Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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3be93cdadf | ||
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40fa16920b | ||
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09eac536b5 | ||
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8efc14f61f | ||
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c70cb150db | ||
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e9bc9afcdb | ||
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9f3d0dce4b |
@@ -110,8 +110,9 @@
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||||
<span>Player</span>
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||||
<span class="standingsInHead">In</span>
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||||
<span class="standingsWonHead">Won</span>
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||||
<span>Net</span>
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||||
<span title="Chips in front of them, less the cash they handed over">Cash out</span>
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||||
<span class="standingsNetHead">Net</span>
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||||
<span class="standingsChipsHead" title="What they are holding — the cash to count out if they leave now">Chips</span>
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<span title="Those chips, less the cash they handed over">Up/down</span>
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</div>
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<div id="standingsList"></div>
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</div>
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@@ -270,6 +271,7 @@
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<span class="standingsIn"></span>
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<span class="standingsWon"></span>
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<span class="standingsNet"></span>
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<span class="standingsChips"></span>
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<span class="standingsCashOut"></span>
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</div>
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</template>
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@@ -399,6 +401,22 @@
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</p>
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</section>
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<section class="ruling" data-short="Who shows first">
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<h3>Who turns their hand over first</h3>
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<p>
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If there was a bet on the river, the last player to bet or raise shows
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first. If the river was checked all the way round, it's the first live
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player left of the button. Nobody has to be asked twice — a player may
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always turn their hand over early if they want to.
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</p>
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<p>
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When everyone is all-in before the river there was no final round to
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lead, so it falls to whoever last put money in, on whichever street that
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was. The action bar names the seat and the reason at every showdown, so
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the call is already made before anyone asks.
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</p>
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</section>
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<section class="ruling" data-short="Odd chip">
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<h3>The odd chip in a split pot</h3>
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<p>
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@@ -1816,31 +1816,44 @@ button,
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white-space: nowrap;
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}
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/* The per-hand columns are detail: how the night's swings happened. They're the
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first thing to go when there isn't room, because Net and Cash out are what the
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banker is actually reading. */
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/* The per-hand columns are detail: how the night's swings happened. They're the first
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to go when there isn't room, and Net goes with them — it only moves when a pot is
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resolved through the wizard, so on a table where the dealer settles pots by hand it
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reads $0 all night beside two columns that don't.
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What survives at every width is the pair the banker actually works from: what the
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player is holding, and whether that leaves them up or down. */
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.standingsIn,
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.standingsWon,
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.standingsNet,
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.standingsInHead,
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.standingsWonHead {
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.standingsWonHead,
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.standingsNetHead {
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display: none;
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}
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@container (min-width: 30rem) {
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.standingsRow {
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grid-template-columns: minmax(5rem, 1fr) auto auto auto auto;
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grid-template-columns: minmax(5rem, 1fr) auto auto auto auto auto;
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}
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.standingsIn,
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.standingsWon,
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.standingsNet,
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.standingsInHead,
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.standingsWonHead {
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.standingsWonHead,
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.standingsNetHead {
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display: block;
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}
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}
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/* The settle-up column is the one a banker reads while counting out cash, so it
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carries the weight the per-hand columns don't. */
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/* The chips column is the one a banker's hands follow while counting money onto the
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table, so it carries the weight. Up/down is read once, at the end. */
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.standingsChips {
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font-weight: 600;
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color: #e6e6e6;
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}
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.standingsCashOut {
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font-weight: 600;
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}
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@@ -1957,6 +1970,16 @@ button,
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color: #e07b7b;
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}
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/* The showdown call, sat above the resolve button. Loud enough to be read across a
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table at a glance — this is something the dealer says out loud — but not so loud it
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competes with the button underneath it. */
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.showdownCall {
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margin: 0 0 0.45rem;
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text-align: center;
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font-size: 0.82rem;
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color: #f0d98c;
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}
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.handHistoryFilterRow {
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display: flex;
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align-items: center;
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@@ -143,7 +143,9 @@ button,
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}
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.unevenCurrency {
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color: #777;
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/* Was #777 — 4.11:1 on this background, under the 4.5:1 small text needs. It sits
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against every amount a dealer types, so it is read constantly. */
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color: #8f8f8f;
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}
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.unevenAmount {
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@@ -184,7 +186,9 @@ button,
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height: 44px;
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border: none;
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background: none;
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color: #6a6a6a;
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/* Was #6a6a6a — 3.66:1, the worst on the page, on a control that deletes a
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player's entry. A destructive action should not be the faintest thing in view. */
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color: #9a9a9a;
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font-size: 0.85rem;
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cursor: pointer;
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}
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@@ -209,11 +213,86 @@ button,
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.unevenPot {
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display: flex;
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align-items: baseline;
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/* Wraps so a chop opens underneath its own pot rather than squeezing in beside the
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eligible-players list and pushing it off the row. */
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flex-wrap: wrap;
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gap: 0.6rem;
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padding: 0.3rem 0;
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font-size: 0.85rem;
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}
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.unevenChopToggle {
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flex: none;
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order: 3;
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/* 44px on touch: it moves money, like everything else that does. */
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min-height: 32px;
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padding: 0.2rem 0.6rem;
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border: 1px solid rgba(216, 180, 106, 0.45);
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border-radius: 999px;
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background: rgba(216, 180, 106, 0.1);
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color: #e3c887;
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font: inherit;
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font-size: 0.74rem;
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cursor: pointer;
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}
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.unevenChopToggle:hover {
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background: rgba(216, 180, 106, 0.18);
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}
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.unevenChopToggle:focus-visible {
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outline: 2px solid #d8b46a;
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outline-offset: 2px;
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}
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.unevenChopDetail {
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order: 4;
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||||
flex: 0 0 100%;
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/* Or the padding is added on top of the 100% basis and the panel sits wider than
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the row it belongs to — measured 328px inside a 309px row on a phone. */
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box-sizing: border-box;
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margin: 0.15rem 0 0.2rem;
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padding: 0.45rem 0.6rem;
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border-radius: 8px;
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||||
background: rgba(255, 255, 255, 0.04);
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||||
}
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.unevenChopWays {
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display: flex;
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align-items: center;
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||||
gap: 0.45rem;
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margin-bottom: 0.3rem;
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||||
}
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||||
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.unevenChopWaysLabel {
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||||
color: #cfcfcf;
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||||
font-size: 0.78rem;
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||||
font-variant-numeric: tabular-nums;
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||||
}
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||||
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.unevenChopEach {
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||||
margin: 0;
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||||
color: #f2f2f2;
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||||
font-weight: 600;
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||||
}
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||||
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||||
.unevenChopNote {
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||||
margin: 0.2rem 0 0;
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||||
color: #9a9a9a;
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||||
font-size: 0.76rem;
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||||
}
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||||
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||||
.unevenChopDust {
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||||
color: #e0b169;
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||||
}
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||||
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||||
@media (max-width: 700px), (pointer: coarse) {
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||||
.unevenChopToggle {
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||||
min-height: 44px;
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||||
padding: 0.4rem 0.9rem;
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||||
}
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||||
}
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||||
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||||
.unevenPot + .unevenPot {
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||||
border-top: 1px solid rgba(255, 255, 255, 0.06);
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||||
}
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||||
@@ -510,7 +589,9 @@ button,
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||||
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||||
.splitFootnote {
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||||
margin-top: 1.5rem;
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||||
color: #6f6f6f;
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||||
/* Was #6f6f6f — 3.94:1. It carries the instruction for what to do with the pot
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||||
list, which is not a decorative line. */
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||||
color: #8d8d8d;
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||||
font-size: 0.78rem;
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||||
line-height: 1.5;
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||||
text-align: center;
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||||
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||||
@@ -79,8 +79,14 @@ const ActionBar = {
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||||
// Anything to act on? A hand with nobody dealt in doesn't get a bar — and that
|
||||
// still holds during setup, because a seated player is a live seat whether or not
|
||||
// the betting has been opened. An empty table stays uncluttered.
|
||||
//
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||||
// A *named* table is not an empty one, though, and that was the hole: name six
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||||
// people without dealing any of them in and the bar hid itself, leaving a screen
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||||
// with six players on it, no way forward and nothing saying why. Anyone with a
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||||
// name on the felt is somebody the dealer has to be told about.
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||||
isRunning() {
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||||
return Betting.liveSeats(this.state).length > 0;
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||||
return Betting.liveSeats(this.state).length > 0 ||
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||||
this.state.seats.some(p => (p.name || "").trim());
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||||
},
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||||
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||||
render() {
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||||
@@ -424,7 +430,6 @@ const ActionBar = {
|
||||
const player = this.state.seats[index];
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||||
const stack = Betting.stackOf(this.state, player);
|
||||
const maxTo = Betting.round(Betting.committed(player) + stack);
|
||||
const pot = Betting.potSoFar(this.state);
|
||||
// Two different minimums, and conflating them was a bug. `minTo` is clamped to
|
||||
// what this player can actually put in, which is what the Min button should
|
||||
// offer. `legalMin` is what the rules require — for a short stack the two are
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||||
@@ -440,10 +445,16 @@ const ActionBar = {
|
||||
const quick = document.createElement("div");
|
||||
quick.className = "raiseQuick";
|
||||
|
||||
// The pot amounts come from Betting, which knows that a pot raise is measured
|
||||
// off the pot as it stands *after* the caller's own call goes in. The pad used
|
||||
// to work it out here as "the bet plus the pot", which left the call out and
|
||||
// made both amounts short: pre-flop at 1/2 it offered "Pot $5" where a pot
|
||||
// raise is $7, and a half-pot that clamped up to the minimum and sat next to
|
||||
// the Min button showing the same $4 twice.
|
||||
const options = [
|
||||
{ label: "Min", value: minTo },
|
||||
{ label: "½ pot", value: Betting.round(this.state.currentBet + pot / 2) },
|
||||
{ label: "Pot", value: Betting.round(this.state.currentBet + pot) },
|
||||
{ label: "½ pot", value: Betting.potRaiseTo(this.state, index, 0.5) },
|
||||
{ label: "Pot", value: Betting.potRaiseTo(this.state, index, 1) },
|
||||
{ label: "All-in", value: maxTo },
|
||||
];
|
||||
options.forEach(option => {
|
||||
@@ -587,10 +598,19 @@ const ActionBar = {
|
||||
// thing: "only one player is dealt in" is wrong when four are sitting there
|
||||
// and three of them are just out of chips.
|
||||
const withChips = seated - broke.length;
|
||||
// "Nobody has chips left" is the wrong story for a table that never had
|
||||
// any. A dealer who has just named six people and not yet said what a
|
||||
// buy-in is gets told their players are busted, which sends them looking
|
||||
// for a rebuy button instead of the one field that fixes it.
|
||||
const nobodyHasEverBoughtIn = this.state.seats.every(p =>
|
||||
!(Number(p.buyIns) > 0) && !(Number(p.stack) > 0));
|
||||
|
||||
if (broke.length > 0 && withChips < 2) {
|
||||
line.textContent = withChips === 1
|
||||
? `Only ${listNames(Betting.liveSeats(this.state).map(s => s.index).filter(i => !broke.includes(i)))} has chips — ${listNames(broke)} ${broke.length === 1 ? "needs" : "need"} to buy in.`
|
||||
: "Nobody at the table has chips left. Add a buy-in to deal.";
|
||||
: nobodyHasEverBoughtIn
|
||||
? "Nobody has bought in yet. Set what everyone starts with, or give each seat their chips."
|
||||
: "Nobody at the table has chips left. Add a buy-in to deal.";
|
||||
} else {
|
||||
line.textContent = seated === 0
|
||||
? "Nobody is dealt in yet. Tap a seat to add a player."
|
||||
@@ -598,6 +618,56 @@ const ActionBar = {
|
||||
}
|
||||
line.classList.add("dealPromptBlocked");
|
||||
wrap.appendChild(line);
|
||||
|
||||
// A blocked prompt with nothing to press is a dead end, and this was the
|
||||
// one a first-time dealer hits: six players named, a sentence saying they
|
||||
// have no chips, and no button anywhere on the bar. The starting stack is a
|
||||
// single field in the sidebar and the message never pointed at it.
|
||||
if (nobodyHasEverBoughtIn && seated > 0) {
|
||||
const row = document.createElement("div");
|
||||
row.className = "actionButtons";
|
||||
row.appendChild(this.button("Set starting stack", "actionDeal", () => {
|
||||
const field = document.getElementById("defaultStackInput");
|
||||
if (!field) return;
|
||||
const panel = field.closest("details");
|
||||
if (panel) panel.open = true;
|
||||
field.scrollIntoView({ block: "center", behavior: "smooth" });
|
||||
field.focus();
|
||||
field.select();
|
||||
}));
|
||||
wrap.appendChild(row);
|
||||
return wrap;
|
||||
}
|
||||
|
||||
// Named seats that aren't in the hand. Naming a chair now seats whoever is
|
||||
// in it, so reaching this takes something else — a table where everyone was
|
||||
// sat out, or a save from before that was true — but the way out of it
|
||||
// should still be one tap rather than a hunt through six seat editors.
|
||||
const benched = this.state.seats
|
||||
.map((player, index) => ({ player, index }))
|
||||
.filter(({ player }) => (player.name || "").trim() && !player.inHand)
|
||||
.map(({ index }) => index);
|
||||
|
||||
if (benched.length > 0) {
|
||||
const aside = document.createElement("p");
|
||||
aside.className = "dealPromptLine dealPromptAside dealPromptDebt";
|
||||
const text = document.createElement("span");
|
||||
text.textContent = benched.length === 1
|
||||
? `${listNames(benched)} is sitting out.`
|
||||
: `${listNames(benched)} are sitting out.`;
|
||||
aside.appendChild(text);
|
||||
aside.appendChild(this.button(
|
||||
benched.length === 1 ? "Deal them in" : `Deal in all ${benched.length}`,
|
||||
"dealPromptDebtBtn",
|
||||
() => this.commit("dealing everybody in", () => {
|
||||
benched.forEach(index => {
|
||||
this.state.seats[index].inHand = true;
|
||||
this.state.seats[index].folded = false;
|
||||
});
|
||||
})
|
||||
));
|
||||
wrap.appendChild(aside);
|
||||
}
|
||||
return wrap;
|
||||
}
|
||||
|
||||
@@ -691,13 +761,41 @@ const ActionBar = {
|
||||
return wrap;
|
||||
},
|
||||
|
||||
// "Dee shows first — last to raise." The call the dealer has to make at every
|
||||
// showdown and that nobody at the table volunteers for, said out loud with the
|
||||
// reason attached so it can be repeated to whoever argues with it.
|
||||
showdownCall() {
|
||||
const call = Betting.showdownOrder(this.state);
|
||||
if (!call) return null;
|
||||
|
||||
const who = HoldemState.displayName(this.state.seats[call.index], call.index);
|
||||
const because = {
|
||||
aggressor: "last to bet or raise",
|
||||
// Semicolon, not a second dash: the sentence already spends its dash on
|
||||
// "shows first —", and two of them in one line reads as a stutter.
|
||||
allInAggressor: "last to put money in; nobody could bet the river",
|
||||
leftOfButton: "checked round, first left of the button",
|
||||
}[call.reason];
|
||||
|
||||
const line = document.createElement("p");
|
||||
line.className = "showdownCall";
|
||||
line.textContent = `${who} shows first — ${because}.`;
|
||||
return line;
|
||||
},
|
||||
|
||||
renderStreetDone() {
|
||||
const row = document.createElement("div");
|
||||
row.className = "actionButtons";
|
||||
const wrap = document.createElement("div");
|
||||
|
||||
const isRiver = this.state.street === "river";
|
||||
const label = isRiver ? "Showdown — resolve pot" : `Deal ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1])}`;
|
||||
|
||||
if (isRiver) {
|
||||
const call = this.showdownCall();
|
||||
if (call) wrap.appendChild(call);
|
||||
}
|
||||
|
||||
const row = document.createElement("div");
|
||||
row.className = "actionButtons";
|
||||
row.appendChild(this.button(label, "actionAdvance", () => {
|
||||
if (isRiver) {
|
||||
this.hooks.resolvePot();
|
||||
@@ -705,22 +803,33 @@ const ActionBar = {
|
||||
}
|
||||
this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
|
||||
}));
|
||||
wrap.appendChild(row);
|
||||
|
||||
return row;
|
||||
return wrap;
|
||||
},
|
||||
|
||||
renderHandOver() {
|
||||
const row = document.createElement("div");
|
||||
row.className = "actionButtons";
|
||||
const wrap = document.createElement("div");
|
||||
const live = Betting.liveSeats(this.state);
|
||||
const winner = live.length === 1 ? HoldemState.displayName(live[0].player, live[0].index) : null;
|
||||
|
||||
// Two or more still in with the betting finished is a showdown however it was
|
||||
// arrived at — including everyone all-in on the flop, where the cards go on
|
||||
// their backs and the order still decides who turns over first.
|
||||
if (!winner) {
|
||||
const call = this.showdownCall();
|
||||
if (call) wrap.appendChild(call);
|
||||
}
|
||||
|
||||
const row = document.createElement("div");
|
||||
row.className = "actionButtons";
|
||||
row.appendChild(this.button(
|
||||
winner ? `Award pot to ${winner}` : "Resolve pot",
|
||||
"actionAdvance",
|
||||
() => this.hooks.resolvePot()
|
||||
));
|
||||
return row;
|
||||
wrap.appendChild(row);
|
||||
return wrap;
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
@@ -276,6 +276,11 @@ const Betting = {
|
||||
|
||||
if (newBet > previousBet) {
|
||||
const increase = this.round(newBet - previousBet);
|
||||
// Aggression, whether or not it was a full raise — a short all-in doesn't
|
||||
// reopen the betting, but the player who made it is still the last one who
|
||||
// put money in, and at the showdown they are still the one who shows first.
|
||||
state.streetAggressorIndex = index;
|
||||
state.handAggressorIndex = index;
|
||||
// What a full raise would have had to be: at least as much again as the
|
||||
// last one, or the big blind if there hasn't been a raise yet.
|
||||
const fullRaise = this.round(state.lastRaiseSize || state.bigBlind || 0);
|
||||
@@ -337,6 +342,10 @@ const Betting = {
|
||||
|
||||
state.currentBet = 0;
|
||||
state.lastRaiseSize = 0;
|
||||
// Whoever led this street stops being the answer the moment the next one opens.
|
||||
// The hand's aggressor is deliberately left alone: it's the fallback for a
|
||||
// river nobody could bet on.
|
||||
state.streetAggressorIndex = null;
|
||||
|
||||
const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
|
||||
state.street = this.STREETS[nextStreetIndex] || "river";
|
||||
@@ -424,6 +433,11 @@ const Betting = {
|
||||
state.street = "preflop";
|
||||
state.currentBet = 0;
|
||||
state.lastRaiseSize = 0;
|
||||
// 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.
|
||||
state.streetAggressorIndex = null;
|
||||
state.handAggressorIndex = null;
|
||||
|
||||
// Deal around anyone with no chips, before anything else reads the table.
|
||||
//
|
||||
@@ -504,6 +518,81 @@ const Betting = {
|
||||
: this.nextToAct(state, bbIndex);
|
||||
},
|
||||
|
||||
// What a pot-sized raise actually is, as a "raise to" total.
|
||||
//
|
||||
// Not "the bet plus the pot as it stands". The raiser calls first, and their call
|
||||
// is in the pot before the raise is measured off it, so the pot being matched is
|
||||
// the one that exists after the call:
|
||||
//
|
||||
// raise to = the current bet + (pot + what they owe) × fraction
|
||||
//
|
||||
// Pre-flop at 1/2 that gives $7, not $5: call the $2, which makes the pot $5, then
|
||||
// raise $5. Leaving the call out understates every one of these, and players say
|
||||
// "pot" out loud meaning a definite number.
|
||||
//
|
||||
// Facing no bet this is a plain pot-sized bet — toCall is zero and currentBet is
|
||||
// zero, so it comes out as the pot, which is the right answer there too.
|
||||
// Rounded up to something the table's chips can actually build. Half the pot is
|
||||
// constantly a half-chip amount — pre-flop at 1/2 it is $4.50, and the smallest
|
||||
// chip in the default legend is a dollar, so the button offered a number the
|
||||
// dealer would have to round themselves every single time.
|
||||
//
|
||||
// Only when the legend describes this game. A smallest chip *larger* than the big
|
||||
// blind means the denominations were never set for these stakes, and rounding a
|
||||
// 5c/10c table up to whole dollars would be the tool doing real damage on the
|
||||
// strength of a field somebody forgot to fill in. Left exact there, and the wrong
|
||||
// legend stays visible rather than being quietly applied.
|
||||
potRaiseTo(state, index, fraction = 1) {
|
||||
const player = state.seats[index];
|
||||
if (!player) return 0;
|
||||
const potAfterCall = this.round(this.potSoFar(state) + this.toCall(state, player));
|
||||
const exact = this.round((state.currentBet || 0) + potAfterCall * fraction);
|
||||
|
||||
const step = Money.fromCents(Money.chipStepCents(state.chipLegend));
|
||||
const bigBlind = Number(state.bigBlind) || 0;
|
||||
if (step <= 0 || (bigBlind > 0 && step > bigBlind)) return exact;
|
||||
return Money.upToChip(exact, state.chipLegend);
|
||||
},
|
||||
|
||||
// Who turns their hand over first.
|
||||
//
|
||||
// A call the dealer makes at every showdown that isn't a fold, and one nobody at
|
||||
// the table volunteers for — everyone would rather see a hand than show one. The
|
||||
// tool knew who last raised and who sits left of the button and said neither, so
|
||||
// the dealer was working it out from memory while five people waited.
|
||||
//
|
||||
// Three cases, in the order the rule asks them:
|
||||
// * somebody bet or raised on the final round — they show first;
|
||||
// * the round was checked through — first live player left of the button;
|
||||
// * nobody could bet, because the chips were already in — the last player who
|
||||
// did put money in, on whichever round that was.
|
||||
//
|
||||
// Returns null when there's nothing to call: one player left, or none.
|
||||
showdownOrder(state) {
|
||||
const live = this.liveSeats(state);
|
||||
if (live.length < 2) return null;
|
||||
|
||||
const seatOf = index =>
|
||||
Number.isInteger(index) && live.some(s => s.index === index) ? index : null;
|
||||
|
||||
const streetAggressor = seatOf(state.streetAggressorIndex);
|
||||
if (streetAggressor !== null) {
|
||||
return { index: streetAggressor, reason: "aggressor" };
|
||||
}
|
||||
|
||||
// Nobody could have bet this round, so "no bet on the final round" isn't a
|
||||
// choice anybody made and the seat left of the button hasn't earned the
|
||||
// obligation. It falls to whoever last put money in.
|
||||
if (!this.canStillBet(state)) {
|
||||
const handAggressor = seatOf(state.handAggressorIndex);
|
||||
if (handAggressor !== null) return { index: handAggressor, reason: "allInAggressor" };
|
||||
}
|
||||
|
||||
const order = HoldemState.liveOrderFromButton(state)
|
||||
.filter(index => live.some(s => s.index === index));
|
||||
return order.length > 0 ? { index: order[0], reason: "leftOfButton" } : null;
|
||||
},
|
||||
|
||||
// Winners get their share put back in front of them.
|
||||
creditWinnings(state, payouts) {
|
||||
payouts.forEach(payout => {
|
||||
|
||||
@@ -63,6 +63,29 @@ const Money = {
|
||||
// Anything the smallest chip can't make comes back as `remainder` rather than being
|
||||
// rounded away: a 50c share in a game whose smallest chip is a dollar is a real
|
||||
// problem for the dealer to solve, not a rounding error to hide.
|
||||
// The smallest chip the table has said it plays with, in cents. Zero when no
|
||||
// denominations are set, which means the tool has been told nothing about what
|
||||
// chips exist and shouldn't pretend otherwise.
|
||||
chipStepCents(legend) {
|
||||
const values = (legend || [])
|
||||
.map(chip => this.toCents(chip.value))
|
||||
.filter(cents => cents > 0);
|
||||
return values.length > 0 ? Math.min(...values) : 0;
|
||||
},
|
||||
|
||||
// Rounds an amount up to something the table can actually build out of its chips.
|
||||
//
|
||||
// Up rather than down or nearest: these are bet sizes, and a pot-sized bet that
|
||||
// has been shaved is no longer a pot-sized bet. Rounding up also can't drop an
|
||||
// amount below a legal minimum, which rounding the other way can.
|
||||
upToChip(amount, legend) {
|
||||
const step = this.chipStepCents(legend);
|
||||
if (step <= 0) return this.round(amount);
|
||||
const cents = this.toCents(amount);
|
||||
if (cents <= 0) return this.round(amount);
|
||||
return this.fromCents(Math.ceil(cents / step) * step);
|
||||
},
|
||||
|
||||
chipBreakdown(amount, legend) {
|
||||
let cents = this.toCents(amount);
|
||||
if (cents <= 0) return { chips: [], remainder: 0 };
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -524,13 +524,41 @@ const Render = {
|
||||
this.updatePotBadge();
|
||||
this.renderSeatTotal(form, player);
|
||||
this.refreshPuck(index);
|
||||
// The editor deliberately refreshes narrowly rather than redrawing everything —
|
||||
// a full render on every keystroke would take the name field out from under the
|
||||
// dealer mid-word. But the action bar answers "is there a table here at all",
|
||||
// and seating somebody is exactly what changes that answer. Without this it
|
||||
// stayed hidden until something else happened to redraw: two players seated, a
|
||||
// dealable hand, and a blank bar until the page was reloaded.
|
||||
//
|
||||
// Safe to do on every keystroke: the bar is small, it's rebuilt on every action
|
||||
// anyway, and nothing inside it can hold focus while the sidebar has it.
|
||||
if (typeof ActionBar !== "undefined" && ActionBar.state) ActionBar.render();
|
||||
},
|
||||
|
||||
wireSeatFields(form, player, index) {
|
||||
const nameInput = form.querySelector(".seatNameInput");
|
||||
nameInput.value = player.name;
|
||||
nameInput.addEventListener("input", () => {
|
||||
// Putting a name on an empty chair is somebody sitting down, so they get
|
||||
// dealt in. It used to be two separate acts, and the second one was easy to
|
||||
// miss: a dealer setting up typed six names, got six seats that still
|
||||
// weren't in the hand, and the action bar hid itself because by its reckoning
|
||||
// nobody was playing. Six people at the table and a blank screen.
|
||||
//
|
||||
// Only for a chair that was empty — no name and not dealt in. Renaming
|
||||
// somebody who is sitting out is a correction, not an arrival, and dealing
|
||||
// them back in over a typo would be the tool overruling the dealer.
|
||||
const wasEmpty = !player.name.trim() && !player.inHand;
|
||||
player.name = nameInput.value;
|
||||
if (wasEmpty && player.name.trim()) {
|
||||
player.inHand = true;
|
||||
player.folded = false;
|
||||
const inHandBox = form.querySelector(".inHandCheckbox");
|
||||
if (inHandBox) inHandBox.checked = true;
|
||||
const foldBox = form.querySelector(".foldCheckbox");
|
||||
if (foldBox) { foldBox.checked = false; foldBox.disabled = false; }
|
||||
}
|
||||
document.getElementById("seatEditorTitle").textContent = this.puckLabel(player, index);
|
||||
this.commitSeatChange(form, player, index);
|
||||
});
|
||||
@@ -790,9 +818,15 @@ const Render = {
|
||||
netEl.classList.toggle("netUp", row.net > 0);
|
||||
netEl.classList.toggle("netDown", row.net < 0);
|
||||
|
||||
// What they'd actually be handed if the night ended now: chips in front of
|
||||
// them less the cash they gave the banker. This was computed and written to
|
||||
// the CSV all along, but never shown to the person doing the paying out.
|
||||
// The cash to count out, which is a plain amount and never signed — this
|
||||
// is the one the banker's hands follow. It sat only in the CSV: on screen
|
||||
// the column headed "Cash out" held the difference against their buy-in
|
||||
// instead, so a player up $140 on a $340 stack read as "$140" at the exact
|
||||
// moment somebody was counting money onto the table.
|
||||
node.querySelector(".standingsChips").textContent = Money.format(row.chipsInFront);
|
||||
|
||||
// And whether that leaves them up or down, which is the question the rest
|
||||
// of the table asks and the one the old column was actually answering.
|
||||
const cashEl = node.querySelector(".standingsCashOut");
|
||||
cashEl.textContent = Money.formatSigned(row.cashPosition);
|
||||
cashEl.classList.toggle("netUp", row.cashPosition > 0);
|
||||
|
||||
@@ -86,6 +86,12 @@ const HoldemState = {
|
||||
// seating as it stands, because by then the people it needs to know about
|
||||
// are exactly the ones who have got up and gone.
|
||||
postedBlinds: null,
|
||||
// Who last bet or raised, on this street and anywhere in the hand. Kept
|
||||
// apart because the showdown rule needs both: normally the aggressor of the
|
||||
// final betting round shows first, but a round nobody could bet in — chips
|
||||
// already all-in — falls back to the last one who could.
|
||||
streetAggressorIndex: null,
|
||||
handAggressorIndex: null,
|
||||
// Player ids that were dealt in the last hand actually dealt. What makes a
|
||||
// seat recognisable as having *just* joined — new to the table, or back
|
||||
// from sitting out — which is the whole question behind owing a blind.
|
||||
@@ -173,7 +179,8 @@ const HoldemState = {
|
||||
// them in rather than making the dealer reset a table mid-session.
|
||||
const defaults = this.createDefault();
|
||||
["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize",
|
||||
"actingSeatIndex", "blindOverride", "postedBlinds"]
|
||||
"actingSeatIndex", "blindOverride", "postedBlinds",
|
||||
"streetAggressorIndex", "handAggressorIndex"]
|
||||
.forEach(key => {
|
||||
if (parsed[key] === undefined) parsed[key] = defaults[key];
|
||||
});
|
||||
@@ -676,6 +683,14 @@ const HoldemState = {
|
||||
net: Money.round(t.won - t.in),
|
||||
boughtIn,
|
||||
chipsNow,
|
||||
// Everything still theirs: the stack in front of them plus whatever
|
||||
// is out in the middle for the hand in progress. This is the number
|
||||
// a banker counts out when somebody leaves, and it was the one
|
||||
// figure the standings never showed — the column called "Cash out"
|
||||
// held the difference against their buy-in, so a player up $140 on
|
||||
// a $340 stack read as "$140" at the exact moment cash changed
|
||||
// hands.
|
||||
chipsInFront: Money.round(chipsNow + inFrontOfThem),
|
||||
cashPosition: Money.round(chipsNow + inFrontOfThem - boughtIn),
|
||||
notes,
|
||||
};
|
||||
|
||||
@@ -167,3 +167,58 @@ describe("does the cash box cover the chips on the table", () => {
|
||||
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the number the banker counts out", () => {
|
||||
// The standings had two signed columns and neither was an amount to pay. A player
|
||||
// up $140 on a $340 stack read "$140" under a heading saying "Cash out", at the
|
||||
// exact moment somebody was counting money onto the table.
|
||||
test("chips in front is what they are holding, not what they are up", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 340 });
|
||||
state.seats[0].name = "Ann";
|
||||
state.seats[0].buyIns = 200;
|
||||
state.seats[1].buyIns = 200;
|
||||
state.seats[1].stack = 60;
|
||||
|
||||
const rows = HoldemState.sessionStandings(state);
|
||||
const ann = rows.find(r => r.name === "Ann");
|
||||
assert.equal(ann.chipsInFront, 340, "the cash to count out");
|
||||
assert.equal(ann.cashPosition, 140, "and separately, that they are up $140");
|
||||
});
|
||||
|
||||
test("a player who is down still has chips to be handed", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 60 });
|
||||
state.seats[0].name = "Cal";
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
|
||||
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Cal");
|
||||
assert.equal(cal.chipsInFront, 60, "they leave with $60 of chips");
|
||||
assert.equal(cal.cashPosition, -140, "having lost $140 of the $200 they brought");
|
||||
});
|
||||
|
||||
test("chips still out in the middle are counted as theirs", () => {
|
||||
// Cashing out mid-hand isn't a thing, but the panel is read mid-hand constantly
|
||||
// and a stack that drops by the size of a bet looks like money going missing.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 200 });
|
||||
state.seats[0].name = "Dee";
|
||||
state.seats.forEach(p => { p.buyIns = 200; });
|
||||
Betting.beginHand(state);
|
||||
Betting.raiseTo(state, 0, 50);
|
||||
|
||||
const dee = HoldemState.sessionStandings(state).find(r => r.name === "Dee");
|
||||
assert.equal(dee.chipsInFront, 200, "stack plus what's in the middle for them");
|
||||
assert.equal(dee.cashPosition, 0, "so they are still level");
|
||||
});
|
||||
|
||||
test("chips and up/down always differ by exactly the buy-in", () => {
|
||||
const state = makeTable({ seatCount: 9, seated: [0, 1, 2, 3], stack: 100 });
|
||||
[340, 150, 60, 250].forEach((chips, i) => {
|
||||
state.seats[i].stack = chips;
|
||||
state.seats[i].buyIns = 200 + i * 50;
|
||||
});
|
||||
|
||||
HoldemState.sessionStandings(state).forEach(row => {
|
||||
assert.equal(Money.round(row.chipsInFront - row.boughtIn), row.cashPosition,
|
||||
`${row.name}'s two columns should tell one story`);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -29,6 +29,10 @@ globalThis.Render = Render;
|
||||
const HoldemState = require(path.join(SRC, "state.js"));
|
||||
globalThis.HoldemState = HoldemState;
|
||||
|
||||
// actionBar.js after state, since its own module-level code reaches for neither but
|
||||
// its methods reach for both. Loaded last so nothing it touches is still undefined.
|
||||
const ActionBar = load("actionBar");
|
||||
|
||||
// ---- Table builders ----------------------------------------------------------
|
||||
|
||||
// A table with `seatCount` chairs where `seated` (a list of seat indexes) are dealt
|
||||
@@ -81,6 +85,7 @@ module.exports = {
|
||||
SettleUp,
|
||||
Betting,
|
||||
HoldemState,
|
||||
ActionBar,
|
||||
makeTable,
|
||||
chipsOnTable,
|
||||
contributions,
|
||||
|
||||
@@ -0,0 +1,180 @@
|
||||
// What a pot-sized raise actually is.
|
||||
//
|
||||
// The raise pad worked it out as "the current bet plus the pot as it stands", which
|
||||
// leaves out the fact that the raiser calls first and their call is in the pot before
|
||||
// the raise is measured off it. Every quick amount came out short — pre-flop at 1/2 it
|
||||
// offered "Pot $5" where a pot raise is $7. Players say "pot" out loud meaning a
|
||||
// definite number, and a dealer tapping the button that claims to be it should record
|
||||
// what was actually said.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { Betting, Money, makeTable } = require("./load");
|
||||
|
||||
describe("pre-flop at 1/2", () => {
|
||||
const dealt = () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
test("a pot raise from the first player to act is $7", () => {
|
||||
// Call the $2, which makes the pot $5, then raise $5.
|
||||
const state = dealt();
|
||||
assert.equal(Betting.potSoFar(state), 3, "the blinds");
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 7);
|
||||
});
|
||||
|
||||
test("half pot is $5 — $4.50 rounded up to something the chips can make", () => {
|
||||
// The old arithmetic gave $3.50, which clamped up to the minimum and put the
|
||||
// same $4 on two buttons side by side. The honest half-pot is $4.50, and the
|
||||
// smallest chip in the default legend is a dollar, so the button would have
|
||||
// offered an amount the dealer had to round themselves every single time.
|
||||
const state = dealt();
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 5);
|
||||
assert.notEqual(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5),
|
||||
Betting.minRaiseTo(state), "the two quick buttons say different things");
|
||||
});
|
||||
|
||||
test("the small blind owes less, so their pot raise is smaller", () => {
|
||||
// They have $1 in already: call $1, pot becomes $4, raise $4, total $6.
|
||||
const state = dealt();
|
||||
const { sbIndex } = require("./load").HoldemState.getBlindSeats(state);
|
||||
assert.equal(Betting.toCall(state, state.seats[sbIndex]), 1);
|
||||
assert.equal(Betting.potRaiseTo(state, sbIndex), 6);
|
||||
});
|
||||
|
||||
test("the big blind owes nothing, so it is just the pot", () => {
|
||||
const state = dealt();
|
||||
const { bbIndex } = require("./load").HoldemState.getBlindSeats(state);
|
||||
assert.equal(Betting.toCall(state, state.seats[bbIndex]), 0);
|
||||
assert.equal(Betting.potRaiseTo(state, bbIndex), 5, "the $2 bet plus the $3 pot");
|
||||
});
|
||||
});
|
||||
|
||||
describe("after the flop", () => {
|
||||
const flopWithBet = () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 500, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
|
||||
Betting.closeStreet(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
test("a pot raise facing a bet is three times the bet plus the dead money", () => {
|
||||
const state = flopWithBet();
|
||||
const potBefore = Betting.potSoFar(state); // $6 carried over
|
||||
const bettor = state.actingSeatIndex;
|
||||
Betting.raiseTo(state, bettor, 10);
|
||||
|
||||
const raiser = state.actingSeatIndex;
|
||||
// Call $10, pot becomes $26, raise $26 → $36. Which is 3×10 + 6.
|
||||
assert.equal(Betting.potRaiseTo(state, raiser), 36);
|
||||
assert.equal(Betting.potRaiseTo(state, raiser), 3 * 10 + potBefore);
|
||||
});
|
||||
|
||||
test("half pot facing that bet is $23", () => {
|
||||
const state = flopWithBet();
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 10);
|
||||
// Call $10, pot becomes $26, raise $13 → $23.
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 23);
|
||||
});
|
||||
|
||||
test("facing no bet at all it is a plain pot-sized bet", () => {
|
||||
const state = flopWithBet();
|
||||
assert.equal(state.currentBet, 0, "nobody has bet the flop");
|
||||
assert.equal(Betting.toCall(state, state.seats[state.actingSeatIndex]), 0);
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), Betting.potSoFar(state));
|
||||
});
|
||||
});
|
||||
|
||||
describe("it stays sane at the edges", () => {
|
||||
test("a seat that doesn't exist gets zero rather than throwing", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
|
||||
assert.equal(Betting.potRaiseTo(state, 99), 0);
|
||||
});
|
||||
|
||||
test("the amount is always at least a call", () => {
|
||||
// A raise-to below the current bet would be nonsense to offer. Every fraction
|
||||
// from a tenth up lands at or above what the player owes.
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
|
||||
Betting.beginHand(state);
|
||||
const index = state.actingSeatIndex;
|
||||
[0.1, 0.25, 0.5, 0.75, 1].forEach(fraction => {
|
||||
assert.ok(Betting.potRaiseTo(state, index, fraction) >= state.currentBet,
|
||||
`${fraction} of the pot should still cover the bet`);
|
||||
});
|
||||
});
|
||||
|
||||
test("cent-sized blinds don't drift", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 20, smallBlind: 0.05, bigBlind: 0.1 });
|
||||
Betting.beginHand(state);
|
||||
// Pot $0.15, owes $0.10: call to $0.25, raise $0.25 → $0.35.
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the amounts are ones the table can actually build", () => {
|
||||
const CENTS = [{ value: 0.25 }, { value: 0.05 }, { value: 0.01 }];
|
||||
const DOLLARS = [{ value: 1 }, { value: 5 }, { value: 25 }, { value: 100 }];
|
||||
|
||||
const table = (legend, smallBlind, bigBlind, stack = 200) => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack, smallBlind, bigBlind });
|
||||
state.chipLegend = legend;
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
test("a half-pot that lands on a half chip is rounded up, not offered as it is", () => {
|
||||
const state = table(DOLLARS, 1, 2);
|
||||
// Honestly $4.50. No dollar chip makes fifty cents.
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 5);
|
||||
assert.equal(Money.chipBreakdown(5, DOLLARS).remainder, 0);
|
||||
});
|
||||
|
||||
test("up rather than down — a shaved pot bet is not a pot bet", () => {
|
||||
const state = table(DOLLARS, 1, 2);
|
||||
assert.ok(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5) > 4.5);
|
||||
});
|
||||
|
||||
test("an amount the chips already make is left exactly alone", () => {
|
||||
const state = table(DOLLARS, 1, 2);
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 7, "the pot raise was already whole");
|
||||
});
|
||||
|
||||
test("a cent table keeps its cents", () => {
|
||||
const state = table(CENTS, 0.05, 0.1);
|
||||
// Pot $0.15, owes $0.10: call to $0.25, raise $0.25 → $0.35, which cent chips make.
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
|
||||
assert.equal(Money.chipBreakdown(0.35, CENTS).remainder, 0);
|
||||
});
|
||||
|
||||
test("a legend that plainly isn't for these stakes is not applied", () => {
|
||||
// Dollar chips on a 5c/10c game means somebody never filled the legend in.
|
||||
// Rounding those blinds up to whole dollars would be the tool doing real
|
||||
// damage on the strength of a stale field, so the amounts stay exact and the
|
||||
// wrong legend stays visible.
|
||||
const state = table(DOLLARS, 0.05, 0.1);
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
|
||||
});
|
||||
|
||||
test("a table with no legend at all gets exact amounts", () => {
|
||||
const state = table([], 1, 2);
|
||||
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 4.5);
|
||||
});
|
||||
|
||||
test("every fraction comes out buildable, and never shaved", () => {
|
||||
const state = table(DOLLARS, 1, 2);
|
||||
const index = state.actingSeatIndex;
|
||||
const potAfterCall = Betting.potSoFar(state) + Betting.toCall(state, state.seats[index]);
|
||||
|
||||
[0.1, 0.25, 0.5, 0.75, 1].forEach(fraction => {
|
||||
const value = Betting.potRaiseTo(state, index, fraction);
|
||||
const exact = state.currentBet + potAfterCall * fraction;
|
||||
assert.ok(value >= exact, `${fraction} of the pot should never be rounded down`);
|
||||
assert.ok(value - exact < 1, `${fraction} of the pot should round by less than a chip`);
|
||||
assert.equal(Money.chipBreakdown(value, DOLLARS).remainder, 0,
|
||||
`${fraction} of the pot should be buildable from the table's chips`);
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,181 @@
|
||||
// Sitting people down, which is the first thing anybody does with the tool.
|
||||
//
|
||||
// Naming a chair and dealing that chair in were two separate acts and the second was
|
||||
// easy to miss. A dealer setting up typed six names, got six seats that still weren't
|
||||
// in the hand, and the action bar hid itself because by its reckoning nobody was
|
||||
// playing: six people at the table and a blank screen with no way forward.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Betting, ActionBar, makeTable } = require("./load");
|
||||
|
||||
const emptyTable = (seatCount = 10) => {
|
||||
const state = HoldemState.createDefault();
|
||||
HoldemState.resizeSeats(state, seatCount);
|
||||
return state;
|
||||
};
|
||||
|
||||
const bar = state => Object.assign(Object.create(ActionBar), { state });
|
||||
|
||||
describe("the bar knows the difference between an empty table and a named one", () => {
|
||||
test("a table nobody has touched gets no bar", () => {
|
||||
assert.equal(bar(emptyTable()).isRunning(), false, "an empty felt stays uncluttered");
|
||||
});
|
||||
|
||||
test("a table with names on it gets one, dealt in or not", () => {
|
||||
const state = emptyTable();
|
||||
state.seats[0].name = "Ann";
|
||||
state.seats[1].name = "Ben";
|
||||
|
||||
assert.equal(Betting.liveSeats(state).length, 0, "nobody is in the hand");
|
||||
assert.equal(bar(state).isRunning(), true, "but there are people at the table to say something to");
|
||||
});
|
||||
|
||||
test("whitespace isn't a player", () => {
|
||||
const state = emptyTable();
|
||||
state.seats[0].name = " ";
|
||||
assert.equal(bar(state).isRunning(), false);
|
||||
});
|
||||
|
||||
test("a table that is playing still gets one", () => {
|
||||
assert.equal(bar(makeTable({ seatCount: 6, seated: [0, 1] })).isRunning(), true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("naming an empty chair sits somebody down", () => {
|
||||
// What the seat editor's name field does, as the rule it applies rather than
|
||||
// through the DOM: a chair with no name and nobody in it is empty, and putting a
|
||||
// name on it is somebody arriving.
|
||||
const nameSeat = (player, name) => {
|
||||
const wasEmpty = !player.name.trim() && !player.inHand;
|
||||
player.name = name;
|
||||
if (wasEmpty && player.name.trim()) { player.inHand = true; player.folded = false; }
|
||||
};
|
||||
|
||||
test("an empty chair gets dealt in", () => {
|
||||
const state = emptyTable();
|
||||
nameSeat(state.seats[0], "Ann");
|
||||
assert.equal(state.seats[0].inHand, true);
|
||||
assert.equal(state.seats[0].folded, false);
|
||||
});
|
||||
|
||||
test("six names is six players, not six benched seats", () => {
|
||||
const state = emptyTable();
|
||||
state.defaultStack = 200; // a table that has told the tool what a buy-in is
|
||||
["Ann", "Ben", "Cal", "Dee", "Eve", "Fay"].forEach((name, i) => nameSeat(state.seats[i], name));
|
||||
|
||||
assert.equal(state.seats.filter(p => p.inHand).length, 6);
|
||||
assert.equal(bar(state).isRunning(), true);
|
||||
assert.ok(Betting.blindPreview(state), "and there's a hand to deal");
|
||||
});
|
||||
|
||||
test("renaming somebody who is sitting out doesn't deal them back in", () => {
|
||||
// A correction, not an arrival. Dealing them in over a typo would be the tool
|
||||
// overruling a dealer who sat them out on purpose.
|
||||
const state = emptyTable();
|
||||
state.seats[0].name = "Ann";
|
||||
state.seats[0].inHand = false;
|
||||
|
||||
nameSeat(state.seats[0], "Anne");
|
||||
assert.equal(state.seats[0].inHand, false, "still sitting out, now spelled right");
|
||||
});
|
||||
|
||||
test("clearing a name doesn't sit anybody down", () => {
|
||||
const state = emptyTable();
|
||||
nameSeat(state.seats[0], "Ann");
|
||||
nameSeat(state.seats[0], "");
|
||||
assert.equal(state.seats[0].name, "");
|
||||
});
|
||||
|
||||
test("a chair already in the hand is left alone", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0] });
|
||||
state.seats[0].folded = true;
|
||||
nameSeat(state.seats[0], "Ann");
|
||||
assert.equal(state.seats[0].folded, true, "mid-hand a fold is not undone by typing");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the way back from a table where everybody is sat out", () => {
|
||||
test("there are named seats to offer", () => {
|
||||
// Can't be reached by naming any more, but a table where everyone was sat out
|
||||
// — or a save from before naming seated people — still lands here.
|
||||
const state = emptyTable();
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; });
|
||||
|
||||
const benched = state.seats
|
||||
.map((player, index) => ({ player, index }))
|
||||
.filter(({ player }) => (player.name || "").trim() && !player.inHand)
|
||||
.map(({ index }) => index);
|
||||
|
||||
assert.deepEqual(benched, [0, 1, 2]);
|
||||
assert.equal(Betting.blindPreview(state), null, "no hand to deal until they're in");
|
||||
});
|
||||
|
||||
test("dealing them all in makes a hand possible", () => {
|
||||
const state = emptyTable();
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].stack = 100; });
|
||||
|
||||
state.seats.forEach(player => {
|
||||
if ((player.name || "").trim()) { player.inHand = true; player.folded = false; }
|
||||
});
|
||||
|
||||
assert.equal(Betting.liveSeats(state).length, 3);
|
||||
assert.ok(Betting.blindPreview(state), "the table can be dealt");
|
||||
});
|
||||
|
||||
test("an unnamed chair is never swept in by it", () => {
|
||||
const state = emptyTable();
|
||||
state.seats[0].name = "Ann";
|
||||
state.seats.forEach(player => {
|
||||
if ((player.name || "").trim()) { player.inHand = true; }
|
||||
});
|
||||
assert.equal(state.seats.filter(p => p.inHand).length, 1, "empty chairs stay empty");
|
||||
});
|
||||
});
|
||||
|
||||
describe("a table where nobody has bought in", () => {
|
||||
// Different from a table that has busted out, and the difference is the whole
|
||||
// point: one needs a starting stack named, the other needs a rebuy. Telling a
|
||||
// dealer their brand-new players have "no chips left" sends them hunting for the
|
||||
// wrong thing.
|
||||
const neverBoughtIn = state => state.seats.every(p =>
|
||||
!(Number(p.buyIns) > 0) && !(Number(p.stack) > 0));
|
||||
|
||||
test("six freshly named players have never bought in", () => {
|
||||
const state = emptyTable();
|
||||
["Ann", "Ben", "Cal", "Dee", "Eve", "Fay"].forEach((name, i) => {
|
||||
state.seats[i].name = name;
|
||||
state.seats[i].inHand = true;
|
||||
});
|
||||
|
||||
assert.equal(neverBoughtIn(state), true);
|
||||
assert.equal(Betting.blindPreview(state), null, "and there is no hand to deal");
|
||||
});
|
||||
|
||||
test("a table that has busted out is not the same thing", () => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 200 });
|
||||
state.seats.forEach(p => { p.buyIns = 200; p.stack = 0; });
|
||||
|
||||
assert.equal(neverBoughtIn(state), false, "they had chips — they lost them");
|
||||
});
|
||||
|
||||
test("one player still holding chips is not a never-bought-in table either", () => {
|
||||
const state = emptyTable();
|
||||
["Ann", "Ben"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].inHand = true; });
|
||||
state.seats[0].stack = 50;
|
||||
|
||||
assert.equal(neverBoughtIn(state), false);
|
||||
});
|
||||
|
||||
test("naming a starting stack is enough to deal", () => {
|
||||
// The one field the message now points at. A seat with no stack of its own
|
||||
// falls back to the table default, so setting it seats everybody's chips at
|
||||
// once — which is why it's the right thing to send the dealer to.
|
||||
const state = emptyTable();
|
||||
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].inHand = true; });
|
||||
assert.equal(Betting.blindPreview(state), null);
|
||||
|
||||
state.defaultStack = 200;
|
||||
assert.ok(Betting.blindPreview(state), "one number and the table can play");
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,202 @@
|
||||
// Who turns their hand over first.
|
||||
//
|
||||
// A call the dealer makes at every showdown that isn't a fold, and one nobody at the
|
||||
// table volunteers for — everyone would rather see a hand than show one. The tool knew
|
||||
// who last raised and who sits left of the button and said neither.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { HoldemState, Betting, makeTable } = require("./load");
|
||||
|
||||
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
|
||||
const table = (dealerSeatIndex = 0, stack = 200) => {
|
||||
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack, dealerSeatIndex });
|
||||
NAMES.forEach((name, i) => { state.seats[i].name = name; });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
const call = state => {
|
||||
const answer = Betting.showdownOrder(state);
|
||||
return answer && { who: state.seats[answer.index].name, reason: answer.reason };
|
||||
};
|
||||
|
||||
// Everybody left just calls whatever is in front of them, then the street closes.
|
||||
const checkRound = state => {
|
||||
let guard = 0;
|
||||
while (state.actingSeatIndex !== null && guard++ < 12) {
|
||||
const index = state.actingSeatIndex;
|
||||
if (Betting.toCall(state, state.seats[index]) > 0) Betting.call(state, index);
|
||||
else Betting.check(state, index);
|
||||
}
|
||||
Betting.closeStreet(state);
|
||||
};
|
||||
|
||||
describe("a bet on the river", () => {
|
||||
test("the last player to raise shows first", () => {
|
||||
const state = table(0); // blinds Ben and Cal
|
||||
checkRound(state); // pre-flop
|
||||
checkRound(state); // flop
|
||||
checkRound(state); // turn
|
||||
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 20);
|
||||
const raiser = state.seats.findIndex(p => Betting.committed(p) === 20);
|
||||
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
|
||||
|
||||
assert.deepEqual(call(state), { who: state.seats[raiser].name, reason: "aggressor" });
|
||||
});
|
||||
|
||||
test("a re-raise moves it to the last one, not the first", () => {
|
||||
const state = table(0);
|
||||
checkRound(state); checkRound(state); checkRound(state);
|
||||
|
||||
const first = state.actingSeatIndex;
|
||||
Betting.raiseTo(state, first, 20);
|
||||
const second = state.actingSeatIndex;
|
||||
Betting.raiseTo(state, second, 60);
|
||||
while (state.actingSeatIndex !== null) {
|
||||
const i = state.actingSeatIndex;
|
||||
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
|
||||
}
|
||||
|
||||
assert.equal(call(state).who, state.seats[second].name);
|
||||
});
|
||||
|
||||
test("a short all-in still shows first, even though it doesn't reopen the betting", () => {
|
||||
// The rule about reopening is about who may raise. It says nothing about who
|
||||
// shows, and the player who shoved is still the last one who put money in.
|
||||
const state = table(0);
|
||||
checkRound(state); checkRound(state); checkRound(state);
|
||||
|
||||
const bettor = state.actingSeatIndex;
|
||||
Betting.raiseTo(state, bettor, 40);
|
||||
const shortStack = state.actingSeatIndex;
|
||||
// Over the $40 but only by $15, where a full raise would need $40 more. Going
|
||||
// *under* the bet would be a short call, not a short raise, and wouldn't make
|
||||
// them the aggressor at all.
|
||||
state.seats[shortStack].stack = 55;
|
||||
Betting.allIn(state, shortStack);
|
||||
assert.equal(Betting.committed(state.seats[shortStack]), 55, "raised, if not by enough");
|
||||
while (state.actingSeatIndex !== null) {
|
||||
const i = state.actingSeatIndex;
|
||||
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
|
||||
}
|
||||
|
||||
assert.equal(call(state).who, state.seats[shortStack].name);
|
||||
});
|
||||
});
|
||||
|
||||
describe("a river checked through", () => {
|
||||
test("the first live player left of the button shows first", () => {
|
||||
const state = table(0); // button Ann
|
||||
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
|
||||
|
||||
assert.deepEqual(call(state), { who: "Ben", reason: "leftOfButton" });
|
||||
});
|
||||
|
||||
test("an earlier street's raiser doesn't carry over to the river", () => {
|
||||
// The rule is about the *final* round. Leading the flop and then checking the
|
||||
// river doesn't oblige anyone.
|
||||
const state = table(0);
|
||||
checkRound(state); // pre-flop
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 20); // leads the flop
|
||||
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
|
||||
Betting.closeStreet(state);
|
||||
checkRound(state); // turn
|
||||
checkRound(state); // river
|
||||
|
||||
assert.equal(call(state).reason, "leftOfButton");
|
||||
});
|
||||
|
||||
test("it skips a folded seat rather than naming somebody who isn't in the hand", () => {
|
||||
const state = table(0); // button Ann, so Ben would be first
|
||||
checkRound(state); checkRound(state); checkRound(state);
|
||||
Betting.fold(state, 1); // Ben gets out on the river
|
||||
while (state.actingSeatIndex !== null) {
|
||||
const i = state.actingSeatIndex;
|
||||
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
|
||||
}
|
||||
Betting.closeStreet(state);
|
||||
|
||||
assert.equal(call(state).who, "Cal", "the next one round who is still in");
|
||||
});
|
||||
});
|
||||
|
||||
describe("everyone all-in before the river", () => {
|
||||
test("the last player who could put money in shows first", () => {
|
||||
// There was no final round to lead, so "checked round" isn't a choice anybody
|
||||
// made and the seat left of the button hasn't earned the obligation.
|
||||
const state = table(0, 30);
|
||||
checkRound(state); // pre-flop
|
||||
|
||||
const shover = state.actingSeatIndex;
|
||||
Betting.allIn(state, shover);
|
||||
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
|
||||
Betting.closeStreet(state);
|
||||
|
||||
assert.equal(Betting.canStillBet(state), false, "nobody has chips left to bet");
|
||||
assert.deepEqual(call(state), { who: state.seats[shover].name, reason: "allInAggressor" });
|
||||
});
|
||||
|
||||
test("a hand where everyone got in for the blind and nobody raised falls to the button", () => {
|
||||
// Two-dollar stacks against a two-dollar blind: everyone is all-in by calling,
|
||||
// and calling is not aggression. Nobody chose to lead, so nobody is on the hook
|
||||
// and it goes back to the seat left of the button.
|
||||
const state = table(0, 2);
|
||||
checkRound(state);
|
||||
|
||||
assert.equal(Betting.canStillBet(state), false, "nobody has a chip behind");
|
||||
assert.equal(state.handAggressorIndex, null, "and nobody ever raised");
|
||||
const answer = call(state);
|
||||
assert.ok(answer, "there is still a showdown to order");
|
||||
assert.equal(answer.reason, "leftOfButton");
|
||||
});
|
||||
});
|
||||
|
||||
describe("when there is nothing to call", () => {
|
||||
test("one player left isn't a showdown", () => {
|
||||
const state = table(0);
|
||||
[1, 2, 3].forEach(i => Betting.fold(state, i));
|
||||
assert.equal(Betting.showdownOrder(state), null);
|
||||
});
|
||||
|
||||
test("an aggressor who has since folded doesn't get named", () => {
|
||||
// Can't happen in play — you don't fold after raising unopposed — but the
|
||||
// index is a number on the state and a reset table could hold a stale one.
|
||||
const state = table(0);
|
||||
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
|
||||
state.streetAggressorIndex = 1;
|
||||
state.seats[1].folded = true;
|
||||
|
||||
const answer = call(state);
|
||||
assert.notEqual(answer.who, "Ben");
|
||||
assert.equal(answer.reason, "leftOfButton");
|
||||
});
|
||||
|
||||
test("an index pointing at no seat at all is ignored", () => {
|
||||
const state = table(0);
|
||||
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
|
||||
state.streetAggressorIndex = 99;
|
||||
assert.equal(call(state).reason, "leftOfButton");
|
||||
});
|
||||
});
|
||||
|
||||
describe("the tracking resets when it should", () => {
|
||||
test("a new hand starts with nobody on the hook", () => {
|
||||
const state = table(0);
|
||||
checkRound(state); checkRound(state); checkRound(state);
|
||||
Betting.raiseTo(state, state.actingSeatIndex, 20);
|
||||
assert.notEqual(state.handAggressorIndex, null);
|
||||
|
||||
HoldemState.startNextHand(state);
|
||||
Betting.beginHand(state);
|
||||
assert.equal(state.streetAggressorIndex, null);
|
||||
assert.equal(state.handAggressorIndex, null, "last night's raise isn't this hand's business");
|
||||
});
|
||||
|
||||
test("posting a blind is not aggression", () => {
|
||||
const state = table(0);
|
||||
assert.equal(state.streetAggressorIndex, null);
|
||||
assert.equal(state.handAggressorIndex, null);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user