Compare commits
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e9bc9afcdb |
@@ -79,8 +79,14 @@ const ActionBar = {
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// Anything to act on? A hand with nobody dealt in doesn't get a bar — and that
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// still holds during setup, because a seated player is a live seat whether or not
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// the betting has been opened. An empty table stays uncluttered.
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//
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// A *named* table is not an empty one, though, and that was the hole: name six
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// people without dealing any of them in and the bar hid itself, leaving a screen
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// with six players on it, no way forward and nothing saying why. Anyone with a
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// name on the felt is somebody the dealer has to be told about.
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isRunning() {
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return Betting.liveSeats(this.state).length > 0;
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return Betting.liveSeats(this.state).length > 0 ||
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this.state.seats.some(p => (p.name || "").trim());
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},
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render() {
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@@ -598,6 +604,36 @@ const ActionBar = {
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}
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line.classList.add("dealPromptBlocked");
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wrap.appendChild(line);
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// Named seats that aren't in the hand. Naming a chair now seats whoever is
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// in it, so reaching this takes something else — a table where everyone was
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// sat out, or a save from before that was true — but the way out of it
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// should still be one tap rather than a hunt through six seat editors.
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const benched = this.state.seats
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.map((player, index) => ({ player, index }))
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.filter(({ player }) => (player.name || "").trim() && !player.inHand)
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.map(({ index }) => index);
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if (benched.length > 0) {
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const aside = document.createElement("p");
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aside.className = "dealPromptLine dealPromptAside dealPromptDebt";
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const text = document.createElement("span");
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text.textContent = benched.length === 1
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? `${listNames(benched)} is sitting out.`
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: `${listNames(benched)} are sitting out.`;
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aside.appendChild(text);
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aside.appendChild(this.button(
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benched.length === 1 ? "Deal them in" : `Deal in all ${benched.length}`,
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"dealPromptDebtBtn",
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() => this.commit("dealing everybody in", () => {
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benched.forEach(index => {
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this.state.seats[index].inHand = true;
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this.state.seats[index].folded = false;
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});
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})
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));
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wrap.appendChild(aside);
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}
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return wrap;
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}
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@@ -524,13 +524,41 @@ const Render = {
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this.updatePotBadge();
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this.renderSeatTotal(form, player);
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this.refreshPuck(index);
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// The editor deliberately refreshes narrowly rather than redrawing everything —
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// a full render on every keystroke would take the name field out from under the
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// dealer mid-word. But the action bar answers "is there a table here at all",
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// and seating somebody is exactly what changes that answer. Without this it
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// stayed hidden until something else happened to redraw: two players seated, a
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// dealable hand, and a blank bar until the page was reloaded.
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//
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// Safe to do on every keystroke: the bar is small, it's rebuilt on every action
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// anyway, and nothing inside it can hold focus while the sidebar has it.
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if (typeof ActionBar !== "undefined" && ActionBar.state) ActionBar.render();
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},
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wireSeatFields(form, player, index) {
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const nameInput = form.querySelector(".seatNameInput");
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nameInput.value = player.name;
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nameInput.addEventListener("input", () => {
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// Putting a name on an empty chair is somebody sitting down, so they get
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// dealt in. It used to be two separate acts, and the second one was easy to
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// miss: a dealer setting up typed six names, got six seats that still
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// weren't in the hand, and the action bar hid itself because by its reckoning
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// nobody was playing. Six people at the table and a blank screen.
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//
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// Only for a chair that was empty — no name and not dealt in. Renaming
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// somebody who is sitting out is a correction, not an arrival, and dealing
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// them back in over a typo would be the tool overruling the dealer.
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const wasEmpty = !player.name.trim() && !player.inHand;
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player.name = nameInput.value;
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if (wasEmpty && player.name.trim()) {
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player.inHand = true;
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player.folded = false;
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const inHandBox = form.querySelector(".inHandCheckbox");
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if (inHandBox) inHandBox.checked = true;
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const foldBox = form.querySelector(".foldCheckbox");
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if (foldBox) { foldBox.checked = false; foldBox.disabled = false; }
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}
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document.getElementById("seatEditorTitle").textContent = this.puckLabel(player, index);
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this.commitSeatChange(form, player, index);
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});
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@@ -29,6 +29,10 @@ globalThis.Render = Render;
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const HoldemState = require(path.join(SRC, "state.js"));
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globalThis.HoldemState = HoldemState;
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// actionBar.js after state, since its own module-level code reaches for neither but
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// its methods reach for both. Loaded last so nothing it touches is still undefined.
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const ActionBar = load("actionBar");
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// ---- Table builders ----------------------------------------------------------
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// A table with `seatCount` chairs where `seated` (a list of seat indexes) are dealt
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@@ -81,6 +85,7 @@ module.exports = {
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SettleUp,
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Betting,
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HoldemState,
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ActionBar,
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makeTable,
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chipsOnTable,
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contributions,
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@@ -0,0 +1,134 @@
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// Sitting people down, which is the first thing anybody does with the tool.
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//
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// Naming a chair and dealing that chair in were two separate acts and the second was
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// easy to miss. A dealer setting up typed six names, got six seats that still weren't
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// in the hand, and the action bar hid itself because by its reckoning nobody was
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// playing: six people at the table and a blank screen with no way forward.
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const test = require("node:test");
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const { describe } = require("node:test");
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const assert = require("node:assert");
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const { HoldemState, Betting, ActionBar, makeTable } = require("./load");
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const emptyTable = (seatCount = 10) => {
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const state = HoldemState.createDefault();
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HoldemState.resizeSeats(state, seatCount);
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return state;
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};
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const bar = state => Object.assign(Object.create(ActionBar), { state });
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describe("the bar knows the difference between an empty table and a named one", () => {
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test("a table nobody has touched gets no bar", () => {
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assert.equal(bar(emptyTable()).isRunning(), false, "an empty felt stays uncluttered");
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});
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test("a table with names on it gets one, dealt in or not", () => {
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const state = emptyTable();
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state.seats[0].name = "Ann";
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state.seats[1].name = "Ben";
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assert.equal(Betting.liveSeats(state).length, 0, "nobody is in the hand");
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assert.equal(bar(state).isRunning(), true, "but there are people at the table to say something to");
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});
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test("whitespace isn't a player", () => {
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const state = emptyTable();
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state.seats[0].name = " ";
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assert.equal(bar(state).isRunning(), false);
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});
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test("a table that is playing still gets one", () => {
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assert.equal(bar(makeTable({ seatCount: 6, seated: [0, 1] })).isRunning(), true);
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});
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});
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describe("naming an empty chair sits somebody down", () => {
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// What the seat editor's name field does, as the rule it applies rather than
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// through the DOM: a chair with no name and nobody in it is empty, and putting a
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// name on it is somebody arriving.
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const nameSeat = (player, name) => {
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const wasEmpty = !player.name.trim() && !player.inHand;
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player.name = name;
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if (wasEmpty && player.name.trim()) { player.inHand = true; player.folded = false; }
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};
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test("an empty chair gets dealt in", () => {
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const state = emptyTable();
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nameSeat(state.seats[0], "Ann");
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assert.equal(state.seats[0].inHand, true);
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assert.equal(state.seats[0].folded, false);
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});
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test("six names is six players, not six benched seats", () => {
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const state = emptyTable();
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state.defaultStack = 200; // a table that has told the tool what a buy-in is
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["Ann", "Ben", "Cal", "Dee", "Eve", "Fay"].forEach((name, i) => nameSeat(state.seats[i], name));
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assert.equal(state.seats.filter(p => p.inHand).length, 6);
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assert.equal(bar(state).isRunning(), true);
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assert.ok(Betting.blindPreview(state), "and there's a hand to deal");
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});
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test("renaming somebody who is sitting out doesn't deal them back in", () => {
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// A correction, not an arrival. Dealing them in over a typo would be the tool
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// overruling a dealer who sat them out on purpose.
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const state = emptyTable();
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state.seats[0].name = "Ann";
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state.seats[0].inHand = false;
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nameSeat(state.seats[0], "Anne");
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assert.equal(state.seats[0].inHand, false, "still sitting out, now spelled right");
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});
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test("clearing a name doesn't sit anybody down", () => {
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const state = emptyTable();
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nameSeat(state.seats[0], "Ann");
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nameSeat(state.seats[0], "");
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assert.equal(state.seats[0].name, "");
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});
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test("a chair already in the hand is left alone", () => {
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const state = makeTable({ seatCount: 6, seated: [0] });
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state.seats[0].folded = true;
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nameSeat(state.seats[0], "Ann");
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assert.equal(state.seats[0].folded, true, "mid-hand a fold is not undone by typing");
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});
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});
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describe("the way back from a table where everybody is sat out", () => {
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test("there are named seats to offer", () => {
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// Can't be reached by naming any more, but a table where everyone was sat out
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// — or a save from before naming seated people — still lands here.
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const state = emptyTable();
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["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; });
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const benched = state.seats
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.map((player, index) => ({ player, index }))
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.filter(({ player }) => (player.name || "").trim() && !player.inHand)
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.map(({ index }) => index);
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assert.deepEqual(benched, [0, 1, 2]);
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assert.equal(Betting.blindPreview(state), null, "no hand to deal until they're in");
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});
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test("dealing them all in makes a hand possible", () => {
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const state = emptyTable();
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["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].stack = 100; });
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state.seats.forEach(player => {
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if ((player.name || "").trim()) { player.inHand = true; player.folded = false; }
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});
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assert.equal(Betting.liveSeats(state).length, 3);
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assert.ok(Betting.blindPreview(state), "the table can be dealt");
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});
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test("an unnamed chair is never swept in by it", () => {
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const state = emptyTable();
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state.seats[0].name = "Ann";
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state.seats.forEach(player => {
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if ((player.name || "").trim()) { player.inHand = true; }
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});
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assert.equal(state.seats.filter(p => p.inHand).length, 1, "empty chairs stay empty");
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});
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});
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Reference in New Issue
Block a user