stack is $10 lighter.
|
||||
state.seats[0].stack = 190;
|
||||
state.rakeTaken = 10;
|
||||
const after = HoldemState.bankReconciliation(state);
|
||||
assert.equal(after.raked, 10);
|
||||
assert.equal(after.balanced, true, "the check still balances");
|
||||
});
|
||||
|
||||
test("and are told apart from the ones that went astray", () => {
|
||||
const state = raking({ percent: 5 });
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
state.seats[0].stack = 180;
|
||||
state.rakeTaken = 10;
|
||||
const check = HoldemState.bankReconciliation(state);
|
||||
assert.equal(check.raked, 10);
|
||||
assert.equal(check.difference, -10, "ten dollars really are missing");
|
||||
assert.equal(check.balanced, false);
|
||||
});
|
||||
|
||||
test("a table that has never raked reads exactly as it did before", () => {
|
||||
const state = makeTable({ seatCount: 6 });
|
||||
state.seats.forEach(p => { p.buyIns = 100; p.stack = 100; });
|
||||
const check = HoldemState.bankReconciliation(state);
|
||||
assert.equal(check.raked, 0);
|
||||
assert.equal(check.balanced, true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the record of it", () => {
|
||||
test("the hand log keeps the pot as the table saw it, and the cut beside it", () => {
|
||||
const state = raking({ percent: 5 });
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 95 }], 5);
|
||||
const [entry] = state.handHistory;
|
||||
assert.equal(entry.pot, 100, "the pot in the middle");
|
||||
assert.equal(entry.rake, 5);
|
||||
assert.equal(entry.payouts[0].amount, 95, "what the winner actually took");
|
||||
});
|
||||
|
||||
test("a hand with no rake records a zero rather than nothing", () => {
|
||||
const state = makeTable({ seatCount: 6 });
|
||||
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 40 }]);
|
||||
assert.equal(state.handHistory[0].rake, 0);
|
||||
assert.equal(state.handHistory[0].pot, 40);
|
||||
});
|
||||
|
||||
test("a table saved before the house took anything takes nothing", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
|
||||
delete parsed.rake;
|
||||
delete parsed.rakeTaken;
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.equal(migrated.rake.percent, 0);
|
||||
assert.equal(migrated.rake.noFlopNoDrop, true);
|
||||
assert.equal(migrated.rakeTaken, 0);
|
||||
});
|
||||
|
||||
test("nonsense in a saved rake is cleaned up rather than trusted", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
|
||||
parsed.rake = { percent: -5, cap: -1, noFlopNoDrop: false };
|
||||
parsed.rakeTaken = -20;
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.equal(migrated.rake.percent, 0);
|
||||
assert.equal(migrated.rake.cap, null);
|
||||
assert.equal(migrated.rake.noFlopNoDrop, false, "that one is a real choice");
|
||||
assert.equal(migrated.rakeTaken, 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the file the dealer hands over", () => {
|
||||
const { HandHistoryExport } = require("./load");
|
||||
|
||||
test("has a column for what the house took", () => {
|
||||
const state = raking({ percent: 5 });
|
||||
HoldemState.recordHand(state, [{ id: "a", label: "Ann", amount: 95 }], 5);
|
||||
HoldemState.recordHand(state, [{ id: "b", label: "Ben", amount: 40 }], 0);
|
||||
|
||||
// Oldest hand first, and money as bare numbers so a spreadsheet can total it.
|
||||
const csv = HandHistoryExport.toCsv(state.handHistory);
|
||||
const [header, raked, unraked] = csv.split("\n");
|
||||
assert.match(header, /Pot,House take,Payouts/);
|
||||
assert.match(raked, /,100\.00,5\.00,/, "the raked hand says how much was taken");
|
||||
assert.match(unraked, /,40\.00,0\.00,/, "and the unraked one says nothing was");
|
||||
});
|
||||
});
|
||||
|
||||
describe("a raked hand, end to end", () => {
|
||||
test("the chips add up: stacks plus the house's cut equal what was bought in", () => {
|
||||
// 5/10 blinds, so six callers make a pot big enough for 5% to be a whole chip.
|
||||
// At 1/2 the same hand makes $12, 5% of which is 60c and rounds away to
|
||||
// nothing — which is the rule working, not a hand worth testing the bank on.
|
||||
const state = raking({ percent: 5, cap: 5 }, { smallBlind: 5, bigBlind: 10 });
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
Betting.beginHand(state);
|
||||
// Everyone calls the big blind, then it is checked down.
|
||||
state.seats.forEach((p, i) => { if (p.inHand) Betting.putIn(state, i, Betting.toCall(state, p)); });
|
||||
Betting.sweepToHandTotals(state);
|
||||
|
||||
const pot = state.seats.reduce((sum, p) => sum + (Number(p.amountOverride) || 0), 0);
|
||||
const rake = HoldemState.rakeOn(state, pot, true);
|
||||
assert.equal(pot, 60);
|
||||
assert.equal(rake, 3);
|
||||
|
||||
const { payouts } = HoldemState.applyRake([{ id: state.seats[0].id, label: "P1", amount: pot }], rake);
|
||||
state.rakeTaken = rake;
|
||||
HoldemState.recordHand(state, payouts, rake);
|
||||
Betting.creditWinnings(state, payouts);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(Money.round(chipsOnTable(state) + state.rakeTaken), 1200);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,274 @@
|
||||
// Reading the showdown: the picker that takes the cards in, and the pot maths that
|
||||
// pays somebody on the strength of them.
|
||||
//
|
||||
// The evaluator is tested to death next door in handRank.test.js. What is tested here
|
||||
// is the join — the two places where a correct ranking can still pay the wrong player:
|
||||
// a side pot, where the question is asked again of a smaller field, and a card entered
|
||||
// in two places, where the ranking is of a deck that does not exist.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { CardPicker, HandRank, HoldemState, PotCalculator, Money, makeTable } = require("./load");
|
||||
|
||||
describe("the picker, filling the board", () => {
|
||||
const table = (board = ["", "", "", "", ""]) => {
|
||||
const state = makeTable({ seatCount: 4, stack: 100 });
|
||||
state.board = board;
|
||||
return state;
|
||||
};
|
||||
|
||||
// The sheet's own drawing is the DOM's business; the slot bookkeeping under it is
|
||||
// not, and that is what these ask about.
|
||||
const headless = () => { CardPicker.render = () => {}; CardPicker.close = () => {}; };
|
||||
|
||||
const onBoard = (state, cardIndex = 0, limit = 5) => {
|
||||
headless();
|
||||
CardPicker.state = state;
|
||||
CardPicker.hooks = { onPick: () => {} };
|
||||
CardPicker.target = "board";
|
||||
CardPicker.boardLimit = limit;
|
||||
CardPicker.cardIndex = cardIndex;
|
||||
return CardPicker;
|
||||
};
|
||||
|
||||
const onSeat = (state, seatIndex, cardIndex = 0) => {
|
||||
headless();
|
||||
CardPicker.state = state;
|
||||
CardPicker.hooks = { onPick: () => {} };
|
||||
CardPicker.target = "seat";
|
||||
CardPicker.seatIndex = seatIndex;
|
||||
CardPicker.cardIndex = cardIndex;
|
||||
return CardPicker;
|
||||
};
|
||||
|
||||
test("it only offers the slots that have actually been turned", () => {
|
||||
const state = table();
|
||||
assert.equal(onBoard(state, 0, 3).slotValues().length, 3, "the flop is three");
|
||||
assert.equal(onBoard(state, 0, 4).slotValues().length, 4, "the turn makes four");
|
||||
assert.equal(onBoard(state, 0, 5).slotValues().length, 5);
|
||||
});
|
||||
|
||||
test("a card goes into the board, not into a seat", () => {
|
||||
const state = table();
|
||||
onBoard(state, 1, 3).assign("KD");
|
||||
assert.deepEqual(state.board, ["", "KD", "", "", ""]);
|
||||
assert.deepEqual(state.seats[0].cards, ["", ""]);
|
||||
});
|
||||
|
||||
test("it walks on to the next empty slot, so a flop is three taps", () => {
|
||||
const state = table();
|
||||
const picker = onBoard(state, 0, 3);
|
||||
picker.assign("KD");
|
||||
assert.equal(picker.cardIndex, 1);
|
||||
picker.assign("9C");
|
||||
assert.equal(picker.cardIndex, 2);
|
||||
picker.assign("4S");
|
||||
assert.deepEqual(state.board.slice(0, 3), ["KD", "9C", "4S"]);
|
||||
});
|
||||
|
||||
test("and it does not walk past the slots it was given", () => {
|
||||
// Filling the turn must not run on to the river: that card is still in the deck.
|
||||
const state = table(["KD", "9C", "4S", "", ""]);
|
||||
const picker = onBoard(state, 3, 4);
|
||||
picker.assign("AH");
|
||||
assert.deepEqual(state.board, ["KD", "9C", "4S", "AH", ""]);
|
||||
});
|
||||
|
||||
test("clearing a slot empties that one and nothing else", () => {
|
||||
const state = table(["KD", "9C", "4S", "", ""]);
|
||||
onBoard(state, 1, 3).clearSlot();
|
||||
assert.deepEqual(state.board, ["KD", "", "4S", "", ""]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a card cannot be in two places", () => {
|
||||
const table = () => {
|
||||
const state = makeTable({ seatCount: 4, stack: 100 });
|
||||
state.board = ["KD", "9C", "4S", "", ""];
|
||||
state.seats[0].cards = ["AH", "AS"];
|
||||
state.seats[1].cards = ["", ""];
|
||||
return state;
|
||||
};
|
||||
|
||||
const picker = (state, setup) => {
|
||||
CardPicker.state = state;
|
||||
CardPicker.hooks = { onPick: () => {} };
|
||||
setup();
|
||||
return CardPicker;
|
||||
};
|
||||
|
||||
test("the board's cards are unavailable to a hand", () => {
|
||||
// The half of this that did not exist before: the picker knew about every
|
||||
// player's cards and nothing about the middle of the table, so the king of
|
||||
// diamonds on the flop could be dealt to somebody as well.
|
||||
const state = table();
|
||||
const used = picker(state, () => {
|
||||
CardPicker.target = "seat";
|
||||
CardPicker.seatIndex = 1;
|
||||
CardPicker.cardIndex = 0;
|
||||
}).cardsInUse();
|
||||
assert.equal(used.get("KD"), "the board");
|
||||
assert.equal(used.get("9C"), "the board");
|
||||
assert.ok(used.has("AH"), "and the other players' are still in there");
|
||||
});
|
||||
|
||||
test("and a hand's cards are unavailable to the board", () => {
|
||||
const state = table();
|
||||
const used = picker(state, () => {
|
||||
CardPicker.target = "board";
|
||||
CardPicker.boardLimit = 5;
|
||||
CardPicker.cardIndex = 3;
|
||||
}).cardsInUse();
|
||||
assert.ok(used.has("AH"), "the ace in seat 1's hand");
|
||||
assert.ok(used.has("KD"), "and the rest of the board");
|
||||
});
|
||||
|
||||
test("but the slot being edited is not competing with itself", () => {
|
||||
const state = table();
|
||||
const used = picker(state, () => {
|
||||
CardPicker.target = "board";
|
||||
CardPicker.boardLimit = 3;
|
||||
CardPicker.cardIndex = 0;
|
||||
}).cardsInUse();
|
||||
assert.equal(used.has("KD"), false, "re-picking what is already there is not a duplicate");
|
||||
assert.equal(used.has("9C"), true);
|
||||
});
|
||||
|
||||
test("the same goes for a seat's own slot", () => {
|
||||
const state = table();
|
||||
const used = picker(state, () => {
|
||||
CardPicker.target = "seat";
|
||||
CardPicker.seatIndex = 0;
|
||||
CardPicker.cardIndex = 0;
|
||||
}).cardsInUse();
|
||||
assert.equal(used.has("AH"), false);
|
||||
assert.equal(used.has("AS"), true, "the player's other card still is");
|
||||
});
|
||||
});
|
||||
|
||||
describe("who wins a side pot", () => {
|
||||
// The case a single ranking of the whole table gets wrong. The best hand takes the
|
||||
// main pot and is then out of the question: the side pot goes to the best of who is
|
||||
// left, which is a different answer, and it is the answer the wizard has to ask for
|
||||
// again each round rather than reading off one list.
|
||||
//
|
||||
// Three players, and the short stack has the best hand of the three.
|
||||
const board = ["KD", "9C", "4S", "AH", "2H"];
|
||||
const hands = {
|
||||
short: ["9H", "9S"], // trips — the best hand at the table
|
||||
big: ["AS", "KC"], // two pair, aces and kings
|
||||
other: ["AC", "3D"], // a pair of aces
|
||||
};
|
||||
|
||||
const entries = () => PotCalculator.buildEntries([
|
||||
{ id: "short", contribution: 20, folded: false },
|
||||
{ id: "big", contribution: 100, folded: false },
|
||||
{ id: "other", contribution: 100, folded: false },
|
||||
]);
|
||||
|
||||
// What the wizard does: read the hands still in for *this* round.
|
||||
const readRound = state => HandRank.showdown(board,
|
||||
PotCalculator.getContenders(state).map(c => ({ id: c.id, cards: hands[c.id] })));
|
||||
|
||||
test("the short stack takes the main pot with the best hand", () => {
|
||||
const round = readRound(entries());
|
||||
assert.equal(round.complete, true);
|
||||
assert.deepEqual(round.winners, ["short"]);
|
||||
});
|
||||
|
||||
test("and the side pot goes to the best of the two who are left", () => {
|
||||
const first = PotCalculator.resolveRound(entries(), ["short"]);
|
||||
// 20 from each of three: the short stack is paid 60 and is out of it.
|
||||
assert.equal(Money.round(first.perWinner[0].amount), 60);
|
||||
|
||||
const round = readRound(first.updatedEntries);
|
||||
assert.deepEqual(round.winners, ["big"],
|
||||
"not the trips, which are no longer eligible for this money");
|
||||
assert.equal(round.players.length, 2, "and the short stack is not even offered");
|
||||
|
||||
const second = PotCalculator.resolveRound(first.updatedEntries, ["big"]);
|
||||
assert.equal(Money.round(second.perWinner[0].amount), 160);
|
||||
});
|
||||
|
||||
test("every chip is accounted for across the two rounds", () => {
|
||||
const first = PotCalculator.resolveRound(entries(), ["short"]);
|
||||
const second = PotCalculator.resolveRound(first.updatedEntries, ["big"]);
|
||||
assert.equal(Money.round(first.payoutPool + second.payoutPool), 220);
|
||||
assert.equal(PotCalculator.getContenders(second.updatedEntries).length, 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it refuses to answer", () => {
|
||||
const board = ["KD", "9C", "4S", "AH", "2H"];
|
||||
|
||||
test("a folded player's cards are not in the running", () => {
|
||||
// They are not a contender, so they are never handed in — which means a hand
|
||||
// that would have won cannot take a pot its owner threw away.
|
||||
const table = PotCalculator.buildEntries([
|
||||
{ id: "live", contribution: 50, folded: false },
|
||||
{ id: "mucked", contribution: 50, folded: true },
|
||||
]);
|
||||
const contenders = PotCalculator.getContenders(table);
|
||||
assert.deepEqual(contenders.map(c => c.id), ["live"]);
|
||||
|
||||
const round = HandRank.showdown(board, contenders.map(c => ({ id: c.id, cards: ["7C", "5D"] })));
|
||||
assert.deepEqual(round.winners, ["live"], "even holding nothing");
|
||||
});
|
||||
|
||||
test("one hand not turned over and it hands the question back", () => {
|
||||
const round = HandRank.showdown(board, [
|
||||
{ id: "a", cards: ["9H", "9S"] },
|
||||
{ id: "b", cards: ["", ""] },
|
||||
]);
|
||||
assert.equal(round.complete, false);
|
||||
assert.deepEqual(round.winners, []);
|
||||
assert.deepEqual(round.unknown, ["b"]);
|
||||
});
|
||||
|
||||
test("a board still being dealt is not a showdown", () => {
|
||||
const round = HandRank.showdown(["KD", "9C", "4S", "", ""], [
|
||||
{ id: "a", cards: ["9H", "9S"] },
|
||||
{ id: "b", cards: ["AS", "KC"] },
|
||||
]);
|
||||
assert.equal(round.complete, false);
|
||||
assert.deepEqual(round.winners, []);
|
||||
});
|
||||
|
||||
test("a card entered twice stops it rather than guessing", () => {
|
||||
// The failure mode that matters: a mis-typed card produces a hand that ranks
|
||||
// perfectly well and is not the one on the table. Refusing is the only honest
|
||||
// answer, and the dealer picks the winner the way they always could.
|
||||
const round = HandRank.showdown(board, [
|
||||
{ id: "a", cards: ["9H", "9S"] },
|
||||
{ id: "b", cards: ["KD", "QC"] }, // the king of diamonds is on the board
|
||||
]);
|
||||
assert.equal(round.duplicated, true);
|
||||
assert.equal(round.complete, false);
|
||||
assert.deepEqual(round.winners, []);
|
||||
});
|
||||
|
||||
test("and two players holding the same card is caught as well", () => {
|
||||
const round = HandRank.showdown(board, [
|
||||
{ id: "a", cards: ["QH", "QS"] },
|
||||
{ id: "b", cards: ["QH", "JC"] },
|
||||
]);
|
||||
assert.equal(round.duplicated, true);
|
||||
assert.equal(round.complete, false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a table that never asked for any of this", () => {
|
||||
test("has no board, tracks nothing, and reads no showdown", () => {
|
||||
const state = HoldemState.createDefault();
|
||||
assert.equal(state.trackBoard, false);
|
||||
// Which is what the wizard checks before it reads anything at all — see
|
||||
// readShowdown() in potWizard.js. With it off, an empty board would decline
|
||||
// anyway, so the tool cannot start answering a question nobody asked.
|
||||
const round = HandRank.showdown(state.board, [
|
||||
{ id: "a", cards: ["9H", "9S"] },
|
||||
{ id: "b", cards: ["AS", "KC"] },
|
||||
]);
|
||||
assert.equal(round.complete, false);
|
||||
assert.deepEqual(round.winners, []);
|
||||
});
|
||||
});
|
||||
+137
-49
@@ -34,26 +34,55 @@ const OVERLAYS = [
|
||||
];
|
||||
|
||||
// A table part-way through a real night: long names, uneven stacks, a hand log.
|
||||
function seedTable() {
|
||||
//
|
||||
// Two of them. The sweep ran on one table shape for its whole life — five players at a
|
||||
// nine-handed table — and how much room the felt has depends on how many people are
|
||||
// sitting down more than on anything a viewport can tell you. A full table is where the
|
||||
// seats crowd, and it was never once looked at: measured when it finally was, seventeen
|
||||
// of fifty-four tables had one player's name or stack painted under another.
|
||||
const TABLES = [
|
||||
["half full", 9, [["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500],
|
||||
["Bob", 250], ["Dee", 600]], false],
|
||||
["packed", 12, [["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500],
|
||||
["Bob", 250], ["Dee", 600], ["Sam", 900], ["Priya", 1100], ["Jonathan", 480],
|
||||
["Al", 2000], ["Katarzyna", 340], ["Ted", 760], ["Wes", 1300]]],
|
||||
// The half-full table again, with the board turned on and five cards on it. The
|
||||
// board is furniture in the middle of the felt that nothing else was ever measured
|
||||
// against — and where the middle cannot hold it, it moves to a strip above the
|
||||
// table and takes the felt's height with it, which is the seats' problem too.
|
||||
//
|
||||
// Deliberately the same five players in the same nine chairs as the shape above, so
|
||||
// the only thing that differs between them is the board. A seventh player would have
|
||||
// told us that a seven-handed table crowds, which is true, already known, and not
|
||||
// what this row is here to find out.
|
||||
["board", 9, [["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500],
|
||||
["Bob", 250], ["Dee", 600]], true],
|
||||
];
|
||||
|
||||
function seedTable([seats, players, board]) {
|
||||
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;
|
||||
});
|
||||
HoldemState.resizeSeats(state, seats);
|
||||
players.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 })),
|
||||
payouts: [{ id: state.seats[hand % players.length].id, label: "P", amount: 120 }],
|
||||
ledger: state.seats.slice(0, players.length)
|
||||
.map(p => ({ id: p.id, name: p.name, in: 30, won: 0 })),
|
||||
});
|
||||
}
|
||||
state.handNumber = 5;
|
||||
if (board) {
|
||||
state.trackBoard = true;
|
||||
state.board = ["KD", "9C", "4S", "AH", "2H"];
|
||||
}
|
||||
HoldemState.save(state);
|
||||
}
|
||||
|
||||
@@ -68,57 +97,116 @@ async function main() {
|
||||
}
|
||||
|
||||
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 });
|
||||
// Twice over: once with a mouse, once with a thumb. The 44px rule stands itself
|
||||
// down where `hover: hover` says there's a pointer, and a headless desktop browser
|
||||
// is a pointer — so a single pass here has never once measured a touch target,
|
||||
// however many viewports it visited. The phone-sized ones are exactly the pass that
|
||||
// needs it.
|
||||
for (const touch of [false, true]) {
|
||||
const context = await browser.newContext(touch
|
||||
? { hasTouch: true, isMobile: true, deviceScaleFactor: 3 }
|
||||
: {});
|
||||
const page = await context.newPage();
|
||||
const hand = touch ? "touch" : "mouse";
|
||||
|
||||
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 });
|
||||
for (const [width, height, rawLabel] of VIEWPORTS) {
|
||||
await page.setViewportSize({ width, height });
|
||||
|
||||
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}: ${w}`));
|
||||
for (const [shape, seats, players, board] of TABLES) {
|
||||
const label = `${rawLabel} · ${shape} · ${hand}`;
|
||||
await page.goto(`${BASE}/Casino/TexasHoldem`);
|
||||
await page.evaluate(seedTable, [seats, players, board]);
|
||||
await page.goto(`${BASE}/Casino/TexasHoldem`);
|
||||
await page.click("#nextHandBtn");
|
||||
await page.waitForTimeout(300);
|
||||
// Deal it, and get chips in front of a few players. The sweep used to
|
||||
// audit a table that had never had a bet on it, so the bets layer was
|
||||
// empty at every viewport it visited and nothing it drew was ever looked
|
||||
// at — which is a third of what is on the felt during a hand.
|
||||
await page.evaluate(() => {
|
||||
const deal = [...document.querySelectorAll("#actionBar button")]
|
||||
.find(b => /post blinds/i.test(b.textContent));
|
||||
if (deal) deal.click();
|
||||
});
|
||||
await page.waitForTimeout(220);
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const acted = await page.evaluate(() => {
|
||||
const btn = [...document.querySelectorAll("#actionBar button")]
|
||||
.find(b => /^(Call|Check)/.test(b.textContent.trim()) && !b.disabled);
|
||||
if (!btn) return false;
|
||||
btn.click();
|
||||
return true;
|
||||
});
|
||||
if (!acted) break;
|
||||
await page.waitForTimeout(120);
|
||||
}
|
||||
if (board) {
|
||||
await page.evaluate(() => {
|
||||
const s = HoldemState.load();
|
||||
s.street = "river";
|
||||
s.board = ["KD", "9C", "4S", "AH", "2H"];
|
||||
s.seats.filter(p => p.inHand).forEach((p, i) => {
|
||||
p.cards = [["AS", "KC"], ["AC", "3D"], ["9H", "9S"],
|
||||
["7C", "5D"], ["JD", "TS"]][i] || ["", ""];
|
||||
});
|
||||
HoldemState.save(s);
|
||||
});
|
||||
await page.reload();
|
||||
await page.waitForTimeout(300);
|
||||
}
|
||||
await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
|
||||
await page.addScriptTag({ path: AUDIT });
|
||||
|
||||
for (const [name, open] of OVERLAYS) {
|
||||
await page.evaluate(open);
|
||||
await page.waitForTimeout(180);
|
||||
checks++;
|
||||
const result = await page.evaluate(() => {
|
||||
const overlay = [...document.querySelectorAll("[id$='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 });
|
||||
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}: ${w}`));
|
||||
|
||||
// The overlays don't change with the table's shape, so they are only
|
||||
// opened over the half-full one — twice the viewports is enough time
|
||||
// spent already.
|
||||
if (shape !== TABLES[0][0]) continue;
|
||||
|
||||
for (const [name, open] of OVERLAYS) {
|
||||
await page.evaluate(open);
|
||||
await page.waitForTimeout(180);
|
||||
checks++;
|
||||
const result = await page.evaluate(() => {
|
||||
const overlay = [...document.querySelectorAll("[id$='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) });
|
||||
for (const [width, height, rawLabel] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
|
||||
const label = `${rawLabel} · ${hand}`;
|
||||
await page.setViewportSize({ width, height });
|
||||
await page.goto(`${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) });
|
||||
result.warnings.forEach(w => warnings.push(`quick split · ${label}: ${w}`));
|
||||
}
|
||||
|
||||
await context.close();
|
||||
}
|
||||
|
||||
await browser.close();
|
||||
|
||||
console.log(`${checks} audits across ${VIEWPORTS.length} viewports`);
|
||||
console.log(`${checks} audits across ${VIEWPORTS.length} viewports, with a mouse and with a thumb`);
|
||||
warnings.forEach(w => console.log(` note: ${w}`));
|
||||
if (failures.length === 0) {
|
||||
console.log("clean");
|
||||
|
||||
@@ -0,0 +1,174 @@
|
||||
// Whether two seats can end up wanting the same pixels.
|
||||
//
|
||||
// The felt used to decide this from one number: the straight-line distance between the
|
||||
// closest two *neighbouring* seats, judged against a fraction of a puck's width. Both
|
||||
// halves of that were wrong, and the running page showed it. Measured across nine
|
||||
// viewports and six table sizes:
|
||||
//
|
||||
// seventeen of fifty-four tables had one seat's name or stack painted under another
|
||||
// ten of them had the collision between two seats that are not neighbours
|
||||
//
|
||||
// The second number is the interesting one. On a phone held sideways the felt is 528px
|
||||
// wide and 87 tall, the ring is very nearly a straight line, and the seat that lands on
|
||||
// top of you is the one across the table — seats 1 and 7, overlapping by 68px, while
|
||||
// every neighbouring pair was fine and the check said the table was clean.
|
||||
//
|
||||
// The first is what a distance test can't fix even looking at every pair: distance has
|
||||
// one number in it, and a puck is half again as wide as it is tall. 84px between centres
|
||||
// is generous side by side and nowhere near enough on the diagonal.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const fs = require("fs");
|
||||
const path = require("path");
|
||||
const { Render } = require("./load");
|
||||
|
||||
const CSS = fs.readFileSync(
|
||||
path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css"), "utf8");
|
||||
|
||||
describe("two boxes on a ring", () => {
|
||||
// A phone held sideways, once the action bar has taken its share: a felt far wider
|
||||
// than it is tall, on which the ring is very nearly a straight line.
|
||||
const felt = { width: 400, height: 70 };
|
||||
const flat = { rx: 44, ry: 42 };
|
||||
|
||||
test("a pair that is not neighbours still counts", () => {
|
||||
// Eight seats, a 48x60 puck. Every neighbouring pair is clear. Seats 1 and 5 are
|
||||
// on top of each other, and so are 2 and 4, and 6 and 8 — the seat that lands on
|
||||
// you here is the one across the table, because the rim doubles back at the ends
|
||||
// of a shape this flat and a long walk apart is no distance at all.
|
||||
assert.equal(Render.seatsCollide(8, felt, flat, 48, 60), true);
|
||||
|
||||
const neighbours = (count, w, h) => {
|
||||
const points = Render.ringPositions(count, flat.rx, flat.ry, felt.width / felt.height)
|
||||
.map(s => ({ x: (s.left / 100) * felt.width, y: (s.top / 100) * felt.height }));
|
||||
return points.some((point, i) => {
|
||||
const next = points[(i + 1) % points.length];
|
||||
return Math.abs(point.x - next.x) < w && Math.abs(point.y - next.y) < h;
|
||||
});
|
||||
};
|
||||
assert.equal(neighbours(8, 48 + Render.SEAT_CLEARANCE_PX, 60 + Render.SEAT_CLEARANCE_PX), false,
|
||||
"no neighbouring pair overlaps, which is exactly why this had to look at all of them");
|
||||
});
|
||||
|
||||
test("and the answer is the box, not a radius", () => {
|
||||
// Two seats 60px apart across and 35px down, with a 64x40 puck. The distance
|
||||
// between them is 69px, so the test this replaces — "are these two further apart
|
||||
// than a puck is wide?" — called it clear. The boxes overlap by 4px by 5px.
|
||||
const boxes = { width: 200, height: 100 };
|
||||
const twoSeats = (dx, dy) => {
|
||||
const original = Render.ringPositions;
|
||||
Render.ringPositions = () => [
|
||||
{ left: 50 - (dx / 2 / boxes.width) * 100, top: 50 - (dy / 2 / boxes.height) * 100 },
|
||||
{ left: 50 + (dx / 2 / boxes.width) * 100, top: 50 + (dy / 2 / boxes.height) * 100 },
|
||||
];
|
||||
try {
|
||||
return Render.seatsCollide(2, boxes, flat, 64, 40, 0);
|
||||
} finally {
|
||||
Render.ringPositions = original;
|
||||
}
|
||||
};
|
||||
assert.ok(Math.hypot(60, 35) > 64, "and a distance test would have passed it");
|
||||
assert.equal(twoSeats(60, 35), true, "60 across and 35 down, with a 64x40 puck");
|
||||
assert.equal(twoSeats(60, 45), false, "far enough apart vertically");
|
||||
assert.equal(twoSeats(66, 10), false, "far enough apart horizontally");
|
||||
});
|
||||
|
||||
test("with daylight, so rounded corners don't read as touching", () => {
|
||||
assert.ok(Render.SEAT_CLEARANCE_PX > 0);
|
||||
});
|
||||
|
||||
test("a table nobody is sitting at can't collide with itself", () => {
|
||||
assert.equal(Render.seatsCollide(1, felt, flat, 96, 60), false);
|
||||
assert.equal(Render.seatsCollide(9, null, flat, 96, 60), false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the widths the felt may choose from", () => {
|
||||
test("run widest first, because the widest that fits is the one wanted", () => {
|
||||
const widths = Render.seatWidthCandidates();
|
||||
widths.slice(1).forEach((w, i) => assert.ok(w < widths[i], `${widths[i]} then ${w}`));
|
||||
});
|
||||
|
||||
test("and span the whole declared range", () => {
|
||||
const widths = Render.seatWidthCandidates();
|
||||
assert.equal(widths[0], Render.SEAT_WIDTH_MAX);
|
||||
assert.equal(widths[widths.length - 1], Render.SEAT_WIDTH_MIN);
|
||||
});
|
||||
|
||||
test("the floor is still a name, not a smudge", () => {
|
||||
// At 44px the tight layout shows about five characters and an ellipsis. Below
|
||||
// that a puck stops telling the dealer who is sitting there, which is the one
|
||||
// thing on the felt it exists to say.
|
||||
assert.ok(Render.SEAT_WIDTH_MIN >= 44);
|
||||
assert.ok(Render.SEAT_TIGHT_BELOW_PX > Render.SEAT_WIDTH_MIN);
|
||||
assert.ok(Render.SEAT_TIGHT_BELOW_PX < Render.SEAT_WIDTH_MAX);
|
||||
});
|
||||
|
||||
test("and there are few enough of them to measure after every tap", () => {
|
||||
// Each one costs a forced layout. Ten is the budget; the cache carries the rest.
|
||||
assert.ok(Render.seatWidthCandidates().length <= 12);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what the stylesheet has to keep holding up", () => {
|
||||
test("the puck's width comes from the property, not from a breakpoint", () => {
|
||||
// Three media queries used to declare it — 78px, 64px and 62px — three guesses
|
||||
// at a number that depends on how many people are sitting down, which no media
|
||||
// query can see. The same 390px phone has room for 90px at four seats and 61 at
|
||||
// nine.
|
||||
const declarations = CSS.replace(/\/\*[\s\S]*?\*\//g, "");
|
||||
const seatRules = [...declarations.matchAll(/(^|[,}])\s*(\.seat)\s*\{([^}]*)\}/g)]
|
||||
.map(m => m[3]);
|
||||
const hardWidths = seatRules
|
||||
.flatMap(body => body.match(/(?<![\w-])width:\s*[^;]+/g) || [])
|
||||
.filter(decl => !decl.includes("var(--seatPuckW"));
|
||||
assert.deepEqual(hardWidths, []);
|
||||
});
|
||||
|
||||
test("the puck measures what it says it measures", () => {
|
||||
// As content-box a 64px puck came out 74 across once its padding and border were
|
||||
// counted, and the search compares that number against distances on the felt.
|
||||
const rule = CSS.match(/\n\.seat \{[^}]*\}/);
|
||||
assert.ok(rule, ".seat rule not found");
|
||||
assert.match(rule[0], /box-sizing:\s*border-box/);
|
||||
});
|
||||
|
||||
test("and a blind badge never reaches sideways off its own puck", () => {
|
||||
// This is what makes the footprint the puck and nothing more. The badge's
|
||||
// remaining overhang is vertical, and it points away from the table at both ends
|
||||
// — `top` on the upper arc, `bottom` on the lower — so two seats facing each
|
||||
// other across the felt wear their badges back to back.
|
||||
//
|
||||
// It was not always so: at `left: -6px` the small blind hung off the puck's left
|
||||
// corner, and on an iPhone Pro Max at six seats — pucks not touching at all —
|
||||
// "SB" was painted across the next player's $1,137.
|
||||
const badges = [...CSS.matchAll(/\.(sb|bb|str)Badge\s*\{([^}]*)\}/g)];
|
||||
assert.equal(badges.length, 3, "expected all three blind badges");
|
||||
badges.forEach(([, which, body]) => {
|
||||
const left = body.match(/(?<![\w-])left:\s*(-?[\d.]+)px/);
|
||||
assert.ok(left, `.${which}Badge should place itself horizontally`);
|
||||
assert.ok(Number(left[1]) >= 0,
|
||||
`.${which}Badge sits at ${left[1]}px, off the left of its own puck`);
|
||||
});
|
||||
});
|
||||
|
||||
test("and all three sit in the same place, so there is one spot to look at", () => {
|
||||
// Two badges in two positions means the dealer's eye has to find which of them
|
||||
// this seat is using before it can read which blind it is, forty times a night.
|
||||
// A seat only ever wears one: the blinds are different players by construction,
|
||||
// and the straddle chain starts left of the big blind and stops short of the
|
||||
// small one.
|
||||
const lefts = [...CSS.matchAll(/\.(sb|bb|str)Badge\s*\{([^}]*)\}/g)]
|
||||
.map(([, , body]) => (body.match(/(?<![\w-])left:\s*(-?[\d.]+px)/) || [])[1]);
|
||||
assert.equal(new Set(lefts).size, 1, `badges sit at ${lefts.join(", ")}`);
|
||||
});
|
||||
});
|
||||
|
||||
describe("with no browser to measure", () => {
|
||||
test("nothing here throws", () => {
|
||||
assert.equal(Render.measuredSeatBox(), null);
|
||||
assert.equal(Render.seatFootprint(null), null);
|
||||
assert.deepEqual(Render.seatFootprint({ width: 64, height: 40 }), { width: 64, height: 40 });
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,241 @@
|
||||
// Where the seats sit on the rim.
|
||||
//
|
||||
// The ring used to space seats by angle, which is only the same as spacing them evenly
|
||||
// when the felt is a circle. On a phone held sideways the felt is 601x126, and equal
|
||||
// angles put four seats down each steep end, 20px apart, with pucks 72px tall — so a
|
||||
// seat's centre belonged to its neighbour and tapping a player got the wrong one.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Render } = require("./load");
|
||||
|
||||
// The seats as a dealer sees them: pixels on a felt of a given size.
|
||||
const ringPixels = (count, width, height, rx = 44, ry = 42) => {
|
||||
const aspect = width / height;
|
||||
return Array.from({ length: count }, (_, i) => {
|
||||
const pos = Render.positionOnRing(i, count, rx, ry, aspect);
|
||||
return { x: (pos.left / 100) * width, y: (pos.top / 100) * height };
|
||||
});
|
||||
};
|
||||
|
||||
const gaps = (points) => points.map((p, i) => {
|
||||
const next = points[(i + 1) % points.length];
|
||||
return Math.hypot(next.x - p.x, next.y - p.y);
|
||||
});
|
||||
|
||||
// What the ring did before: one turn cut into equal angles.
|
||||
const byAngle = (index, count, rx, ry) => {
|
||||
const radians = ((-90 + (360 / count) * index) * Math.PI) / 180;
|
||||
return { left: 50 + rx * Math.cos(radians), top: 50 + ry * Math.sin(radians) };
|
||||
};
|
||||
|
||||
describe("a round table", () => {
|
||||
test("still spaces seats by angle, because on a circle that is the same thing", () => {
|
||||
for (let seat = 0; seat < 9; seat++) {
|
||||
const now = Render.positionOnRing(seat, 9, 40, 40, 1);
|
||||
const before = byAngle(seat, 9, 40, 40);
|
||||
assert.ok(Math.abs(now.left - before.left) < 0.2, `seat ${seat} left`);
|
||||
assert.ok(Math.abs(now.top - before.top) < 0.2, `seat ${seat} top`);
|
||||
}
|
||||
});
|
||||
|
||||
test("seat one is at the top, whatever shape the felt is", () => {
|
||||
[[600, 600], [601, 126], [351, 351], [949, 683]].forEach(([w, h]) => {
|
||||
const first = Render.positionOnRing(0, 10, 44, 42, w / h);
|
||||
assert.ok(Math.abs(first.left - 50) < 0.01, `${w}x${h} left`);
|
||||
assert.ok(first.top < 50, `${w}x${h} is above the middle`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("a felt wider than it is tall", () => {
|
||||
// 640x360 landscape: the size the audit was failing at.
|
||||
const wide = () => ringPixels(10, 601, 126);
|
||||
|
||||
const byAnglePixels = () => Array.from({ length: 10 }, (_, i) => {
|
||||
const pos = byAngle(i, 10, 44, 42);
|
||||
return { x: (pos.left / 100) * 601, y: (pos.top / 100) * 126 };
|
||||
});
|
||||
|
||||
// The two seats at the right-hand end, which is where they crowd.
|
||||
const endPairApart = (seats) => {
|
||||
const rightmost = [...seats].sort((a, b) => b.x - a.x).slice(0, 2);
|
||||
return Math.abs(rightmost[0].y - rightmost[1].y);
|
||||
};
|
||||
|
||||
test("pulls the pair at each end apart", () => {
|
||||
// They still share the end — ten seats on a rim this flat have nowhere else to
|
||||
// be — but they stop sitting on top of each other.
|
||||
const now = endPairApart(wide());
|
||||
const before = endPairApart(byAnglePixels());
|
||||
assert.ok(now > before * 1.4, `${now.toFixed(1)}px now, ${before.toFixed(1)}px before`);
|
||||
});
|
||||
|
||||
test("nearly doubles the room between the closest two neighbours", () => {
|
||||
// Not equal spacing in a straight line — at the ends the rim turns back on
|
||||
// itself, so the same walk along it covers less ground across. Even there the
|
||||
// gap goes from a third of a puck to most of one.
|
||||
const now = Math.min(...gaps(wide()));
|
||||
const before = Math.min(...gaps(byAnglePixels()));
|
||||
assert.ok(now > before * 1.7, `${now.toFixed(1)}px now, ${before.toFixed(1)}px before`);
|
||||
assert.ok(now > 55, `${now.toFixed(1)}px`);
|
||||
});
|
||||
|
||||
test("never sits two seats on the same spot", () => {
|
||||
const seats = wide();
|
||||
seats.forEach((seat, i) => {
|
||||
seats.slice(i + 1).forEach((other, j) => {
|
||||
const apart = Math.hypot(seat.x - other.x, seat.y - other.y);
|
||||
assert.ok(apart > 50, `seats ${i + 1} and ${i + j + 2} are ${apart.toFixed(1)}px apart`);
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("how close the closest two seats come", () => {
|
||||
// What decides whether the pucks shrink. Rim length per seat was the first answer
|
||||
// and it is the wrong question: it measures the walk between two seats, not the
|
||||
// gap. On a long oval the rim doubles back at the ends, so two seats a long walk
|
||||
// apart end up stacked one above the other.
|
||||
const gap = (count, width, height) => Render.closestSeatGapPx(count, { width, height });
|
||||
|
||||
test("a flat table no longer stacks two seats at each end", () => {
|
||||
// 616x96: the landscape felt on a 640x360 phone once the bar has grown. On an
|
||||
// ellipse that flat the end pair came out 25px apart with 64px pucks. The rim
|
||||
// is a stadium at this shape, so an end holds one seat.
|
||||
assert.ok(gap(6, 616, 96) > 70, `${gap(6, 616, 96).toFixed(0)}px apart`);
|
||||
assert.ok(gap(12, 616, 96) > 40, `${gap(12, 616, 96).toFixed(0)}px apart at twelve seats`);
|
||||
});
|
||||
|
||||
test("an ellipse's ends are still closer than its rim suggests, which is why the shape changes", () => {
|
||||
// Same felt, forced through the ellipse the tool uses for rounder tables.
|
||||
const asEllipse = Render.ringAngles(6, 44, 42, 616 / 96).map(angle => ({
|
||||
x: ((50 + 44 * Math.cos(angle)) / 100) * 616,
|
||||
y: ((50 + 42 * Math.sin(angle)) / 100) * 96,
|
||||
}));
|
||||
const closest = asEllipse.reduce((least, point, i) => {
|
||||
const next = asEllipse[(i + 1) % asEllipse.length];
|
||||
return Math.min(least, Math.hypot(point.x - next.x, point.y - next.y));
|
||||
}, Infinity);
|
||||
assert.ok(closest < 70, `${closest.toFixed(0)}px`);
|
||||
assert.ok(gap(6, 616, 96) > closest * 1.3,
|
||||
`stadium ${gap(6, 616, 96).toFixed(0)}px against ellipse ${closest.toFixed(0)}px`);
|
||||
});
|
||||
|
||||
test("a round table's neighbours are about as far apart as the rim says", () => {
|
||||
const rim = (Math.PI * 2 * 0.43 * 400) / 9;
|
||||
assert.ok(Math.abs(gap(9, 400, 400) - rim) < rim * 0.15);
|
||||
});
|
||||
|
||||
test("more seats, less room, in that order", () => {
|
||||
assert.ok(gap(12, 400, 400) < gap(9, 400, 400));
|
||||
assert.ok(gap(9, 400, 400) < gap(6, 400, 400));
|
||||
assert.ok(gap(6, 400, 400) < gap(6, 800, 800), "and a bigger table gives more");
|
||||
});
|
||||
|
||||
test("nothing to measure between fewer than two seats", () => {
|
||||
assert.equal(gap(1, 400, 400), Infinity);
|
||||
assert.equal(gap(9, 0, 0), Infinity);
|
||||
});
|
||||
});
|
||||
|
||||
describe("which rim a table gets", () => {
|
||||
// An ellipse until the table is much wider than tall, then a stadium: two rails
|
||||
// and a half-round cap at each end, which is how a real poker table is built.
|
||||
const shape = (width, height) => {
|
||||
const aspect = width / height;
|
||||
return 44 * aspect > 42 * Render.STADIUM_RATIO ? "stadium" : "ellipse";
|
||||
};
|
||||
|
||||
test("every layout the tool had keeps the ellipse", () => {
|
||||
assert.equal(shape(844, 608), "ellipse", "desktop");
|
||||
assert.equal(shape(600, 600), "ellipse", "tablet");
|
||||
assert.equal(shape(278, 314), "ellipse", "phone upright");
|
||||
assert.equal(shape(336, 240), "ellipse", "short phone upright");
|
||||
});
|
||||
|
||||
test("a phone on its side gets the stadium", () => {
|
||||
assert.equal(shape(528, 73), "stadium");
|
||||
assert.equal(shape(780, 113), "stadium");
|
||||
});
|
||||
|
||||
test("the cap holds one seat instead of stacking two", () => {
|
||||
// Six seats on a 616x96 rim: the walk between neighbours has to be longer than
|
||||
// the cap, or two of them end up on the same half-circle.
|
||||
const halfWidth = 44 * (616 / 96), halfHeight = 42;
|
||||
const perimeter = 4 * (halfWidth - halfHeight) + 2 * Math.PI * halfHeight;
|
||||
assert.ok(perimeter / 6 > Math.PI * halfHeight, "one seat per cap at six-handed");
|
||||
});
|
||||
|
||||
test("seat one is still at the top centre, and the ring still mirrors", () => {
|
||||
const seats = Array.from({ length: 8 }, (_, i) => Render.positionOnRing(i, 8, 44, 42, 616 / 96));
|
||||
assert.ok(Math.abs(seats[0].left - 50) < 0.01);
|
||||
assert.ok(seats[0].top < 50);
|
||||
for (let seat = 1; seat < 4; seat++) {
|
||||
const mirrored = seats[8 - seat];
|
||||
assert.ok(Math.abs((seats[seat].left - 50) + (mirrored.left - 50)) < 0.01, `seat ${seat} across`);
|
||||
assert.ok(Math.abs(seats[seat].top - mirrored.top) < 0.01, `seat ${seat} down`);
|
||||
}
|
||||
});
|
||||
|
||||
test("nobody is drawn off the felt", () => {
|
||||
Array.from({ length: 12 }, (_, i) => Render.positionOnRing(i, 12, 44, 42, 616 / 96)).forEach((seat, i) => {
|
||||
assert.ok(seat.left >= 5 && seat.left <= 95, `seat ${i + 1} across at ${seat.left.toFixed(1)}%`);
|
||||
assert.ok(seat.top >= 7 && seat.top <= 93, `seat ${i + 1} down at ${seat.top.toFixed(1)}%`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe("the shape of the ring", () => {
|
||||
test("is a mirror image left to right", () => {
|
||||
const seats = ringPixels(10, 601, 126);
|
||||
for (let seat = 1; seat < 5; seat++) {
|
||||
const mirrored = seats[10 - seat];
|
||||
assert.ok(Math.abs((seats[seat].x - 300.5) + (mirrored.x - 300.5)) < 0.5, `seat ${seat} across`);
|
||||
assert.ok(Math.abs(seats[seat].y - mirrored.y) < 0.5, `seat ${seat} down`);
|
||||
}
|
||||
});
|
||||
|
||||
test("holds for the smallest and largest tables the seat count allows", () => {
|
||||
[2, 3, 4, 9, 12, 24].forEach(count => {
|
||||
const seats = ringPixels(count, 601, 126);
|
||||
assert.equal(seats.length, count);
|
||||
seats.forEach((seat, i) => {
|
||||
assert.ok(Number.isFinite(seat.x) && Number.isFinite(seat.y), `${count}-handed seat ${i + 1}`);
|
||||
assert.ok(seat.x >= 0 && seat.x <= 601, `${count}-handed seat ${i + 1} is on the felt`);
|
||||
});
|
||||
assert.ok(Math.min(...gaps(seats)) > 0, `${count}-handed seats are distinct`);
|
||||
});
|
||||
});
|
||||
|
||||
test("shares the rim out equally on a round table at any size", () => {
|
||||
[3, 6, 9, 10, 24].forEach(count => {
|
||||
const spacing = gaps(ringPixels(count, 500, 500, 40, 40));
|
||||
const shortest = Math.min(...spacing);
|
||||
const longest = Math.max(...spacing);
|
||||
assert.ok(longest - shortest < 0.5,
|
||||
`${count}-handed gaps ran ${shortest.toFixed(1)}-${longest.toFixed(1)}px`);
|
||||
});
|
||||
});
|
||||
|
||||
test("asked for no seats, offers no positions", () => {
|
||||
assert.deepEqual(Render.ringAngles(0, 44, 42, 1), []);
|
||||
});
|
||||
|
||||
test("puts each bet between its own player and the pot", () => {
|
||||
// Where a dealer pushes the chips: on that player's line to the middle, short
|
||||
// of the seat.
|
||||
const bearing = (point) => Math.atan2(point.top - 50, point.left - 50);
|
||||
const outFromMiddle = (point) => Math.hypot(point.left - 50, point.top - 50);
|
||||
|
||||
[[601, 126], [810, 583], [351, 351]].forEach(([w, h]) => {
|
||||
for (let seat = 0; seat < 9; seat++) {
|
||||
const player = Render.seatPosition(seat, 9, w / h);
|
||||
const bet = Render.betPosition(seat, 9, w / h);
|
||||
const offBy = Math.abs(bearing(bet) - bearing(player)) * (180 / Math.PI);
|
||||
assert.ok(offBy < 1, `${w}x${h} seat ${seat + 1} is ${offBy.toFixed(1)}° off its spoke`);
|
||||
assert.ok(outFromMiddle(bet) < outFromMiddle(player), `${w}x${h} seat ${seat + 1} is short of the seat`);
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,110 @@
|
||||
// How wide the ring of seats is allowed to be.
|
||||
//
|
||||
// It sat at a flat 44% by 42% of the seat layer at every size — two numbers picked
|
||||
// against a phone, then asked to hold for a 754x543 felt on a desktop and a 686x141
|
||||
// one on a phone held sideways. A fixed pair can only be right for one ratio of puck
|
||||
// to felt, so measured on the running page:
|
||||
//
|
||||
// 1280x900, nine-handed five of nine pucks past the table's outer edge, worst 49px
|
||||
// 844x390, six-handed all six, worst 20px
|
||||
// 430x932, six-handed two, worst 12px
|
||||
//
|
||||
// Seats floating off the felt onto the page read as the table being too small for the
|
||||
// game rather than as players at a rail, and it was a different amount of wrong on
|
||||
// every screen — which is what made it look like a mistake instead of a choice.
|
||||
//
|
||||
// The radius is derived from what has to fit now. Whether it *actually* fits is a
|
||||
// question about a laid-out browser, and it is checked there: uiAudit's "seats and
|
||||
// chips stay on the table" runs at every viewport in the sweep. What is checked here
|
||||
// is the contract that function has to honour, including the two ways it is allowed
|
||||
// to give up.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Render } = require("./load");
|
||||
|
||||
describe("with no browser to measure", () => {
|
||||
test("it falls back to the ring the tool has always used", () => {
|
||||
// Every call from this suite has no DOM, and so does the very first render,
|
||||
// before the felt has been laid out. Neither should throw or return nonsense.
|
||||
assert.deepEqual(Render.seatRingRadii(), { rx: Render.RING_MAX_RX, ry: Render.RING_MAX_RY });
|
||||
});
|
||||
|
||||
test("so seatPosition still answers", () => {
|
||||
const pos = Render.seatPosition(0, 9, 1);
|
||||
assert.ok(Number.isFinite(pos.left) && Number.isFinite(pos.top));
|
||||
});
|
||||
|
||||
test("and nothing is measured for the puck height either", () => {
|
||||
assert.equal(Render.tooTallForTheTable(), false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the ceiling and the floor", () => {
|
||||
test("the old ring is the widest it can ever be", () => {
|
||||
// Nothing gets looser than it was; this can only pull seats in.
|
||||
assert.ok(Render.RING_MAX_RX <= 44);
|
||||
assert.ok(Render.RING_MAX_RY <= 42);
|
||||
});
|
||||
|
||||
test("and it never collapses the ring into the pot", () => {
|
||||
// A puck wider than the table it sits on has no honest answer. Overhanging is
|
||||
// the lesser evil — seats stacked on the pot would be unreadable, and the
|
||||
// density rule shrinks the pucks before it ever gets this far.
|
||||
assert.ok(Render.RING_MIN_R > 0);
|
||||
assert.ok(Render.RING_MIN_R < Render.RING_MAX_RY);
|
||||
});
|
||||
|
||||
test("with a margin that keeps the outermost seat off the rail", () => {
|
||||
assert.ok(Render.SEAT_EDGE_MARGIN_PX > 0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the ring the radii describe", () => {
|
||||
const spread = (radii, count = 9, aspect = 1.4) =>
|
||||
Render.ringPositions(count, radii.rx, radii.ry, aspect);
|
||||
|
||||
test("a smaller radius puts every seat nearer the middle", () => {
|
||||
const wide = spread({ rx: 44, ry: 42 });
|
||||
const tight = spread({ rx: 30, ry: 28 });
|
||||
wide.forEach((seat, i) => {
|
||||
const wideOut = Math.hypot(seat.left - 50, seat.top - 50);
|
||||
const tightOut = Math.hypot(tight[i].left - 50, tight[i].top - 50);
|
||||
assert.ok(tightOut < wideOut, `seat ${i + 1} should have come in`);
|
||||
});
|
||||
});
|
||||
|
||||
test("and the seats stay evenly spread however far in they are", () => {
|
||||
// Pulling the ring in must not bunch them: the spacing rule is arc length, and
|
||||
// shrinking an ellipse uniformly keeps every gap in proportion.
|
||||
const gaps = ring => ring.map((p, i) => {
|
||||
const next = ring[(i + 1) % ring.length];
|
||||
return Math.hypot(p.left - next.left, p.top - next.top);
|
||||
});
|
||||
const tight = gaps(spread({ rx: 30, ry: 28 }));
|
||||
const smallest = Math.min(...tight), largest = Math.max(...tight);
|
||||
assert.ok(largest / smallest < 1.35, `gaps ranged ${smallest.toFixed(1)}..${largest.toFixed(1)}`);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the bets follow the seats", () => {
|
||||
test("a chip sits on its own player's spoke, proportionally in", () => {
|
||||
// The chip is a fraction of the seat's reach rather than of the felt, so when
|
||||
// the ring pulls in the chips come with it instead of being left by the rail.
|
||||
const radii = { rx: 30, ry: 28 };
|
||||
const seat = Render.seatPosition(2, 8, 1.4, radii);
|
||||
const bet = Render.betPosition(2, 8, 1.4, radii);
|
||||
const seatOut = Math.hypot(seat.left - 50, seat.top - 50);
|
||||
const betOut = Math.hypot(bet.left - 50, bet.top - 50);
|
||||
assert.ok(betOut < seatOut, "the chip is nearer the pot than the player is");
|
||||
assert.ok(betOut > seatOut * 0.4, "but still out on the player's side of the felt");
|
||||
});
|
||||
|
||||
test("and it is the same spoke, not just the same distance", () => {
|
||||
const radii = { rx: 30, ry: 28 };
|
||||
const seat = Render.seatPosition(5, 9, 1.2, radii);
|
||||
const bet = Render.betPosition(5, 9, 1.2, radii);
|
||||
const angleOf = p => Math.atan2(p.top - 50, p.left - 50);
|
||||
assert.ok(Math.abs(angleOf(seat) - angleOf(bet)) < 0.01);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,106 @@
|
||||
// The toast that outlived the thing it was talking about.
|
||||
//
|
||||
// Toasts are news about the last action, and they carry an Undo. Take another action
|
||||
// and both of those go wrong at once: the sentence describes a step that is now two
|
||||
// steps back, and the Undo behind it restores a snapshot from before everything since.
|
||||
// "Next hand — button on seat 2. [Undo]" left up while a hand is dealt and three
|
||||
// players call is an offer to move the button, wired to a button that deletes the hand.
|
||||
//
|
||||
// It is also simply in the way. The toast is a fixed strip near the bottom of the
|
||||
// screen; on a 360x640 phone there is nowhere for it to sit that is clear of both the
|
||||
// felt and the action bar, so a stale one covers seats and controls for eight seconds.
|
||||
//
|
||||
// So the bar drops it as it takes the next action. These tests hold that funnel shut:
|
||||
// every action a dealer can take from the bar goes through `commit`, and `commit`
|
||||
// clears the toast before it does anything else.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const fs = require("fs");
|
||||
const path = require("path");
|
||||
const { ActionBar, Betting, makeTable } = require("./load");
|
||||
|
||||
const SRC = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem");
|
||||
const barSource = fs.readFileSync(path.join(SRC, "actionBar.js"), "utf8");
|
||||
|
||||
// A bar sat at a real table, with the toast replaced by something that keeps a log
|
||||
// and the re-render stubbed out — none of these rules need the DOM back.
|
||||
function onTable() {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0 });
|
||||
const log = [];
|
||||
globalThis.Toast = {
|
||||
onScreen: null,
|
||||
show(message) { this.onScreen = message; log.push(`show ${message}`); },
|
||||
dismiss() { this.onScreen = null; log.push("dismiss"); },
|
||||
};
|
||||
ActionBar.state = state;
|
||||
ActionBar.render = () => {};
|
||||
ActionBar.hooks = {
|
||||
beginAction: label => log.push(`begin ${label}`),
|
||||
save: () => log.push("save"),
|
||||
rerender: () => log.push("rerender"),
|
||||
};
|
||||
return { bar: ActionBar, state, log };
|
||||
}
|
||||
|
||||
test.afterEach(() => { delete globalThis.Toast; });
|
||||
|
||||
describe("a toast does not outlive its own news", () => {
|
||||
test("the next action from the bar clears it", () => {
|
||||
const { bar, state, log } = onTable();
|
||||
Toast.show("Next hand — button on seat 2.");
|
||||
|
||||
bar.commit("dealing the hand", () => Betting.beginHand(state));
|
||||
|
||||
assert.equal(Toast.onScreen, null, "the hand is dealt; the sentence about seating the table is not news any more");
|
||||
assert.ok(log.indexOf("dismiss") < log.indexOf("begin dealing the hand"),
|
||||
`the toast goes before the action is recorded, so nothing shown during the action is swept up with it: ${log.join(", ")}`);
|
||||
});
|
||||
|
||||
test("a toast raised by the action itself survives", () => {
|
||||
const { bar, log } = onTable();
|
||||
bar.commit("something that talks back", () => Toast.show("Bob is all in."));
|
||||
|
||||
assert.equal(Toast.onScreen, "Bob is all in.",
|
||||
"commit clears what was there when it started, not what its own work puts up");
|
||||
assert.deepEqual(log, ["dismiss", "begin something that talks back", "show Bob is all in.", "save", "rerender"]);
|
||||
});
|
||||
|
||||
test("with no toast on screen it is still just one dismiss", () => {
|
||||
const { bar, log } = onTable();
|
||||
bar.commit("a fold", () => {});
|
||||
assert.equal(log.filter(l => l === "dismiss").length, 1);
|
||||
});
|
||||
|
||||
test("a page with no Toast at all does not throw", () => {
|
||||
const { bar, state } = onTable();
|
||||
delete globalThis.Toast;
|
||||
assert.doesNotThrow(() => bar.commit("dealing the hand", () => Betting.beginHand(state)));
|
||||
});
|
||||
});
|
||||
|
||||
describe("every bar action really does go through that funnel", () => {
|
||||
// The dismiss is worth nothing if some button reaches past `commit` to mutate the
|
||||
// table itself. Actions are written as `this.commit(...)`; a `Betting.` call made
|
||||
// straight from a click handler would be one that skips the clean-up — and the
|
||||
// undo history with it, which is the older reason this funnel exists.
|
||||
test("no click handler calls the betting engine directly", () => {
|
||||
const strays = barSource
|
||||
.split("\n")
|
||||
.map((line, i) => [i + 1, line])
|
||||
.filter(([, line]) => /=>\s*Betting\.(fold|check|call|allIn|raiseTo|beginHand|closeStreet)\(/.test(line))
|
||||
.filter(([, line]) => !/this\.commit\(/.test(line))
|
||||
.map(([n, line]) => `actionBar.js:${n}: ${line.trim()}`);
|
||||
|
||||
assert.deepEqual(strays, [], "these change the table without going through commit");
|
||||
});
|
||||
|
||||
test("commit is what clears the toast, not each button", () => {
|
||||
const dismissals = barSource.split("\n").filter(l => /Toast\.dismiss\(\)/.test(l)).length;
|
||||
// Two: this one, and the raise pad — which opens without committing anything,
|
||||
// and needs the strip clear because the pad makes the bar tall enough to push
|
||||
// a toast up over the seats.
|
||||
assert.equal(dismissals, 2,
|
||||
"a third dismissal means a button is doing by hand what commit already does");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,166 @@
|
||||
// The chips the felt plays with are the chips the box is checked against.
|
||||
//
|
||||
// "Starting stack" is offered in the setup panel as the ordinary way to open a table —
|
||||
// "seats without their own stack start here" — and everything a dealer looks at reads
|
||||
// it: the puck, the action bar, what a player is allowed to bet. The money side did
|
||||
// not. It read `seat.stack` directly, which is null for exactly those seats, so a
|
||||
// three-handed table playing for $600 reported no chips in play, a balanced bank and a
|
||||
// standings list with nobody on it.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Money, HoldemState, Betting } = require("./load");
|
||||
|
||||
const openedWithStartingStack = (stack = 200, names = ["Ann", "Ben", "Cal"]) => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 6);
|
||||
state.defaultStack = stack;
|
||||
names.forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].inHand = true;
|
||||
});
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("what the table is playing for", () => {
|
||||
test("is what the bank counts", () => {
|
||||
const state = openedWithStartingStack();
|
||||
// What the felt says each of them has.
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => Betting.stackOf(state, p)), [200, 200, 200]);
|
||||
assert.equal(HoldemState.bankReconciliation(state).chipsInPlay, 600);
|
||||
});
|
||||
|
||||
test("and the box being empty is a problem it now reports", () => {
|
||||
const bank = HoldemState.bankReconciliation(openedWithStartingStack());
|
||||
assert.equal(bank.cashIn, 0);
|
||||
assert.equal(bank.difference, 600);
|
||||
assert.equal(bank.balanced, false, "six hundred dollars of chips nobody paid for");
|
||||
});
|
||||
|
||||
test("empty chairs are not people holding two hundred dollars", () => {
|
||||
// The starting stack stands in for a seat that hasn't been given one, and every
|
||||
// empty chair is such a seat. Counting them would invent $600 of chips at an
|
||||
// empty table.
|
||||
const state = openedWithStartingStack();
|
||||
assert.equal(HoldemState.bankReconciliation(state).chipsInPlay, 600, "three players, not six chairs");
|
||||
|
||||
const empty = HoldemState.createDefault();
|
||||
empty.defaultStack = 200;
|
||||
assert.equal(HoldemState.bankReconciliation(empty).chipsInPlay, 0);
|
||||
assert.equal(HoldemState.bankReconciliation(empty).balanced, true);
|
||||
});
|
||||
|
||||
test("once the cash is written down it balances", () => {
|
||||
const state = openedWithStartingStack();
|
||||
state.seats.slice(0, 3).forEach(p => { p.buyIns = 200; });
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("a table where everyone has their own stack is unchanged", () => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, 4);
|
||||
["Ann", "Ben"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].stack = 150;
|
||||
state.seats[i].buyIns = 150;
|
||||
});
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.chipsInPlay, 300);
|
||||
assert.equal(bank.balanced, true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("who is on the settle-up list", () => {
|
||||
test("everyone holding chips, including the ones holding the table's own stack", () => {
|
||||
const rows = HoldemState.sessionStandings(openedWithStartingStack());
|
||||
assert.deepEqual(rows.map(r => r.name), ["Ann", "Ben", "Cal"]);
|
||||
assert.deepEqual(rows.map(r => r.chipsInFront), [200, 200, 200]);
|
||||
});
|
||||
|
||||
test("with nothing bought in yet, which is the thing to notice", () => {
|
||||
const rows = HoldemState.sessionStandings(openedWithStartingStack());
|
||||
assert.deepEqual(rows.map(r => r.boughtIn), [0, 0, 0]);
|
||||
assert.deepEqual(rows.map(r => r.cashPosition), [200, 200, 200]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("naming the seats the cash is missing for", () => {
|
||||
test("says who, and which kind of missing it is", () => {
|
||||
const state = openedWithStartingStack();
|
||||
state.seats[2].stack = 320; // Cal typed his own: an unrecorded rebuy
|
||||
|
||||
const owing = HoldemState.seatsOwingCash(state);
|
||||
assert.deepEqual(owing.map(row => row.name), ["Ann", "Ben", "Cal"]);
|
||||
assert.deepEqual(owing.map(row => row.fromStartingStack), [true, true, false]);
|
||||
assert.deepEqual(owing.map(row => row.chips), [200, 200, 320]);
|
||||
});
|
||||
|
||||
test("a seat whose buy-in is written down isn't on the list", () => {
|
||||
const state = openedWithStartingStack();
|
||||
state.seats[0].buyIns = 200;
|
||||
assert.deepEqual(HoldemState.seatsOwingCash(state).map(row => row.name), ["Ben", "Cal"]);
|
||||
});
|
||||
|
||||
test("and a table where nothing is owed has nobody on it", () => {
|
||||
const state = openedWithStartingStack();
|
||||
state.seats.slice(0, 3).forEach(p => { p.buyIns = 200; });
|
||||
assert.deepEqual(HoldemState.seatsOwingCash(state), []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("writing the starting stacks down", () => {
|
||||
test("records exactly what those seats are holding", () => {
|
||||
const state = openedWithStartingStack();
|
||||
const done = HoldemState.recordStartingBuyIns(state);
|
||||
assert.equal(done.seats, 3);
|
||||
assert.equal(done.total, 600);
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.buyIns), [200, 200, 200]);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("and leaves somebody else's forgotten rebuy alone", () => {
|
||||
// Only the dealer knows what that was. Guessing would be the tool inventing
|
||||
// money, which is the fault this whole round is about.
|
||||
const state = openedWithStartingStack();
|
||||
state.seats[2].stack = 320;
|
||||
HoldemState.recordStartingBuyIns(state);
|
||||
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.buyIns), [200, 200, 0]);
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, false);
|
||||
assert.equal(bank.difference, 320, "still exactly Cal's chips, and still reported");
|
||||
});
|
||||
|
||||
test("does nothing on a table that doesn't need it", () => {
|
||||
const state = openedWithStartingStack();
|
||||
state.seats.slice(0, 3).forEach(p => { p.buyIns = 200; });
|
||||
const done = HoldemState.recordStartingBuyIns(state);
|
||||
assert.equal(done.seats, 0);
|
||||
assert.equal(done.total, 0);
|
||||
assert.deepEqual(state.seats.slice(0, 3).map(p => p.buyIns), [200, 200, 200]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("through a hand", () => {
|
||||
test("the money adds up from the deal to the payout", () => {
|
||||
const state = openedWithStartingStack(200, ["Ann", "Ben", "Cal", "Dee"]);
|
||||
HoldemState.recordStartingBuyIns(state);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
Betting.beginHand(state);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true, "blinds are still on the table");
|
||||
|
||||
[3, 0, 1].forEach(() => { if (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex); });
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
|
||||
const pot = Betting.potSoFar(state);
|
||||
Betting.sweepToHandTotals(state);
|
||||
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: pot }]);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
const bank = HoldemState.bankReconciliation(state);
|
||||
assert.equal(bank.balanced, true);
|
||||
assert.equal(bank.chipsInPlay, 800, "four buy-ins of two hundred, wherever they have moved to");
|
||||
assert.ok(state.seats[0].stack > 200, "and the winner is holding more than they sat down with");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,188 @@
|
||||
// The straddle: a blind raise put out before the cards by the player left of the big
|
||||
// blind, for twice it.
|
||||
//
|
||||
// Home games run them constantly, and it is three rules at once — the amount, who is
|
||||
// first to act, and what the minimum raise becomes. Faking one by dealing and having
|
||||
// the straddler "raise" gets the last of those right and the other two wrong.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||
|
||||
// Six seats, everyone in, button on seat 0: small blind seat 1, big blind seat 2,
|
||||
// straddle seat 3.
|
||||
const table = (straddles = 0, extra = {}) => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0, ...extra });
|
||||
state.straddleCount = straddles;
|
||||
return state;
|
||||
};
|
||||
|
||||
const dealt = (straddles = 0, extra = {}) => {
|
||||
const state = table(straddles, extra);
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("what goes in the middle", () => {
|
||||
test("the seat left of the big blind puts out twice it", () => {
|
||||
const state = dealt(1);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 0, 0]);
|
||||
});
|
||||
|
||||
test("a re-straddle doubles again, one seat further round", () => {
|
||||
const state = dealt(2);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 8, 0]);
|
||||
});
|
||||
|
||||
test("none of it comes from anywhere but the straddler's stack", () => {
|
||||
const before = chipsOnTable(table(2));
|
||||
assert.equal(chipsOnTable(dealt(2)), before);
|
||||
});
|
||||
|
||||
test("the felt is told who straddled, not left to work it out", () => {
|
||||
assert.deepEqual(dealt(2).postedStraddles, [3, 4]);
|
||||
assert.deepEqual(dealt(0).postedStraddles, []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("who is on the clock", () => {
|
||||
test("action starts left of the straddler, not left of the big blind", () => {
|
||||
assert.equal(dealt(0).actingSeatIndex, 3, "without a straddle it is the seat after the big blind");
|
||||
assert.equal(dealt(1).actingSeatIndex, 4);
|
||||
assert.equal(dealt(2).actingSeatIndex, 5);
|
||||
});
|
||||
|
||||
test("the straddler still has the option when it comes back to them", () => {
|
||||
const state = dealt(1);
|
||||
// Everyone calls the straddle round to the big blind.
|
||||
[4, 5, 0, 1, 2].forEach(seat => {
|
||||
assert.equal(state.actingSeatIndex, seat, `expected seat ${seat} to be up`);
|
||||
Betting.call(state, seat);
|
||||
});
|
||||
assert.equal(state.actingSeatIndex, 3, "back to the straddler");
|
||||
assert.equal(Betting.toCall(state, state.seats[3]), 0, "nothing to call");
|
||||
assert.equal(Betting.isStreetComplete(state), false, "and the street isn't over until they say so");
|
||||
});
|
||||
|
||||
test("the straddler checking closes it", () => {
|
||||
const state = dealt(1);
|
||||
[4, 5, 0, 1, 2].forEach(seat => Betting.call(state, seat));
|
||||
Betting.check(state, 3);
|
||||
assert.equal(Betting.isStreetComplete(state), true);
|
||||
assert.equal(state.actingSeatIndex, null);
|
||||
});
|
||||
|
||||
test("the big blind acts in turn, not last", () => {
|
||||
const state = dealt(1);
|
||||
Betting.call(state, 4);
|
||||
Betting.call(state, 5);
|
||||
Betting.call(state, 0);
|
||||
Betting.call(state, 1);
|
||||
assert.equal(state.actingSeatIndex, 2, "the big blind is up before the straddler");
|
||||
assert.equal(Betting.toCall(state, state.seats[2]), 2, "and owes the difference to the straddle");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it costs to raise", () => {
|
||||
test("the minimum raise is twice the straddle, not the straddle plus a blind", () => {
|
||||
// $2 blinds, $4 straddle: the next raise is to $8. Measured off the big blind
|
||||
// instead it comes out at $6, and every player at the table would argue.
|
||||
assert.equal(Betting.minRaiseTo(dealt(1)), 8);
|
||||
assert.equal(Betting.minRaiseTo(dealt(2)), 16);
|
||||
assert.equal(Betting.minRaiseTo(dealt(0)), 4);
|
||||
});
|
||||
|
||||
test("what the table owes is measured off the straddle", () => {
|
||||
const state = dealt(1);
|
||||
assert.equal(state.currentBet, 4);
|
||||
assert.equal(Betting.toCall(state, state.seats[4]), 4, "a fresh player calls the straddle");
|
||||
assert.equal(Betting.toCall(state, state.seats[1]), 3, "the small blind owes the rest");
|
||||
assert.equal(Betting.toCall(state, state.seats[2]), 2, "so does the big blind");
|
||||
assert.equal(Betting.toCall(state, state.seats[3]), 0, "the straddler is already good");
|
||||
});
|
||||
|
||||
test("a raise over the straddle is a raise, and the straddler can still re-raise", () => {
|
||||
const state = dealt(1);
|
||||
Betting.raiseTo(state, 4, 12);
|
||||
assert.equal(state.currentBet, 12);
|
||||
assert.equal(Betting.minRaiseTo(state), 20, "twice again over a raise of eight");
|
||||
assert.equal(state.seats[3].hasActed, false, "the straddler has not acted yet");
|
||||
});
|
||||
});
|
||||
|
||||
describe("how many a table can take", () => {
|
||||
test("everyone but the two blinds", () => {
|
||||
assert.equal(Betting.maxStraddles(table(0)), 4);
|
||||
assert.equal(Betting.maxStraddles(table(0, { seatCount: 3, seated: [0, 1, 2] })), 1);
|
||||
});
|
||||
|
||||
test("heads-up, none — there is no seat left of the big blind to straddle from", () => {
|
||||
const heads = table(1, { seatCount: 6, seated: [0, 1] });
|
||||
assert.equal(Betting.maxStraddles(heads), 0);
|
||||
assert.deepEqual(Betting.straddleSeats(heads), []);
|
||||
Betting.beginHand(heads);
|
||||
assert.deepEqual(heads.seats.map(p => p.committed), [1, 2, 0, 0, 0, 0]);
|
||||
});
|
||||
|
||||
test("asking for more than the table has stops at the last seat", () => {
|
||||
const state = table(0, { seatCount: 4, seated: [0, 1, 2, 3] });
|
||||
state.straddleCount = 99;
|
||||
assert.equal(Betting.straddleSeats(state).length, 2);
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [8, 1, 2, 4]);
|
||||
assert.equal(state.actingSeatIndex, 1, "round to the small blind, who is first to act");
|
||||
});
|
||||
|
||||
test("a seat with no chips is never handed one", () => {
|
||||
const state = table(1);
|
||||
state.seats[3].stack = 0;
|
||||
// Seat 3 is sat out for the deal, so the straddle passes to seat 4.
|
||||
assert.deepEqual(Betting.straddleSeats(state), [{ index: 4, amount: 4 }]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it doesn't outlive", () => {
|
||||
test("the hand it was called for", () => {
|
||||
const state = dealt(1);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.straddleCount, 0, "nobody straddles again by accident");
|
||||
assert.deepEqual(state.postedStraddles, []);
|
||||
});
|
||||
|
||||
test("but it survives the button being pushed around before the deal", () => {
|
||||
// repostBlinds takes every posted chip back and deals again; a straddle that
|
||||
// vanished there would have been paid once and never returned.
|
||||
const state = dealt(1);
|
||||
const before = chipsOnTable(state);
|
||||
Betting.repostBlinds(state);
|
||||
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 0, 0]);
|
||||
assert.equal(chipsOnTable(state), before);
|
||||
});
|
||||
|
||||
test("a table saved before straddles existed reads as having none", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
|
||||
delete parsed.straddleCount;
|
||||
delete parsed.postedStraddles;
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.equal(migrated.straddleCount, 0);
|
||||
assert.deepEqual(migrated.postedStraddles, []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what the dealer is shown before dealing", () => {
|
||||
test("the straddles that are coming, and how many more it could take", () => {
|
||||
const preview = Betting.blindPreview(table(1));
|
||||
assert.deepEqual(preview.straddles, [{ index: 3, amount: 4 }]);
|
||||
assert.equal(preview.maxStraddles, 4);
|
||||
});
|
||||
|
||||
test("and the preview matches what dealing actually does", () => {
|
||||
const state = table(2);
|
||||
const preview = Betting.blindPreview(state);
|
||||
Betting.beginHand(state);
|
||||
assert.deepEqual(preview.straddles.map(s => s.index), state.postedStraddles);
|
||||
preview.straddles.forEach(({ index, amount }) => {
|
||||
assert.equal(state.seats[index].committed, amount, `seat ${index + 1}`);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,155 @@
|
||||
// Taking the table off this device.
|
||||
//
|
||||
// A night lives in one browser's localStorage and nowhere else. A dealer whose phone
|
||||
// dies, or who wants to carry on from the tablet after the break, loses the stacks,
|
||||
// the buy-ins, where the button is and the whole hand log — and the CSV export can't
|
||||
// bring any of that back, because it records what happened rather than where the
|
||||
// table stands.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Betting, makeTable } = require("./load");
|
||||
|
||||
const aNight = () => {
|
||||
const state = makeTable({ seatCount: 9, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex: 1 });
|
||||
["Ann", "Ben", "Cal", "Dee"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].buyIns = 200;
|
||||
});
|
||||
state.seats[2].stack = 340;
|
||||
state.notes = "Cal owes the bar $12";
|
||||
Betting.beginHand(state);
|
||||
HoldemState.recordHand(state, [{ id: state.seats[2].id, label: "Cal", amount: 60 }]);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("a table written out and read back", () => {
|
||||
test("comes back the same table", () => {
|
||||
const before = aNight();
|
||||
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
|
||||
|
||||
assert.deepEqual(after.seats.map(p => p.name), before.seats.map(p => p.name));
|
||||
assert.deepEqual(after.seats.map(p => p.stack), before.seats.map(p => p.stack));
|
||||
assert.deepEqual(after.seats.map(p => p.buyIns), before.seats.map(p => p.buyIns));
|
||||
assert.equal(after.dealerSeatIndex, before.dealerSeatIndex);
|
||||
assert.equal(after.handNumber, before.handNumber);
|
||||
assert.equal(after.notes, before.notes);
|
||||
assert.equal(after.handHistory.length, before.handHistory.length);
|
||||
});
|
||||
|
||||
test("keeps the things a CSV can't carry", () => {
|
||||
// The whole reason this exists: an export records what happened, not where the
|
||||
// table stands.
|
||||
const before = aNight();
|
||||
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
|
||||
|
||||
assert.equal(after.bettingOpen, before.bettingOpen, "a hand in progress is still in progress");
|
||||
assert.deepEqual(after.postedBlinds, before.postedBlinds, "so the next rotation is right");
|
||||
assert.equal(after.street, before.street);
|
||||
assert.deepEqual(after.seats.map(p => p.committed), before.seats.map(p => p.committed));
|
||||
assert.deepEqual(after.chipLegend, before.chipLegend);
|
||||
});
|
||||
|
||||
test("the standings and the bank check agree across the trip", () => {
|
||||
const before = aNight();
|
||||
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
|
||||
|
||||
assert.deepEqual(HoldemState.sessionStandings(after), HoldemState.sessionStandings(before));
|
||||
assert.deepEqual(HoldemState.bankReconciliation(after), HoldemState.bankReconciliation(before));
|
||||
});
|
||||
|
||||
test("it can be dealt from straight away", () => {
|
||||
const before = aNight();
|
||||
HoldemState.startNextHand(before);
|
||||
const after = HoldemState.fromBackup(HoldemState.toBackup(before)).table;
|
||||
|
||||
Betting.beginHand(after);
|
||||
assert.equal(after.bettingOpen, true);
|
||||
assert.ok(after.actingSeatIndex !== null, "somebody is on the clock");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it refuses", () => {
|
||||
const refuses = (text, because) => {
|
||||
const result = HoldemState.fromBackup(text);
|
||||
assert.ok(result.error, because);
|
||||
assert.equal(result.table, undefined, "and never hands back half a table");
|
||||
};
|
||||
|
||||
test("something that isn't JSON", () => {
|
||||
refuses("not a file", "unreadable");
|
||||
refuses("", "empty");
|
||||
});
|
||||
|
||||
test("JSON that isn't a table", () => {
|
||||
refuses('{"hello":"world"}', "no seats in it");
|
||||
refuses("[1,2,3]", "an array of nothing");
|
||||
refuses("null", "null");
|
||||
});
|
||||
|
||||
test("a save from something else that happens to be JSON", () => {
|
||||
refuses('{"kind":"some.other.tool","table":{"seats":[]}}', "wrong kind");
|
||||
});
|
||||
|
||||
test("a file from a newer version, rather than guessing at it", () => {
|
||||
// Loading it risks reading a field whose meaning has changed, and the dealer
|
||||
// would find out from the money.
|
||||
const backup = JSON.parse(HoldemState.toBackup(aNight()));
|
||||
backup.version = HoldemState.BACKUP_VERSION + 1;
|
||||
const result = HoldemState.fromBackup(JSON.stringify(backup));
|
||||
assert.match(result.error, /newer version/i);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what it accepts anyway", () => {
|
||||
test("a bare table, with no envelope around it", () => {
|
||||
// Somebody who copied the storage value out by hand. The envelope is a
|
||||
// convenience, not a password.
|
||||
const state = aNight();
|
||||
const result = HoldemState.fromBackup(JSON.stringify(state));
|
||||
assert.ok(!result.error);
|
||||
assert.deepEqual(result.table.seats.map(p => p.name), state.seats.map(p => p.name));
|
||||
});
|
||||
|
||||
test("a table from before fields that exist now, migrated on the way in", () => {
|
||||
// Same repairs a save from an older version gets, because it is the same
|
||||
// function — a second, looser path for imports is how a format grows two
|
||||
// meanings of the same field.
|
||||
const state = aNight();
|
||||
const raw = JSON.parse(JSON.stringify(state));
|
||||
delete raw.deadButton;
|
||||
delete raw.postedBlinds;
|
||||
delete raw.dealtLastHand;
|
||||
delete raw.discarded;
|
||||
raw.seats.forEach(p => { delete p.buyIns; });
|
||||
|
||||
const { table, error } = HoldemState.fromBackup(JSON.stringify({
|
||||
kind: HoldemState.BACKUP_KIND, version: 1, table: raw,
|
||||
}));
|
||||
assert.ok(!error);
|
||||
assert.equal(table.deadButton, false);
|
||||
assert.deepEqual(table.dealtLastHand, []);
|
||||
assert.equal(table.discarded, 0);
|
||||
assert.equal(table.seats[0].buyIns, 0);
|
||||
});
|
||||
|
||||
test("the time it was saved comes back with it", () => {
|
||||
const result = HoldemState.fromBackup(HoldemState.toBackup(aNight()));
|
||||
assert.ok(result.savedAt, "so the dealer can tell two files apart");
|
||||
assert.ok(!Number.isNaN(new Date(result.savedAt).getTime()));
|
||||
});
|
||||
});
|
||||
|
||||
describe("the file itself", () => {
|
||||
test("is named with the date and time, so two saves in a night are told apart", () => {
|
||||
const at = new Date(2026, 8, 2, 21, 5);
|
||||
assert.equal(HoldemState.backupFileName(at), "holdem-table-2026-09-02-2105.json");
|
||||
});
|
||||
|
||||
test("says what it is, for anyone finding it in a downloads folder", () => {
|
||||
const parsed = JSON.parse(HoldemState.toBackup(aNight()));
|
||||
assert.equal(parsed.kind, "casino.holdem.table");
|
||||
assert.equal(parsed.version, 1);
|
||||
assert.ok(parsed.table.seats.length > 0);
|
||||
});
|
||||
});
|
||||
+475
-14
@@ -93,10 +93,58 @@ const LayoutAudit = {
|
||||
return false;
|
||||
},
|
||||
|
||||
// The scrolling ancestor whose box this element has fallen outside of, if any.
|
||||
// Wholly outside — an element straddling the edge is still half on show, and the
|
||||
// half that is showing is worth hit-testing.
|
||||
clippedOutBy(el, rect) {
|
||||
for (let node = el.parentElement; node; node = node.parentElement) {
|
||||
const style = getComputedStyle(node);
|
||||
if (!/auto|scroll|hidden|overlay|clip/.test(style.overflowY + style.overflowX)) continue;
|
||||
const box = node.getBoundingClientRect();
|
||||
if (rect.top >= box.bottom - 0.5 || rect.bottom <= box.top + 0.5 ||
|
||||
rect.left >= box.right - 0.5 || rect.right <= box.left + 0.5) return node;
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
// The modal that is currently on top, if any.
|
||||
//
|
||||
// Every check below asks "is this thing reachable", and while a sheet or dialog is
|
||||
// open the answer for everything behind it is legitimately no — that is what a
|
||||
// modal is for. Without knowing that, the audit reported the pot wizard covering
|
||||
// the seats as ten faults and the rulings sheet as seven, which is the noise that
|
||||
// made it useless in exactly the states nobody had audited. Now it scopes to what
|
||||
// is actually on top and says so.
|
||||
MODAL_SELECTOR: "#potWizardOverlay, #rulingsOverlay, #seatMenuOverlay, #cardPickerOverlay, " +
|
||||
"#confirmOverlay, #addChipsOverlay, #seatEditorOverlay",
|
||||
|
||||
openModal() {
|
||||
const open = [...document.querySelectorAll(this.MODAL_SELECTOR)]
|
||||
.filter(el => !el.hidden && getComputedStyle(el).display !== "none");
|
||||
// Last in the DOM wins, which is how they stack.
|
||||
return open.length > 0 ? open[open.length - 1] : null;
|
||||
},
|
||||
|
||||
// A seat sheet on a phone isn't an overlay element, it's a body class — but it
|
||||
// covers the felt just the same.
|
||||
modalScope() {
|
||||
const overlay = this.openModal();
|
||||
if (overlay) return overlay;
|
||||
if (document.body.classList.contains("seatSheetOpen")) {
|
||||
return document.getElementById("seatEditorPanel") || null;
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
occlusion(selector = "#actionBar button, #holdemHeader button, .seat") {
|
||||
const offenders = [];
|
||||
const warnings = [];
|
||||
[...document.querySelectorAll(selector)].forEach(el => {
|
||||
// While something is open on top, only what is inside it can be judged. The
|
||||
// rest of the page is meant to be unreachable.
|
||||
const scope = this.modalScope();
|
||||
const candidates = [...document.querySelectorAll(selector)]
|
||||
.filter(el => !scope || scope.contains(el));
|
||||
candidates.forEach(el => {
|
||||
const rect = el.getBoundingClientRect();
|
||||
if (rect.width === 0 || rect.height === 0) return;
|
||||
|
||||
@@ -109,6 +157,22 @@ const LayoutAudit = {
|
||||
return;
|
||||
}
|
||||
|
||||
// Still on screen, but clipped away by a panel that scrolls. Hit-testing it
|
||||
// is meaningless: the point lands on whatever the panel's own edge has next
|
||||
// to it, and the answer comes back as a diagnosis of something that isn't
|
||||
// happening. The pot wizard's third winner, below the fold in a list that
|
||||
// scrolls, was reported for four viewports running as "fully covered by
|
||||
// button Confirm Winner(s)" — the button is simply what is painted at that
|
||||
// height. Whether it is a fault is the same question as for anything else
|
||||
// out of view: can it be scrolled to.
|
||||
const clip = this.clippedOutBy(el, rect);
|
||||
if (clip) {
|
||||
if (!this.reachableByScrolling(el)) {
|
||||
offenders.push(`${this.describe(el)} :: clipped out of ${this.describe(clip)}, which cannot be scrolled to it`);
|
||||
}
|
||||
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],
|
||||
@@ -359,6 +423,37 @@ const LayoutAudit = {
|
||||
}
|
||||
},
|
||||
|
||||
// How much of this element actually reaches the screen, and what is behind the
|
||||
// thing doing the fading.
|
||||
//
|
||||
// `opacity` on a box fades the whole box — its text and its own background together
|
||||
// — onto whatever sits behind that box. So a dimmed seat is not "grey text on a
|
||||
// dark puck"; it is a faded puck and faded text both landing on the felt. Both
|
||||
// halves have to be composited the same way or the number means nothing.
|
||||
fading(el) {
|
||||
let alpha = 1;
|
||||
let outermost = null;
|
||||
for (let node = el; node; node = node.parentElement) {
|
||||
const own = parseFloat(getComputedStyle(node).opacity);
|
||||
if (own < 0.99) {
|
||||
alpha *= own;
|
||||
outermost = node;
|
||||
}
|
||||
}
|
||||
if (!outermost) return { alpha: 1, behind: null };
|
||||
return { alpha, behind: this.backgroundCandidates(outermost.parentElement || document.body)[0] || null };
|
||||
},
|
||||
|
||||
// The two colours as the screen actually shows them, once the fading is applied.
|
||||
asPainted(fgRaw, bg, fade) {
|
||||
const solid = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
|
||||
if (fade.alpha >= 0.99 || !fade.behind) return { fg: solid, bg };
|
||||
return {
|
||||
fg: this.over({ ...solid, a: solid.a * fade.alpha }, fade.behind),
|
||||
bg: this.over({ ...bg, a: bg.a * fade.alpha }, fade.behind),
|
||||
};
|
||||
},
|
||||
|
||||
contrast({ minimum = 4.5, largeMinimum = 3, selector = null } = {}) {
|
||||
const offenders = [];
|
||||
const unmeasured = [];
|
||||
@@ -392,12 +487,17 @@ const LayoutAudit = {
|
||||
// exempt — there's nothing to read at zero — but anything in between is
|
||||
// reported as unmeasured rather than passed over in silence, because a
|
||||
// number nobody checked is not the same as a number that's fine.
|
||||
const opacity = parseFloat(style.opacity);
|
||||
if (opacity <= 0.02) return;
|
||||
const faded = opacity < 0.99 ||
|
||||
[...this.ancestors(el)].some(a => parseFloat(getComputedStyle(a).opacity) < 0.99);
|
||||
if (faded) {
|
||||
unmeasured.push(`${this.describe(el)} :: faded (opacity ${opacity}), contrast not checked`);
|
||||
const fade = this.fading(el);
|
||||
if (fade.alpha <= 0.02) return;
|
||||
|
||||
// A control that is switched off is the one exemption WCAG itself grants —
|
||||
// an inactive component has no contrast requirement, which is why every
|
||||
// toolkit dims them. Said out loud rather than skipped in silence: this is
|
||||
// the only exemption in here, and the moment a dimmed thing turns out to be
|
||||
// live it stops applying.
|
||||
const off = el.closest("[disabled], [aria-disabled='true']");
|
||||
if (off) {
|
||||
unmeasured.push(`${this.describe(el)} :: disabled control, exempt from AA`);
|
||||
return;
|
||||
}
|
||||
// aria-hidden used to exempt text here, on the grounds that decoration
|
||||
@@ -425,8 +525,8 @@ const LayoutAudit = {
|
||||
// The kindest reading available: best contrast across every candidate.
|
||||
let best = 0;
|
||||
candidates.forEach(bg => {
|
||||
const fg = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
|
||||
best = Math.max(best, this.contrastRatio(fg, bg));
|
||||
const painted = this.asPainted(fgRaw, bg, fade);
|
||||
best = Math.max(best, this.contrastRatio(painted.fg, painted.bg));
|
||||
});
|
||||
|
||||
const sizePx = parseFloat(style.fontSize);
|
||||
@@ -504,10 +604,36 @@ const LayoutAudit = {
|
||||
if (!enforceOnPointerDevices && matchMedia("(hover: hover)").matches) {
|
||||
return { name: `touch targets at least ${minimum}px`, offenders, skipped: "pointer device" };
|
||||
}
|
||||
const unmeasured = [];
|
||||
this.visibleControls()
|
||||
.filter(el => el.type !== "color")
|
||||
.filter(el => !(exempt && el.matches(exempt)))
|
||||
.forEach(el => {
|
||||
// A link inside a sentence is the one target WCAG itself carves out:
|
||||
// its size is set by the line it sits in, and padding a word out to
|
||||
// 44px would break the paragraph around it. The rule is about controls
|
||||
// a thumb goes hunting for, not words in prose. Said out loud, and
|
||||
// narrow — display:inline, and real text either side of it.
|
||||
if (el.tagName === "A" && getComputedStyle(el).display === "inline" &&
|
||||
el.parentElement &&
|
||||
[...el.parentElement.childNodes].some(n => n.nodeType === 3 && n.textContent.trim())) {
|
||||
unmeasured.push(`${this.describe(el)} :: link inside a sentence, sized by the line`);
|
||||
return;
|
||||
}
|
||||
// A control inside a scrolling sheet can sit below its container's
|
||||
// visible area while still having a viewport rect. elementFromPoint at
|
||||
// its centre then returns the sheet, effectiveTarget gives up, and the
|
||||
// check used to pass it in silence — which is how "Confirm Winner(s)",
|
||||
// the button that pays the pot out, went unmeasured for 36 rounds.
|
||||
// Bring it into view before probing.
|
||||
const scroller = el.closest("[style*='overflow'], .modalBody, #potWizardBody, #rulingsSheet, #seatEditorPanel");
|
||||
if (scroller && scroller.scrollHeight > scroller.clientHeight) {
|
||||
const box = scroller.getBoundingClientRect();
|
||||
const own = el.getBoundingClientRect();
|
||||
if (own.bottom > box.bottom || own.top < box.top) {
|
||||
el.scrollIntoView({ block: "center" });
|
||||
}
|
||||
}
|
||||
const rect = el.getBoundingClientRect();
|
||||
// Drawn big enough is big enough — no need to probe, and probing wide
|
||||
// elements is where the cap above used to produce nonsense. Seats sit
|
||||
@@ -515,15 +641,35 @@ const LayoutAudit = {
|
||||
// measuring their reach would report the crowding as a fault.
|
||||
if (rect.width >= minimum - 1 && rect.height >= minimum - 1) return;
|
||||
|
||||
// A checkbox inside a label is tapped by tapping the label, so the
|
||||
// label is the target. Measured rather than probed, because probing
|
||||
// fails on anything scrolled off the viewport — which is how a 24px
|
||||
// checkbox with a 335x44 label around it came up as unprobeable
|
||||
// instead of as the perfectly good target it is.
|
||||
const label = el.closest("label");
|
||||
if (label) {
|
||||
const lr = label.getBoundingClientRect();
|
||||
if (lr.width >= minimum - 1 && lr.height >= minimum - 1) return;
|
||||
}
|
||||
|
||||
const size = this.effectiveTarget(el);
|
||||
if (!size) return;
|
||||
// Still can't measure it. That is not a pass — it is the check failing
|
||||
// to run, and quietly returning here is exactly the kind of exemption
|
||||
// that hides real faults. Say so instead.
|
||||
if (!size) {
|
||||
unmeasured.push(
|
||||
`${this.describe(el)} :: could not be probed` +
|
||||
` (drawn ${Math.round(rect.width)}x${Math.round(rect.height)})`
|
||||
);
|
||||
return;
|
||||
}
|
||||
if (size.width >= minimum - 1 && size.height >= minimum - 1) return;
|
||||
offenders.push(
|
||||
`${this.describe(el)} :: hittable ${size.width}x${size.height}` +
|
||||
` (drawn ${Math.round(rect.width)}x${Math.round(rect.height)})`
|
||||
);
|
||||
});
|
||||
return { name: `touch targets at least ${minimum}px`, offenders };
|
||||
return { name: `touch targets at least ${minimum}px`, offenders, unmeasured };
|
||||
},
|
||||
|
||||
// Tapping the middle of a seat must give you that seat.
|
||||
@@ -537,6 +683,13 @@ const LayoutAudit = {
|
||||
// Reported separately from occlusion because the cause is different: not an
|
||||
// overlay on top of the table, but two pieces of the table fighting over a tap.
|
||||
seatOwnership() {
|
||||
// Seats behind an open sheet aren't fighting each other for taps — nothing is
|
||||
// meant to reach them at all. Asking the question there produced six offenders
|
||||
// per modal, every one of them the modal doing its job.
|
||||
if (this.modalScope()) {
|
||||
return { name: "a seat's centre belongs to that seat", offenders: [],
|
||||
skipped: "a sheet is open over the table" };
|
||||
}
|
||||
const seats = [...document.querySelectorAll(".seat")];
|
||||
const offenders = [];
|
||||
|
||||
@@ -596,10 +749,306 @@ const LayoutAudit = {
|
||||
return { name: "the felt shows one dealer button", offenders };
|
||||
},
|
||||
|
||||
// Anything that says it is hidden and is drawn anyway.
|
||||
//
|
||||
// `hidden` gets its `display: none` from the browser's own stylesheet, the weakest
|
||||
// rule in the cascade, so any class that sets a display beats it — and in this tool
|
||||
// every button class does. The result is an element the code believes is gone,
|
||||
// sitting on the screen: found as a 21x44 empty box under the bank check, and this
|
||||
// file's own touch check had been calling it "could not be probed" rather than
|
||||
// saying the plainer thing, which is that it should not be there at all.
|
||||
hiddenButPainted() {
|
||||
const offenders = [...document.querySelectorAll("[hidden]")]
|
||||
.filter(el => {
|
||||
const rect = el.getBoundingClientRect();
|
||||
if (rect.width === 0 || rect.height === 0) return false;
|
||||
const style = getComputedStyle(el);
|
||||
return style.display !== "none" && style.visibility !== "hidden";
|
||||
})
|
||||
.map(el => `${this.describe(el)} :: hidden, but drawn ${Math.round(el.getBoundingClientRect().width)}x${Math.round(el.getBoundingClientRect().height)}`);
|
||||
return { name: "hidden means hidden", offenders };
|
||||
},
|
||||
|
||||
// A seat's name, painted under the decoration on its own puck.
|
||||
//
|
||||
// The chip that marks the button sits in the puck's top-right corner on a layer
|
||||
// above the text, and the name is centred across the whole width. A long one
|
||||
// therefore ran underneath it and stopped — measured, "Christopher" on the button
|
||||
// lost 20px of its 64px box and showed no ellipsis, because as far as the text was
|
||||
// concerned it had all the room it needed. Nothing else here would have caught it:
|
||||
// the occlusion check is about controls a thumb has to reach, and this is a label
|
||||
// a dealer has to read.
|
||||
seatLabelsClear() {
|
||||
const offenders = [];
|
||||
document.querySelectorAll(".seat").forEach(seat => {
|
||||
const name = seat.querySelector(".seatPuckName");
|
||||
if (!name || !name.textContent.trim()) return;
|
||||
const box = name.getBoundingClientRect();
|
||||
if (!box.width || !box.height) return;
|
||||
// Padding is room the text has already been kept out of, so it is not
|
||||
// somewhere the text can be covered.
|
||||
const style = getComputedStyle(name);
|
||||
const textLeft = box.left + parseFloat(style.paddingLeft || 0);
|
||||
const textRight = box.right - parseFloat(style.paddingRight || 0);
|
||||
|
||||
seat.querySelectorAll(".dealerChip, .blindBadge").forEach(mark => {
|
||||
const over = mark.getBoundingClientRect();
|
||||
if (!over.width || !over.height) return;
|
||||
const marked = getComputedStyle(mark);
|
||||
if (marked.display === "none" || marked.visibility === "hidden" ||
|
||||
parseFloat(marked.opacity) < 0.05) return;
|
||||
const covered = Math.min(textRight, over.right) - Math.max(textLeft, over.left);
|
||||
const vertical = Math.min(box.bottom, over.bottom) - Math.max(box.top, over.top);
|
||||
if (covered > 1 && vertical > 1) {
|
||||
offenders.push(`${this.describe(name)} :: ${Math.round(covered)}px under ${this.describe(mark)}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
return { name: "seat names aren't painted under their own badges", offenders };
|
||||
},
|
||||
|
||||
// A seat's writing, covered by something belonging to a different seat.
|
||||
//
|
||||
// seatLabelsClear() above asks whether a puck's own decoration sits on its own name.
|
||||
// This asks the other half, and the other half was where the tool was actually
|
||||
// failing: measured across nine viewports and six table sizes before this went in,
|
||||
// seventeen of fifty-four tables had one seat's name or stack painted under a
|
||||
// neighbour. On a Galaxy S8 at the most ordinary table there is — six players at a
|
||||
// nine-handed table — seat 2's stack was under seat 3's puck, and five pairs of
|
||||
// seats overlapped, the worst by 61px.
|
||||
//
|
||||
// Two ways in, and it takes both:
|
||||
// - the pucks themselves overlapping, which the layout used to permit on the
|
||||
// reasoning that rounded corners forgive a little; what they were forgiving was
|
||||
// a four-figure stack.
|
||||
// - a blind badge hanging off its puck onto the seat next door, which no amount
|
||||
// of space between the pucks fixes on its own.
|
||||
//
|
||||
// Hit-tested against the glyph run rather than the element box. A name is centred,
|
||||
// so its box is wider than its ink and testing the box would fail on empty air.
|
||||
//
|
||||
// The glyph run is then clipped back to what is actually painted, which is not the
|
||||
// same thing and cost this check its first honest-looking failure. A puck's name is
|
||||
// a `-webkit-box` with `line-clamp`, and getClientRects() hands back a rect for every
|
||||
// line the text *would* have taken — including the two that the clamp throws away.
|
||||
// Measured at 640x360 with twelve players: "Mike from work" reported a line 30px
|
||||
// below its own puck, which duly hit-tested onto the seat underneath, and the seats
|
||||
// were not touching at all. Nothing is painted there, so nothing can cover it.
|
||||
seatsKeepTheirText() {
|
||||
const name = "no seat covers another seat's writing";
|
||||
if (this.modalScope()) {
|
||||
return { name, offenders: [], skipped: "a sheet is open over the table" };
|
||||
}
|
||||
const seats = [...document.querySelectorAll(".seat")];
|
||||
if (!seats.length) return { name, offenders: [], skipped: "no seats on this page" };
|
||||
|
||||
const offenders = [];
|
||||
seats.forEach((seat, index) => {
|
||||
seat.querySelectorAll(".seatPuckName, .seatPuckStack, .seatPuckTotal").forEach(label => {
|
||||
const text = label.textContent.trim();
|
||||
if (!text) return;
|
||||
const painted = label.getBoundingClientRect();
|
||||
if (!painted.width || !painted.height) return;
|
||||
const range = document.createRange();
|
||||
range.selectNodeContents(label);
|
||||
[...range.getClientRects()].forEach(raw => {
|
||||
const line = {
|
||||
left: Math.max(raw.left, painted.left),
|
||||
right: Math.min(raw.right, painted.right),
|
||||
top: Math.max(raw.top, painted.top),
|
||||
bottom: Math.min(raw.bottom, painted.bottom),
|
||||
};
|
||||
if (line.right - line.left <= 1 || line.bottom - line.top <= 1) return;
|
||||
// Along the line rather than at its middle: a badge takes the start
|
||||
// of it and a neighbouring puck the end, and a single centre probe
|
||||
// walks past both.
|
||||
for (let across = 0.08; across <= 0.92; across += 0.14) {
|
||||
const x = line.left + (line.right - line.left) * across;
|
||||
const y = (line.top + line.bottom) / 2;
|
||||
const over = document.elementFromPoint(x, y);
|
||||
if (!over || seat.contains(over) || over.contains(seat)) continue;
|
||||
offenders.push(
|
||||
`seat ${index + 1} "${text}" is under ${this.describe(over)}`);
|
||||
return;
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
return { name, offenders };
|
||||
},
|
||||
|
||||
// The other thing on the felt that carries a number.
|
||||
//
|
||||
// A chip says what a player has put in this street, which is what a call costs. Two
|
||||
// of them on top of each other is two figures a dealer can't read, and one behind a
|
||||
// puck is a figure that isn't there at all.
|
||||
//
|
||||
// Geometry rather than hit-testing, which is the opposite of how every other check
|
||||
// here works and is forced: #betsLayer is `pointer-events: none`, so elementFromPoint
|
||||
// never returns a chip — it returns whatever is behind it, for every chip, always.
|
||||
// A first version of this probe hit-tested and duly reported all forty-five
|
||||
// configurations as broken, including the ones that were fine. Paint order is known
|
||||
// and fixed instead: #betsLayer comes before #seatsLayer in the document and a seat
|
||||
// carries `z-index: 1`, so a puck a chip overlaps is a puck that chip is behind.
|
||||
chipsKeepTheirAmounts() {
|
||||
const name = "no bet chip is hidden behind a seat or another chip";
|
||||
if (this.modalScope()) {
|
||||
return { name, offenders: [], skipped: "a sheet is open over the table" };
|
||||
}
|
||||
const chips = [...document.querySelectorAll(".betChip")]
|
||||
.filter(c => { const r = c.getBoundingClientRect(); return r.width > 0 && r.height > 0; });
|
||||
if (!chips.length) return { name, offenders: [], skipped: "no bets on the felt" };
|
||||
|
||||
const overlap = (A, B) =>
|
||||
Math.min(A.right, B.right) - Math.max(A.left, B.left) > 0.5 &&
|
||||
Math.min(A.bottom, B.bottom) - Math.max(A.top, B.top) > 0.5;
|
||||
const offenders = [];
|
||||
const seats = [...document.querySelectorAll(".seat")];
|
||||
|
||||
chips.forEach(chip => {
|
||||
const label = chip.textContent.trim() || "a chip";
|
||||
const box = chip.getBoundingClientRect();
|
||||
seats.forEach((seat, index) => {
|
||||
// Its own puck is the one thing it is allowed to touch: on a narrow felt
|
||||
// the chip clings to the seat rather than taking a ring of its own.
|
||||
if (seat.contains(chip)) return;
|
||||
if (overlap(box, seat.getBoundingClientRect())) {
|
||||
offenders.push(`chip ${label} is behind seat ${index + 1}`);
|
||||
}
|
||||
});
|
||||
// A chip wider than the puck it is clinging to is on its neighbours by
|
||||
// construction, whatever the ring does.
|
||||
const host = chip.closest(".seat");
|
||||
if (host && chip.classList.contains("betChipAnchored")) {
|
||||
const puck = host.getBoundingClientRect();
|
||||
if (box.width > puck.width + 0.5) {
|
||||
offenders.push(`chip ${label} is ${Math.round(box.width - puck.width)}px ` +
|
||||
`wider than its own puck`);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
for (let a = 0; a < chips.length; a++) {
|
||||
for (let b = a + 1; b < chips.length; b++) {
|
||||
if (overlap(chips[a].getBoundingClientRect(), chips[b].getBoundingClientRect())) {
|
||||
offenders.push(`chip ${chips[a].textContent.trim()} and chip ` +
|
||||
`${chips[b].textContent.trim()} are on top of each other`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { name, offenders: [...new Set(offenders)] };
|
||||
},
|
||||
|
||||
// ---- Runner ----
|
||||
|
||||
// Every check this file knows how to make, every time.
|
||||
//
|
||||
// Two of them used not to be here. Contrast was simply missing from the list, and
|
||||
// touch targets sat behind an opt-in flag nobody passed — so "the audit is clean"
|
||||
// has meant nine checks rather than eleven, and the two left out are the two whose
|
||||
// faults a dealer meets in a dim room with their thumb. Both were written, tested
|
||||
// and then never run: the contrast checker was built across two rounds and every
|
||||
// sweep since has been silent about colour.
|
||||
//
|
||||
// A check that decides it can't apply here says so out loud rather than reporting
|
||||
// an empty offenders list, which reads as a pass. touchTargets stands itself down
|
||||
// on a mouse-driven browser — that is right, a 24px control is fine with a cursor
|
||||
// on it — but "not measured" and "measured and fine" are different answers and the
|
||||
// runner now prints which one it got.
|
||||
// The table has to be big enough for the game around it.
|
||||
//
|
||||
// The seat ring sat at a flat 44% by 42% of the seat layer at every size — two
|
||||
// numbers picked against a phone. A fixed pair can only be right for one ratio of
|
||||
// puck to felt, and measured on the running page it was wrong nearly everywhere:
|
||||
// at 1280x900 nine-handed, five of nine pucks finished past the outer edge of the
|
||||
// table, the worst by 49px; on a phone held sideways all six did. Seats floating
|
||||
// off the felt onto the page read as the table being too small for the game rather
|
||||
// than as players at a rail — and it was a different amount of wrong on every
|
||||
// screen, which is what made it look like a mistake instead of a choice.
|
||||
//
|
||||
// Checked against the table's outer edge, border included: sitting *on* the rail is
|
||||
// fine, hanging off the far side of it is not. The bet chips are held to the same
|
||||
// rule — a chip is meant to be on the felt between its player and the pot.
|
||||
seatsOnTheTable(slackPx = 1) {
|
||||
const name = "seats and chips stay on the table";
|
||||
if (this.modalScope()) {
|
||||
return { name, offenders: [], skipped: "a sheet is open over the table" };
|
||||
}
|
||||
const table = document.getElementById("pokerTable");
|
||||
if (!table) return { name, offenders: [], skipped: "no table on this page" };
|
||||
|
||||
const felt = table.getBoundingClientRect();
|
||||
if (!felt.width || !felt.height) return { name, offenders: [], skipped: "table not laid out" };
|
||||
|
||||
const offenders = [];
|
||||
const check = (el, what) => {
|
||||
const r = el.getBoundingClientRect();
|
||||
if (!r.width || !r.height) return;
|
||||
const over = Math.max(
|
||||
felt.left - r.left, r.right - felt.right,
|
||||
felt.top - r.top, r.bottom - felt.bottom);
|
||||
if (over > slackPx) offenders.push(`${what} hangs ${Math.round(over)}px past the rail`);
|
||||
};
|
||||
|
||||
[...document.querySelectorAll(".seat")].forEach((seat, i) => check(seat, `seat ${i + 1}`));
|
||||
[...document.querySelectorAll("#betsLayer > *")].forEach((chip, i) =>
|
||||
check(chip, `bet chip ${i + 1}`));
|
||||
|
||||
return { name, offenders };
|
||||
},
|
||||
|
||||
// An open dialog's buttons have to be on screen without hunting for them.
|
||||
//
|
||||
// The pot wizard — the one dialog in this tool that divides money — had its Confirm
|
||||
// below a scroll at every size: measured with six players and a side pot, 244px off
|
||||
// the bottom on an iPhone 14, 417 on a Galaxy S8, 583 on a phone held sideways, 172
|
||||
// on a desktop. Nothing on screen said there was anything below the list of names,
|
||||
// so the only control that finishes the hand was invisible with the table waiting.
|
||||
//
|
||||
// Checked by hit-testing rather than by geometry alone: a button can be inside the
|
||||
// viewport and still be under something. Only dialogs that are actually open are
|
||||
// considered, and only their buttons — a dialog with no buttons has nothing to find.
|
||||
dialogActionsReachable() {
|
||||
const name = "an open dialog's buttons are on screen";
|
||||
const dialogs = [...document.querySelectorAll("[role='dialog'], [role='alertdialog']")]
|
||||
.filter(d => {
|
||||
const rect = d.getBoundingClientRect();
|
||||
return rect.width > 0 && rect.height > 0 && getComputedStyle(d).visibility !== "hidden";
|
||||
});
|
||||
if (dialogs.length === 0) return { name, offenders: [], skipped: "no dialog is open" };
|
||||
|
||||
const offenders = [];
|
||||
dialogs.forEach(dialog => {
|
||||
const buttons = [...dialog.querySelectorAll("button")].filter(b => {
|
||||
const r = b.getBoundingClientRect();
|
||||
return r.width > 0 && r.height > 0;
|
||||
});
|
||||
buttons.forEach(button => {
|
||||
const r = button.getBoundingClientRect();
|
||||
const label = this.describe(button);
|
||||
if (r.bottom > innerHeight || r.top < 0) {
|
||||
const off = r.bottom > innerHeight
|
||||
? Math.round(r.bottom - innerHeight) + "px below the fold"
|
||||
: Math.round(-r.top) + "px above it";
|
||||
offenders.push(`${label} is ${off}`);
|
||||
return;
|
||||
}
|
||||
const hit = document.elementFromPoint(r.left + r.width / 2, r.top + r.height / 2);
|
||||
if (hit && hit !== button && !button.contains(hit)) {
|
||||
offenders.push(`${label} is covered by ${this.describe(hit)}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
return { name, offenders };
|
||||
},
|
||||
|
||||
runAll(options = {}) {
|
||||
const checks = [
|
||||
this.seatsOnTheTable(options.seatSlack),
|
||||
this.dialogActionsReachable(),
|
||||
this.touchAction(),
|
||||
this.tapHighlight(),
|
||||
this.textSelectable(),
|
||||
@@ -610,15 +1059,27 @@ const LayoutAudit = {
|
||||
this.fieldFontSize(),
|
||||
this.seatOwnership(),
|
||||
this.oneDealerButton(),
|
||||
this.hiddenButPainted(),
|
||||
this.seatLabelsClear(),
|
||||
this.seatsKeepTheirText(),
|
||||
this.chipsKeepTheirAmounts(),
|
||||
this.contrast(options.contrast),
|
||||
this.touchTargets(options.minimumTarget, options.touchTargets),
|
||||
];
|
||||
if (options.includeTouchTargets) checks.push(this.touchTargets(options.minimumTarget));
|
||||
|
||||
return {
|
||||
viewport: `${innerWidth}x${innerHeight}`,
|
||||
failed: checks.filter(c => c.offenders.length > 0),
|
||||
// Things worth knowing that aren't faults — see occlusion() on toasts.
|
||||
warnings: checks.flatMap(c => c.warnings || []),
|
||||
passed: checks.filter(c => c.offenders.length === 0).map(c => c.name),
|
||||
// Controls a check couldn't probe go here too: not a fault, but not a pass
|
||||
// either, and a silent skip is how faults hide.
|
||||
warnings: checks.flatMap(c => [
|
||||
...(c.warnings || []),
|
||||
...(c.unmeasured || []),
|
||||
...(c.skipped ? [`${c.name}: not run here — ${c.skipped}`] : []),
|
||||
]),
|
||||
passed: checks.filter(c => !c.skipped && c.offenders.length === 0).map(c => c.name),
|
||||
skipped: checks.filter(c => c.skipped).map(c => c.name),
|
||||
clean: checks.every(c => c.offenders.length === 0),
|
||||
};
|
||||
},
|
||||
|
||||
@@ -0,0 +1,167 @@
|
||||
// The people standing behind the chairs.
|
||||
//
|
||||
// A full home game always has a couple of them, and the list lives on a napkin or in
|
||||
// the dealer's head — which is where the argument comes from an hour later about who
|
||||
// said they were next. Order of arrival, because it is the only ordering anybody has
|
||||
// ever agreed to.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState } = require("./load");
|
||||
|
||||
const table = (seated = 2, seats = 4) => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, seats);
|
||||
["Ann", "Ben", "Cal", "Dee"].slice(0, seated).forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].stack = 200;
|
||||
state.seats[i].buyIns = 200;
|
||||
});
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("keeping the list", () => {
|
||||
test("names go on in the order they arrive", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
HoldemState.addToWaitingList(state, "Sam");
|
||||
assert.deepEqual(state.waitingList.map(row => row.name), ["Priya", "Sam"]);
|
||||
});
|
||||
|
||||
test("whitespace is trimmed and nothing empty gets on", () => {
|
||||
const state = table();
|
||||
assert.ok(HoldemState.addToWaitingList(state, " Priya "));
|
||||
assert.equal(HoldemState.addToWaitingList(state, " "), null);
|
||||
assert.equal(HoldemState.addToWaitingList(state, ""), null);
|
||||
assert.deepEqual(state.waitingList.map(row => row.name), ["Priya"]);
|
||||
});
|
||||
|
||||
test("two people with the same name are two people", () => {
|
||||
// Home games have two Mikes. The list is keyed by id, not by name.
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Mike");
|
||||
HoldemState.addToWaitingList(state, "Mike");
|
||||
assert.equal(state.waitingList.length, 2);
|
||||
assert.notEqual(state.waitingList[0].id, state.waitingList[1].id);
|
||||
|
||||
HoldemState.removeFromWaitingList(state, state.waitingList[0].id);
|
||||
assert.equal(state.waitingList.length, 1, "only one of them leaves");
|
||||
});
|
||||
|
||||
test("taking somebody off gives them back, so the toast can name them", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
const gone = HoldemState.removeFromWaitingList(state, state.waitingList[0].id);
|
||||
assert.equal(gone.name, "Priya");
|
||||
assert.deepEqual(state.waitingList, []);
|
||||
assert.equal(HoldemState.removeFromWaitingList(state, "not-a-real-id"), null);
|
||||
});
|
||||
});
|
||||
|
||||
describe("which chairs are open", () => {
|
||||
test("the ones with nobody in them, in seat order", () => {
|
||||
assert.deepEqual(HoldemState.openSeats(table(2, 4)), [2, 3]);
|
||||
assert.deepEqual(HoldemState.openSeats(table(4, 4)), []);
|
||||
});
|
||||
|
||||
test("a chair with chips or a buy-in on it is not open", () => {
|
||||
// Somebody who has stepped away from the table still owns their seat.
|
||||
const state = table(2, 4);
|
||||
state.seats[2].stack = 120;
|
||||
state.seats[3].buyIns = 100;
|
||||
assert.deepEqual(HoldemState.openSeats(state), []);
|
||||
});
|
||||
});
|
||||
|
||||
describe("sitting somebody down", () => {
|
||||
test("their name goes on the chair and they come off the list", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
HoldemState.addToWaitingList(state, "Sam");
|
||||
const result = HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 2);
|
||||
|
||||
assert.equal(result.ok, true);
|
||||
assert.equal(state.seats[2].name, "Priya");
|
||||
assert.deepEqual(state.waitingList.map(row => row.name), ["Sam"]);
|
||||
});
|
||||
|
||||
test("with nothing in front of them, because they haven't bought in yet", () => {
|
||||
// Guessing a stack would put chips on the table nobody has paid for, which is
|
||||
// the one thing the bank check exists to catch.
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 2);
|
||||
|
||||
assert.equal(state.seats[2].stack, null);
|
||||
assert.equal(state.seats[2].buyIns, 0);
|
||||
assert.equal(state.seats[2].inHand, false, "they're in the next hand, not this one");
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
|
||||
test("never into a chair somebody is already in", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
const result = HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 0);
|
||||
assert.equal(result.ok, false);
|
||||
assert.match(result.reason, /Ann is already/);
|
||||
assert.equal(state.waitingList.length, 1, "and they keep their place in the queue");
|
||||
});
|
||||
|
||||
test("nor from a name that has already been seated", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
const id = state.waitingList[0].id;
|
||||
HoldemState.seatFromWaitingList(state, id, 2);
|
||||
const again = HoldemState.seatFromWaitingList(state, id, 3);
|
||||
assert.equal(again.ok, false);
|
||||
assert.equal(state.seats[3].name, "", "the second chair is untouched");
|
||||
});
|
||||
|
||||
test("a seat that doesn't exist is refused rather than invented", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
assert.equal(HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 99).ok, false);
|
||||
assert.equal(state.waitingList.length, 1);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a seat opening up", () => {
|
||||
test("cashing somebody out is what makes room for the next one", () => {
|
||||
const state = table(4, 4);
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
assert.deepEqual(HoldemState.openSeats(state), [], "the table is full");
|
||||
|
||||
HoldemState.cashOut(state, 1);
|
||||
assert.deepEqual(HoldemState.openSeats(state), [1]);
|
||||
|
||||
const seated = HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 1);
|
||||
assert.equal(seated.ok, true);
|
||||
assert.equal(state.seats[1].name, "Priya");
|
||||
// Ben's night is still on the record, and the money still adds up.
|
||||
assert.equal(state.cashedOut.length, 1);
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what a saved table remembers", () => {
|
||||
test("the list survives a reload", () => {
|
||||
const state = table();
|
||||
HoldemState.addToWaitingList(state, "Priya");
|
||||
const migrated = HoldemState.migrate(JSON.parse(JSON.stringify(state)));
|
||||
assert.deepEqual(migrated.waitingList.map(row => row.name), ["Priya"]);
|
||||
});
|
||||
|
||||
test("a table saved before the list existed has nobody waiting", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(table()));
|
||||
delete parsed.waitingList;
|
||||
assert.deepEqual(HoldemState.migrate(parsed).waitingList, []);
|
||||
});
|
||||
|
||||
test("junk in a saved list is cleaned up rather than trusted", () => {
|
||||
const parsed = JSON.parse(JSON.stringify(table()));
|
||||
parsed.waitingList = [{ name: " Priya " }, { name: "" }, null, "Sam"];
|
||||
const migrated = HoldemState.migrate(parsed);
|
||||
assert.deepEqual(migrated.waitingList.map(row => row.name), ["Priya", "Sam"]);
|
||||
assert.ok(migrated.waitingList.every(row => row.id), "and everybody gets an id");
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user