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1
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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cc060b29b8 |
@@ -730,6 +730,18 @@ button,
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display: none;
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}
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/* The dead button. It's on an empty chair on purpose, and that reads as a mistake —
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a gold puck on nobody looks exactly like a button that has drifted and wants
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dragging back. So it keeps the button's gold, to stay findable as the button, but
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goes hollow and dashed: the same shape, visibly holding a place rather than
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marking a player. The deal prompt says why in words; this is so the felt agrees
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with it at a glance instead of contradicting it. */
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.dealerChip.active.dealerChipDead {
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background: rgba(245, 213, 71, 0.14);
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border-style: dashed;
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color: #f0d98c;
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}
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.blindBadge {
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display: none;
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position: absolute;
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@@ -601,12 +601,27 @@ const ActionBar = {
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return wrap;
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}
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line.textContent =
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`${name(preview.sbIndex)} posts ${Money.format(preview.smallBlind)}, ` +
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`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}` +
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`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
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// A dead small blind is a hand with only one blind in it. Saying "nobody posts
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// the small blind" out loud is the whole point — a dealer who reads a preview
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// with a blind missing and isn't told why will assume the tool has lost track.
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line.textContent = preview.deadSmallBlind
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? `No small blind this hand, ${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}`
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: `${name(preview.sbIndex)} posts ${Money.format(preview.smallBlind)}, ` +
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`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}` +
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`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
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wrap.appendChild(line);
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// Why a position is missing. Both of these are the dead button rule doing its
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// job, and both look like a bug until somebody says otherwise.
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if (preview.deadButton || preview.deadSmallBlind) {
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const dead = document.createElement("p");
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dead.className = "dealPromptLine dealPromptAside";
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dead.textContent = preview.deadButton
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? `Dead button — seat ${preview.buttonIndex + 1} is empty. Its player left out of the blinds, so the button waits a hand rather than moving the big blind on twice.`
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: `Dead small blind — the player due to post it left the table. The big blind still moves on one player, so nobody pays two in an orbit.`;
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wrap.appendChild(dead);
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}
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// Dealing relocates a button sitting on an empty chair. That has to be said
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// before it happens rather than discovered afterwards — a fresh table starts
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// the button on seat 1 whether or not anyone is sitting there.
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@@ -78,10 +78,11 @@ const Betting = {
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: { ...dealt, dealerSeatIndex: buttonIndex };
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const satOut = this.brokeSeats(state);
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const { sbIndex, bbIndex, headsUp, manual } = HoldemState.getBlindSeats(asDealt);
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if (sbIndex === null || bbIndex === null) return null;
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const { sbIndex, bbIndex, headsUp, manual, deadSmallBlind } = HoldemState.getBlindSeats(asDealt);
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if (bbIndex === null) return null;
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return {
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sbIndex, bbIndex, headsUp, manual: !!manual,
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sbIndex, bbIndex, headsUp, manual: !!manual, deadSmallBlind: !!deadSmallBlind,
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deadButton: !!asDealt.deadButton && !asDealt.seats[buttonIndex].inHand,
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buttonIndex,
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buttonMoves: buttonIndex !== state.dealerSeatIndex,
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satOut,
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@@ -448,16 +449,27 @@ const Betting = {
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const bb = Number(state.bigBlind) || 0;
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const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
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if (sbIndex === null || bbIndex === null) {
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// A null big blind means there aren't enough players to post at all. A null
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// small blind with a big blind behind it is the dead small blind, which is a
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// hand that gets dealt like any other — it just has one blind in it.
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if (bbIndex === null) {
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state.currentBet = 0;
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state.actingSeatIndex = null;
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state.postedBlinds = null;
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return;
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}
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if (sb > 0) this.putIn(state, sbIndex, sb);
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if (sb > 0 && sbIndex !== null) this.putIn(state, sbIndex, sb);
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if (bb > 0) this.putIn(state, bbIndex, bb);
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state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
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// What the next hand's rotation is worked out from. Recorded here, where the
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// blinds are actually posted, because by the time it's needed the seats have
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// moved on and the answer can no longer be read off the table.
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state.postedBlinds = { sbIndex, bbIndex };
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state.currentBet = this.round(Math.max(
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sbIndex === null ? 0 : this.committed(state.seats[sbIndex]),
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this.committed(state.seats[bbIndex])));
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state.lastRaiseSize = bb || 0;
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// Heads-up the button is the small blind and acts first before the flop; with
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@@ -121,6 +121,11 @@ document.addEventListener("DOMContentLoaded", () => {
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? `Button on ${nameOf(index)} — blinds taken back and re-posted.`
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: `Button on ${nameOf(index)}.`, () => {
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state.dealerSeatIndex = index;
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// Putting the button somewhere by hand is the dealer overruling the
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// rotation, dead positions included. Leaving them set would hold a
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// small blind dead at a table whose button has moved out from under it.
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state.deadButton = false;
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state.deadSmallBlind = false;
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if (willRepost) Betting.repostBlinds(state);
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});
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},
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@@ -376,12 +381,19 @@ document.addEventListener("DOMContentLoaded", () => {
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if (!ok) return;
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}
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// startNextHand moves the button on by one; say where it landed so the
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// dealer can confirm the rotation without hunting for the badge.
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const nextDealer = HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1);
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const where = state.dedicatedDealer
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? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
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: `button on seat ${nextDealer + 1}`;
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// Say where the button landed so the dealer can confirm the rotation without
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// hunting for the badge. Asked of the rotation itself rather than guessed at as
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// "the next chair along" — which was only ever right at a table with nobody
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// missing, and is the exact thing the dead button makes untrue.
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const rotation = HoldemState.nextButtonRotation(state);
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const nextDealer = rotation.buttonIndex !== null
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? rotation.buttonIndex
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: HoldemState.buttonSeatForDeal({ ...state, dealerSeatIndex: HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1) });
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const where = rotation.deadButton
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? `dead button on seat ${nextDealer + 1}`
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: state.dedicatedDealer
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? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
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: `button on seat ${nextDealer + 1}`;
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const discarded = unresolved > Betting.EPSILON_CHIPS
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? ` ${Money.format(unresolved)} taken off the table.`
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: "";
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@@ -173,6 +173,12 @@ const Render = {
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layer.innerHTML = "";
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const template = document.getElementById("seatTemplate");
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const { dealerIndex, sbIndex, bbIndex, manual: manualBlinds } = HoldemState.getBlindSeats(this.state);
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// A button on an empty chair normally means the table has drifted and wants
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// fixing. Once it's the dead button it means the opposite — it's exactly where
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// it belongs — so it gets marked rather than looking like the thing to correct.
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const deadButtonHere = this.state.deadButton &&
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HoldemState.deadPositionsApply(this.state) &&
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!this.state.seats[dealerIndex].inHand;
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this.state.seats.forEach((player, index) => {
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const node = template.content.firstElementChild.cloneNode(true);
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@@ -201,8 +207,11 @@ const Render = {
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// of nine identical buttons and couldn't tell which seat held the real one.
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// The label now says whose it is, or what pressing it would do.
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const who = (player.name || "").trim() || `seat ${index + 1}`;
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dealerChip.classList.toggle("dealerChipDead", hasButton && deadButtonHere);
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const chipLabel = hasButton
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? `${who} has the dealer button`
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? (deadButtonHere
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? `Dead button on empty seat ${index + 1} — its player left out of the blinds`
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: `${who} has the dealer button`)
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: `Give the dealer button to ${who}`;
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dealerChip.setAttribute("aria-label", chipLabel);
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dealerChip.title = chipLabel;
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@@ -81,6 +81,16 @@ const HoldemState = {
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// button order is the wrong answer often enough that it has to be
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// overridable. Cleared at the start of every hand.
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blindOverride: null,
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// Who actually posted, the last time cards went out — { sbIndex, bbIndex }.
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// The next hand's rotation is worked out from this rather than from the
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// seating as it stands, because by then the people it needs to know about
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// are exactly the ones who have got up and gone.
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postedBlinds: null,
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// Set when somebody leaves out of the blinds and the rotation has to hold
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// to the seats to keep the big blind moving one player at a time. The
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// button then sits on the chair they vacated, and no small blind is posted.
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deadButton: false,
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deadSmallBlind: false,
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};
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},
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@@ -155,11 +165,17 @@ const HoldemState = {
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// them in rather than making the dealer reset a table mid-session.
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const defaults = this.createDefault();
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["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize",
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"actingSeatIndex", "blindOverride"]
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"actingSeatIndex", "blindOverride", "postedBlinds"]
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.forEach(key => {
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if (parsed[key] === undefined) parsed[key] = defaults[key];
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});
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// A table saved before the dead button existed has neither flag. False is
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// the right guess for both: it means the rotation carries on the ordinary
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// way, which is what that table was already doing.
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parsed.deadButton = parsed.deadButton === true;
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parsed.deadSmallBlind = parsed.deadSmallBlind === true;
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// A table saved before dealing and betting were separate has no flag, and
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// guessing false would show "deal the hand" over a hand already in
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// progress. Anything already committed, or anyone already on the clock,
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@@ -327,6 +343,10 @@ const HoldemState = {
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// sits on nobody most hands — and that isn't only untidy: position and blinds are
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// supposed to come round to each player at the same rate, and they don't if the
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// button is rotating past chairs nobody is sitting in.
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//
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// The fallback, now. nextButtonRotation is what a hand that was actually dealt
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// rotates by; this is for the cases it has nothing to work from — a fresh table,
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// a hand never dealt, a dealer pressing Next Hand twice to pass the button on.
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advanceButton(state) {
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for (let step = 1; step <= state.seatCount; step++) {
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const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
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@@ -365,6 +385,10 @@ const HoldemState = {
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buttonSeatForDeal(state) {
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const seated = state.seats[state.dealerSeatIndex];
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if (seated && seated.inHand) return state.dealerSeatIndex;
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// A button left on an empty chair on purpose is the dead button, and moving it
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// to a player is precisely what it's there to stop. Only a button that has been
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// stranded by accident gets rescued.
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if (state.deadButton && this.deadPositionsApply(state)) return state.dealerSeatIndex;
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for (let step = 0; step < state.seatCount; step++) {
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const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
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if (state.seats[index].inHand) return index;
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@@ -387,6 +411,13 @@ const HoldemState = {
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return o;
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},
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// A dead button and a dead small blind are three-handed-and-up ideas. Down to two
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// players the button *is* the small blind and the blinds simply alternate, so
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// whatever the last rotation left behind stops applying.
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deadPositionsApply(state) {
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return state.seats.filter(p => p.inHand).length >= 3;
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},
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// Who posts what. Heads-up is its own rule: with two players the button posts the
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// small blind, which is the opposite of the usual order.
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getBlindSeats(state) {
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@@ -418,11 +449,65 @@ const HoldemState = {
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return { dealerIndex, sbIndex, bbIndex, headsUp: true };
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}
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// The small blind is dead: whoever would have moved into it has left the table,
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// and the seat stays empty for a hand rather than dragging the big blind
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// forward an extra place. One player gets a free hand out of position for it;
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// that's the price of nobody being charged two big blinds in an orbit.
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if (state.deadSmallBlind && this.deadPositionsApply(state)) {
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return { dealerIndex, sbIndex: null, bbIndex: live[0], headsUp: false, deadSmallBlind: true };
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}
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return { dealerIndex, sbIndex: live[0], bbIndex: live[1], headsUp: false };
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},
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// Where the button goes for the next hand, and whether anything is left dead.
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//
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// Ordinarily it follows the small blind round — the next player along, which is
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// what it has always done. The case that needs care is somebody getting up out of
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// the blinds. Passing the button to the next *player* then pulls the whole blind
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// order forward a place: the player after the empty chair is never asked for a big
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// blind at all, and the one after them is asked an orbit early. Holding the
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// rotation to the seats instead is the dead button, and getting it wrong costs a
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// real player a real big blind.
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//
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// Worked out from who actually posted last hand, not from the seating as it stands,
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// because by now the people it needs to know about are the ones who have gone.
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nextButtonRotation(state) {
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const posted = state.postedBlinds;
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const inRange = i => Number.isInteger(i) && i >= 0 && i < state.seatCount && state.seats[i];
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const here = i => inRange(i) && state.seats[i].inHand;
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// Nothing to hold to: a fresh table, a hand that was never dealt, or one where
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// the blinds were named by hand. And heads-up has its own rule — with two
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// players the button is the small blind, so there is no position to leave dead.
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if (!posted || !inRange(posted.sbIndex) || !inRange(posted.bbIndex) || !this.deadPositionsApply(state)) {
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return { buttonIndex: null, deadButton: false, deadSmallBlind: false };
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}
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// Both still sitting there is the ordinary case, and this comes out as the next
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// player along — the same answer as passing the button, arrived at from the
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// blinds so that the unusual case doesn't need a separate path.
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return {
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buttonIndex: posted.sbIndex,
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deadButton: !here(posted.sbIndex),
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deadSmallBlind: !here(posted.bbIndex),
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};
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},
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startNextHand(state) {
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this.advanceButton(state);
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const rotation = this.nextButtonRotation(state);
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if (rotation.buttonIndex === null) {
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this.advanceButton(state);
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state.deadButton = false;
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state.deadSmallBlind = false;
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} else {
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state.dealerSeatIndex = rotation.buttonIndex;
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state.deadButton = rotation.deadButton;
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state.deadSmallBlind = rotation.deadSmallBlind;
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}
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// Spent. Pressing Next Hand again without dealing is a dealer passing the
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// button along, not a second rotation off the same hand.
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state.postedBlinds = null;
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// Cards aren't out and nothing is posted until the dealer says so.
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state.bettingOpen = false;
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state.actingSeatIndex = null;
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@@ -0,0 +1,268 @@
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// The button when somebody gets up out of the blinds.
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//
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// Passing the button to the next *player* is right until a chair between the button
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// and the blinds empties. Then it pulls the whole blind order forward a place: the
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// player after the empty chair is never asked for a big blind, and the one after them
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// is asked an orbit early. The dead button rule holds the rotation to the seats for
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// one hand so the big blind still advances exactly one player.
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const test = require("node:test");
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const { describe } = require("node:test");
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const assert = require("node:assert");
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const { HoldemState, Betting, makeTable } = require("./load");
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// Four players in six chairs: Ann 0, Ben 1, Cal 2, Dee 3.
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const NAMES = ["Ann", "Ben", "Cal", "Dee"];
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const table = (dealerSeatIndex = 0) => {
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const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex });
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NAMES.forEach((name, i) => { state.seats[i].name = name; });
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return state;
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};
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const nameOf = (state, index) =>
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index === null || index === undefined ? null : (state.seats[index].name || `empty seat ${index + 1}`);
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const blinds = state => {
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const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
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return { sb: nameOf(state, sbIndex), bb: nameOf(state, bbIndex) };
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};
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const leave = (state, index) => {
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state.seats[index].name = "";
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state.seats[index].inHand = false;
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state.seats[index].stack = 0;
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state.seats[index].buyIns = 0;
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};
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describe("somebody gets up out of the blinds", () => {
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test("the small blind leaves: dead button, and the big blind still moves one player", () => {
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const state = table(1); // button Ben, small Cal, big Dee
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Betting.beginHand(state);
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assert.deepEqual(blinds(state), { sb: "Cal", bb: "Dee" });
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leave(state, 2); // Cal takes their chips and goes
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HoldemState.startNextHand(state);
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Betting.beginHand(state);
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assert.equal(state.dealerSeatIndex, 2, "the button holds Cal's empty chair");
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assert.equal(state.seats[2].inHand, false, "which is the point — it's on nobody");
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assert.deepEqual(blinds(state), { sb: "Dee", bb: "Ann" },
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"Dee moves from big to small and Ann posts the big blind, one player along");
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});
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test("and Ann is not skipped, which is the money in it", () => {
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// The old rotation passed the button to the next player, which made the blinds
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// Ann/Ben — Ann never posting a big blind at all, and Ben posting one an orbit
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// early. That is a real big blind out of a real player's stack.
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const state = table(1);
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Betting.beginHand(state);
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leave(state, 2);
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HoldemState.startNextHand(state);
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assert.equal(blinds(state).bb, "Ann", "Ann owes the big blind and still owes it");
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});
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test("the big blind leaves: no small blind is posted this hand", () => {
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const state = table(1); // button Ben, small Cal, big Dee
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Betting.beginHand(state);
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leave(state, 3); // Dee goes
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HoldemState.startNextHand(state);
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Betting.beginHand(state);
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const { sbIndex, bbIndex, deadSmallBlind } = HoldemState.getBlindSeats(state);
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assert.equal(state.dealerSeatIndex, 2, "the button reaches Cal as it was always going to");
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assert.equal(sbIndex, null, "the small blind is dead");
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assert.equal(deadSmallBlind, true, "and says so, rather than looking like a table with no blinds");
|
||||
assert.equal(nameOf(state, bbIndex), "Ann", "the big blind still moves on one player");
|
||||
});
|
||||
|
||||
test("a dead small blind still deals a hand, with one blind in the middle", () => {
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 3);
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
assert.equal(state.bettingOpen, true, "the hand goes ahead");
|
||||
const posted = state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
|
||||
assert.equal(posted, state.bigBlind, "just the big blind, and nothing conjured to stand in for the small");
|
||||
assert.equal(state.currentBet, state.bigBlind);
|
||||
assert.ok(state.actingSeatIndex !== null, "and somebody is on the clock");
|
||||
});
|
||||
|
||||
test("somebody leaving from anywhere else changes nothing", () => {
|
||||
const state = table(1); // button Ben, small Cal, big Dee
|
||||
Betting.beginHand(state);
|
||||
|
||||
leave(state, 0); // Ann, who was under the gun
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
assert.equal(state.dealerSeatIndex, 2, "the button passes to Cal exactly as before");
|
||||
assert.equal(state.deadButton, false);
|
||||
assert.equal(state.deadSmallBlind, false);
|
||||
assert.deepEqual(blinds(state), { sb: "Dee", bb: "Ben" });
|
||||
});
|
||||
});
|
||||
|
||||
describe("the ordinary rotation is untouched", () => {
|
||||
test("a full table passes the button one player at a time", () => {
|
||||
const state = table(0);
|
||||
const seen = [];
|
||||
for (let hand = 0; hand < 8; hand++) {
|
||||
Betting.beginHand(state);
|
||||
seen.push(blinds(state).bb);
|
||||
HoldemState.startNextHand(state);
|
||||
}
|
||||
assert.deepEqual(seen, ["Cal", "Dee", "Ann", "Ben", "Cal", "Dee", "Ann", "Ben"],
|
||||
"two clean orbits, everybody paying one big blind per orbit");
|
||||
assert.equal(state.deadButton, false);
|
||||
assert.equal(state.deadSmallBlind, false);
|
||||
});
|
||||
|
||||
test("players spread thinly around a big table don't create dead positions", () => {
|
||||
// Three players in nine chairs. The chairs between them were never in the
|
||||
// rotation, so holding to seats there would post blinds to nobody hand after
|
||||
// hand — which is why the button follows players, not chairs, by default.
|
||||
const state = makeTable({ seatCount: 9, seated: [0, 4, 7], stack: 200, dealerSeatIndex: 0 });
|
||||
["Ann", "", "", "", "Ben", "", "", "Cal"].forEach((n, i) => { state.seats[i].name = n; });
|
||||
|
||||
const seen = [];
|
||||
for (let hand = 0; hand < 6; hand++) {
|
||||
Betting.beginHand(state);
|
||||
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.ok(state.seats[sbIndex].inHand, "a real player posts the small blind");
|
||||
assert.ok(state.seats[bbIndex].inHand, "and a real player the big");
|
||||
seen.push(nameOf(state, bbIndex));
|
||||
HoldemState.startNextHand(state);
|
||||
}
|
||||
assert.deepEqual(seen, ["Cal", "Ann", "Ben", "Cal", "Ann", "Ben"], "one big blind each per orbit");
|
||||
});
|
||||
|
||||
test("pressing next hand twice without dealing just passes the button along", () => {
|
||||
const state = table(0);
|
||||
Betting.beginHand(state);
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.dealerSeatIndex, 1);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.dealerSeatIndex, 2, "and doesn't rotate off the same hand twice");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the rule knows where it stops", () => {
|
||||
test("down to two players, heads-up takes over and nothing is left dead", () => {
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 2);
|
||||
leave(state, 3); // both blinds walk at once
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
|
||||
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(headsUp, true);
|
||||
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
|
||||
assert.ok(state.seats[state.dealerSeatIndex].inHand, "and the button is on a player again");
|
||||
});
|
||||
|
||||
test("a button stranded by accident is still rescued", () => {
|
||||
// Not the dead button: nobody left out of the blinds, the chair the button is
|
||||
// on just emptied. That one does want putting back on a player.
|
||||
const state = table(3);
|
||||
state.seats[3].inHand = false;
|
||||
HoldemState.ensureButtonOnPlayer(state);
|
||||
assert.ok(state.seats[state.dealerSeatIndex].inHand);
|
||||
});
|
||||
|
||||
test("moving the button by hand clears the dead positions", () => {
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 2);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.deadButton, true);
|
||||
|
||||
// What the seat menu's "Give the button" does.
|
||||
state.dealerSeatIndex = 0;
|
||||
state.deadButton = false;
|
||||
state.deadSmallBlind = false;
|
||||
Betting.beginHand(state);
|
||||
|
||||
const { sbIndex } = HoldemState.getBlindSeats(state);
|
||||
assert.ok(state.seats[sbIndex].inHand, "a real small blind again, where the dealer put it");
|
||||
});
|
||||
|
||||
test("naming a blind by hand overrules a dead one", () => {
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 3);
|
||||
HoldemState.startNextHand(state);
|
||||
assert.equal(state.deadSmallBlind, true);
|
||||
|
||||
state.blindOverride = { sbIndex: 1, bbIndex: 0 };
|
||||
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
|
||||
assert.equal(manual, true);
|
||||
assert.equal(sbIndex, 1, "the dealer's word beats the rule");
|
||||
assert.equal(bbIndex, 0);
|
||||
});
|
||||
|
||||
test("a table saved before any of this reads as nothing dead", () => {
|
||||
const state = table(0);
|
||||
const parsed = JSON.parse(JSON.stringify(state));
|
||||
delete parsed.deadButton;
|
||||
delete parsed.deadSmallBlind;
|
||||
delete parsed.postedBlinds;
|
||||
|
||||
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
|
||||
globalThis.localStorage = {
|
||||
getItem: key => (store.has(key) ? store.get(key) : null),
|
||||
setItem: (key, value) => store.set(key, value),
|
||||
removeItem: key => store.delete(key),
|
||||
};
|
||||
|
||||
const loaded = HoldemState.load();
|
||||
assert.equal(loaded.deadButton, false);
|
||||
assert.equal(loaded.deadSmallBlind, false);
|
||||
assert.equal(loaded.postedBlinds, null);
|
||||
|
||||
HoldemState.startNextHand(loaded);
|
||||
assert.ok(loaded.seats[loaded.dealerSeatIndex].inHand, "and rotates the ordinary way");
|
||||
delete globalThis.localStorage;
|
||||
});
|
||||
});
|
||||
|
||||
describe("chips are not invented or lost by any of it", () => {
|
||||
test("posting one blind instead of two moves chips and doesn't make them", () => {
|
||||
// Measured across the deal, which is the step that touches stacks. A hand with
|
||||
// a dead small blind has one blind in the middle instead of two — the danger is
|
||||
// a null small blind being treated as a zero-cost posting somewhere, or the big
|
||||
// blind quietly covering for it.
|
||||
const state = table(1);
|
||||
const chips = s => s.seats.reduce(
|
||||
(sum, p) => sum + Betting.stackOf(s, p) + Betting.handTotal(p), 0);
|
||||
|
||||
Betting.beginHand(state);
|
||||
leave(state, 3); // the big blind goes, small blind dies
|
||||
|
||||
for (let hand = 0; hand < 4; hand++) {
|
||||
HoldemState.startNextHand(state);
|
||||
const before = chips(state);
|
||||
Betting.beginHand(state);
|
||||
assert.equal(chips(state), before, `the deal drifted the count on hand ${hand + 1}`);
|
||||
}
|
||||
});
|
||||
|
||||
test("a dead small blind takes exactly one blind out of one stack", () => {
|
||||
const state = table(1);
|
||||
Betting.beginHand(state);
|
||||
leave(state, 3);
|
||||
HoldemState.startNextHand(state);
|
||||
|
||||
const stacks = () => state.seats.map(p => Betting.stackOf(state, p));
|
||||
const before = stacks();
|
||||
Betting.beginHand(state);
|
||||
const after = stacks();
|
||||
|
||||
const paid = before.map((v, i) => v - after[i]).filter(d => d !== 0);
|
||||
assert.deepEqual(paid, [state.bigBlind], "one player, one big blind, nobody else touched");
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user