Compare commits
2
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
0e2821257f | ||
|
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c19575ab10 |
@@ -86,6 +86,32 @@
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</label>
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<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
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<details class="subPanel">
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<summary>House take</summary>
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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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<span>Rake (%)</span>
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<input type="number" id="rakePercentInput" min="0" max="100" step="0.5" placeholder="0" />
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</label>
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<label class="fieldRow">
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<span>Cap ($)</span>
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<input type="number" id="rakeCapInput" min="0" step="1" placeholder="none" />
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</label>
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</div>
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<label class="fieldRow">
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<span>No flop, no drop</span>
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<input type="checkbox" id="rakeNoFlopInput" />
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</label>
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<p class="fieldHint">
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Taken from the pot when it's awarded, and shown before anything is pushed.
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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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</p>
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<p class="fieldHint" id="rakeTakenHint" hidden></p>
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</div>
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</details>
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<details class="subPanel">
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<summary>Without live betting</summary>
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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 id="bankDiscarded"></span>
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</div>
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<div class="bankReconcileRow" id="bankRakedRow" hidden>
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<span>House take</span>
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<span id="bankRaked"></span>
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</div>
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<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
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</div>
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@@ -361,6 +391,23 @@
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</p>
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</section>
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<section class="ruling" data-short="Clock">
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<h3>Calling the clock on a player</h3>
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<p>
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Any player may ask for a clock once a decision is taking unreasonably
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long; it is the dealer, not the table, who grants it. The player then
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gets a set time and a countdown out loud — thirty seconds and ten is the
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usual form.
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</p>
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<p>
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If the count reaches zero with no action, the hand is <em>dead</em> if
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they were facing a bet, and <em>checked</em> if they were not: nobody is
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folded for slowness when checking was free. The action bar runs the
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count once you tap <em>Call the clock</em>, and offers the ruling as one
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button when it ends.
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</p>
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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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@@ -2254,6 +2254,46 @@ body.hasActionBar #holdemSidebar {
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font-weight: 600;
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}
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/* Starting and stopping a clock. Quiet, because it only appears once somebody has
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been thinking long enough for the table to ask.
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44px like everything else a thumb has to find. It was drawn at 36 to keep the status
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line short, and the audit called it at every touch viewport the moment it ran — which
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is the rule doing its job: this control kills a hand, and the argument for shaving it
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was that the row it sits in is made of text. */
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.actionClockBtn {
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flex: none;
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min-height: 44px;
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padding: 0.25rem 0.6rem;
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border-radius: 8px;
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border: 1px solid #5b4a2a;
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background: rgba(216, 180, 106, 0.12);
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color: #e8cf9a;
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font-family: inherit;
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font-size: 0.72rem;
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cursor: pointer;
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}
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/* The count has run out. Said in the dealer's own words, above the button that
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carries it out — and coloured like the thing it is, which is a hand about to be
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killed for slow play. */
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.clockExpired {
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margin: 0 0 0.5rem;
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padding: 0.45rem 0.6rem;
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border-radius: 8px;
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background: rgba(224, 123, 123, 0.12);
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border: 1px solid rgba(224, 123, 123, 0.45);
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color: #f3c9c9;
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font-size: 0.8rem;
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}
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.actionBtn.actionEnforceClock {
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background: linear-gradient(180deg, #6b2b2b, #4a1d1d);
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border-color: #8c3a3a;
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color: #ffe2e2;
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font-weight: 600;
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}
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/* ---------- Side-pot breakdown ---------- */
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.potBreakdown {
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@@ -2898,6 +2938,20 @@ body.hasActionBar #toastHost {
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color: #ff6b6b;
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}
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/* What the house takes, above the payouts it comes out of. Stated in the summary
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rather than only in the log afterwards: this is the dealer's last chance to
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disagree with the arithmetic before the chips move, and money taken quietly is the
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one thing a tool like this must never do. */
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.potWizardRake {
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margin: 0 0 0.7rem;
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padding: 0.45rem 0.6rem;
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border-radius: 8px;
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background: rgba(216, 180, 106, 0.1);
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border: 1px solid rgba(216, 180, 106, 0.35);
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color: #e8cf9a;
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font-size: 0.82rem;
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}
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.potWizardSummary ul {
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list-style: none;
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padding: 0;
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@@ -3417,6 +3471,14 @@ body.hasActionBar #toastHost {
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bottom: calc(var(--actionBarHeight, 0px) + 0.5rem + env(safe-area-inset-bottom, 0px));
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}
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/* The clock's ruling, said in a sentence, is a line this screen cannot pay for:
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measured at 640x360, the bar goes from 152px to 269px when the count runs out and
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the bottom seats end up behind it. The button carries the same ruling in three
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words — "Kill Dee's hand" — so the sentence is what goes, not the call. */
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.clockExpired {
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display: none;
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}
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/* Nine seats around a table this small overlap each other, so they shrink to suit. */
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.seat {
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width: 62px;
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@@ -194,6 +194,32 @@ const ActionBar = {
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tank.title = "How long this player has been thinking";
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tank.textContent = "0:00";
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row.appendChild(tank);
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// Rendered every time and shown by the tick once the wait is long enough
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// to be worth it, so a clock never costs a re-render at the moment the
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// dealer reaches for it — and never occupies the bar in the ordinary case
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// where nobody is holding anybody up.
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const clock = document.createElement("button");
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clock.type = "button";
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clock.id = "actionClockBtn";
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clock.className = "actionClockBtn";
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// Once the count is over there is nothing to stop: the ruling has been
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// made, and the dealer either carries it out or takes an ordinary action,
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// both of which end the clock themselves. Leaving the button there also
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// cost real room — at 640x360 its 94px pushed the undo control onto a
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// second line, and the taller bar covered the two bottom seats.
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const expiredNow = this.clockRunning() && this.clockLeft() === 0;
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clock.hidden = !this.clockRunning() || expiredNow;
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if (this.clockRunning()) {
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clock.textContent = "Stop the clock";
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clock.title = "Put the decision back in the player's own time";
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clock.addEventListener("click", () => { this.stopClock(); this.render(); });
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} else {
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clock.textContent = "Call the clock";
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clock.title = `${this.CLOCK_THINK_S} seconds, then a ${this.CLOCK_COUNTDOWN_S}-second countdown`;
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clock.addEventListener("click", () => this.callClock());
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}
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row.appendChild(clock);
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}
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// A standing control rather than a toast per action: a dealer taps this bar
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@@ -233,6 +259,74 @@ const ActionBar = {
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NUDGE_AFTER_S: 30,
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SLOW_AFTER_S: 60,
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// ---- Calling the clock ----
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//
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// The stopwatch above says how long somebody has been thinking. This is what a
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// dealer does about it, and it is a procedure with a shape: a player asks for a
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// clock, the dealer grants it, the player gets a set time and then a countdown,
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// and if they still haven't acted the hand is decided for them — dead if they were
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// facing a bet, checked if they weren't.
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//
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// The tool knew none of that. A dealer running it had to count in their head while
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// the table argued about whether it had been thirty seconds, which is the moment
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// the count needs to be somewhere everybody can see.
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//
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// Thirty seconds and then a ten-second countdown is the common form of the rule and
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// what the TDA writes down. The countdown is the part the table hears out loud, so
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// it is marked separately rather than being ten more seconds of the same.
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CLOCK_THINK_S: 30,
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CLOCK_COUNTDOWN_S: 10,
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clockSeatIndex: null,
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clockStartedAt: null,
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clockRunning() {
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return this.clockSeatIndex !== null &&
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this.clockSeatIndex === this.state.actingSeatIndex &&
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this.clockStartedAt !== null;
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},
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// Seconds left before the hand is decided, or null when no clock is running.
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// Negative is impossible: it stops at zero and stays there until the dealer acts.
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clockLeft(now = Date.now()) {
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if (!this.clockRunning()) return null;
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const total = this.CLOCK_THINK_S + this.CLOCK_COUNTDOWN_S;
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return Math.max(0, total - Math.floor((now - this.clockStartedAt) / 1000));
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},
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// What happens when it reaches zero, in the words the dealer says out loud.
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// Facing a bet, the hand is dead. Facing none, it is checked — a player who could
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// have checked for free is not folded for being slow.
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clockRuling() {
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const index = this.state.actingSeatIndex;
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if (index === null || index === undefined) return null;
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const player = this.state.seats[index];
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const owed = Betting.toCall(this.state, player);
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const who = HoldemState.displayName(player, index);
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return owed > 0
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? { index, who, verb: "fold", label: `Time — ${who}'s hand is dead`, say: `${who} is facing ${Money.format(owed)}, so the hand is dead.` }
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: { index, who, verb: "check", label: `Time — check for ${who}`, say: `${who} had nothing to call, so the hand is checked.` };
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},
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callClock() {
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const index = this.state.actingSeatIndex;
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if (index === null || index === undefined) return;
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this.clockSeatIndex = index;
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this.clockStartedAt = Date.now();
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this.clockExpiredShown = false;
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this.render();
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},
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stopClock() {
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this.clockSeatIndex = null;
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||||
this.clockStartedAt = null;
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this.clockExpiredShown = false;
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},
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// Whether the bar has already been rebuilt into its "time is up" shape, so the
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// one-second tick doesn't rebuild it again every second afterwards.
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clockExpiredShown: false,
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tankSeatIndex: null,
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tankStartedAt: null,
|
||||
tankInterval: null,
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||||
@@ -262,6 +356,11 @@ const ActionBar = {
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if (this.tankSeatIndex !== null) this.tankUnknownFor = null;
|
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this.tankSeatIndex = index;
|
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this.tankStartedAt = Date.now();
|
||||
// A clock belongs to one player's decision. The moment the action moves —
|
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// because they acted, or because the dealer took something back — it is
|
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// over, and leaving it running would put the next player on a countdown
|
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// nobody called on them.
|
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this.stopClock();
|
||||
}
|
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|
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if (!this.tankInterval) {
|
||||
@@ -283,6 +382,36 @@ const ActionBar = {
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||||
const el = document.getElementById("actionTank");
|
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if (!el || this.tankStartedAt === null) return;
|
||||
|
||||
// A clock takes the readout over: the number the table is waiting on is no
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||||
// longer how long this has taken but how long is left. At zero the bar has to
|
||||
// change shape — a ruling and the button that carries it out — so that one
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||||
// gets a full render, once, rather than being painted in by the tick.
|
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const left = this.clockLeft();
|
||||
if (left !== null) {
|
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if (left === 0 && !this.clockExpiredShown) {
|
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this.clockExpiredShown = true;
|
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this.render();
|
||||
return;
|
||||
}
|
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el.textContent = left <= this.CLOCK_COUNTDOWN_S ? `${left}` : this.formatTank(left);
|
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el.title = "Time left before the hand is decided";
|
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el.classList.toggle("tankNudge", left > this.CLOCK_COUNTDOWN_S);
|
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el.classList.toggle("tankSlow", left <= this.CLOCK_COUNTDOWN_S);
|
||||
return;
|
||||
}
|
||||
|
||||
// The button that starts a clock is offered once somebody has been thinking
|
||||
// long enough for the table to start asking — which is the same threshold the
|
||||
// stopwatch already marks. Before that it is a control nobody needs, and this
|
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// bar is docked over the seats.
|
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const nudge = document.getElementById("actionClockBtn");
|
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if (nudge && !this.clockRunning()) {
|
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const waited = Math.floor((Date.now() - this.tankStartedAt) / 1000);
|
||||
nudge.hidden = this.tankUnknownFor === this.tankSeatIndex
|
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? false
|
||||
: waited < this.NUDGE_AFTER_S;
|
||||
}
|
||||
|
||||
if (this.tankUnknownFor !== null && this.tankSeatIndex === this.tankUnknownFor) {
|
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el.textContent = "—";
|
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el.title = "The action was already on this seat when the page loaded, so there's nothing to time from yet. The clock starts when the action next moves.";
|
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@@ -405,6 +534,36 @@ const ActionBar = {
|
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const stack = Betting.stackOf(this.state, player);
|
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const who = HoldemState.displayName(player, index);
|
||||
|
||||
// Time is up. The ruling goes on the bar in the words the dealer says out loud,
|
||||
// with the one action that carries it out — and the ordinary buttons stay
|
||||
// underneath, because a player who speaks up as the count ends is still acting
|
||||
// and the dealer is the one who decides whether it was in time.
|
||||
const expired = this.clockLeft() === 0 ? this.clockRuling() : null;
|
||||
const wrap = document.createElement("div");
|
||||
if (expired) {
|
||||
const line = document.createElement("p");
|
||||
line.className = "clockExpired";
|
||||
// The ruling in one sentence. `label` is the same call in three words for
|
||||
// the button beside it; saying both left the line doubling back on itself
|
||||
// — "Time — Dee's hand is dead — Dee is facing $2, so the hand is dead."
|
||||
line.textContent = `Time — ${expired.say}`;
|
||||
wrap.appendChild(line);
|
||||
|
||||
const enforce = document.createElement("div");
|
||||
enforce.className = "actionButtons";
|
||||
enforce.appendChild(this.button(
|
||||
expired.verb === "fold" ? `Kill ${expired.who}'s hand` : `Check for ${expired.who}`,
|
||||
"actionEnforceClock",
|
||||
() => this.commit(
|
||||
expired.verb === "fold" ? `${expired.who}'s hand killed on the clock` : `${expired.who}'s check on the clock`,
|
||||
() => {
|
||||
this.stopClock();
|
||||
if (expired.verb === "fold") Betting.fold(this.state, index);
|
||||
else Betting.check(this.state, index);
|
||||
})));
|
||||
wrap.appendChild(enforce);
|
||||
}
|
||||
|
||||
const row = document.createElement("div");
|
||||
row.className = "actionButtons";
|
||||
|
||||
@@ -431,7 +590,9 @@ const ActionBar = {
|
||||
}));
|
||||
}
|
||||
|
||||
return row;
|
||||
if (!expired) return row;
|
||||
wrap.appendChild(row);
|
||||
return wrap;
|
||||
},
|
||||
|
||||
// Quick amounts first, keypad second — a dealer calling "raise to sixty" wants a
|
||||
|
||||
@@ -20,7 +20,11 @@ const HandHistoryExport = {
|
||||
// who owes what — doesn't work without cleaning every cell first. The commas were
|
||||
// quoted correctly, so the file parsed; it just wouldn't add up.
|
||||
toCsv(handHistory, standings = [], { notes = "" } = {}) {
|
||||
const rows = [["Hand #", "Time", "Pot", "Payouts"]];
|
||||
// The rake gets its own column rather than being folded into the pot: the two
|
||||
// numbers answer different questions — what was in the middle, and what the
|
||||
// house took out of it — and a night's worth of the second one is what the box
|
||||
// is counted against.
|
||||
const rows = [["Hand #", "Time", "Pot", "House take", "Payouts"]];
|
||||
// handHistory is stored newest-first; the export reads better oldest-first.
|
||||
[...handHistory].reverse().forEach(entry => {
|
||||
const payouts = (entry.payouts || [])
|
||||
@@ -30,6 +34,7 @@ const HandHistoryExport = {
|
||||
entry.handNumber,
|
||||
this.formatTimestamp(entry.timestamp),
|
||||
Money.forSheet(entry.pot),
|
||||
Money.forSheet(entry.rake || 0),
|
||||
payouts,
|
||||
]);
|
||||
});
|
||||
|
||||
@@ -192,11 +192,15 @@ document.addEventListener("DOMContentLoaded", () => {
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
|
||||
PotWizard.open(state, payouts => {
|
||||
PotWizard.open(state, (payouts, { rake = 0 } = {}) => {
|
||||
const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
|
||||
runUndoable(paid ? `Paid ${paid}.` : "Hand closed with nothing to pay out.", () => {
|
||||
const withRake = rake > 0 ? `${paid}, house ${Money.format(rake)}` : paid;
|
||||
runUndoable(withRake ? `Paid ${withRake}.` : "Hand closed with nothing to pay out.", () => {
|
||||
if (rake > 0) {
|
||||
state.rakeTaken = Money.round((Number(state.rakeTaken) || 0) + rake);
|
||||
}
|
||||
if (payouts.length > 0) {
|
||||
HoldemState.recordHand(state, payouts);
|
||||
HoldemState.recordHand(state, payouts, rake);
|
||||
// Winnings go straight back in front of the player, so the next
|
||||
// hand's stacks are already right.
|
||||
Betting.creditWinnings(state, payouts);
|
||||
@@ -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("addChipsConfirmBtn").addEventListener("click", () => AddChips.confirm());
|
||||
|
||||
@@ -86,6 +86,21 @@ const Money = {
|
||||
return this.fromCents(Math.ceil(cents / step) * step);
|
||||
},
|
||||
|
||||
// And down, for money coming *out* of a pot rather than going into it.
|
||||
//
|
||||
// The rake is the one amount in this tool that leaves the table, so the direction
|
||||
// of the rounding is a decision about whose money it is. Down: a house that can't
|
||||
// make 40c out of its chips takes nothing rather than a dollar, and the players
|
||||
// keep the difference. Being wrong in the players' favour is the only way to be
|
||||
// wrong about this that nobody has to argue about.
|
||||
downToChip(amount, legend) {
|
||||
const step = this.chipStepCents(legend);
|
||||
if (step <= 0) return this.round(amount);
|
||||
const cents = this.toCents(amount);
|
||||
if (cents <= 0) return 0;
|
||||
return this.fromCents(Math.floor(cents / step) * step);
|
||||
},
|
||||
|
||||
chipBreakdown(amount, legend) {
|
||||
let cents = this.toCents(amount);
|
||||
if (cents <= 0) return { chips: [], remainder: 0 };
|
||||
|
||||
@@ -232,6 +232,24 @@ const PotWizard = {
|
||||
return wrap;
|
||||
},
|
||||
|
||||
// What the house takes out of this pot, and what is left to push.
|
||||
//
|
||||
// Worked out here rather than at the end so the dealer sees it before anything
|
||||
// moves: the summary is the last chance to disagree with the arithmetic, and a
|
||||
// rake that only appeared in the hand log afterwards would be the tool taking
|
||||
// money quietly.
|
||||
rakeSplit() {
|
||||
const gross = Array.from(this.totals.entries()).map(([id, amount]) => ({
|
||||
id,
|
||||
label: this.playerLabelById.get(id),
|
||||
amount,
|
||||
}));
|
||||
const pot = gross.reduce((sum, p) => sum + p.amount, 0);
|
||||
const sawFlop = (this.state.street || "preflop") !== "preflop";
|
||||
const rake = HoldemState.rakeOn(this.state, pot, sawFlop);
|
||||
return { pot, sawFlop, ...HoldemState.applyRake(gross, rake) };
|
||||
},
|
||||
|
||||
renderSummary() {
|
||||
const wrap = document.createElement("div");
|
||||
wrap.className = "potWizardSummary";
|
||||
@@ -240,6 +258,20 @@ const PotWizard = {
|
||||
heading.textContent = "Final Payouts";
|
||||
wrap.appendChild(heading);
|
||||
|
||||
const split = this.rakeSplit();
|
||||
const rakeSet = Number((this.state.rake || {}).percent) > 0;
|
||||
if (rakeSet && this.totals.size > 0) {
|
||||
const line = document.createElement("p");
|
||||
line.className = "potWizardRake";
|
||||
const cap = Number(this.state.rake.cap) > 0 ? `, capped at ${Money.format(this.state.rake.cap)}` : "";
|
||||
line.textContent = split.rake > 0
|
||||
? `House takes ${Money.format(split.rake)} of ${Money.format(split.pot)} — ${this.state.rake.percent}%${cap}.`
|
||||
: split.sawFlop
|
||||
? `No rake on this one — ${this.state.rake.percent}% of ${Money.format(split.pot)} doesn't make a chip the table has.`
|
||||
: "No flop, no drop — nothing taken from a pot that ended before the flop.";
|
||||
wrap.appendChild(line);
|
||||
}
|
||||
|
||||
if (this.totals.size === 0) {
|
||||
const empty = document.createElement("p");
|
||||
empty.className = "fieldHint";
|
||||
@@ -248,7 +280,7 @@ const PotWizard = {
|
||||
} else {
|
||||
const legend = (this.state && this.state.chipLegend) || [];
|
||||
const list = document.createElement("ul");
|
||||
for (const [id, amount] of this.totals.entries()) {
|
||||
for (const { id, amount } of split.payouts) {
|
||||
const li = document.createElement("li");
|
||||
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
|
||||
|
||||
@@ -275,13 +307,12 @@ const PotWizard = {
|
||||
applyBtn.className = "holdemBtn holdemBtnAccent";
|
||||
applyBtn.textContent = "Start Next Hand";
|
||||
applyBtn.addEventListener("click", () => {
|
||||
const payouts = Array.from(this.totals.entries()).map(([id, amount]) => ({
|
||||
id,
|
||||
label: this.playerLabelById.get(id),
|
||||
amount,
|
||||
}));
|
||||
// Recomputed rather than reused from the render: the same numbers, but
|
||||
// taken at the moment the dealer commits rather than when they last
|
||||
// looked at the screen.
|
||||
const paid = this.rakeSplit();
|
||||
this.close();
|
||||
this.onFinished(payouts);
|
||||
this.onFinished(paid.payouts, { rake: paid.rake, pot: paid.pot });
|
||||
});
|
||||
actions.appendChild(applyBtn);
|
||||
|
||||
|
||||
@@ -47,6 +47,19 @@ const Render = {
|
||||
document.getElementById("smallBlindInput").value = this.state.smallBlind ?? "";
|
||||
document.getElementById("bigBlindInput").value = this.state.bigBlind ?? "";
|
||||
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: ${Money.format(taken)}.`;
|
||||
},
|
||||
|
||||
// Whether this device can actually drag a seat. HTML5 drag events are never
|
||||
@@ -1145,10 +1158,26 @@ const Render = {
|
||||
}
|
||||
}
|
||||
|
||||
// Same idea for the house's cut, and the more important of the two: a raked
|
||||
// game moves chips off the table every single hand, so without this line the
|
||||
// check reads as a shortfall that grows all night.
|
||||
const rakedRow = document.getElementById("bankRakedRow");
|
||||
if (rakedRow) {
|
||||
rakedRow.hidden = !(bank.raked > 0);
|
||||
if (bank.raked > 0) {
|
||||
document.getElementById("bankRaked").textContent = Money.format(bank.raked);
|
||||
}
|
||||
}
|
||||
|
||||
const verdict = document.getElementById("bankReconcileVerdict");
|
||||
// What has left the table on purpose, whichever way it went.
|
||||
const accountedFor = [
|
||||
bank.discarded > 0 ? `${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) {
|
||||
verdict.textContent = bank.discarded > 0
|
||||
? `Balanced — the cash covers every chip on the table, once the ${Money.format(bank.discarded)} taken off it is counted.`
|
||||
verdict.textContent = accountedFor.length > 0
|
||||
? `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.";
|
||||
} else if (bank.difference > 0) {
|
||||
verdict.textContent =
|
||||
|
||||
@@ -104,6 +104,12 @@ const HoldemState = {
|
||||
// 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.
|
||||
@@ -213,6 +219,15 @@ const HoldemState = {
|
||||
// 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
|
||||
@@ -679,11 +694,15 @@ const HoldemState = {
|
||||
// Must be called before startNextHand() clears the seats: the per-player `ledger`
|
||||
// it stores alongside the payouts is what session standings are summed from later,
|
||||
// and it needs this hand's contributions while they're still on the table.
|
||||
recordHand(state, payouts) {
|
||||
recordHand(state, payouts, rake = 0) {
|
||||
if (typeof state.handNumber !== "number") state.handNumber = 1;
|
||||
if (!Array.isArray(state.handHistory)) state.handHistory = [];
|
||||
|
||||
const pot = payouts.reduce((sum, p) => sum + p.amount, 0);
|
||||
// The pot as it was, house cut included — the number the table saw in the
|
||||
// middle. What each player took is separately recorded and is net of it, so
|
||||
// the two together say where every chip went.
|
||||
const taken = Money.round(Math.max(0, Number(rake) || 0));
|
||||
const pot = Money.round(payouts.reduce((sum, p) => sum + p.amount, 0) + taken);
|
||||
const wonById = new Map(payouts.map(p => [p.id, p.amount]));
|
||||
const ledger = state.seats
|
||||
.map((player, index) => ({
|
||||
@@ -698,6 +717,7 @@ const HoldemState = {
|
||||
handNumber: state.handNumber,
|
||||
timestamp: Date.now(),
|
||||
pot,
|
||||
rake: taken,
|
||||
payouts,
|
||||
ledger,
|
||||
});
|
||||
@@ -818,6 +838,67 @@ const HoldemState = {
|
||||
//
|
||||
// Chips in play counts everything a player could hand back: what's in front of
|
||||
// them and what's in the middle waiting to be won.
|
||||
// ---- The 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) {
|
||||
const cashIn = state.seats.reduce((sum, p) => sum + Math.max(0, Number(p.buyIns) || 0), 0);
|
||||
const chipsInPlay = state.seats.reduce(
|
||||
@@ -837,11 +918,16 @@ const HoldemState = {
|
||||
// hunting for a miscount that never happened.
|
||||
const discarded = Math.max(0, Money.round(Number(state.discarded) || 0));
|
||||
|
||||
const difference = Money.round(chipsInPlay + discarded - cashIn);
|
||||
// Chips the house has taken. Off the table for good, like the discards, and
|
||||
// for a better reason: the box is supposed to have them.
|
||||
const raked = Math.max(0, Money.round(Number(state.rakeTaken) || 0));
|
||||
|
||||
const difference = Money.round(chipsInPlay + discarded + raked - cashIn);
|
||||
return {
|
||||
cashIn: Money.round(cashIn),
|
||||
chipsInPlay: Money.round(chipsInPlay),
|
||||
discarded,
|
||||
raked,
|
||||
difference,
|
||||
// Half a cent of float dust isn't a discrepancy worth alarming anyone over.
|
||||
balanced: Math.abs(difference) <= Money.EPSILON,
|
||||
|
||||
@@ -0,0 +1,129 @@
|
||||
// Calling the clock on a player.
|
||||
//
|
||||
// The bar already had a stopwatch saying how long somebody had been thinking. This is
|
||||
// what a dealer does about it: a procedure with a shape — a set time, a countdown said
|
||||
// out loud, and a ruling at the end that depends on what the player was facing.
|
||||
const test = require("node:test");
|
||||
const { describe } = require("node:test");
|
||||
const assert = require("node:assert");
|
||||
const { ActionBar, Betting, makeTable } = require("./load");
|
||||
|
||||
// The bar rebuilds the DOM when a clock starts; none of the rules below need it.
|
||||
const onTable = (state) => {
|
||||
ActionBar.state = state;
|
||||
ActionBar.render = () => {};
|
||||
ActionBar.stopClock();
|
||||
return ActionBar;
|
||||
};
|
||||
|
||||
const dealt = () => {
|
||||
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0 });
|
||||
Betting.beginHand(state);
|
||||
return state;
|
||||
};
|
||||
|
||||
describe("starting one", () => {
|
||||
test("it runs on the player who is actually on the clock", () => {
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
assert.equal(bar.clockRunning(), false, "nothing runs until it is called");
|
||||
bar.callClock();
|
||||
assert.equal(bar.clockRunning(), true);
|
||||
assert.equal(bar.clockSeatIndex, state.actingSeatIndex);
|
||||
});
|
||||
|
||||
test("with nobody to act there is nothing to call", () => {
|
||||
const state = dealt();
|
||||
state.actingSeatIndex = null;
|
||||
const bar = onTable(state);
|
||||
bar.callClock();
|
||||
assert.equal(bar.clockRunning(), false);
|
||||
assert.equal(bar.clockLeft(), null);
|
||||
});
|
||||
|
||||
test("the dealer can put it away again", () => {
|
||||
const bar = onTable(dealt());
|
||||
bar.callClock();
|
||||
bar.stopClock();
|
||||
assert.equal(bar.clockRunning(), false);
|
||||
assert.equal(bar.clockLeft(), null);
|
||||
});
|
||||
});
|
||||
|
||||
describe("the count", () => {
|
||||
const at = (bar, seconds) => bar.clockLeft(bar.clockStartedAt + seconds * 1000);
|
||||
|
||||
test("is the player's own time and then a countdown", () => {
|
||||
const bar = onTable(dealt());
|
||||
bar.callClock();
|
||||
assert.equal(at(bar, 0), bar.CLOCK_THINK_S + bar.CLOCK_COUNTDOWN_S);
|
||||
assert.equal(at(bar, 30), bar.CLOCK_COUNTDOWN_S, "thirty gone, the countdown starts");
|
||||
assert.equal(at(bar, 35), 5);
|
||||
});
|
||||
|
||||
test("stops at zero rather than going negative", () => {
|
||||
const bar = onTable(dealt());
|
||||
bar.callClock();
|
||||
assert.equal(at(bar, 40), 0);
|
||||
assert.equal(at(bar, 600), 0, "ten minutes later it is still just up");
|
||||
});
|
||||
});
|
||||
|
||||
describe("what happens at zero", () => {
|
||||
test("facing a bet, the hand is dead", () => {
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
// Whoever is up pre-flop is facing the big blind.
|
||||
const ruling = bar.clockRuling();
|
||||
assert.equal(ruling.verb, "fold");
|
||||
assert.match(ruling.label, /hand is dead/);
|
||||
assert.match(ruling.say, /facing \$2/);
|
||||
});
|
||||
|
||||
test("facing nothing, it is checked — slowness doesn't fold a free hand", () => {
|
||||
const state = dealt();
|
||||
// Everyone calls round to the big blind, who has nothing to call.
|
||||
[3, 4, 5, 0, 1].forEach(seat => Betting.call(state, seat));
|
||||
const bar = onTable(state);
|
||||
assert.equal(state.actingSeatIndex, 2, "the big blind is up");
|
||||
const ruling = bar.clockRuling();
|
||||
assert.equal(ruling.verb, "check");
|
||||
assert.match(ruling.label, /check for/i);
|
||||
});
|
||||
|
||||
test("the ruling names the player, because the dealer has to say it out loud", () => {
|
||||
const state = dealt();
|
||||
state.seats[state.actingSeatIndex].name = "Priya";
|
||||
const ruling = onTable(state).clockRuling();
|
||||
assert.match(ruling.label, /Priya/);
|
||||
assert.match(ruling.say, /Priya/);
|
||||
});
|
||||
|
||||
test("with nobody to act there is no ruling to make", () => {
|
||||
const state = dealt();
|
||||
state.actingSeatIndex = null;
|
||||
assert.equal(onTable(state).clockRuling(), null);
|
||||
});
|
||||
});
|
||||
|
||||
describe("what ends it", () => {
|
||||
test("the player acting", () => {
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
bar.callClock();
|
||||
const wasOn = state.actingSeatIndex;
|
||||
Betting.call(state, wasOn);
|
||||
assert.notEqual(state.actingSeatIndex, wasOn, "the action has moved");
|
||||
assert.equal(bar.clockRunning(), false, "so the clock is no longer this player's");
|
||||
});
|
||||
|
||||
test("and it doesn't follow the action to the next player", () => {
|
||||
// A clock is called on one decision. Left running it would put a countdown on
|
||||
// somebody nobody asked about.
|
||||
const state = dealt();
|
||||
const bar = onTable(state);
|
||||
bar.callClock();
|
||||
Betting.call(state, state.actingSeatIndex);
|
||||
assert.equal(bar.clockLeft(), null);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,230 @@
|
||||
// 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);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user