Compare commits
5
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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c19575ab10 | ||
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8aa90e90a4 | ||
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dc5db16ffd | ||
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b9b2237dbe | ||
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fc866597eb |
@@ -86,6 +86,32 @@
|
|||||||
</label>
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</label>
|
||||||
<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
|
<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
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||||||
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|
||||||
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<details class="subPanel">
|
||||||
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<summary>House take</summary>
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||||||
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<div class="subPanelBody">
|
||||||
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<div class="blindsRow">
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||||||
|
<label class="fieldRow">
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||||||
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<span>Rake (%)</span>
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||||||
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<input type="number" id="rakePercentInput" min="0" max="100" step="0.5" placeholder="0" />
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||||||
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</label>
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||||||
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<label class="fieldRow">
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||||||
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<span>Cap ($)</span>
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||||||
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<input type="number" id="rakeCapInput" min="0" step="1" placeholder="none" />
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||||||
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</label>
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||||||
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</div>
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||||||
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<label class="fieldRow">
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||||||
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<span>No flop, no drop</span>
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||||||
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<input type="checkbox" id="rakeNoFlopInput" />
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||||||
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</label>
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||||||
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<p class="fieldHint">
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||||||
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Taken from the pot when it's awarded, and shown before anything is pushed.
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||||||
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Rounded down to a chip the table has, so the players keep what the house
|
||||||
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can't make. Leave the percentage at zero for a game that doesn't rake.
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||||||
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</p>
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||||||
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<p class="fieldHint" id="rakeTakenHint" hidden></p>
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||||||
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</div>
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||||||
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</details>
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||||||
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<details class="subPanel">
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<details class="subPanel">
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||||||
<summary>Without live betting</summary>
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<summary>Without live betting</summary>
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||||||
<div class="subPanelBody">
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<div class="subPanelBody">
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||||||
@@ -132,6 +158,10 @@
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|||||||
<span>Taken off the table</span>
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<span>Taken off the table</span>
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||||||
<span id="bankDiscarded"></span>
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<span id="bankDiscarded"></span>
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</div>
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</div>
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||||||
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<div class="bankReconcileRow" id="bankRakedRow" hidden>
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<span>House take</span>
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||||||
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<span id="bankRaked"></span>
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||||||
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</div>
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<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
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<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
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</div>
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</div>
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@@ -208,6 +238,7 @@
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<button class="dealerChip" type="button" title="Make this seat the dealer button">D</button>
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<button class="dealerChip" type="button" title="Make this seat the dealer button">D</button>
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<span class="blindBadge sbBadge">SB</span>
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<span class="blindBadge sbBadge">SB</span>
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<span class="blindBadge bbBadge">BB</span>
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<span class="blindBadge bbBadge">BB</span>
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<span class="blindBadge strBadge" title="Straddled — the action comes back to this seat">STR</span>
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<div class="seatPuckName"></div>
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<div class="seatPuckName"></div>
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<div class="seatPuckCards"></div>
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<div class="seatPuckCards"></div>
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<div class="seatPuckTotal"></div>
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<div class="seatPuckTotal"></div>
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@@ -360,6 +391,23 @@
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</p>
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</p>
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</section>
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</section>
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<section class="ruling" data-short="Straddle">
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<h3>A straddle is a blind raise</h3>
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<p>
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The player left of the big blind may put out twice it before the cards,
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without looking. It is a blind bet, not a raise made in turn, so it does
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three things at once: everyone else acts first, the minimum raise becomes
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twice the straddle, and the straddler still has the option when the
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action comes back — they may raise even if nobody raised into them.
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</p>
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<p>
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Re-straddles carry on to the left, each doubling again, and stop before
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the small blind. Tap <em>Straddle</em> on the deal prompt and the tool
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posts it, puts the right player on the clock and prices the raise;
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the seat wears an <em>STR</em> badge for the hand.
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</p>
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</section>
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<section class="ruling" data-short="Short all-in">
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<section class="ruling" data-short="Short all-in">
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<h3>A short all-in doesn't reopen the betting</h3>
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<h3>A short all-in doesn't reopen the betting</h3>
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<p>
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<p>
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|||||||
@@ -586,12 +586,16 @@ button,
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|||||||
box-shadow: 0 0 0 2px rgba(9, 255, 0, 0.4), 0 4px 14px rgba(0, 0, 0, 0.5);
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box-shadow: 0 0 0 2px rgba(9, 255, 0, 0.4), 0 4px 14px rgba(0, 0, 0, 0.5);
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||||||
}
|
}
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||||||
|
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||||||
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/* The chair number is 9px, and on an empty seat it is 9px behind a 0.7 fade: #8a8a8a
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||||||
|
came out at 3.39:1 once the fade was composited, for the label a dealer reads to
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|
answer "which seat is seat 6?". Lifted until it passes with a little to spare —
|
||||||
|
measured 4.5:1 at #a5a5a5 exactly, so it sits above that. */
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||||||
.seatChairNumber {
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.seatChairNumber {
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position: absolute;
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position: absolute;
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top: 2px;
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top: 2px;
|
||||||
left: 6px;
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left: 6px;
|
||||||
font-size: 0.58rem;
|
font-size: 0.58rem;
|
||||||
color: #8a8a8a;
|
color: #aeaeae;
|
||||||
}
|
}
|
||||||
|
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||||||
.seatPuckName {
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.seatPuckName {
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||||||
@@ -796,6 +800,19 @@ button,
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|||||||
color: #241a05;
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color: #241a05;
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||||||
}
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}
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||||||
|
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||||||
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/* The straddle. It takes the big blind's slot on the puck, which is free by
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construction: the chain starts left of the big blind and stops short of the small
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one, so no seat ever wears two of these.
|
||||||
|
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||||||
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Violet rather than a third shade of gold or blue, because the badge a dealer is
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||||||
|
looking for mid-hand is the one telling them where the action comes back to.
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||||||
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Dark text on the light end of the ramp, measured 5.76:1 against the darker stop. */
|
||||||
|
.strBadge {
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||||||
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left: 22px;
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||||||
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background: linear-gradient(180deg, #cbaaf0, #a97fd6);
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||||||
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color: #1b1030;
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||||||
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}
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||||||
|
|
||||||
/* A blind the dealer named by hand rather than one the button handed out. Without
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/* A blind the dealer named by hand rather than one the button handed out. Without
|
||||||
the ring the table just looks like it's put the blinds in the wrong place. */
|
the ring the table just looks like it's put the blinds in the wrong place. */
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||||||
.blindBadge.blindManual {
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.blindBadge.blindManual {
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||||||
@@ -803,6 +820,43 @@ button,
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|||||||
outline-offset: 1px;
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outline-offset: 1px;
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||||||
}
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}
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||||||
|
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||||||
|
/* Seats close enough together that full-size pucks would overlap. The class is set
|
||||||
|
from a measurement render.js takes off the ring itself — the closest two neighbours,
|
||||||
|
straight line — because no media query can see it: the same 390px phone is roomy at
|
||||||
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six seats and crowded at nine, and a wide landscape felt crowds at its ends while
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||||||
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its rim says there is space. Not scoped to a screen size for the same reason. */
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||||||
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.seatsTight .seat {
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||||||
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/* 58 was chosen by measurement and 46 was tried against it. On a roomy phone 46
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||||||
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cleared every overlap at nine seats where 58 left two — but in the state that
|
||||||
|
actually matters, a hand with a side pot where the bar has grown and the felt has
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||||||
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shrunk to suit, 46 overlapped four times and 58 twice. Pucks touching at that
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||||||
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density is the felt being small, not the puck being wide, and paying for it with
|
||||||
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an ellipsis on every long name buys nothing. What has to hold is that each seat
|
||||||
|
keeps its own centre, so a tap lands on the player it was aimed at, and that is
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||||||
|
measured at every size. */
|
||||||
|
width: 58px;
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||||||
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min-height: 38px;
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||||||
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padding: 3px 4px;
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||||||
|
}
|
||||||
|
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||||||
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.seatsTight .seatPuckName {
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||||||
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margin-top: 0.35rem;
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||||||
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font-size: 0.62rem;
|
||||||
|
}
|
||||||
|
|
||||||
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.seatsTight .seatPuckStack {
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||||||
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font-size: 0.55rem;
|
||||||
|
}
|
||||||
|
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||||||
|
/* The hole cards give up their line here. A puck this close to its neighbours is 64px
|
||||||
|
tall and the seats at the ends of a landscape felt are 55px apart, so the line has to
|
||||||
|
come from somewhere — and of the four things on a puck, the cards are the one the
|
||||||
|
dealer is holding in their other hand. Name, bet and stack stay. The seat editor
|
||||||
|
still shows the cards in full. */
|
||||||
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.seatsTight .seatPuckCards {
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||||||
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display: none;
|
||||||
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}
|
||||||
|
|
||||||
/* ---------- Seat editor panel (sidebar form for the selected seat) ---------- */
|
/* ---------- Seat editor panel (sidebar form for the selected seat) ---------- */
|
||||||
|
|
||||||
.seatEditorPanel {
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.seatEditorPanel {
|
||||||
@@ -2844,6 +2898,20 @@ body.hasActionBar #toastHost {
|
|||||||
color: #ff6b6b;
|
color: #ff6b6b;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* What the house takes, above the payouts it comes out of. Stated in the summary
|
||||||
|
rather than only in the log afterwards: this is the dealer's last chance to
|
||||||
|
disagree with the arithmetic before the chips move, and money taken quietly is the
|
||||||
|
one thing a tool like this must never do. */
|
||||||
|
.potWizardRake {
|
||||||
|
margin: 0 0 0.7rem;
|
||||||
|
padding: 0.45rem 0.6rem;
|
||||||
|
border-radius: 8px;
|
||||||
|
background: rgba(216, 180, 106, 0.1);
|
||||||
|
border: 1px solid rgba(216, 180, 106, 0.35);
|
||||||
|
color: #e8cf9a;
|
||||||
|
font-size: 0.82rem;
|
||||||
|
}
|
||||||
|
|
||||||
.potWizardSummary ul {
|
.potWizardSummary ul {
|
||||||
list-style: none;
|
list-style: none;
|
||||||
padding: 0;
|
padding: 0;
|
||||||
@@ -2893,14 +2961,31 @@ body.hasActionBar #toastHost {
|
|||||||
}
|
}
|
||||||
|
|
||||||
@media (max-width: 700px) {
|
@media (max-width: 700px) {
|
||||||
/* The narrow layout already had an answer for the bar: it reserves the bar's height
|
/* The cap lives here now, and the reason it didn't is worth keeping.
|
||||||
as scroll room below the table, and a phone is a thing you scroll. Capping the
|
|
||||||
felt here as well was measured and rejected — at 360x640 it took the table from
|
It was measured and rejected once: at 360x640 it took the table from 321px to
|
||||||
321px to 226px, which fixed the six-seat ring but broke the nine-seat one, two
|
226px, which fixed the six-seat ring but broke the nine-seat one — two covered
|
||||||
covered seats traded for two seats whose centre landed on a neighbour. The cap is
|
seats traded for two seats whose centre landed on a neighbour. The narrow layout
|
||||||
for the wide layout, which never consulted the bar's height at all. */
|
fell back on reserving the bar's height as scroll room, on the grounds that a
|
||||||
|
phone is a thing you scroll.
|
||||||
|
|
||||||
|
That trade was real then and isn't now: seats are spaced by distance around the
|
||||||
|
rim rather than by angle, so a shorter felt no longer piles them up. Re-measured
|
||||||
|
at 360x640 with the bar grown by a side pot, where the bottom seat sat 38px
|
||||||
|
inside it: the ring now clears the bar by 50. Scroll room is not an answer for a
|
||||||
|
seat that is covered rather than merely below the fold.
|
||||||
|
|
||||||
|
The room is spent on height, not on both. Capping the *width* by it — the wide
|
||||||
|
layout's way, because there the felt is sized from its width — kept the table
|
||||||
|
square and threw away 96px of a 360px screen: 240x240 inside a 336px column. A
|
||||||
|
max-height leaves the width alone and lets the aspect ratio give way, so a short
|
||||||
|
screen gets a wide oval, which is the shape a poker table is anyway. Measured at
|
||||||
|
360x640: 336x240 rather than 240x240, same clearance, and the twelve-seat ring
|
||||||
|
that was crowded at 240 comes out clean. Where the room isn't the binding
|
||||||
|
constraint — 390x844 and up — nothing changes and the table stays round. */
|
||||||
#pokerTableWrap {
|
#pokerTableWrap {
|
||||||
max-width: none;
|
max-width: none;
|
||||||
|
max-height: var(--feltRoomPx, 100vh);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Stacked, with the action that ends the hand furthest from a stray thumb. */
|
/* Stacked, with the action that ends the hand furthest from a stray thumb. */
|
||||||
@@ -2972,10 +3057,18 @@ body.hasActionBar #toastHost {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/* Keeps every puck inside the viewport: the ring is drawn within this box,
|
/* Keeps every puck inside the viewport: the ring is drawn within this box,
|
||||||
so half a puck of padding is exactly enough to stop the overhang. */
|
so half a puck of padding is exactly enough to stop the overhang.
|
||||||
|
|
||||||
|
Half a puck is the right answer when the felt is tall enough to spare it. On a
|
||||||
|
phone held sideways it isn't: the felt is 96px tall there once the action bar has
|
||||||
|
grown, and 26px off the top and bottom left the ring 44px of height to work with
|
||||||
|
— less than half the table. That is what kept the seats at the ends stacked no
|
||||||
|
matter what shape the rim was.
|
||||||
|
|
||||||
|
Above about 216px of felt the flat 26px still wins, so nothing upright changes. */
|
||||||
#seatsLayer,
|
#seatsLayer,
|
||||||
#betsLayer {
|
#betsLayer {
|
||||||
inset: 26px 44px;
|
inset: min(26px, 12%) 44px;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Narrower than the desktop puck: at a full ten-handed table the ring is
|
/* Narrower than the desktop puck: at a full ten-handed table the ring is
|
||||||
@@ -3264,6 +3357,11 @@ body.hasActionBar #toastHost {
|
|||||||
a table that is already as short as the screen allows. */
|
a table that is already as short as the screen allows. */
|
||||||
aspect-ratio: auto;
|
aspect-ratio: auto;
|
||||||
max-width: none;
|
max-width: none;
|
||||||
|
/* This branch already spends the measured room on its own height. The phone
|
||||||
|
block's max-height is the same number arriving twice, and applying it here
|
||||||
|
took the felt down to the floor value and crowded the ring — measured at
|
||||||
|
640x360, two seats lost their centres to their neighbours. */
|
||||||
|
max-height: none;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* The page's own top padding is 32px of nothing, on the screen that has the least
|
/* The page's own top padding is 32px of nothing, on the screen that has the least
|
||||||
@@ -3339,6 +3437,16 @@ body.hasActionBar #toastHost {
|
|||||||
min-height: 40px;
|
min-height: 40px;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* The same inset the phone layout uses, which this branch never had because it is
|
||||||
|
matched on height rather than width — so an 844px-wide phone on its side drew its
|
||||||
|
ring against the felt's full box. With the rim a stadium, the top rail is flat,
|
||||||
|
which put the button seat's dealer chip over the Resolve Pot button in the header
|
||||||
|
above. Percentages of a short felt, so the ring keeps the height it needs. */
|
||||||
|
#seatsLayer,
|
||||||
|
#betsLayer {
|
||||||
|
inset: min(26px, 12%) 44px;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/* ---------- Short phones, upright ----------
|
/* ---------- Short phones, upright ----------
|
||||||
@@ -3520,6 +3628,38 @@ textarea:focus-visible {
|
|||||||
font-weight: 600;
|
font-weight: 600;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* The straddle rides on the deal row, so it must not take half of it: .actionBtn is
|
||||||
|
flex: 1 and would have split the row evenly with the button the dealer presses every
|
||||||
|
hand. It sizes to its own words instead, and stays quiet next to the green one —
|
||||||
|
choosing a straddle is the exception, dealing is the rule. */
|
||||||
|
.actionBtn.actionStraddle {
|
||||||
|
flex: 0 1 auto;
|
||||||
|
background: linear-gradient(180deg, #33304a, #24223a);
|
||||||
|
border-color: #4b4770;
|
||||||
|
color: #e6e1ff;
|
||||||
|
font-size: 0.82rem;
|
||||||
|
padding-left: 0.7rem;
|
||||||
|
padding-right: 0.7rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.actionBtn.actionStraddleOff {
|
||||||
|
background: linear-gradient(180deg, #2e2e2e, #232323);
|
||||||
|
border-color: #4a4a4a;
|
||||||
|
color: #dcdcdc;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Three buttons across a 360px phone is a squeeze, and the two ways out are both
|
||||||
|
worse than this one. Letting the row wrap put the deal button on its own line and
|
||||||
|
made the bar 64px taller — measured at 360x640, that is the bottom seat three fifths
|
||||||
|
behind the bar, and this layout deliberately doesn't shrink the felt to suit (see the
|
||||||
|
max-width: none override, where capping it was tried and rejected). Letting flex
|
||||||
|
squash freely took the deal button to 84px with its label over three lines.
|
||||||
|
A floor of 7rem keeps the label to two lines and the row to one, so arming a straddle
|
||||||
|
costs no felt at all. */
|
||||||
|
.dealPromptButtons .actionDeal {
|
||||||
|
min-width: 7rem;
|
||||||
|
}
|
||||||
|
|
||||||
/* The quieter half of the deal prompt: things the deal is about to do that a dealer
|
/* The quieter half of the deal prompt: things the deal is about to do that a dealer
|
||||||
would otherwise only discover afterwards. */
|
would otherwise only discover afterwards. */
|
||||||
.dealPromptLine.dealPromptAside {
|
.dealPromptLine.dealPromptAside {
|
||||||
|
|||||||
@@ -148,9 +148,13 @@ button,
|
|||||||
color: #8f8f8f;
|
color: #8f8f8f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* 37px tall, on the field a dealer types every amount into. The touch rule has been
|
||||||
|
44px everywhere else since the round that set it; this page never got measured for
|
||||||
|
it, because the audit only ran the target check when asked and nothing asked. */
|
||||||
.unevenAmount {
|
.unevenAmount {
|
||||||
flex: 1;
|
flex: 1;
|
||||||
min-width: 0;
|
min-width: 0;
|
||||||
|
min-height: 46px;
|
||||||
background: none;
|
background: none;
|
||||||
border: none;
|
border: none;
|
||||||
outline: none;
|
outline: none;
|
||||||
@@ -180,10 +184,12 @@ button,
|
|||||||
color: #ffd6d6;
|
color: #ffd6d6;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* 30px across, and it deletes a player's entry — the one control on the row where a
|
||||||
|
near miss costs something. The amount field beside it gives up the 16px. */
|
||||||
.unevenRemoveBtn {
|
.unevenRemoveBtn {
|
||||||
flex: none;
|
flex: none;
|
||||||
width: 30px;
|
width: 46px;
|
||||||
height: 44px;
|
height: 46px;
|
||||||
border: none;
|
border: none;
|
||||||
background: none;
|
background: none;
|
||||||
/* Was #6a6a6a — 3.66:1, the worst on the page, on a control that deletes a
|
/* Was #6a6a6a — 3.66:1, the worst on the page, on a control that deletes a
|
||||||
|
|||||||
@@ -89,6 +89,10 @@ const ActionBar = {
|
|||||||
document.documentElement.style.setProperty(
|
document.documentElement.style.setProperty(
|
||||||
"--feltRoomPx",
|
"--feltRoomPx",
|
||||||
`${this.feltRoomFor(window.innerHeight, barHeight, topInDocument)}px`);
|
`${this.feltRoomFor(window.innerHeight, barHeight, topInDocument)}px`);
|
||||||
|
// The felt has just changed size, so how much rim each seat gets has changed
|
||||||
|
// with it. Told rather than left to be noticed on the next render, which on a
|
||||||
|
// bar that grew mid-hand could be several actions away.
|
||||||
|
if (typeof Render !== "undefined" && Render.updateSeatDensity) Render.updateSeatDensity();
|
||||||
},
|
},
|
||||||
|
|
||||||
// Anything to act on? A hand with nobody dealt in doesn't get a bar — and that
|
// Anything to act on? A hand with nobody dealt in doesn't get a bar — and that
|
||||||
@@ -592,6 +596,43 @@ const ActionBar = {
|
|||||||
// by itself the instant the previous hand ended, which meant blinds were committed
|
// by itself the instant the previous hand ended, which meant blinds were committed
|
||||||
// while people were still sitting down — and the blind badges would drift away from
|
// while people were still sitting down — and the blind badges would drift away from
|
||||||
// the money already posted as seats changed. Now the dealer says when.
|
// the money already posted as seats changed. Now the dealer says when.
|
||||||
|
// ", Dee straddles $4" — read out as part of what goes in before the cards, because
|
||||||
|
// that is what it is. Two of them read as "Dee straddles $4, Eve $8": the second
|
||||||
|
// name doesn't need the verb again, and the bar has no room for it.
|
||||||
|
straddleClause(preview) {
|
||||||
|
const straddles = preview.straddles || [];
|
||||||
|
if (straddles.length === 0) return "";
|
||||||
|
const name = i => HoldemState.displayName(this.state.seats[i], i);
|
||||||
|
const [first, ...rest] = straddles;
|
||||||
|
return `, ${name(first.index)} straddles ${Money.format(first.amount)}` +
|
||||||
|
rest.map(s => `, ${name(s.index)} ${Money.format(s.amount)}`).join("");
|
||||||
|
},
|
||||||
|
|
||||||
|
// Turning it on, doubling it, and calling it off. Heads-up there is no seat left of
|
||||||
|
// the big blind to straddle from, so nothing is offered rather than a button that
|
||||||
|
// would do nothing.
|
||||||
|
straddleButtons(preview) {
|
||||||
|
const on = (preview.straddles || []).length;
|
||||||
|
const max = preview.maxStraddles || 0;
|
||||||
|
if (max <= 0) return [];
|
||||||
|
|
||||||
|
const buttons = [];
|
||||||
|
const nextAmount = Money.format(this.state.bigBlind * Math.pow(2, on + 1));
|
||||||
|
if (on < max) {
|
||||||
|
buttons.push(this.button(
|
||||||
|
on === 0 ? `Straddle ${nextAmount}` : `Re-straddle ${nextAmount}`,
|
||||||
|
"actionStraddle",
|
||||||
|
() => this.commit(on === 0 ? "the straddle" : "the re-straddle",
|
||||||
|
() => { this.state.straddleCount = on + 1; })));
|
||||||
|
}
|
||||||
|
if (on > 0) {
|
||||||
|
buttons.push(this.button("No straddle", "actionStraddle actionStraddleOff",
|
||||||
|
() => this.commit("calling the straddle off",
|
||||||
|
() => { this.state.straddleCount = 0; })));
|
||||||
|
}
|
||||||
|
return buttons;
|
||||||
|
},
|
||||||
|
|
||||||
renderDealPrompt() {
|
renderDealPrompt() {
|
||||||
const wrap = document.createElement("div");
|
const wrap = document.createElement("div");
|
||||||
wrap.className = "dealPrompt";
|
wrap.className = "dealPrompt";
|
||||||
@@ -689,11 +730,14 @@ const ActionBar = {
|
|||||||
// A dead small blind is a hand with only one blind in it. Saying "nobody posts
|
// A dead small blind is a hand with only one blind in it. Saying "nobody posts
|
||||||
// the small blind" out loud is the whole point — a dealer who reads a preview
|
// the small blind" out loud is the whole point — a dealer who reads a preview
|
||||||
// with a blind missing and isn't told why will assume the tool has lost track.
|
// with a blind missing and isn't told why will assume the tool has lost track.
|
||||||
line.textContent = preview.deadSmallBlind
|
const blinds = document.createElement("span");
|
||||||
|
blinds.textContent = (preview.deadSmallBlind
|
||||||
? `No small blind this hand, ${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}`
|
? `No small blind this hand, ${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}`
|
||||||
: `${name(preview.sbIndex)} posts ${Money.format(preview.smallBlind)}, ` +
|
: `${name(preview.sbIndex)} posts ${Money.format(preview.smallBlind)}, ` +
|
||||||
`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}` +
|
`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}`) +
|
||||||
`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
|
this.straddleClause(preview) +
|
||||||
|
`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
|
||||||
|
line.appendChild(blinds);
|
||||||
wrap.appendChild(line);
|
wrap.appendChild(line);
|
||||||
|
|
||||||
// Why a position is missing. Both of these are the dead button rule doing its
|
// Why a position is missing. Both of these are the dead button rule doing its
|
||||||
@@ -767,7 +811,12 @@ const ActionBar = {
|
|||||||
}
|
}
|
||||||
|
|
||||||
const row = document.createElement("div");
|
const row = document.createElement("div");
|
||||||
row.className = "actionButtons";
|
row.className = "actionButtons dealPromptButtons";
|
||||||
|
// Beside the deal button rather than on a line of its own. Measured at 390x844:
|
||||||
|
// its own line cost 44px of felt on every deal prompt, straddle or no straddle,
|
||||||
|
// and this row is already there and already 44px tall. It reads in the order it
|
||||||
|
// happens, too — say the straddle, then deal.
|
||||||
|
this.straddleButtons(preview).forEach(button => row.appendChild(button));
|
||||||
row.appendChild(this.button("Post blinds & deal", "actionDeal", () => {
|
row.appendChild(this.button("Post blinds & deal", "actionDeal", () => {
|
||||||
this.commit("dealing the hand", () => Betting.beginHand(this.state));
|
this.commit("dealing the hand", () => Betting.beginHand(this.state));
|
||||||
}));
|
}));
|
||||||
|
|||||||
@@ -93,9 +93,60 @@ const Betting = {
|
|||||||
satOut,
|
satOut,
|
||||||
smallBlind: this.round(state.smallBlind || 0),
|
smallBlind: this.round(state.smallBlind || 0),
|
||||||
bigBlind: this.round(state.bigBlind || 0),
|
bigBlind: this.round(state.bigBlind || 0),
|
||||||
|
// What the straddles will be if the hand is dealt as it stands, and how
|
||||||
|
// many more this table could take.
|
||||||
|
straddles: this.straddleSeats(state),
|
||||||
|
maxStraddles: this.maxStraddles(state),
|
||||||
};
|
};
|
||||||
},
|
},
|
||||||
|
|
||||||
|
// ---- Straddles ----
|
||||||
|
//
|
||||||
|
// A straddle is a blind raise put out before the cards, by the player left of the
|
||||||
|
// big blind, for twice it. It buys the last word before the flop: everyone else
|
||||||
|
// acts first, and the straddler still has the option when it comes back round even
|
||||||
|
// if nobody raised. Re-straddles carry on left, each doubling again.
|
||||||
|
//
|
||||||
|
// Home games run them constantly and a dealer has to get three things right at
|
||||||
|
// once — the amount, who is first to act, and what the minimum raise becomes. The
|
||||||
|
// tool used to do none of them, so a dealer's only way through was to deal, have
|
||||||
|
// the straddler "raise" to $4, and hand the action to the wrong player.
|
||||||
|
|
||||||
|
// How many straddles this table could take. Everyone but the two blinds can put
|
||||||
|
// one out; heads-up that is nobody, which is the right answer — the button is
|
||||||
|
// already the small blind and there is no seat left of the big blind to straddle
|
||||||
|
// from.
|
||||||
|
maxStraddles(state) {
|
||||||
|
return Math.max(0, this.liveSeats(this.tableAsDealt(state)).length - 2);
|
||||||
|
},
|
||||||
|
|
||||||
|
// Who straddles and for how much, walking left from the big blind and doubling.
|
||||||
|
// Asked of the table as it will be dealt, so a seat about to be sat out for having
|
||||||
|
// no chips is never handed a straddle it can't post.
|
||||||
|
straddleSeats(state, count = state.straddleCount) {
|
||||||
|
const wanted = Math.min(Math.max(0, Number(count) || 0), this.maxStraddles(state));
|
||||||
|
if (wanted <= 0) return [];
|
||||||
|
|
||||||
|
const dealt = this.tableAsDealt(state);
|
||||||
|
const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
|
||||||
|
const asDealt = buttonIndex === dealt.dealerSeatIndex
|
||||||
|
? dealt
|
||||||
|
: { ...dealt, dealerSeatIndex: buttonIndex };
|
||||||
|
const { bbIndex } = HoldemState.getBlindSeats(asDealt);
|
||||||
|
if (bbIndex === null) return [];
|
||||||
|
|
||||||
|
const straddles = [];
|
||||||
|
let index = bbIndex;
|
||||||
|
let amount = this.round((Number(state.bigBlind) || 0) * 2);
|
||||||
|
for (let n = 0; n < wanted; n++) {
|
||||||
|
index = this.nextToAct(asDealt, index);
|
||||||
|
if (index === null || index === bbIndex) break;
|
||||||
|
straddles.push({ index, amount });
|
||||||
|
amount = this.round(amount * 2);
|
||||||
|
}
|
||||||
|
return straddles;
|
||||||
|
},
|
||||||
|
|
||||||
// Does handing this seat chips also put them back in the game?
|
// Does handing this seat chips also put them back in the game?
|
||||||
//
|
//
|
||||||
// At a real table those are one event, and here they were two: a busted player got
|
// At a real table those are one event, and here they were two: a busted player got
|
||||||
@@ -475,6 +526,7 @@ const Betting = {
|
|||||||
state.currentBet = 0;
|
state.currentBet = 0;
|
||||||
state.actingSeatIndex = null;
|
state.actingSeatIndex = null;
|
||||||
state.postedBlinds = null;
|
state.postedBlinds = null;
|
||||||
|
state.postedStraddles = [];
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -505,17 +557,35 @@ const Betting = {
|
|||||||
// from one who has just walked up and had the blinds go past them.
|
// from one who has just walked up and had the blinds go past them.
|
||||||
state.dealtLastHand = state.seats.filter(p => p.inHand).map(p => p.id);
|
state.dealtLastHand = state.seats.filter(p => p.inHand).map(p => p.id);
|
||||||
|
|
||||||
state.currentBet = this.round(Math.max(
|
// Straddles go out after the blinds and before the cards, each one left of the
|
||||||
sbIndex === null ? 0 : this.committed(state.seats[sbIndex]),
|
// last. Posted here rather than left to the dealer to fake as a raise, because
|
||||||
this.committed(state.seats[bbIndex])));
|
// a raise from that seat would hand the action to the wrong player.
|
||||||
state.lastRaiseSize = bb || 0;
|
const straddles = this.straddleSeats(state);
|
||||||
|
straddles.forEach(({ index, amount }) => this.putIn(state, index, amount));
|
||||||
|
state.postedStraddles = straddles.map(({ index }) => index);
|
||||||
|
|
||||||
|
state.currentBet = this.round(state.seats.reduce(
|
||||||
|
(most, player) => Math.max(most, this.committed(player)), 0));
|
||||||
|
// A straddle is a blind raise, so what has to be matched to raise again is the
|
||||||
|
// straddle itself, not the big blind underneath it: $2 blinds with a $4
|
||||||
|
// straddle make the next raise $8, the same way the $2 blind makes it $4.
|
||||||
|
// Left alone, the minimum would come out at $6 and the dealer would be talked
|
||||||
|
// out of it by every player at the table.
|
||||||
|
state.lastRaiseSize = straddles.length > 0 ? state.currentBet : (bb || 0);
|
||||||
|
|
||||||
// Heads-up the button is the small blind and acts first before the flop; with
|
// Heads-up the button is the small blind and acts first before the flop; with
|
||||||
// three or more it's the seat after the big blind. Either way, a blind big
|
// three or more it's the seat after the big blind. Either way, a blind big
|
||||||
// enough to put that player all-in leaves them nothing to decide.
|
// enough to put that player all-in leaves them nothing to decide.
|
||||||
|
//
|
||||||
|
// A straddle moves that seat along: first to act is left of the last straddler,
|
||||||
|
// and the straddler keeps the option, which falls out of nobody having acted
|
||||||
|
// yet.
|
||||||
|
const lastPosted = straddles.length > 0
|
||||||
|
? straddles[straddles.length - 1].index
|
||||||
|
: bbIndex;
|
||||||
state.actingSeatIndex = headsUp
|
state.actingSeatIndex = headsUp
|
||||||
? (this.stackOf(state, state.seats[sbIndex]) > this.EPSILON_CHIPS ? sbIndex : this.nextToAct(state, sbIndex))
|
? (this.stackOf(state, state.seats[sbIndex]) > this.EPSILON_CHIPS ? sbIndex : this.nextToAct(state, sbIndex))
|
||||||
: this.nextToAct(state, bbIndex);
|
: this.nextToAct(state, lastPosted);
|
||||||
},
|
},
|
||||||
|
|
||||||
// What a pot-sized raise actually is, as a "raise to" total.
|
// What a pot-sized raise actually is, as a "raise to" total.
|
||||||
|
|||||||
@@ -20,7 +20,11 @@ const HandHistoryExport = {
|
|||||||
// who owes what — doesn't work without cleaning every cell first. The commas were
|
// who owes what — doesn't work without cleaning every cell first. The commas were
|
||||||
// quoted correctly, so the file parsed; it just wouldn't add up.
|
// quoted correctly, so the file parsed; it just wouldn't add up.
|
||||||
toCsv(handHistory, standings = [], { notes = "" } = {}) {
|
toCsv(handHistory, standings = [], { notes = "" } = {}) {
|
||||||
const rows = [["Hand #", "Time", "Pot", "Payouts"]];
|
// The rake gets its own column rather than being folded into the pot: the two
|
||||||
|
// numbers answer different questions — what was in the middle, and what the
|
||||||
|
// house took out of it — and a night's worth of the second one is what the box
|
||||||
|
// is counted against.
|
||||||
|
const rows = [["Hand #", "Time", "Pot", "House take", "Payouts"]];
|
||||||
// handHistory is stored newest-first; the export reads better oldest-first.
|
// handHistory is stored newest-first; the export reads better oldest-first.
|
||||||
[...handHistory].reverse().forEach(entry => {
|
[...handHistory].reverse().forEach(entry => {
|
||||||
const payouts = (entry.payouts || [])
|
const payouts = (entry.payouts || [])
|
||||||
@@ -30,6 +34,7 @@ const HandHistoryExport = {
|
|||||||
entry.handNumber,
|
entry.handNumber,
|
||||||
this.formatTimestamp(entry.timestamp),
|
this.formatTimestamp(entry.timestamp),
|
||||||
Money.forSheet(entry.pot),
|
Money.forSheet(entry.pot),
|
||||||
|
Money.forSheet(entry.rake || 0),
|
||||||
payouts,
|
payouts,
|
||||||
]);
|
]);
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -192,11 +192,15 @@ document.addEventListener("DOMContentLoaded", () => {
|
|||||||
hooks.save(state);
|
hooks.save(state);
|
||||||
Render.renderAll();
|
Render.renderAll();
|
||||||
|
|
||||||
PotWizard.open(state, payouts => {
|
PotWizard.open(state, (payouts, { rake = 0 } = {}) => {
|
||||||
const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
|
const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
|
||||||
runUndoable(paid ? `Paid ${paid}.` : "Hand closed with nothing to pay out.", () => {
|
const withRake = rake > 0 ? `${paid}, house ${Money.format(rake)}` : paid;
|
||||||
|
runUndoable(withRake ? `Paid ${withRake}.` : "Hand closed with nothing to pay out.", () => {
|
||||||
|
if (rake > 0) {
|
||||||
|
state.rakeTaken = Money.round((Number(state.rakeTaken) || 0) + rake);
|
||||||
|
}
|
||||||
if (payouts.length > 0) {
|
if (payouts.length > 0) {
|
||||||
HoldemState.recordHand(state, payouts);
|
HoldemState.recordHand(state, payouts, rake);
|
||||||
// Winnings go straight back in front of the player, so the next
|
// Winnings go straight back in front of the player, so the next
|
||||||
// hand's stacks are already right.
|
// hand's stacks are already right.
|
||||||
Betting.creditWinnings(state, payouts);
|
Betting.creditWinnings(state, payouts);
|
||||||
@@ -462,6 +466,25 @@ document.addEventListener("DOMContentLoaded", () => {
|
|||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// The house's cut. Kept as a group rather than three loose fields, because
|
||||||
|
// migrate() guarantees the shape and half a rake object would be a table nobody
|
||||||
|
// could read back.
|
||||||
|
const readRake = () => {
|
||||||
|
const percent = Number(document.getElementById("rakePercentInput").value);
|
||||||
|
const cap = Number(document.getElementById("rakeCapInput").value);
|
||||||
|
state.rake = {
|
||||||
|
percent: Number.isFinite(percent) ? Math.min(100, Math.max(0, percent)) : 0,
|
||||||
|
cap: Number.isFinite(cap) && cap > 0 ? Money.round(cap) : null,
|
||||||
|
noFlopNoDrop: document.getElementById("rakeNoFlopInput").checked,
|
||||||
|
};
|
||||||
|
hooks.save(state);
|
||||||
|
Render.renderAll();
|
||||||
|
};
|
||||||
|
["rakePercentInput", "rakeCapInput"].forEach(id => {
|
||||||
|
document.getElementById(id).addEventListener("input", readRake);
|
||||||
|
});
|
||||||
|
document.getElementById("rakeNoFlopInput").addEventListener("change", readRake);
|
||||||
|
|
||||||
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
|
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
|
||||||
|
|
||||||
document.getElementById("addChipsConfirmBtn").addEventListener("click", () => AddChips.confirm());
|
document.getElementById("addChipsConfirmBtn").addEventListener("click", () => AddChips.confirm());
|
||||||
|
|||||||
@@ -86,6 +86,21 @@ const Money = {
|
|||||||
return this.fromCents(Math.ceil(cents / step) * step);
|
return this.fromCents(Math.ceil(cents / step) * step);
|
||||||
},
|
},
|
||||||
|
|
||||||
|
// And down, for money coming *out* of a pot rather than going into it.
|
||||||
|
//
|
||||||
|
// The rake is the one amount in this tool that leaves the table, so the direction
|
||||||
|
// of the rounding is a decision about whose money it is. Down: a house that can't
|
||||||
|
// make 40c out of its chips takes nothing rather than a dollar, and the players
|
||||||
|
// keep the difference. Being wrong in the players' favour is the only way to be
|
||||||
|
// wrong about this that nobody has to argue about.
|
||||||
|
downToChip(amount, legend) {
|
||||||
|
const step = this.chipStepCents(legend);
|
||||||
|
if (step <= 0) return this.round(amount);
|
||||||
|
const cents = this.toCents(amount);
|
||||||
|
if (cents <= 0) return 0;
|
||||||
|
return this.fromCents(Math.floor(cents / step) * step);
|
||||||
|
},
|
||||||
|
|
||||||
chipBreakdown(amount, legend) {
|
chipBreakdown(amount, legend) {
|
||||||
let cents = this.toCents(amount);
|
let cents = this.toCents(amount);
|
||||||
if (cents <= 0) return { chips: [], remainder: 0 };
|
if (cents <= 0) return { chips: [], remainder: 0 };
|
||||||
|
|||||||
@@ -232,6 +232,24 @@ const PotWizard = {
|
|||||||
return wrap;
|
return wrap;
|
||||||
},
|
},
|
||||||
|
|
||||||
|
// What the house takes out of this pot, and what is left to push.
|
||||||
|
//
|
||||||
|
// Worked out here rather than at the end so the dealer sees it before anything
|
||||||
|
// moves: the summary is the last chance to disagree with the arithmetic, and a
|
||||||
|
// rake that only appeared in the hand log afterwards would be the tool taking
|
||||||
|
// money quietly.
|
||||||
|
rakeSplit() {
|
||||||
|
const gross = Array.from(this.totals.entries()).map(([id, amount]) => ({
|
||||||
|
id,
|
||||||
|
label: this.playerLabelById.get(id),
|
||||||
|
amount,
|
||||||
|
}));
|
||||||
|
const pot = gross.reduce((sum, p) => sum + p.amount, 0);
|
||||||
|
const sawFlop = (this.state.street || "preflop") !== "preflop";
|
||||||
|
const rake = HoldemState.rakeOn(this.state, pot, sawFlop);
|
||||||
|
return { pot, sawFlop, ...HoldemState.applyRake(gross, rake) };
|
||||||
|
},
|
||||||
|
|
||||||
renderSummary() {
|
renderSummary() {
|
||||||
const wrap = document.createElement("div");
|
const wrap = document.createElement("div");
|
||||||
wrap.className = "potWizardSummary";
|
wrap.className = "potWizardSummary";
|
||||||
@@ -240,6 +258,20 @@ const PotWizard = {
|
|||||||
heading.textContent = "Final Payouts";
|
heading.textContent = "Final Payouts";
|
||||||
wrap.appendChild(heading);
|
wrap.appendChild(heading);
|
||||||
|
|
||||||
|
const split = this.rakeSplit();
|
||||||
|
const rakeSet = Number((this.state.rake || {}).percent) > 0;
|
||||||
|
if (rakeSet && this.totals.size > 0) {
|
||||||
|
const line = document.createElement("p");
|
||||||
|
line.className = "potWizardRake";
|
||||||
|
const cap = Number(this.state.rake.cap) > 0 ? `, capped at ${Money.format(this.state.rake.cap)}` : "";
|
||||||
|
line.textContent = split.rake > 0
|
||||||
|
? `House takes ${Money.format(split.rake)} of ${Money.format(split.pot)} — ${this.state.rake.percent}%${cap}.`
|
||||||
|
: split.sawFlop
|
||||||
|
? `No rake on this one — ${this.state.rake.percent}% of ${Money.format(split.pot)} doesn't make a chip the table has.`
|
||||||
|
: "No flop, no drop — nothing taken from a pot that ended before the flop.";
|
||||||
|
wrap.appendChild(line);
|
||||||
|
}
|
||||||
|
|
||||||
if (this.totals.size === 0) {
|
if (this.totals.size === 0) {
|
||||||
const empty = document.createElement("p");
|
const empty = document.createElement("p");
|
||||||
empty.className = "fieldHint";
|
empty.className = "fieldHint";
|
||||||
@@ -248,7 +280,7 @@ const PotWizard = {
|
|||||||
} else {
|
} else {
|
||||||
const legend = (this.state && this.state.chipLegend) || [];
|
const legend = (this.state && this.state.chipLegend) || [];
|
||||||
const list = document.createElement("ul");
|
const list = document.createElement("ul");
|
||||||
for (const [id, amount] of this.totals.entries()) {
|
for (const { id, amount } of split.payouts) {
|
||||||
const li = document.createElement("li");
|
const li = document.createElement("li");
|
||||||
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
|
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
|
||||||
|
|
||||||
@@ -275,13 +307,12 @@ const PotWizard = {
|
|||||||
applyBtn.className = "holdemBtn holdemBtnAccent";
|
applyBtn.className = "holdemBtn holdemBtnAccent";
|
||||||
applyBtn.textContent = "Start Next Hand";
|
applyBtn.textContent = "Start Next Hand";
|
||||||
applyBtn.addEventListener("click", () => {
|
applyBtn.addEventListener("click", () => {
|
||||||
const payouts = Array.from(this.totals.entries()).map(([id, amount]) => ({
|
// Recomputed rather than reused from the render: the same numbers, but
|
||||||
id,
|
// taken at the moment the dealer commits rather than when they last
|
||||||
label: this.playerLabelById.get(id),
|
// looked at the screen.
|
||||||
amount,
|
const paid = this.rakeSplit();
|
||||||
}));
|
|
||||||
this.close();
|
this.close();
|
||||||
this.onFinished(payouts);
|
this.onFinished(paid.payouts, { rake: paid.rake, pot: paid.pot });
|
||||||
});
|
});
|
||||||
actions.appendChild(applyBtn);
|
actions.appendChild(applyBtn);
|
||||||
|
|
||||||
|
|||||||
@@ -47,6 +47,19 @@ const Render = {
|
|||||||
document.getElementById("smallBlindInput").value = this.state.smallBlind ?? "";
|
document.getElementById("smallBlindInput").value = this.state.smallBlind ?? "";
|
||||||
document.getElementById("bigBlindInput").value = this.state.bigBlind ?? "";
|
document.getElementById("bigBlindInput").value = this.state.bigBlind ?? "";
|
||||||
document.getElementById("defaultStackInput").value = this.state.defaultStack ?? "";
|
document.getElementById("defaultStackInput").value = this.state.defaultStack ?? "";
|
||||||
|
|
||||||
|
const rake = this.state.rake || {};
|
||||||
|
document.getElementById("rakePercentInput").value = rake.percent || "";
|
||||||
|
document.getElementById("rakeCapInput").value = rake.cap ?? "";
|
||||||
|
document.getElementById("rakeNoFlopInput").checked = rake.noFlopNoDrop !== false;
|
||||||
|
|
||||||
|
// What the house has actually taken tonight, said where the rake is set rather
|
||||||
|
// than only in the bank check — a dealer who changes the percentage mid-session
|
||||||
|
// wants to see the running total right there.
|
||||||
|
const taken = Math.max(0, Number(this.state.rakeTaken) || 0);
|
||||||
|
const hint = document.getElementById("rakeTakenHint");
|
||||||
|
hint.hidden = taken <= 0;
|
||||||
|
if (taken > 0) hint.textContent = `Taken so far tonight: ${Money.format(taken)}.`;
|
||||||
},
|
},
|
||||||
|
|
||||||
// Whether this device can actually drag a seat. HTML5 drag events are never
|
// Whether this device can actually drag a seat. HTML5 drag events are never
|
||||||
@@ -91,12 +104,21 @@ const Render = {
|
|||||||
// circle when there's nothing to measure — the same answer the ring gave before it
|
// circle when there's nothing to measure — the same answer the ring gave before it
|
||||||
// asked.
|
// asked.
|
||||||
feltAspect() {
|
feltAspect() {
|
||||||
if (typeof document === "undefined") return 1;
|
const box = this.ringBox();
|
||||||
const wrap = document.getElementById("pokerTableWrap");
|
return box ? box.width / box.height : 1;
|
||||||
if (!wrap) return 1;
|
},
|
||||||
const box = wrap.getBoundingClientRect();
|
|
||||||
if (!box.width || !box.height) return 1;
|
// The box a seat's left/top percentages actually resolve against. Not the felt: on
|
||||||
return box.width / box.height;
|
// a phone the seat layer is inset by half a puck so the outermost seats don't hang
|
||||||
|
// off the screen, and measuring the felt instead put the ring's shape out by that
|
||||||
|
// inset — twelve seats at 640x360 were computed 90px apart and drawn 60px apart,
|
||||||
|
// which is the difference between "fine" and "overlapping".
|
||||||
|
ringBox() {
|
||||||
|
if (typeof document === "undefined") return null;
|
||||||
|
const layer = document.getElementById("seatsLayer") || document.getElementById("pokerTableWrap");
|
||||||
|
if (!layer) return null;
|
||||||
|
const box = layer.getBoundingClientRect();
|
||||||
|
return box.width && box.height ? box : null;
|
||||||
},
|
},
|
||||||
|
|
||||||
// Bets sit on the felt between their player and the pot, the way chips actually
|
// Bets sit on the felt between their player and the pot, the way chips actually
|
||||||
@@ -108,8 +130,11 @@ const Render = {
|
|||||||
// anything visible — it is just the honest way to say "on that player's spoke",
|
// anything visible — it is just the honest way to say "on that player's spoke",
|
||||||
// and it saves the second walk.
|
// and it saves the second walk.
|
||||||
betPosition(index, count, aspect = this.feltAspect()) {
|
betPosition(index, count, aspect = this.feltAspect()) {
|
||||||
const angle = this.ringAngles(count, 44, 42, aspect)[index];
|
const seat = this.seatPosition(index, count, aspect);
|
||||||
return { left: 50 + 27 * Math.cos(angle), top: 50 + 25 * Math.sin(angle) };
|
return {
|
||||||
|
left: 50 + (seat.left - 50) * (27 / 44),
|
||||||
|
top: 50 + (seat.top - 50) * (25 / 42),
|
||||||
|
};
|
||||||
},
|
},
|
||||||
|
|
||||||
// Seats spaced evenly around the rim — by the distance between them, not by the
|
// Seats spaced evenly around the rim — by the distance between them, not by the
|
||||||
@@ -127,16 +152,111 @@ const Render = {
|
|||||||
// an ellipse's has no closed form — 720 steps is far more than enough for a rim a
|
// an ellipse's has no closed form — 720 steps is far more than enough for a rim a
|
||||||
// few hundred pixels long, and it runs once per render.
|
// few hundred pixels long, and it runs once per render.
|
||||||
positionOnRing(index, count, rx, ry, aspect = 1) {
|
positionOnRing(index, count, rx, ry, aspect = 1) {
|
||||||
const target = this.ringAngles(count, rx, ry, aspect)[index];
|
return this.ringPositions(count, rx, ry, aspect)[index];
|
||||||
return {
|
},
|
||||||
left: 50 + rx * Math.cos(target),
|
|
||||||
top: 50 + ry * Math.sin(target),
|
// Past this much wider than tall, the rim stops being an ellipse and becomes a
|
||||||
};
|
// stadium — two straight rails with a semicircular cap at each end.
|
||||||
|
//
|
||||||
|
// An ellipse that flat has nowhere to put the seats near its ends. At 640x360 with
|
||||||
|
// the bar grown by a side pot the felt is 616x96, and six seats came out with two
|
||||||
|
// of them stacked 25px apart at each end, pucks 64px tall. No puck size fixes 25px:
|
||||||
|
// the shape is wrong. A stadium's cap is a half-circle of the felt's own height, so
|
||||||
|
// an end holds one seat and the rest of the table is rail — which is how a real
|
||||||
|
// poker table is built, and why it is shaped that way.
|
||||||
|
//
|
||||||
|
// Only where it is needed. Anything rounder than this keeps the ellipse it has
|
||||||
|
// always had: measured, the cut-off lands between a landscape phone (4.4 and up)
|
||||||
|
// and every other layout the tool has (1.45 at 1280x900, 1.0 to 1.4 on a phone
|
||||||
|
// upright), so no currently-working table changes shape.
|
||||||
|
STADIUM_RATIO: 2.5,
|
||||||
|
|
||||||
|
// Seats spaced evenly around whichever rim this table has, as percentages.
|
||||||
|
ringPositions(count, rx, ry, aspect = 1) {
|
||||||
|
if (count <= 0) return [];
|
||||||
|
const halfWidth = rx * aspect;
|
||||||
|
const halfHeight = ry;
|
||||||
|
if (halfWidth <= halfHeight * this.STADIUM_RATIO) {
|
||||||
|
return this.ringAngles(count, rx, ry, aspect).map(angle => ({
|
||||||
|
left: 50 + rx * Math.cos(angle),
|
||||||
|
top: 50 + ry * Math.sin(angle),
|
||||||
|
}));
|
||||||
|
}
|
||||||
|
return this.stadiumPositions(count, halfWidth, halfHeight, aspect);
|
||||||
|
},
|
||||||
|
|
||||||
|
// The same walk, around a stadium instead. Its perimeter has a closed form, so
|
||||||
|
// this needs no sampling: two rails of 2(A-B) and two caps of piB.
|
||||||
|
stadiumPositions(count, halfWidth, halfHeight, aspect) {
|
||||||
|
const rail = halfWidth - halfHeight;
|
||||||
|
const cap = Math.PI * halfHeight;
|
||||||
|
const perimeter = 4 * rail + 2 * cap;
|
||||||
|
|
||||||
|
return Array.from({ length: count }, (_, seat) => {
|
||||||
|
// Clockwise from the top centre, so seat one sits where it always has.
|
||||||
|
let walked = (perimeter * seat) / count;
|
||||||
|
let x;
|
||||||
|
let y;
|
||||||
|
if (walked <= rail) { // top rail, going right
|
||||||
|
x = walked;
|
||||||
|
y = -halfHeight;
|
||||||
|
} else if (walked <= rail + cap) { // right cap
|
||||||
|
const turned = (walked - rail) / halfHeight;
|
||||||
|
x = rail + halfHeight * Math.sin(turned);
|
||||||
|
y = -halfHeight * Math.cos(turned);
|
||||||
|
} else if (walked <= 3 * rail + cap) { // bottom rail, going left
|
||||||
|
x = rail - (walked - rail - cap);
|
||||||
|
y = halfHeight;
|
||||||
|
} else if (walked <= 3 * rail + 2 * cap) { // left cap
|
||||||
|
const turned = (walked - 3 * rail - cap) / halfHeight;
|
||||||
|
x = -rail - halfHeight * Math.sin(turned);
|
||||||
|
y = halfHeight * Math.cos(turned);
|
||||||
|
} else { // top rail, back to the start
|
||||||
|
x = -rail + (walked - 3 * rail - 2 * cap);
|
||||||
|
y = -halfHeight;
|
||||||
|
}
|
||||||
|
return { left: 50 + x / aspect, top: 50 + y };
|
||||||
|
});
|
||||||
},
|
},
|
||||||
|
|
||||||
RING_STEPS: 720,
|
RING_STEPS: 720,
|
||||||
ringCache: {},
|
ringCache: {},
|
||||||
|
|
||||||
|
// The closest two neighbouring seats come to each other, straight line, in pixels.
|
||||||
|
//
|
||||||
|
// Rim length divided by seat count was the first answer and it is the wrong one:
|
||||||
|
// it measures the walk between two seats rather than the gap between them, and on
|
||||||
|
// a flat ellipse those are nothing alike. At 640x360 six seats had 193px of rim
|
||||||
|
// each and sat 56px apart, because at the ends of a long oval the rim doubles back
|
||||||
|
// and two seats a long walk apart are stacked one above the other.
|
||||||
|
closestSeatGapPx(count, box = this.ringBox()) {
|
||||||
|
if (count < 2 || !box || !box.width || !box.height) return Infinity;
|
||||||
|
|
||||||
|
const points = this.ringPositions(count, 44, 42, box.width / box.height).map(seat => ({
|
||||||
|
x: (seat.left / 100) * box.width,
|
||||||
|
y: (seat.top / 100) * box.height,
|
||||||
|
}));
|
||||||
|
return points.reduce((closest, point, i) => {
|
||||||
|
const next = points[(i + 1) % points.length];
|
||||||
|
return Math.min(closest, Math.hypot(point.x - next.x, point.y - next.y));
|
||||||
|
}, Infinity);
|
||||||
|
},
|
||||||
|
|
||||||
|
// A puck is 76px across, so neighbours whose centres are closer than that overlap
|
||||||
|
// by definition; a few pixels more keeps them from touching. Under it the pucks
|
||||||
|
// come down a size rather than the table pretending it has room it hasn't.
|
||||||
|
SEAT_ROOM_PX: 84,
|
||||||
|
|
||||||
|
// Called on every render and again whenever the felt is resized — the action bar
|
||||||
|
// growing mid-hand shortens the table, and the seats have to answer that without
|
||||||
|
// waiting for the next render to come along.
|
||||||
|
updateSeatDensity() {
|
||||||
|
const layer = document.getElementById("seatsLayer");
|
||||||
|
if (!layer || !this.state) return;
|
||||||
|
layer.classList.toggle("seatsTight",
|
||||||
|
this.closestSeatGapPx(this.state.seatCount) < this.SEAT_ROOM_PX);
|
||||||
|
},
|
||||||
|
|
||||||
// The angles that cut the rim into `count` equal lengths, starting at the top.
|
// The angles that cut the rim into `count` equal lengths, starting at the top.
|
||||||
// Every seat on a ring wants the same answer, so it is worked out once per shape
|
// Every seat on a ring wants the same answer, so it is worked out once per shape
|
||||||
// and kept — the ring only changes when the table is resized or the window is.
|
// and kept — the ring only changes when the table is resized or the window is.
|
||||||
@@ -245,6 +365,7 @@ const Render = {
|
|||||||
renderSeats() {
|
renderSeats() {
|
||||||
const layer = document.getElementById("seatsLayer");
|
const layer = document.getElementById("seatsLayer");
|
||||||
layer.innerHTML = "";
|
layer.innerHTML = "";
|
||||||
|
this.updateSeatDensity();
|
||||||
const template = document.getElementById("seatTemplate");
|
const template = document.getElementById("seatTemplate");
|
||||||
const { dealerIndex, sbIndex, bbIndex, manual: manualBlinds } = HoldemState.getBlindSeats(this.state);
|
const { dealerIndex, sbIndex, bbIndex, manual: manualBlinds } = HoldemState.getBlindSeats(this.state);
|
||||||
// A button on an empty chair normally means the table has drifted and wants
|
// A button on an empty chair normally means the table has drifted and wants
|
||||||
@@ -310,6 +431,14 @@ const Render = {
|
|||||||
sbBadge.classList.toggle("blindManual", !!manualBlinds && index === sbIndex);
|
sbBadge.classList.toggle("blindManual", !!manualBlinds && index === sbIndex);
|
||||||
bbBadge.classList.toggle("blindManual", !!manualBlinds && index === bbIndex);
|
bbBadge.classList.toggle("blindManual", !!manualBlinds && index === bbIndex);
|
||||||
|
|
||||||
|
// A straddle is a blind too, and the seat wearing it is the one the action
|
||||||
|
// comes back to. Marked from what the deal actually posted rather than from
|
||||||
|
// the count, so the badge can't outlive the chips it stands for — before
|
||||||
|
// the cards there is nothing out there yet.
|
||||||
|
const straddleBadge = node.querySelector(".strBadge");
|
||||||
|
const straddled = (this.state.postedStraddles || []).includes(index);
|
||||||
|
straddleBadge.classList.toggle("visible", this.state.bettingOpen && straddled);
|
||||||
|
|
||||||
this.updatePuckContent(node, player, index);
|
this.updatePuckContent(node, player, index);
|
||||||
node.classList.toggle("seatSelected", index === this.selectedSeatIndex);
|
node.classList.toggle("seatSelected", index === this.selectedSeatIndex);
|
||||||
|
|
||||||
@@ -1029,10 +1158,26 @@ const Render = {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Same idea for the house's cut, and the more important of the two: a raked
|
||||||
|
// game moves chips off the table every single hand, so without this line the
|
||||||
|
// check reads as a shortfall that grows all night.
|
||||||
|
const rakedRow = document.getElementById("bankRakedRow");
|
||||||
|
if (rakedRow) {
|
||||||
|
rakedRow.hidden = !(bank.raked > 0);
|
||||||
|
if (bank.raked > 0) {
|
||||||
|
document.getElementById("bankRaked").textContent = Money.format(bank.raked);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
const verdict = document.getElementById("bankReconcileVerdict");
|
const verdict = document.getElementById("bankReconcileVerdict");
|
||||||
|
// What has left the table on purpose, whichever way it went.
|
||||||
|
const accountedFor = [
|
||||||
|
bank.discarded > 0 ? `${Money.format(bank.discarded)} taken off it` : null,
|
||||||
|
bank.raked > 0 ? `${Money.format(bank.raked)} in the house's cut` : null,
|
||||||
|
].filter(Boolean);
|
||||||
if (bank.balanced) {
|
if (bank.balanced) {
|
||||||
verdict.textContent = bank.discarded > 0
|
verdict.textContent = accountedFor.length > 0
|
||||||
? `Balanced — the cash covers every chip on the table, once the ${Money.format(bank.discarded)} taken off it is counted.`
|
? `Balanced — the cash covers every chip on the table, once the ${accountedFor.join(" and the ")} is counted.`
|
||||||
: "Balanced — the cash covers every chip on the table.";
|
: "Balanced — the cash covers every chip on the table.";
|
||||||
} else if (bank.difference > 0) {
|
} else if (bank.difference > 0) {
|
||||||
verdict.textContent =
|
verdict.textContent =
|
||||||
|
|||||||
@@ -100,6 +100,20 @@ const HoldemState = {
|
|||||||
// the big blind rather than waiting for it. Cleared every hand: it's a
|
// the big blind rather than waiting for it. Cleared every hand: it's a
|
||||||
// decision about one deal, not a standing arrangement.
|
// decision about one deal, not a standing arrangement.
|
||||||
postingIn: [],
|
postingIn: [],
|
||||||
|
// How many straddles are on for the hand about to be dealt. A straddle is
|
||||||
|
// announced hand by hand, so this is cleared with every other one-deal
|
||||||
|
// decision rather than standing until somebody turns it off.
|
||||||
|
straddleCount: 0,
|
||||||
|
// What the house takes, if it takes anything. Percent zero is a game that
|
||||||
|
// doesn't rake, which is nearly all of them and the default.
|
||||||
|
rake: { percent: 0, cap: null, noFlopNoDrop: true },
|
||||||
|
// What it has taken so far tonight. A session total, not a per-hand one:
|
||||||
|
// it is the number the box is checked against at the end.
|
||||||
|
rakeTaken: 0,
|
||||||
|
// Which seats actually put a straddle out when the hand was dealt, so the
|
||||||
|
// felt can badge them. Read off the deal rather than worked out again
|
||||||
|
// later, the same way the posted blinds are.
|
||||||
|
postedStraddles: [],
|
||||||
// Set when somebody leaves out of the blinds and the rotation has to hold
|
// Set when somebody leaves out of the blinds and the rotation has to hold
|
||||||
// to the seats to keep the big blind moving one player at a time. The
|
// to the seats to keep the big blind moving one player at a time. The
|
||||||
// button then sits on the chair they vacated, and no small blind is posted.
|
// button then sits on the chair they vacated, and no small blind is posted.
|
||||||
@@ -201,6 +215,20 @@ const HoldemState = {
|
|||||||
// asking the whole table to post.
|
// asking the whole table to post.
|
||||||
if (!Array.isArray(parsed.dealtLastHand)) parsed.dealtLastHand = [];
|
if (!Array.isArray(parsed.dealtLastHand)) parsed.dealtLastHand = [];
|
||||||
if (!Array.isArray(parsed.postingIn)) parsed.postingIn = [];
|
if (!Array.isArray(parsed.postingIn)) parsed.postingIn = [];
|
||||||
|
// None on is the right reading of a save from before straddles existed:
|
||||||
|
// whatever is in front of those players is already in their committed
|
||||||
|
// chips, and nothing is owed on top of it.
|
||||||
|
if (!(Number(parsed.straddleCount) > 0)) parsed.straddleCount = 0;
|
||||||
|
// A table saved before the house took anything takes nothing, which is
|
||||||
|
// also the right answer for one that never will.
|
||||||
|
const rake = parsed.rake && typeof parsed.rake === "object" ? parsed.rake : {};
|
||||||
|
parsed.rake = {
|
||||||
|
percent: Math.min(100, Math.max(0, Number(rake.percent) || 0)),
|
||||||
|
cap: Number(rake.cap) > 0 ? Money.round(Number(rake.cap)) : null,
|
||||||
|
noFlopNoDrop: rake.noFlopNoDrop !== false,
|
||||||
|
};
|
||||||
|
parsed.rakeTaken = Math.max(0, Money.round(Number(parsed.rakeTaken) || 0));
|
||||||
|
if (!Array.isArray(parsed.postedStraddles)) parsed.postedStraddles = [];
|
||||||
|
|
||||||
// A table saved before dealing and betting were separate has no flag, and
|
// A table saved before dealing and betting were separate has no flag, and
|
||||||
// guessing false would show "deal the hand" over a hand already in
|
// guessing false would show "deal the hand" over a hand already in
|
||||||
@@ -643,6 +671,10 @@ const HoldemState = {
|
|||||||
// Posting to come in is a decision about one deal. Carrying it forward would
|
// Posting to come in is a decision about one deal. Carrying it forward would
|
||||||
// charge somebody an extra big blind every hand for the rest of the night.
|
// charge somebody an extra big blind every hand for the rest of the night.
|
||||||
state.postingIn = [];
|
state.postingIn = [];
|
||||||
|
// So is a straddle. It is announced hand by hand at a table, and a straddle
|
||||||
|
// that stayed on would take chips off somebody who never said the word.
|
||||||
|
state.straddleCount = 0;
|
||||||
|
state.postedStraddles = [];
|
||||||
state.seats.forEach(p => {
|
state.seats.forEach(p => {
|
||||||
p.folded = false;
|
p.folded = false;
|
||||||
p.cards = ["", ""];
|
p.cards = ["", ""];
|
||||||
@@ -662,11 +694,15 @@ const HoldemState = {
|
|||||||
// Must be called before startNextHand() clears the seats: the per-player `ledger`
|
// Must be called before startNextHand() clears the seats: the per-player `ledger`
|
||||||
// it stores alongside the payouts is what session standings are summed from later,
|
// it stores alongside the payouts is what session standings are summed from later,
|
||||||
// and it needs this hand's contributions while they're still on the table.
|
// and it needs this hand's contributions while they're still on the table.
|
||||||
recordHand(state, payouts) {
|
recordHand(state, payouts, rake = 0) {
|
||||||
if (typeof state.handNumber !== "number") state.handNumber = 1;
|
if (typeof state.handNumber !== "number") state.handNumber = 1;
|
||||||
if (!Array.isArray(state.handHistory)) state.handHistory = [];
|
if (!Array.isArray(state.handHistory)) state.handHistory = [];
|
||||||
|
|
||||||
const pot = payouts.reduce((sum, p) => sum + p.amount, 0);
|
// The pot as it was, house cut included — the number the table saw in the
|
||||||
|
// middle. What each player took is separately recorded and is net of it, so
|
||||||
|
// the two together say where every chip went.
|
||||||
|
const taken = Money.round(Math.max(0, Number(rake) || 0));
|
||||||
|
const pot = Money.round(payouts.reduce((sum, p) => sum + p.amount, 0) + taken);
|
||||||
const wonById = new Map(payouts.map(p => [p.id, p.amount]));
|
const wonById = new Map(payouts.map(p => [p.id, p.amount]));
|
||||||
const ledger = state.seats
|
const ledger = state.seats
|
||||||
.map((player, index) => ({
|
.map((player, index) => ({
|
||||||
@@ -681,6 +717,7 @@ const HoldemState = {
|
|||||||
handNumber: state.handNumber,
|
handNumber: state.handNumber,
|
||||||
timestamp: Date.now(),
|
timestamp: Date.now(),
|
||||||
pot,
|
pot,
|
||||||
|
rake: taken,
|
||||||
payouts,
|
payouts,
|
||||||
ledger,
|
ledger,
|
||||||
});
|
});
|
||||||
@@ -801,6 +838,67 @@ const HoldemState = {
|
|||||||
//
|
//
|
||||||
// Chips in play counts everything a player could hand back: what's in front of
|
// Chips in play counts everything a player could hand back: what's in front of
|
||||||
// them and what's in the middle waiting to be won.
|
// them and what's in the middle waiting to be won.
|
||||||
|
// ---- The house's cut ----
|
||||||
|
//
|
||||||
|
// A game that takes a rake or a time charge has chips leaving the table every hand,
|
||||||
|
// and until now the bank check called them missing: it added up the buy-ins,
|
||||||
|
// added up the chips on the felt, and told the dealer somebody had been paid for
|
||||||
|
// chips they never got. The house's cut is the one thing on this table that is
|
||||||
|
// supposed to go and not come back, so it is counted rather than mourned.
|
||||||
|
//
|
||||||
|
// Percentage with a cap, which is what nearly every room and home game runs. Zero
|
||||||
|
// percent is a game that doesn't rake, which is the default and the common case.
|
||||||
|
|
||||||
|
// What the house takes from a pot of this size.
|
||||||
|
//
|
||||||
|
// "No flop, no drop" is the rule almost everyone plays: a hand that ends before the
|
||||||
|
// flop pays nothing, because the players never got a hand out of it. It is on by
|
||||||
|
// default and can be turned off for a house that rakes every pot.
|
||||||
|
rakeOn(state, pot, sawFlop = true) {
|
||||||
|
const rake = state.rake || {};
|
||||||
|
const percent = Number(rake.percent) || 0;
|
||||||
|
const amount = Money.round(Number(pot) || 0);
|
||||||
|
if (percent <= 0 || amount <= 0) return 0;
|
||||||
|
if (rake.noFlopNoDrop !== false && !sawFlop) return 0;
|
||||||
|
|
||||||
|
const uncapped = (amount * percent) / 100;
|
||||||
|
const cap = Number(rake.cap);
|
||||||
|
const capped = cap > 0 ? Math.min(uncapped, cap) : uncapped;
|
||||||
|
// Never more than the pot, however the numbers were typed in.
|
||||||
|
return Money.downToChip(Math.min(capped, amount), state.chipLegend);
|
||||||
|
},
|
||||||
|
|
||||||
|
// The same payouts with the house's cut taken out of them.
|
||||||
|
//
|
||||||
|
// Off the top of the whole pot, then shared out in proportion — which for the hand
|
||||||
|
// a dealer actually deals, with one winner, is just "winner gets the pot less the
|
||||||
|
// rake". Split pots take it proportionally, and whatever the rounding leaves over
|
||||||
|
// goes back to the winners in turn rather than to the house: the house asked for a
|
||||||
|
// number, and it gets that number, not that number plus dust.
|
||||||
|
applyRake(payouts, rake) {
|
||||||
|
const total = payouts.reduce((sum, p) => sum + p.amount, 0);
|
||||||
|
const taken = Money.round(Math.min(Math.max(0, rake), total));
|
||||||
|
if (taken <= 0) return { payouts: payouts.map(p => ({ ...p })), rake: 0 };
|
||||||
|
|
||||||
|
const kept = Money.toCents(total) - Money.toCents(taken);
|
||||||
|
const shares = payouts.map(p => {
|
||||||
|
const exact = (Money.toCents(p.amount) * kept) / Money.toCents(total);
|
||||||
|
return { payout: p, cents: Math.floor(exact) };
|
||||||
|
});
|
||||||
|
|
||||||
|
// Floor everybody, then hand the leftover cents out one at a time, biggest
|
||||||
|
// share first — the same shape as the odd-chip rule the split calculator uses.
|
||||||
|
let spare = kept - shares.reduce((sum, s) => sum + s.cents, 0);
|
||||||
|
[...shares]
|
||||||
|
.sort((a, b) => b.payout.amount - a.payout.amount)
|
||||||
|
.forEach(share => { if (spare > 0) { share.cents += 1; spare -= 1; } });
|
||||||
|
|
||||||
|
return {
|
||||||
|
payouts: shares.map(share => ({ ...share.payout, amount: Money.fromCents(share.cents) })),
|
||||||
|
rake: taken,
|
||||||
|
};
|
||||||
|
},
|
||||||
|
|
||||||
bankReconciliation(state) {
|
bankReconciliation(state) {
|
||||||
const cashIn = state.seats.reduce((sum, p) => sum + Math.max(0, Number(p.buyIns) || 0), 0);
|
const cashIn = state.seats.reduce((sum, p) => sum + Math.max(0, Number(p.buyIns) || 0), 0);
|
||||||
const chipsInPlay = state.seats.reduce(
|
const chipsInPlay = state.seats.reduce(
|
||||||
@@ -820,11 +918,16 @@ const HoldemState = {
|
|||||||
// hunting for a miscount that never happened.
|
// hunting for a miscount that never happened.
|
||||||
const discarded = Math.max(0, Money.round(Number(state.discarded) || 0));
|
const discarded = Math.max(0, Money.round(Number(state.discarded) || 0));
|
||||||
|
|
||||||
const difference = Money.round(chipsInPlay + discarded - cashIn);
|
// Chips the house has taken. Off the table for good, like the discards, and
|
||||||
|
// for a better reason: the box is supposed to have them.
|
||||||
|
const raked = Math.max(0, Money.round(Number(state.rakeTaken) || 0));
|
||||||
|
|
||||||
|
const difference = Money.round(chipsInPlay + discarded + raked - cashIn);
|
||||||
return {
|
return {
|
||||||
cashIn: Money.round(cashIn),
|
cashIn: Money.round(cashIn),
|
||||||
chipsInPlay: Money.round(chipsInPlay),
|
chipsInPlay: Money.round(chipsInPlay),
|
||||||
discarded,
|
discarded,
|
||||||
|
raked,
|
||||||
difference,
|
difference,
|
||||||
// Half a cent of float dust isn't a discrepancy worth alarming anyone over.
|
// Half a cent of float dust isn't a discrepancy worth alarming anyone over.
|
||||||
balanced: Math.abs(difference) <= Money.EPSILON,
|
balanced: Math.abs(difference) <= Money.EPSILON,
|
||||||
|
|||||||
+16
-1
@@ -36,7 +36,22 @@ enough not to trigger iOS zoom, that nothing important is covered or off-screen
|
|||||||
no way to scroll to it, that no grid column has collapsed to nothing, and that no
|
no way to scroll to it, that no grid column has collapsed to nothing, and that no
|
||||||
text is painted outside its box. It runs over the table, all five overlays and Quick
|
text is painted outside its box. It runs over the table, all five overlays and Quick
|
||||||
Split, at thirteen viewports from a 360px phone to a 1600px desktop and the same
|
Split, at thirteen viewports from a 360px phone to a 1600px desktop and the same
|
||||||
phones on their side.
|
phones on their side — each viewport twice, once with a mouse and once with a thumb.
|
||||||
|
|
||||||
|
That last part, and two of those checks, are newer than this paragraph claiming them.
|
||||||
|
`runAll()` did not include the contrast check at all, and touch targets sat behind an
|
||||||
|
opt-in flag nothing passed, so "the audit is clean" meant nine checks rather than
|
||||||
|
eleven for a long run of rounds. Both were written and tested and simply never called.
|
||||||
|
The mouse/thumb pair matters for the same reason: the 44px rule stands itself down
|
||||||
|
where `hover: hover` says there is a pointer, and a headless desktop browser is a
|
||||||
|
pointer, so a single pass had never measured a touch target at any viewport. Between
|
||||||
|
them they found a 9px seat label at 3.39:1, a 37px-tall amount field and a 30px delete
|
||||||
|
button on Quick Split.
|
||||||
|
|
||||||
|
A check that decides it doesn't apply says so in the output rather than reporting no
|
||||||
|
offenders, which reads identically to a pass. The same goes for the two exemptions
|
||||||
|
that exist: a disabled control, which WCAG itself excuses, and a link inside a
|
||||||
|
sentence, whose size is set by the line it sits in.
|
||||||
|
|
||||||
Deliberately not in CI: the unit suite is dependency-free and runs in a second, while
|
Deliberately not in CI: the unit suite is dependency-free and runs in a second, while
|
||||||
this one needs a browser and a running site. Run it after any change that adds or
|
this one needs a browser and a running site. Run it after any change that adds or
|
||||||
|
|||||||
@@ -0,0 +1,108 @@
|
|||||||
|
// The sums the contrast check runs on, tested away from a browser.
|
||||||
|
//
|
||||||
|
// The check itself needs a page to look at, but the arithmetic underneath it doesn't —
|
||||||
|
// and the arithmetic is the part that decides whether a real fault is reported or
|
||||||
|
// waved through. Faded text used to be filed as "not checked" rather than measured;
|
||||||
|
// this is the compositing that replaced that.
|
||||||
|
const test = require("node:test");
|
||||||
|
const { describe } = require("node:test");
|
||||||
|
const assert = require("node:assert");
|
||||||
|
const LayoutAudit = require("./uiAudit");
|
||||||
|
|
||||||
|
const WHITE = { r: 255, g: 255, b: 255, a: 1 };
|
||||||
|
const BLACK = { r: 0, g: 0, b: 0, a: 1 };
|
||||||
|
const PAGE = { r: 28, g: 28, b: 28, a: 1 }; // the felt page behind everything
|
||||||
|
const PUCK = { r: 44, g: 44, b: 44, a: 1 }; // a seat's own background
|
||||||
|
|
||||||
|
describe("the ratio itself", () => {
|
||||||
|
test("black on white is the full 21:1, either way round", () => {
|
||||||
|
assert.ok(Math.abs(LayoutAudit.contrastRatio(BLACK, WHITE) - 21) < 0.01);
|
||||||
|
assert.ok(Math.abs(LayoutAudit.contrastRatio(WHITE, BLACK) - 21) < 0.01);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a colour against itself is 1:1", () => {
|
||||||
|
assert.ok(Math.abs(LayoutAudit.contrastRatio(PUCK, PUCK) - 1) < 0.001);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("text on a box that is being faded", () => {
|
||||||
|
// opacity on a box fades the box and its text together onto whatever is behind
|
||||||
|
// it — so a dimmed seat is not grey text on a dark puck, it is a faded puck and
|
||||||
|
// faded text both landing on the page.
|
||||||
|
const fade = alpha => ({ alpha, behind: PAGE });
|
||||||
|
|
||||||
|
test("at full strength nothing is composited", () => {
|
||||||
|
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 1, behind: PAGE });
|
||||||
|
assert.deepEqual(painted.fg, WHITE);
|
||||||
|
assert.deepEqual(painted.bg, PUCK);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("fading moves both the text and its background, not just the text", () => {
|
||||||
|
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
|
||||||
|
assert.ok(painted.fg.r < WHITE.r, "the text dims");
|
||||||
|
assert.ok(painted.bg.r < PUCK.r, "and so does what it sits on");
|
||||||
|
assert.ok(painted.bg.r > PAGE.r, "but not all the way to the page");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("which is what stops a fade being reported as a fault it isn't", () => {
|
||||||
|
// Dimming light text on a dark puck over a dark page costs contrast, but far
|
||||||
|
// less than measuring the faded text against the *unfaded* puck would claim.
|
||||||
|
const honest = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
|
||||||
|
const wrong = { fg: LayoutAudit.over({ ...WHITE, a: 0.7 }, PUCK), bg: PUCK };
|
||||||
|
assert.ok(LayoutAudit.contrastRatio(honest.fg, honest.bg) >
|
||||||
|
LayoutAudit.contrastRatio(wrong.fg, wrong.bg));
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a fade all the way out lands everything on the page behind", () => {
|
||||||
|
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0));
|
||||||
|
assert.deepEqual(painted.fg, PAGE);
|
||||||
|
assert.deepEqual(painted.bg, PAGE);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("with nothing known to be behind it, the fade is left alone", () => {
|
||||||
|
// Better to measure the unfaded pair than to invent a backdrop.
|
||||||
|
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 0.5, behind: null });
|
||||||
|
assert.deepEqual(painted.fg, WHITE);
|
||||||
|
assert.deepEqual(painted.bg, PUCK);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("a fade makes small grey text worse, which is the fault it went looking for", () => {
|
||||||
|
// Deliberately not asserting a particular CSS colour here: the page's own greys are
|
||||||
|
// measured in the browser, against the real gradients, where they live. What this
|
||||||
|
// pins is the direction — that dimming a box costs its text contrast, which is why
|
||||||
|
// filing faded text as "not checked" hid faults rather than avoiding false ones.
|
||||||
|
test("the same grey scores lower once its box is dimmed", () => {
|
||||||
|
const grey = LayoutAudit.parseColour("rgb(138, 138, 138)");
|
||||||
|
const solid = LayoutAudit.asPainted(grey, PUCK, { alpha: 1, behind: PAGE });
|
||||||
|
const dimmed = LayoutAudit.asPainted(grey, PUCK, { alpha: 0.7, behind: PAGE });
|
||||||
|
assert.ok(LayoutAudit.contrastRatio(dimmed.fg, dimmed.bg) <
|
||||||
|
LayoutAudit.contrastRatio(solid.fg, solid.bg));
|
||||||
|
});
|
||||||
|
|
||||||
|
test("and a lighter grey scores higher at the same fade", () => {
|
||||||
|
const at = colour => {
|
||||||
|
const painted = LayoutAudit.asPainted(LayoutAudit.parseColour(colour), PUCK, { alpha: 0.7, behind: PAGE });
|
||||||
|
return LayoutAudit.contrastRatio(painted.fg, painted.bg);
|
||||||
|
};
|
||||||
|
assert.ok(at("rgb(174, 174, 174)") > at("rgb(138, 138, 138)"));
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("reading a colour off the page", () => {
|
||||||
|
test("rgb and rgba both come back as numbers", () => {
|
||||||
|
assert.deepEqual(LayoutAudit.parseColour("rgb(1, 2, 3)"), { r: 1, g: 2, b: 3, a: 1 });
|
||||||
|
assert.deepEqual(LayoutAudit.parseColour("rgba(1, 2, 3, 0.5)"), { r: 1, g: 2, b: 3, a: 0.5 });
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a gradient gives up every stop, because text could be over any of them", () => {
|
||||||
|
const stops = LayoutAudit.gradientStops("linear-gradient(rgb(203, 170, 240), rgb(169, 127, 214))");
|
||||||
|
assert.equal(stops.length, 2);
|
||||||
|
assert.deepEqual(stops[0], { r: 203, g: 170, b: 240, a: 1 });
|
||||||
|
assert.deepEqual(stops[1], { r: 169, g: 127, b: 214, a: 1 });
|
||||||
|
});
|
||||||
|
|
||||||
|
test("no background image, no stops", () => {
|
||||||
|
assert.deepEqual(LayoutAudit.gradientStops("none"), []);
|
||||||
|
});
|
||||||
|
});
|
||||||
@@ -0,0 +1,230 @@
|
|||||||
|
// The house's cut.
|
||||||
|
//
|
||||||
|
// A game that rakes has chips leaving the table every hand, and the bank check used to
|
||||||
|
// call them missing: buy-ins in, chips on the felt, and a dealer told somebody had been
|
||||||
|
// paid for chips they never got. The cut is the one thing here that is supposed to go
|
||||||
|
// and not come back.
|
||||||
|
const test = require("node:test");
|
||||||
|
const { describe } = require("node:test");
|
||||||
|
const assert = require("node:assert");
|
||||||
|
const { Money, HoldemState, Betting, makeTable, chipsOnTable } = require("./load");
|
||||||
|
|
||||||
|
const raking = (rake, extra = {}) => {
|
||||||
|
const state = makeTable({ seatCount: 6, stack: 200, ...extra });
|
||||||
|
state.rake = { percent: 0, cap: null, noFlopNoDrop: true, ...rake };
|
||||||
|
return state;
|
||||||
|
};
|
||||||
|
|
||||||
|
describe("what the house takes", () => {
|
||||||
|
test("nothing, unless somebody says otherwise", () => {
|
||||||
|
const state = makeTable({ seatCount: 6 });
|
||||||
|
assert.equal(state.rake.percent, 0);
|
||||||
|
assert.equal(HoldemState.rakeOn(state, 100), 0);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a percentage of the pot", () => {
|
||||||
|
assert.equal(HoldemState.rakeOn(raking({ percent: 5 }), 100), 5);
|
||||||
|
assert.equal(HoldemState.rakeOn(raking({ percent: 10 }), 60), 6);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("no more than the cap", () => {
|
||||||
|
const state = raking({ percent: 5, cap: 5 });
|
||||||
|
assert.equal(HoldemState.rakeOn(state, 100), 5);
|
||||||
|
assert.equal(HoldemState.rakeOn(state, 400), 5, "still five on a pot four times the size");
|
||||||
|
assert.equal(HoldemState.rakeOn(state, 40), 2, "under the cap it is just the percentage");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("no flop, no drop", () => {
|
||||||
|
const state = raking({ percent: 5 });
|
||||||
|
assert.equal(HoldemState.rakeOn(state, 100, false), 0, "hand ended before the flop");
|
||||||
|
assert.equal(HoldemState.rakeOn(state, 100, true), 5);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("unless the house rakes every pot", () => {
|
||||||
|
const state = raking({ percent: 5, noFlopNoDrop: false });
|
||||||
|
assert.equal(HoldemState.rakeOn(state, 100, false), 5);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("nothing it can't make out of the table's chips, rounded the players' way", () => {
|
||||||
|
// 5% of $30 is $1.50, and this table's smallest chip is a dollar.
|
||||||
|
const state = raking({ percent: 5 });
|
||||||
|
assert.equal(HoldemState.rakeOn(state, 30), 1);
|
||||||
|
// 5% of $10 is 50c — under a chip, so the house takes nothing at all.
|
||||||
|
assert.equal(HoldemState.rakeOn(state, 10), 0);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("never more than the pot, whatever gets typed in", () => {
|
||||||
|
assert.equal(HoldemState.rakeOn(raking({ percent: 100 }), 20), 20);
|
||||||
|
assert.equal(HoldemState.rakeOn(raking({ percent: 5, cap: 500 }), 20), 1);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("nothing out of an empty pot", () => {
|
||||||
|
assert.equal(HoldemState.rakeOn(raking({ percent: 5 }), 0), 0);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("taking it out of the pot", () => {
|
||||||
|
const winner = amount => [{ id: "a", label: "Ann", amount }];
|
||||||
|
|
||||||
|
test("one winner just gets the pot less the cut", () => {
|
||||||
|
const { payouts, rake } = HoldemState.applyRake(winner(100), 5);
|
||||||
|
assert.equal(rake, 5);
|
||||||
|
assert.deepEqual(payouts.map(p => p.amount), [95]);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a split pot shares what's left, in proportion", () => {
|
||||||
|
const { payouts } = HoldemState.applyRake(
|
||||||
|
[{ id: "a", label: "Ann", amount: 60 }, { id: "b", label: "Ben", amount: 40 }], 10);
|
||||||
|
assert.deepEqual(payouts.map(p => p.amount), [54, 36]);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("the rounding leftovers go back to the players, not to the house", () => {
|
||||||
|
// $100 split three ways less $7: 93 doesn't divide evenly, and every cent of
|
||||||
|
// it has to land on somebody.
|
||||||
|
const { payouts, rake } = HoldemState.applyRake([
|
||||||
|
{ id: "a", label: "Ann", amount: 34 },
|
||||||
|
{ id: "b", label: "Ben", amount: 33 },
|
||||||
|
{ id: "c", label: "Cal", amount: 33 },
|
||||||
|
], 7);
|
||||||
|
assert.equal(rake, 7);
|
||||||
|
assert.equal(Money.round(payouts.reduce((sum, p) => sum + p.amount, 0)), 93);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("what goes out plus what the house keeps is what was in the middle", () => {
|
||||||
|
[[100, 5], [37.5, 1.25], [1000, 0], [9, 9]].forEach(([pot, rake]) => {
|
||||||
|
const result = HoldemState.applyRake(winner(pot), rake);
|
||||||
|
assert.equal(Money.round(result.payouts[0].amount + result.rake), pot, `${pot} less ${rake}`);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
test("asking for more than the pot takes the pot, not more", () => {
|
||||||
|
const { payouts, rake } = HoldemState.applyRake(winner(20), 50);
|
||||||
|
assert.equal(rake, 20);
|
||||||
|
assert.deepEqual(payouts.map(p => p.amount), [0]);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("no rake, no change — the same payouts come back", () => {
|
||||||
|
const { payouts, rake } = HoldemState.applyRake(winner(80), 0);
|
||||||
|
assert.equal(rake, 0);
|
||||||
|
assert.deepEqual(payouts.map(p => p.amount), [80]);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("what the box is checked against", () => {
|
||||||
|
test("raked chips are gone but not missing", () => {
|
||||||
|
const state = raking({ percent: 5 });
|
||||||
|
state.seats.forEach(p => { p.buyIns = 200; });
|
||||||
|
const before = HoldemState.bankReconciliation(state);
|
||||||
|
assert.equal(before.balanced, true);
|
||||||
|
|
||||||
|
// The house takes $10 out of the middle: somebody's stack is $10 lighter.
|
||||||
|
state.seats[0].stack = 190;
|
||||||
|
state.rakeTaken = 10;
|
||||||
|
const after = HoldemState.bankReconciliation(state);
|
||||||
|
assert.equal(after.raked, 10);
|
||||||
|
assert.equal(after.balanced, true, "the check still balances");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("and are told apart from the ones that went astray", () => {
|
||||||
|
const state = raking({ percent: 5 });
|
||||||
|
state.seats.forEach(p => { p.buyIns = 200; });
|
||||||
|
state.seats[0].stack = 180;
|
||||||
|
state.rakeTaken = 10;
|
||||||
|
const check = HoldemState.bankReconciliation(state);
|
||||||
|
assert.equal(check.raked, 10);
|
||||||
|
assert.equal(check.difference, -10, "ten dollars really are missing");
|
||||||
|
assert.equal(check.balanced, false);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a table that has never raked reads exactly as it did before", () => {
|
||||||
|
const state = makeTable({ seatCount: 6 });
|
||||||
|
state.seats.forEach(p => { p.buyIns = 100; p.stack = 100; });
|
||||||
|
const check = HoldemState.bankReconciliation(state);
|
||||||
|
assert.equal(check.raked, 0);
|
||||||
|
assert.equal(check.balanced, true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("the record of it", () => {
|
||||||
|
test("the hand log keeps the pot as the table saw it, and the cut beside it", () => {
|
||||||
|
const state = raking({ percent: 5 });
|
||||||
|
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 95 }], 5);
|
||||||
|
const [entry] = state.handHistory;
|
||||||
|
assert.equal(entry.pot, 100, "the pot in the middle");
|
||||||
|
assert.equal(entry.rake, 5);
|
||||||
|
assert.equal(entry.payouts[0].amount, 95, "what the winner actually took");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a hand with no rake records a zero rather than nothing", () => {
|
||||||
|
const state = makeTable({ seatCount: 6 });
|
||||||
|
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 40 }]);
|
||||||
|
assert.equal(state.handHistory[0].rake, 0);
|
||||||
|
assert.equal(state.handHistory[0].pot, 40);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a table saved before the house took anything takes nothing", () => {
|
||||||
|
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
|
||||||
|
delete parsed.rake;
|
||||||
|
delete parsed.rakeTaken;
|
||||||
|
const migrated = HoldemState.migrate(parsed);
|
||||||
|
assert.equal(migrated.rake.percent, 0);
|
||||||
|
assert.equal(migrated.rake.noFlopNoDrop, true);
|
||||||
|
assert.equal(migrated.rakeTaken, 0);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("nonsense in a saved rake is cleaned up rather than trusted", () => {
|
||||||
|
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
|
||||||
|
parsed.rake = { percent: -5, cap: -1, noFlopNoDrop: false };
|
||||||
|
parsed.rakeTaken = -20;
|
||||||
|
const migrated = HoldemState.migrate(parsed);
|
||||||
|
assert.equal(migrated.rake.percent, 0);
|
||||||
|
assert.equal(migrated.rake.cap, null);
|
||||||
|
assert.equal(migrated.rake.noFlopNoDrop, false, "that one is a real choice");
|
||||||
|
assert.equal(migrated.rakeTaken, 0);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("the file the dealer hands over", () => {
|
||||||
|
const { HandHistoryExport } = require("./load");
|
||||||
|
|
||||||
|
test("has a column for what the house took", () => {
|
||||||
|
const state = raking({ percent: 5 });
|
||||||
|
HoldemState.recordHand(state, [{ id: "a", label: "Ann", amount: 95 }], 5);
|
||||||
|
HoldemState.recordHand(state, [{ id: "b", label: "Ben", amount: 40 }], 0);
|
||||||
|
|
||||||
|
// Oldest hand first, and money as bare numbers so a spreadsheet can total it.
|
||||||
|
const csv = HandHistoryExport.toCsv(state.handHistory);
|
||||||
|
const [header, raked, unraked] = csv.split("\n");
|
||||||
|
assert.match(header, /Pot,House take,Payouts/);
|
||||||
|
assert.match(raked, /,100\.00,5\.00,/, "the raked hand says how much was taken");
|
||||||
|
assert.match(unraked, /,40\.00,0\.00,/, "and the unraked one says nothing was");
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("a raked hand, end to end", () => {
|
||||||
|
test("the chips add up: stacks plus the house's cut equal what was bought in", () => {
|
||||||
|
// 5/10 blinds, so six callers make a pot big enough for 5% to be a whole chip.
|
||||||
|
// At 1/2 the same hand makes $12, 5% of which is 60c and rounds away to
|
||||||
|
// nothing — which is the rule working, not a hand worth testing the bank on.
|
||||||
|
const state = raking({ percent: 5, cap: 5 }, { smallBlind: 5, bigBlind: 10 });
|
||||||
|
state.seats.forEach(p => { p.buyIns = 200; });
|
||||||
|
Betting.beginHand(state);
|
||||||
|
// Everyone calls the big blind, then it is checked down.
|
||||||
|
state.seats.forEach((p, i) => { if (p.inHand) Betting.putIn(state, i, Betting.toCall(state, p)); });
|
||||||
|
Betting.sweepToHandTotals(state);
|
||||||
|
|
||||||
|
const pot = state.seats.reduce((sum, p) => sum + (Number(p.amountOverride) || 0), 0);
|
||||||
|
const rake = HoldemState.rakeOn(state, pot, true);
|
||||||
|
assert.equal(pot, 60);
|
||||||
|
assert.equal(rake, 3);
|
||||||
|
|
||||||
|
const { payouts } = HoldemState.applyRake([{ id: state.seats[0].id, label: "P1", amount: pot }], rake);
|
||||||
|
state.rakeTaken = rake;
|
||||||
|
HoldemState.recordHand(state, payouts, rake);
|
||||||
|
Betting.creditWinnings(state, payouts);
|
||||||
|
HoldemState.startNextHand(state);
|
||||||
|
|
||||||
|
assert.equal(Money.round(chipsOnTable(state) + state.rakeTaken), 1200);
|
||||||
|
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
|
||||||
|
});
|
||||||
|
});
|
||||||
+55
-38
@@ -68,57 +68,74 @@ async function main() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
const browser = await chromium.launch();
|
const browser = await chromium.launch();
|
||||||
const page = await browser.newPage();
|
|
||||||
const failures = [];
|
const failures = [];
|
||||||
const warnings = [];
|
const warnings = [];
|
||||||
let checks = 0;
|
let checks = 0;
|
||||||
|
|
||||||
for (const [width, height, label] of VIEWPORTS) {
|
// Twice over: once with a mouse, once with a thumb. The 44px rule stands itself
|
||||||
await page.setViewportSize({ width, height });
|
// down where `hover: hover` says there's a pointer, and a headless desktop browser
|
||||||
|
// is a pointer — so a single pass here has never once measured a touch target,
|
||||||
|
// however many viewports it visited. The phone-sized ones are exactly the pass that
|
||||||
|
// needs it.
|
||||||
|
for (const touch of [false, true]) {
|
||||||
|
const context = await browser.newContext(touch
|
||||||
|
? { hasTouch: true, isMobile: true, deviceScaleFactor: 3 }
|
||||||
|
: {});
|
||||||
|
const page = await context.newPage();
|
||||||
|
const hand = touch ? "touch" : "mouse";
|
||||||
|
|
||||||
await page.goto(`${BASE}/Casino/TexasHoldem`);
|
for (const [width, height, rawLabel] of VIEWPORTS) {
|
||||||
await page.evaluate(seedTable);
|
const label = `${rawLabel} · ${hand}`;
|
||||||
await page.goto(`${BASE}/Casino/TexasHoldem`);
|
await page.setViewportSize({ width, height });
|
||||||
await page.click("#nextHandBtn");
|
|
||||||
await page.waitForTimeout(300);
|
|
||||||
await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
|
|
||||||
await page.addScriptTag({ path: AUDIT });
|
|
||||||
|
|
||||||
const table = await page.evaluate(() => LayoutAudit.runAll());
|
await page.goto(`${BASE}/Casino/TexasHoldem`);
|
||||||
checks++;
|
await page.evaluate(seedTable);
|
||||||
if (!table.clean) failures.push({ where: `table · ${label} ${width}x${height}`, offenders: table.failed.flatMap(f => f.offenders) });
|
await page.goto(`${BASE}/Casino/TexasHoldem`);
|
||||||
table.warnings.forEach(w => warnings.push(`${label}: ${w}`));
|
await page.click("#nextHandBtn");
|
||||||
|
await page.waitForTimeout(300);
|
||||||
|
await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
|
||||||
|
await page.addScriptTag({ path: AUDIT });
|
||||||
|
|
||||||
for (const [name, open] of OVERLAYS) {
|
const table = await page.evaluate(() => LayoutAudit.runAll());
|
||||||
await page.evaluate(open);
|
|
||||||
await page.waitForTimeout(180);
|
|
||||||
checks++;
|
checks++;
|
||||||
const result = await page.evaluate(() => {
|
if (!table.clean) failures.push({ where: `table · ${label} ${width}x${height}`, offenders: table.failed.flatMap(f => f.offenders) });
|
||||||
const overlay = [...document.querySelectorAll("[id$='Overlay']")].find(o => !o.hidden);
|
table.warnings.forEach(w => warnings.push(`${label}: ${w}`));
|
||||||
if (!overlay) return { offenders: [] };
|
|
||||||
return LayoutAudit.occlusion(`#${overlay.id} button, #${overlay.id} a, #${overlay.id} input`);
|
|
||||||
});
|
|
||||||
await page.evaluate(() => document.querySelectorAll("[id$='Overlay']").forEach(o => { o.hidden = true; }));
|
|
||||||
if (result.offenders.length) failures.push({ where: `${name} · ${label} ${width}x${height}`, offenders: result.offenders });
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (const [width, height, label] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
|
for (const [name, open] of OVERLAYS) {
|
||||||
await page.setViewportSize({ width, height });
|
await page.evaluate(open);
|
||||||
await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
|
await page.waitForTimeout(180);
|
||||||
await page.evaluate(() => {
|
checks++;
|
||||||
const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
|
const result = await page.evaluate(() => {
|
||||||
if (button) button.click();
|
const overlay = [...document.querySelectorAll("[id$='Overlay']")].find(o => !o.hidden);
|
||||||
});
|
if (!overlay) return { offenders: [] };
|
||||||
await page.addScriptTag({ path: AUDIT });
|
return LayoutAudit.occlusion(`#${overlay.id} button, #${overlay.id} a, #${overlay.id} input`);
|
||||||
checks++;
|
});
|
||||||
const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
|
await page.evaluate(() => document.querySelectorAll("[id$='Overlay']").forEach(o => { o.hidden = true; }));
|
||||||
if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
|
if (result.offenders.length) failures.push({ where: `${name} · ${label} ${width}x${height}`, offenders: result.offenders });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const [width, height, rawLabel] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
|
||||||
|
const label = `${rawLabel} · ${hand}`;
|
||||||
|
await page.setViewportSize({ width, height });
|
||||||
|
await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
|
||||||
|
await page.evaluate(() => {
|
||||||
|
const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
|
||||||
|
if (button) button.click();
|
||||||
|
});
|
||||||
|
await page.addScriptTag({ path: AUDIT });
|
||||||
|
checks++;
|
||||||
|
const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
|
||||||
|
if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
|
||||||
|
result.warnings.forEach(w => warnings.push(`quick split · ${label}: ${w}`));
|
||||||
|
}
|
||||||
|
|
||||||
|
await context.close();
|
||||||
}
|
}
|
||||||
|
|
||||||
await browser.close();
|
await browser.close();
|
||||||
|
|
||||||
console.log(`${checks} audits across ${VIEWPORTS.length} viewports`);
|
console.log(`${checks} audits across ${VIEWPORTS.length} viewports, with a mouse and with a thumb`);
|
||||||
warnings.forEach(w => console.log(` note: ${w}`));
|
warnings.forEach(w => console.log(` note: ${w}`));
|
||||||
if (failures.length === 0) {
|
if (failures.length === 0) {
|
||||||
console.log("clean");
|
console.log("clean");
|
||||||
|
|||||||
@@ -92,6 +92,100 @@ describe("a felt wider than it is tall", () => {
|
|||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
|
describe("how close the closest two seats come", () => {
|
||||||
|
// What decides whether the pucks shrink. Rim length per seat was the first answer
|
||||||
|
// and it is the wrong question: it measures the walk between two seats, not the
|
||||||
|
// gap. On a long oval the rim doubles back at the ends, so two seats a long walk
|
||||||
|
// apart end up stacked one above the other.
|
||||||
|
const gap = (count, width, height) => Render.closestSeatGapPx(count, { width, height });
|
||||||
|
|
||||||
|
test("a flat table no longer stacks two seats at each end", () => {
|
||||||
|
// 616x96: the landscape felt on a 640x360 phone once the bar has grown. On an
|
||||||
|
// ellipse that flat the end pair came out 25px apart with 64px pucks. The rim
|
||||||
|
// is a stadium at this shape, so an end holds one seat.
|
||||||
|
assert.ok(gap(6, 616, 96) > 70, `${gap(6, 616, 96).toFixed(0)}px apart`);
|
||||||
|
assert.ok(gap(12, 616, 96) > 40, `${gap(12, 616, 96).toFixed(0)}px apart at twelve seats`);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("an ellipse's ends are still closer than its rim suggests, which is why the shape changes", () => {
|
||||||
|
// Same felt, forced through the ellipse the tool uses for rounder tables.
|
||||||
|
const asEllipse = Render.ringAngles(6, 44, 42, 616 / 96).map(angle => ({
|
||||||
|
x: ((50 + 44 * Math.cos(angle)) / 100) * 616,
|
||||||
|
y: ((50 + 42 * Math.sin(angle)) / 100) * 96,
|
||||||
|
}));
|
||||||
|
const closest = asEllipse.reduce((least, point, i) => {
|
||||||
|
const next = asEllipse[(i + 1) % asEllipse.length];
|
||||||
|
return Math.min(least, Math.hypot(point.x - next.x, point.y - next.y));
|
||||||
|
}, Infinity);
|
||||||
|
assert.ok(closest < 70, `${closest.toFixed(0)}px`);
|
||||||
|
assert.ok(gap(6, 616, 96) > closest * 1.3,
|
||||||
|
`stadium ${gap(6, 616, 96).toFixed(0)}px against ellipse ${closest.toFixed(0)}px`);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a round table's neighbours are about as far apart as the rim says", () => {
|
||||||
|
const rim = (Math.PI * 2 * 0.43 * 400) / 9;
|
||||||
|
assert.ok(Math.abs(gap(9, 400, 400) - rim) < rim * 0.15);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("more seats, less room, in that order", () => {
|
||||||
|
assert.ok(gap(12, 400, 400) < gap(9, 400, 400));
|
||||||
|
assert.ok(gap(9, 400, 400) < gap(6, 400, 400));
|
||||||
|
assert.ok(gap(6, 400, 400) < gap(6, 800, 800), "and a bigger table gives more");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("nothing to measure between fewer than two seats", () => {
|
||||||
|
assert.equal(gap(1, 400, 400), Infinity);
|
||||||
|
assert.equal(gap(9, 0, 0), Infinity);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("which rim a table gets", () => {
|
||||||
|
// An ellipse until the table is much wider than tall, then a stadium: two rails
|
||||||
|
// and a half-round cap at each end, which is how a real poker table is built.
|
||||||
|
const shape = (width, height) => {
|
||||||
|
const aspect = width / height;
|
||||||
|
return 44 * aspect > 42 * Render.STADIUM_RATIO ? "stadium" : "ellipse";
|
||||||
|
};
|
||||||
|
|
||||||
|
test("every layout the tool had keeps the ellipse", () => {
|
||||||
|
assert.equal(shape(844, 608), "ellipse", "desktop");
|
||||||
|
assert.equal(shape(600, 600), "ellipse", "tablet");
|
||||||
|
assert.equal(shape(278, 314), "ellipse", "phone upright");
|
||||||
|
assert.equal(shape(336, 240), "ellipse", "short phone upright");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a phone on its side gets the stadium", () => {
|
||||||
|
assert.equal(shape(528, 73), "stadium");
|
||||||
|
assert.equal(shape(780, 113), "stadium");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("the cap holds one seat instead of stacking two", () => {
|
||||||
|
// Six seats on a 616x96 rim: the walk between neighbours has to be longer than
|
||||||
|
// the cap, or two of them end up on the same half-circle.
|
||||||
|
const halfWidth = 44 * (616 / 96), halfHeight = 42;
|
||||||
|
const perimeter = 4 * (halfWidth - halfHeight) + 2 * Math.PI * halfHeight;
|
||||||
|
assert.ok(perimeter / 6 > Math.PI * halfHeight, "one seat per cap at six-handed");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("seat one is still at the top centre, and the ring still mirrors", () => {
|
||||||
|
const seats = Array.from({ length: 8 }, (_, i) => Render.positionOnRing(i, 8, 44, 42, 616 / 96));
|
||||||
|
assert.ok(Math.abs(seats[0].left - 50) < 0.01);
|
||||||
|
assert.ok(seats[0].top < 50);
|
||||||
|
for (let seat = 1; seat < 4; seat++) {
|
||||||
|
const mirrored = seats[8 - seat];
|
||||||
|
assert.ok(Math.abs((seats[seat].left - 50) + (mirrored.left - 50)) < 0.01, `seat ${seat} across`);
|
||||||
|
assert.ok(Math.abs(seats[seat].top - mirrored.top) < 0.01, `seat ${seat} down`);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
test("nobody is drawn off the felt", () => {
|
||||||
|
Array.from({ length: 12 }, (_, i) => Render.positionOnRing(i, 12, 44, 42, 616 / 96)).forEach((seat, i) => {
|
||||||
|
assert.ok(seat.left >= 5 && seat.left <= 95, `seat ${i + 1} across at ${seat.left.toFixed(1)}%`);
|
||||||
|
assert.ok(seat.top >= 7 && seat.top <= 93, `seat ${i + 1} down at ${seat.top.toFixed(1)}%`);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
describe("the shape of the ring", () => {
|
describe("the shape of the ring", () => {
|
||||||
test("is a mirror image left to right", () => {
|
test("is a mirror image left to right", () => {
|
||||||
const seats = ringPixels(10, 601, 126);
|
const seats = ringPixels(10, 601, 126);
|
||||||
|
|||||||
@@ -0,0 +1,188 @@
|
|||||||
|
// The straddle: a blind raise put out before the cards by the player left of the big
|
||||||
|
// blind, for twice it.
|
||||||
|
//
|
||||||
|
// Home games run them constantly, and it is three rules at once — the amount, who is
|
||||||
|
// first to act, and what the minimum raise becomes. Faking one by dealing and having
|
||||||
|
// the straddler "raise" gets the last of those right and the other two wrong.
|
||||||
|
const test = require("node:test");
|
||||||
|
const { describe } = require("node:test");
|
||||||
|
const assert = require("node:assert");
|
||||||
|
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
|
||||||
|
|
||||||
|
// Six seats, everyone in, button on seat 0: small blind seat 1, big blind seat 2,
|
||||||
|
// straddle seat 3.
|
||||||
|
const table = (straddles = 0, extra = {}) => {
|
||||||
|
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0, ...extra });
|
||||||
|
state.straddleCount = straddles;
|
||||||
|
return state;
|
||||||
|
};
|
||||||
|
|
||||||
|
const dealt = (straddles = 0, extra = {}) => {
|
||||||
|
const state = table(straddles, extra);
|
||||||
|
Betting.beginHand(state);
|
||||||
|
return state;
|
||||||
|
};
|
||||||
|
|
||||||
|
describe("what goes in the middle", () => {
|
||||||
|
test("the seat left of the big blind puts out twice it", () => {
|
||||||
|
const state = dealt(1);
|
||||||
|
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 0, 0]);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a re-straddle doubles again, one seat further round", () => {
|
||||||
|
const state = dealt(2);
|
||||||
|
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 8, 0]);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("none of it comes from anywhere but the straddler's stack", () => {
|
||||||
|
const before = chipsOnTable(table(2));
|
||||||
|
assert.equal(chipsOnTable(dealt(2)), before);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("the felt is told who straddled, not left to work it out", () => {
|
||||||
|
assert.deepEqual(dealt(2).postedStraddles, [3, 4]);
|
||||||
|
assert.deepEqual(dealt(0).postedStraddles, []);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("who is on the clock", () => {
|
||||||
|
test("action starts left of the straddler, not left of the big blind", () => {
|
||||||
|
assert.equal(dealt(0).actingSeatIndex, 3, "without a straddle it is the seat after the big blind");
|
||||||
|
assert.equal(dealt(1).actingSeatIndex, 4);
|
||||||
|
assert.equal(dealt(2).actingSeatIndex, 5);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("the straddler still has the option when it comes back to them", () => {
|
||||||
|
const state = dealt(1);
|
||||||
|
// Everyone calls the straddle round to the big blind.
|
||||||
|
[4, 5, 0, 1, 2].forEach(seat => {
|
||||||
|
assert.equal(state.actingSeatIndex, seat, `expected seat ${seat} to be up`);
|
||||||
|
Betting.call(state, seat);
|
||||||
|
});
|
||||||
|
assert.equal(state.actingSeatIndex, 3, "back to the straddler");
|
||||||
|
assert.equal(Betting.toCall(state, state.seats[3]), 0, "nothing to call");
|
||||||
|
assert.equal(Betting.isStreetComplete(state), false, "and the street isn't over until they say so");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("the straddler checking closes it", () => {
|
||||||
|
const state = dealt(1);
|
||||||
|
[4, 5, 0, 1, 2].forEach(seat => Betting.call(state, seat));
|
||||||
|
Betting.check(state, 3);
|
||||||
|
assert.equal(Betting.isStreetComplete(state), true);
|
||||||
|
assert.equal(state.actingSeatIndex, null);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("the big blind acts in turn, not last", () => {
|
||||||
|
const state = dealt(1);
|
||||||
|
Betting.call(state, 4);
|
||||||
|
Betting.call(state, 5);
|
||||||
|
Betting.call(state, 0);
|
||||||
|
Betting.call(state, 1);
|
||||||
|
assert.equal(state.actingSeatIndex, 2, "the big blind is up before the straddler");
|
||||||
|
assert.equal(Betting.toCall(state, state.seats[2]), 2, "and owes the difference to the straddle");
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("what it costs to raise", () => {
|
||||||
|
test("the minimum raise is twice the straddle, not the straddle plus a blind", () => {
|
||||||
|
// $2 blinds, $4 straddle: the next raise is to $8. Measured off the big blind
|
||||||
|
// instead it comes out at $6, and every player at the table would argue.
|
||||||
|
assert.equal(Betting.minRaiseTo(dealt(1)), 8);
|
||||||
|
assert.equal(Betting.minRaiseTo(dealt(2)), 16);
|
||||||
|
assert.equal(Betting.minRaiseTo(dealt(0)), 4);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("what the table owes is measured off the straddle", () => {
|
||||||
|
const state = dealt(1);
|
||||||
|
assert.equal(state.currentBet, 4);
|
||||||
|
assert.equal(Betting.toCall(state, state.seats[4]), 4, "a fresh player calls the straddle");
|
||||||
|
assert.equal(Betting.toCall(state, state.seats[1]), 3, "the small blind owes the rest");
|
||||||
|
assert.equal(Betting.toCall(state, state.seats[2]), 2, "so does the big blind");
|
||||||
|
assert.equal(Betting.toCall(state, state.seats[3]), 0, "the straddler is already good");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a raise over the straddle is a raise, and the straddler can still re-raise", () => {
|
||||||
|
const state = dealt(1);
|
||||||
|
Betting.raiseTo(state, 4, 12);
|
||||||
|
assert.equal(state.currentBet, 12);
|
||||||
|
assert.equal(Betting.minRaiseTo(state), 20, "twice again over a raise of eight");
|
||||||
|
assert.equal(state.seats[3].hasActed, false, "the straddler has not acted yet");
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("how many a table can take", () => {
|
||||||
|
test("everyone but the two blinds", () => {
|
||||||
|
assert.equal(Betting.maxStraddles(table(0)), 4);
|
||||||
|
assert.equal(Betting.maxStraddles(table(0, { seatCount: 3, seated: [0, 1, 2] })), 1);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("heads-up, none — there is no seat left of the big blind to straddle from", () => {
|
||||||
|
const heads = table(1, { seatCount: 6, seated: [0, 1] });
|
||||||
|
assert.equal(Betting.maxStraddles(heads), 0);
|
||||||
|
assert.deepEqual(Betting.straddleSeats(heads), []);
|
||||||
|
Betting.beginHand(heads);
|
||||||
|
assert.deepEqual(heads.seats.map(p => p.committed), [1, 2, 0, 0, 0, 0]);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("asking for more than the table has stops at the last seat", () => {
|
||||||
|
const state = table(0, { seatCount: 4, seated: [0, 1, 2, 3] });
|
||||||
|
state.straddleCount = 99;
|
||||||
|
assert.equal(Betting.straddleSeats(state).length, 2);
|
||||||
|
Betting.beginHand(state);
|
||||||
|
assert.deepEqual(state.seats.map(p => p.committed), [8, 1, 2, 4]);
|
||||||
|
assert.equal(state.actingSeatIndex, 1, "round to the small blind, who is first to act");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a seat with no chips is never handed one", () => {
|
||||||
|
const state = table(1);
|
||||||
|
state.seats[3].stack = 0;
|
||||||
|
// Seat 3 is sat out for the deal, so the straddle passes to seat 4.
|
||||||
|
assert.deepEqual(Betting.straddleSeats(state), [{ index: 4, amount: 4 }]);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("what it doesn't outlive", () => {
|
||||||
|
test("the hand it was called for", () => {
|
||||||
|
const state = dealt(1);
|
||||||
|
HoldemState.startNextHand(state);
|
||||||
|
assert.equal(state.straddleCount, 0, "nobody straddles again by accident");
|
||||||
|
assert.deepEqual(state.postedStraddles, []);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("but it survives the button being pushed around before the deal", () => {
|
||||||
|
// repostBlinds takes every posted chip back and deals again; a straddle that
|
||||||
|
// vanished there would have been paid once and never returned.
|
||||||
|
const state = dealt(1);
|
||||||
|
const before = chipsOnTable(state);
|
||||||
|
Betting.repostBlinds(state);
|
||||||
|
assert.deepEqual(state.seats.map(p => p.committed), [0, 1, 2, 4, 0, 0]);
|
||||||
|
assert.equal(chipsOnTable(state), before);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("a table saved before straddles existed reads as having none", () => {
|
||||||
|
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
|
||||||
|
delete parsed.straddleCount;
|
||||||
|
delete parsed.postedStraddles;
|
||||||
|
const migrated = HoldemState.migrate(parsed);
|
||||||
|
assert.equal(migrated.straddleCount, 0);
|
||||||
|
assert.deepEqual(migrated.postedStraddles, []);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("what the dealer is shown before dealing", () => {
|
||||||
|
test("the straddles that are coming, and how many more it could take", () => {
|
||||||
|
const preview = Betting.blindPreview(table(1));
|
||||||
|
assert.deepEqual(preview.straddles, [{ index: 3, amount: 4 }]);
|
||||||
|
assert.equal(preview.maxStraddles, 4);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("and the preview matches what dealing actually does", () => {
|
||||||
|
const state = table(2);
|
||||||
|
const preview = Betting.blindPreview(state);
|
||||||
|
Betting.beginHand(state);
|
||||||
|
assert.deepEqual(preview.straddles.map(s => s.index), state.postedStraddles);
|
||||||
|
preview.straddles.forEach(({ index, amount }) => {
|
||||||
|
assert.equal(state.seats[index].committed, amount, `seat ${index + 1}`);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
+78
-11
@@ -393,6 +393,37 @@ const LayoutAudit = {
|
|||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
// How much of this element actually reaches the screen, and what is behind the
|
||||||
|
// thing doing the fading.
|
||||||
|
//
|
||||||
|
// `opacity` on a box fades the whole box — its text and its own background together
|
||||||
|
// — onto whatever sits behind that box. So a dimmed seat is not "grey text on a
|
||||||
|
// dark puck"; it is a faded puck and faded text both landing on the felt. Both
|
||||||
|
// halves have to be composited the same way or the number means nothing.
|
||||||
|
fading(el) {
|
||||||
|
let alpha = 1;
|
||||||
|
let outermost = null;
|
||||||
|
for (let node = el; node; node = node.parentElement) {
|
||||||
|
const own = parseFloat(getComputedStyle(node).opacity);
|
||||||
|
if (own < 0.99) {
|
||||||
|
alpha *= own;
|
||||||
|
outermost = node;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!outermost) return { alpha: 1, behind: null };
|
||||||
|
return { alpha, behind: this.backgroundCandidates(outermost.parentElement || document.body)[0] || null };
|
||||||
|
},
|
||||||
|
|
||||||
|
// The two colours as the screen actually shows them, once the fading is applied.
|
||||||
|
asPainted(fgRaw, bg, fade) {
|
||||||
|
const solid = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
|
||||||
|
if (fade.alpha >= 0.99 || !fade.behind) return { fg: solid, bg };
|
||||||
|
return {
|
||||||
|
fg: this.over({ ...solid, a: solid.a * fade.alpha }, fade.behind),
|
||||||
|
bg: this.over({ ...bg, a: bg.a * fade.alpha }, fade.behind),
|
||||||
|
};
|
||||||
|
},
|
||||||
|
|
||||||
contrast({ minimum = 4.5, largeMinimum = 3, selector = null } = {}) {
|
contrast({ minimum = 4.5, largeMinimum = 3, selector = null } = {}) {
|
||||||
const offenders = [];
|
const offenders = [];
|
||||||
const unmeasured = [];
|
const unmeasured = [];
|
||||||
@@ -426,12 +457,17 @@ const LayoutAudit = {
|
|||||||
// exempt — there's nothing to read at zero — but anything in between is
|
// exempt — there's nothing to read at zero — but anything in between is
|
||||||
// reported as unmeasured rather than passed over in silence, because a
|
// reported as unmeasured rather than passed over in silence, because a
|
||||||
// number nobody checked is not the same as a number that's fine.
|
// number nobody checked is not the same as a number that's fine.
|
||||||
const opacity = parseFloat(style.opacity);
|
const fade = this.fading(el);
|
||||||
if (opacity <= 0.02) return;
|
if (fade.alpha <= 0.02) return;
|
||||||
const faded = opacity < 0.99 ||
|
|
||||||
[...this.ancestors(el)].some(a => parseFloat(getComputedStyle(a).opacity) < 0.99);
|
// A control that is switched off is the one exemption WCAG itself grants —
|
||||||
if (faded) {
|
// an inactive component has no contrast requirement, which is why every
|
||||||
unmeasured.push(`${this.describe(el)} :: faded (opacity ${opacity}), contrast not checked`);
|
// toolkit dims them. Said out loud rather than skipped in silence: this is
|
||||||
|
// the only exemption in here, and the moment a dimmed thing turns out to be
|
||||||
|
// live it stops applying.
|
||||||
|
const off = el.closest("[disabled], [aria-disabled='true']");
|
||||||
|
if (off) {
|
||||||
|
unmeasured.push(`${this.describe(el)} :: disabled control, exempt from AA`);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
// aria-hidden used to exempt text here, on the grounds that decoration
|
// aria-hidden used to exempt text here, on the grounds that decoration
|
||||||
@@ -459,8 +495,8 @@ const LayoutAudit = {
|
|||||||
// The kindest reading available: best contrast across every candidate.
|
// The kindest reading available: best contrast across every candidate.
|
||||||
let best = 0;
|
let best = 0;
|
||||||
candidates.forEach(bg => {
|
candidates.forEach(bg => {
|
||||||
const fg = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
|
const painted = this.asPainted(fgRaw, bg, fade);
|
||||||
best = Math.max(best, this.contrastRatio(fg, bg));
|
best = Math.max(best, this.contrastRatio(painted.fg, painted.bg));
|
||||||
});
|
});
|
||||||
|
|
||||||
const sizePx = parseFloat(style.fontSize);
|
const sizePx = parseFloat(style.fontSize);
|
||||||
@@ -543,6 +579,17 @@ const LayoutAudit = {
|
|||||||
.filter(el => el.type !== "color")
|
.filter(el => el.type !== "color")
|
||||||
.filter(el => !(exempt && el.matches(exempt)))
|
.filter(el => !(exempt && el.matches(exempt)))
|
||||||
.forEach(el => {
|
.forEach(el => {
|
||||||
|
// A link inside a sentence is the one target WCAG itself carves out:
|
||||||
|
// its size is set by the line it sits in, and padding a word out to
|
||||||
|
// 44px would break the paragraph around it. The rule is about controls
|
||||||
|
// a thumb goes hunting for, not words in prose. Said out loud, and
|
||||||
|
// narrow — display:inline, and real text either side of it.
|
||||||
|
if (el.tagName === "A" && getComputedStyle(el).display === "inline" &&
|
||||||
|
el.parentElement &&
|
||||||
|
[...el.parentElement.childNodes].some(n => n.nodeType === 3 && n.textContent.trim())) {
|
||||||
|
unmeasured.push(`${this.describe(el)} :: link inside a sentence, sized by the line`);
|
||||||
|
return;
|
||||||
|
}
|
||||||
// A control inside a scrolling sheet can sit below its container's
|
// A control inside a scrolling sheet can sit below its container's
|
||||||
// visible area while still having a viewport rect. elementFromPoint at
|
// visible area while still having a viewport rect. elementFromPoint at
|
||||||
// its centre then returns the sheet, effectiveTarget gives up, and the
|
// its centre then returns the sheet, effectiveTarget gives up, and the
|
||||||
@@ -674,6 +721,20 @@ const LayoutAudit = {
|
|||||||
|
|
||||||
// ---- Runner ----
|
// ---- Runner ----
|
||||||
|
|
||||||
|
// Every check this file knows how to make, every time.
|
||||||
|
//
|
||||||
|
// Two of them used not to be here. Contrast was simply missing from the list, and
|
||||||
|
// touch targets sat behind an opt-in flag nobody passed — so "the audit is clean"
|
||||||
|
// has meant nine checks rather than eleven, and the two left out are the two whose
|
||||||
|
// faults a dealer meets in a dim room with their thumb. Both were written, tested
|
||||||
|
// and then never run: the contrast checker was built across two rounds and every
|
||||||
|
// sweep since has been silent about colour.
|
||||||
|
//
|
||||||
|
// A check that decides it can't apply here says so out loud rather than reporting
|
||||||
|
// an empty offenders list, which reads as a pass. touchTargets stands itself down
|
||||||
|
// on a mouse-driven browser — that is right, a 24px control is fine with a cursor
|
||||||
|
// on it — but "not measured" and "measured and fine" are different answers and the
|
||||||
|
// runner now prints which one it got.
|
||||||
runAll(options = {}) {
|
runAll(options = {}) {
|
||||||
const checks = [
|
const checks = [
|
||||||
this.touchAction(),
|
this.touchAction(),
|
||||||
@@ -686,8 +747,9 @@ const LayoutAudit = {
|
|||||||
this.fieldFontSize(),
|
this.fieldFontSize(),
|
||||||
this.seatOwnership(),
|
this.seatOwnership(),
|
||||||
this.oneDealerButton(),
|
this.oneDealerButton(),
|
||||||
|
this.contrast(options.contrast),
|
||||||
|
this.touchTargets(options.minimumTarget, options.touchTargets),
|
||||||
];
|
];
|
||||||
if (options.includeTouchTargets) checks.push(this.touchTargets(options.minimumTarget));
|
|
||||||
|
|
||||||
return {
|
return {
|
||||||
viewport: `${innerWidth}x${innerHeight}`,
|
viewport: `${innerWidth}x${innerHeight}`,
|
||||||
@@ -695,8 +757,13 @@ const LayoutAudit = {
|
|||||||
// Things worth knowing that aren't faults — see occlusion() on toasts.
|
// Things worth knowing that aren't faults — see occlusion() on toasts.
|
||||||
// Controls a check couldn't probe go here too: not a fault, but not a pass
|
// Controls a check couldn't probe go here too: not a fault, but not a pass
|
||||||
// either, and a silent skip is how faults hide.
|
// either, and a silent skip is how faults hide.
|
||||||
warnings: checks.flatMap(c => [...(c.warnings || []), ...(c.unmeasured || [])]),
|
warnings: checks.flatMap(c => [
|
||||||
passed: checks.filter(c => c.offenders.length === 0).map(c => c.name),
|
...(c.warnings || []),
|
||||||
|
...(c.unmeasured || []),
|
||||||
|
...(c.skipped ? [`${c.name}: not run here — ${c.skipped}`] : []),
|
||||||
|
]),
|
||||||
|
passed: checks.filter(c => !c.skipped && c.offenders.length === 0).map(c => c.name),
|
||||||
|
skipped: checks.filter(c => c.skipped).map(c => c.name),
|
||||||
clean: checks.every(c => c.offenders.length === 0),
|
clean: checks.every(c => c.offenders.length === 0),
|
||||||
};
|
};
|
||||||
},
|
},
|
||||||
|
|||||||
Reference in New Issue
Block a user