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@@ -0,0 +1,58 @@
|
||||
@page
|
||||
@model JoshHeaps.Net.Pages.CasinoModel
|
||||
@{
|
||||
ViewData["Title"] = "Casino Games";
|
||||
Layout = "_Layout";
|
||||
}
|
||||
|
||||
<div class="casino-container">
|
||||
<h1 class="casino-header">Casino Games</h1>
|
||||
<p class="casino-subtitle">Tools for running table games without doing the math yourself</p>
|
||||
|
||||
<div class="games-grid">
|
||||
<a href="/casino/texasholdem" class="game-card">
|
||||
<div class="game-icon">🃏</div>
|
||||
<div class="game-title">Texas Hold'em</div>
|
||||
<div class="game-description">
|
||||
A dealer's assistant: seat players around the table, track blinds, chips and
|
||||
all-ins, then split main and side pots automatically.
|
||||
</div>
|
||||
</a>
|
||||
|
||||
<a href="/casino/texasholdem/quicksplit" class="game-card">
|
||||
<div class="game-icon">➗</div>
|
||||
<div class="game-title">Quick Split</div>
|
||||
<div class="game-description">
|
||||
Chop a pot in seconds on your phone — no table setup, just the amount,
|
||||
how many players are splitting it, and the smallest chip in play.
|
||||
</div>
|
||||
</a>
|
||||
|
||||
<div class="game-card disabled">
|
||||
<div class="game-icon">🎲</div>
|
||||
<div class="game-title">Craps</div>
|
||||
<div class="game-description">Payout calculator for the table.</div>
|
||||
<div class="coming-soon">Coming soon...</div>
|
||||
</div>
|
||||
|
||||
<div class="game-card disabled">
|
||||
<div class="game-icon">🎡</div>
|
||||
<div class="game-title">Roulette</div>
|
||||
<div class="game-description">Bet tracking and payout reference.</div>
|
||||
<div class="coming-soon">Coming soon...</div>
|
||||
</div>
|
||||
|
||||
<div class="game-card disabled">
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||||
<div class="game-icon">🂡</div>
|
||||
<div class="game-title">Blackjack</div>
|
||||
<div class="game-description">Multi-hand dealer tracker.</div>
|
||||
<div class="coming-soon">Coming soon...</div>
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||||
</div>
|
||||
</div>
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||||
|
||||
<a href="/" class="home-button">← Back to Home</a>
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||||
</div>
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||||
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||||
@section Styles {
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||||
<link href="/css/casino/page.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
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||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using Microsoft.AspNetCore.Mvc.RazorPages;
|
||||
|
||||
namespace JoshHeaps.Net.Pages
|
||||
{
|
||||
public class CasinoModel : PageModel
|
||||
{
|
||||
public void OnGet()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,249 @@
|
||||
@page
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||||
@model JoshHeaps.Net.Pages.Casino.TexasHoldemModel
|
||||
@{
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||||
ViewData["Title"] = "Texas Hold'em Dealer";
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||||
Layout = "_Layout";
|
||||
}
|
||||
|
||||
<div id="holdemApp">
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||||
<header id="holdemHeader">
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||||
<div id="holdemHeaderLeft">
|
||||
<h1>Texas Hold'em Dealer</h1>
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||||
<p class="holdemSubtitle">Seat your players, track the action, split the pot.</p>
|
||||
<span id="handCounterBadge" class="handCounterBadge">Hand #1</span>
|
||||
</div>
|
||||
<div id="holdemHeaderActions">
|
||||
<a href="/casino/texasholdem/quicksplit" class="holdemBtn" title="Chop a pot without setting up a table">Quick Split</a>
|
||||
<button id="nextHandBtn" class="holdemBtn" title="Move the button, small blind and big blind to the next occupied seat">Next Hand ⟳</button>
|
||||
<button id="resolvePotBtn" class="holdemBtn holdemBtnAccent">Resolve Pot</button>
|
||||
<button id="resetTableBtn" class="holdemBtn holdemBtnDanger">Reset Table</button>
|
||||
<a href="/casino" class="holdemBtn holdemBtnGhost">← Casino</a>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
<div id="holdemLayout">
|
||||
<section id="tableSection">
|
||||
<div id="pokerTableWrap">
|
||||
<div id="pokerTable">
|
||||
<div id="tableWatermark">Texas Hold'em</div>
|
||||
<div id="potBadge">
|
||||
<span id="potBadgeLabel">Pot</span>
|
||||
<span id="potBadgeAmount">$0</span>
|
||||
</div>
|
||||
</div>
|
||||
<div id="seatsLayer"></div>
|
||||
</div>
|
||||
<p id="tableHint" class="tableHint"></p>
|
||||
</section>
|
||||
|
||||
<aside id="holdemSidebar">
|
||||
<section id="seatEditorPanel" class="sidebarPanel seatEditorPanel">
|
||||
<div class="seatSheetGrip" aria-hidden="true"></div>
|
||||
<div class="seatEditorHeader">
|
||||
<h2 id="seatEditorTitle">Select a seat</h2>
|
||||
<button id="closeSeatEditorBtn" class="seatSheetClose" aria-label="Done editing this seat">Done</button>
|
||||
</div>
|
||||
<div id="seatEditorBody">
|
||||
<p class="fieldHint">Click a seat at the table to edit their name, cards, chips and anything else.</p>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<details class="sidebarPanel" open>
|
||||
<summary>Table Setup</summary>
|
||||
<div class="panelBody">
|
||||
<label class="fieldRow">
|
||||
<span>Seats at table</span>
|
||||
<input type="number" id="seatCountInput" min="2" max="24" value="10" />
|
||||
</label>
|
||||
<label class="fieldRow">
|
||||
<span>Blinds move</span>
|
||||
<select id="directionSelect">
|
||||
<option value="clockwise" selected>Clockwise</option>
|
||||
<option value="counterclockwise">Counterclockwise</option>
|
||||
</select>
|
||||
</label>
|
||||
<label class="fieldRow">
|
||||
<span>Dedicated dealer (not a seat)</span>
|
||||
<input type="checkbox" id="dedicatedDealerToggle" />
|
||||
</label>
|
||||
<p class="fieldHint">Turn this on if a person outside the game deals — no seat shows the dealer button, but blinds still rotate automatically each hand.</p>
|
||||
<label class="fieldRow">
|
||||
<span>Base pot amount ($)</span>
|
||||
<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
|
||||
</label>
|
||||
<p class="fieldHint">Every player who didn't go all-in short is assumed to have put in this amount. Enter a smaller amount on a seat only if that player is all-in for less.</p>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="sidebarPanel">
|
||||
<summary>Chip Legend</summary>
|
||||
<div class="panelBody">
|
||||
<div id="chipLegendList"></div>
|
||||
<button id="addChipColorBtn" class="holdemBtn holdemBtnSmall">+ Add chip color</button>
|
||||
<p class="fieldHint">Give each chip color a dollar value, then count chips per seat instead of typing a total.</p>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="sidebarPanel">
|
||||
<summary>Table Notes</summary>
|
||||
<div class="panelBody">
|
||||
<textarea id="tableNotes" rows="4" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="sidebarPanel">
|
||||
<summary>Session Standings</summary>
|
||||
<div class="panelBody">
|
||||
<div id="standingsTable">
|
||||
<div class="standingsRow standingsHeader">
|
||||
<span>Player</span>
|
||||
<span>In</span>
|
||||
<span>Won</span>
|
||||
<span>Net</span>
|
||||
</div>
|
||||
<div id="standingsList"></div>
|
||||
</div>
|
||||
<p id="standingsEmptyHint" class="fieldHint">Once you resolve a pot, everyone's running total for the night shows up here.</p>
|
||||
</div>
|
||||
</details>
|
||||
|
||||
<details class="sidebarPanel">
|
||||
<summary>Hand History</summary>
|
||||
<div class="panelBody">
|
||||
<div id="handHistoryList"></div>
|
||||
<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots show up here as you play, in case a chip count is disputed later.</p>
|
||||
<div class="handHistoryActions">
|
||||
<button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button>
|
||||
<button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button>
|
||||
</div>
|
||||
</div>
|
||||
</details>
|
||||
</aside>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<template id="seatTemplate">
|
||||
<div class="seat" draggable="true">
|
||||
<div class="seatChairNumber"></div>
|
||||
<button class="dealerChip" title="Make this seat the dealer button">D</button>
|
||||
<span class="blindBadge sbBadge">SB</span>
|
||||
<span class="blindBadge bbBadge">BB</span>
|
||||
<div class="seatPuckName"></div>
|
||||
<div class="seatPuckCards"></div>
|
||||
<div class="seatPuckTotal"></div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<template id="seatEditorTemplate">
|
||||
<div class="seatEditorForm">
|
||||
<label class="fieldRow">
|
||||
<span>Name</span>
|
||||
<input type="text" class="seatNameInput" placeholder="Seat" maxlength="24" />
|
||||
</label>
|
||||
<div class="seatCardToggles">
|
||||
<label class="inHandToggle" title="This seat is playing the current hand">
|
||||
<input type="checkbox" class="inHandCheckbox" />
|
||||
<span>In hand</span>
|
||||
</label>
|
||||
<label class="foldToggle" title="Folded">
|
||||
<input type="checkbox" class="foldCheckbox" />
|
||||
<span>Fold</span>
|
||||
</label>
|
||||
</div>
|
||||
<div class="seatCards">
|
||||
<input type="text" class="cardInput card1Input" maxlength="2" placeholder="__" />
|
||||
<input type="text" class="cardInput card2Input" maxlength="2" placeholder="__" />
|
||||
</div>
|
||||
<div class="seatContribution">
|
||||
<div class="chipCounts"></div>
|
||||
<label class="fieldRow amountOverrideRow">
|
||||
<span>$ amount</span>
|
||||
<input type="number" class="amountOverrideInput" min="0" step="1" placeholder="auto" />
|
||||
</label>
|
||||
<div class="seatTotal">Total: <span class="seatTotalAmount">$0</span></div>
|
||||
</div>
|
||||
<div class="customFields"></div>
|
||||
<button class="holdemBtn holdemBtnSmall addFieldBtn">+ field</button>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<template id="chipLegendRowTemplate">
|
||||
<div class="chipLegendRow">
|
||||
<input type="color" class="chipColorInput" />
|
||||
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" />
|
||||
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeChipColorBtn">×</button>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<template id="chipCountTemplate">
|
||||
<label class="chipCountRow">
|
||||
<span class="chipSwatch"></span>
|
||||
<input type="number" class="chipCountInput" min="0" step="1" value="0" />
|
||||
</label>
|
||||
</template>
|
||||
|
||||
<template id="customFieldTemplate">
|
||||
<div class="customFieldRow">
|
||||
<input type="text" class="customFieldLabel" placeholder="Label" maxlength="20" />
|
||||
<input type="text" class="customFieldValue" placeholder="Value" maxlength="40" />
|
||||
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeFieldBtn">×</button>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<template id="standingsRowTemplate">
|
||||
<div class="standingsRow">
|
||||
<span class="standingsName"></span>
|
||||
<span class="standingsIn"></span>
|
||||
<span class="standingsWon"></span>
|
||||
<span class="standingsNet"></span>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<template id="handHistoryRowTemplate">
|
||||
<div class="handHistoryRow">
|
||||
<div class="handHistoryRowHeader">
|
||||
<span class="handHistoryHandNumber"></span>
|
||||
<span class="handHistoryPot"></span>
|
||||
<span class="handHistoryTime"></span>
|
||||
</div>
|
||||
<div class="handHistoryPayouts"></div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<div id="toastHost" aria-live="polite"></div>
|
||||
|
||||
<div id="confirmOverlay" hidden>
|
||||
<div id="confirmModal" role="alertdialog" aria-labelledby="confirmTitle" aria-describedby="confirmMessage" tabindex="-1">
|
||||
<h2 id="confirmTitle"></h2>
|
||||
<p id="confirmMessage"></p>
|
||||
<div class="confirmActions">
|
||||
<button id="confirmCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
|
||||
<button id="confirmAcceptBtn" class="holdemBtn holdemBtnDanger" type="button">Confirm</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="potWizardOverlay" hidden>
|
||||
<div id="potWizardModal">
|
||||
<div class="potWizardHeader">
|
||||
<h2>Resolve the Pot</h2>
|
||||
<button id="closePotWizardBtn" class="holdemBtn holdemBtnGhost">✕</button>
|
||||
</div>
|
||||
<div id="potWizardBody"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@section Styles {
|
||||
<link href="/css/casino/holdem.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
|
||||
}
|
||||
|
||||
@section Scripts {
|
||||
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/feedback.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/state.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/handHistoryExport.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using Microsoft.AspNetCore.Mvc.RazorPages;
|
||||
|
||||
namespace JoshHeaps.Net.Pages.Casino
|
||||
{
|
||||
public class TexasHoldemModel : PageModel
|
||||
{
|
||||
public void OnGet()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
@page
|
||||
@model JoshHeaps.Net.Pages.Casino.TexasHoldem.QuickSplitModel
|
||||
@{
|
||||
ViewData["Title"] = "Quick Split";
|
||||
Layout = "_Layout";
|
||||
}
|
||||
|
||||
<div id="splitApp">
|
||||
<header id="splitHeader">
|
||||
<h1>Quick Split</h1>
|
||||
<p class="splitSubtitle">Chop a pot without setting up a table.</p>
|
||||
</header>
|
||||
|
||||
<div id="splitResult" aria-live="polite">
|
||||
<div id="splitResultLabel">Each player gets</div>
|
||||
<div id="splitResultAmount">$0.00</div>
|
||||
<div id="splitOddNote" hidden></div>
|
||||
<div id="splitDustNote" hidden></div>
|
||||
</div>
|
||||
|
||||
<section class="splitField">
|
||||
<label for="potInput" class="splitLabel">Pot</label>
|
||||
<div class="potInputWrap">
|
||||
<span class="potCurrency">$</span>
|
||||
<input type="text" id="potInput" inputmode="decimal" autocomplete="off"
|
||||
placeholder="0" aria-label="Pot amount" />
|
||||
<button type="button" id="clearPotBtn" class="clearPotBtn" aria-label="Clear pot amount" hidden>✕</button>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section class="splitField">
|
||||
<span class="splitLabel" id="waysLabel">Split between</span>
|
||||
<div id="waysChoices" class="chipRow" role="group" aria-labelledby="waysLabel"></div>
|
||||
</section>
|
||||
|
||||
<section class="splitField">
|
||||
<span class="splitLabel" id="chipLabel">Smallest chip in play</span>
|
||||
<div id="chipChoices" class="chipRow" role="group" aria-labelledby="chipLabel"></div>
|
||||
</section>
|
||||
|
||||
<div id="splitActions">
|
||||
<button type="button" id="resetSplitBtn" class="splitBtn splitBtnGhost">Clear</button>
|
||||
<a href="/casino/texasholdem" class="splitBtn splitBtnGhost">Full dealer table →</a>
|
||||
</div>
|
||||
|
||||
<p class="splitFootnote">
|
||||
Uneven pots — someone all-in for less — need the side-pot walkthrough on the
|
||||
<a href="/casino/texasholdem">full table</a>.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
@section Styles {
|
||||
<link href="/css/casino/quicksplit.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
|
||||
}
|
||||
|
||||
@section Scripts {
|
||||
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/splitCalculator.js?v=@ViewData["cssVersion"]"></script>
|
||||
<script src="~/js/casino/holdem/quickSplit.js?v=@ViewData["cssVersion"]"></script>
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using Microsoft.AspNetCore.Mvc.RazorPages;
|
||||
|
||||
namespace JoshHeaps.Net.Pages.Casino.TexasHoldem
|
||||
{
|
||||
public class QuickSplitModel : PageModel
|
||||
{
|
||||
public void OnGet()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -64,6 +64,7 @@
|
||||
<button class="demoButton" onclick="window.location.href='/watch'">Watch Live Chess</button>
|
||||
<button class="demoButton" onclick="window.location.href='/particles'">Particle Simulator</button>
|
||||
<button class="demoButton" onclick="window.location.href='/memorylane'">Memory Lane</button>
|
||||
<button class="demoButton" onclick="window.location.href='/casino'">Casino Games</button>
|
||||
<button class="demoButton" onclick="window.location.href='https://media.joshheaps.net'">Cloud Image Storage</button>
|
||||
<button id="MoreFiller" class="demoButton">More coming soon...</button>
|
||||
</div>
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
@{
|
||||
Layout = null;
|
||||
ViewData["cssVersion"] = "1.0.7"; // <--- change this once to bust cache
|
||||
ViewData["cssVersion"] = "1.0.8"; // <--- change this once to bust cache
|
||||
}
|
||||
|
||||
<!DOCTYPE html>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Text.Json;
|
||||
using JoshHeaps.Net.Models;
|
||||
using JoshHeaps.Net.Services.Interfaces;
|
||||
@@ -10,6 +10,7 @@ public class BlogService : IBlogService
|
||||
private readonly HttpClient _httpClient;
|
||||
private readonly ILogger<BlogService> _logger;
|
||||
private readonly TimeSpan _cacheTtl = TimeSpan.FromMinutes(5);
|
||||
private readonly TimeSpan _staleGrace = TimeSpan.FromHours(1);
|
||||
|
||||
private readonly ConcurrentDictionary<string, CacheEntry> _cache = new();
|
||||
|
||||
@@ -65,7 +66,9 @@ public class BlogService : IBlogService
|
||||
|
||||
private async Task<T?> GetCachedAsync<T>(string key, Func<Task<T?>> factory) where T : class
|
||||
{
|
||||
if (_cache.TryGetValue(key, out var entry) && entry.ExpiresAt > DateTime.UtcNow)
|
||||
_cache.TryGetValue(key, out var entry);
|
||||
|
||||
if (entry is not null && entry.ExpiresAt > DateTime.UtcNow)
|
||||
return (T?)entry.Value;
|
||||
|
||||
var result = await factory();
|
||||
@@ -73,15 +76,26 @@ public class BlogService : IBlogService
|
||||
if (result is not null)
|
||||
{
|
||||
_cache[key] = new CacheEntry(result, DateTime.UtcNow.Add(_cacheTtl));
|
||||
return result;
|
||||
}
|
||||
else if (entry is not null)
|
||||
|
||||
return entry is null ? null : ServeStale<T>(key, entry);
|
||||
}
|
||||
|
||||
// Stale entries are dropped once the grace window closes so that a dead API fails the same
|
||||
// way for every key. Serving them indefinitely let a cached post list render next to 404s on
|
||||
// the posts themselves, which reads as a site bug rather than an outage.
|
||||
private T? ServeStale<T>(string key, CacheEntry entry) where T : class
|
||||
{
|
||||
if (entry.ExpiresAt.Add(_staleGrace) > DateTime.UtcNow)
|
||||
{
|
||||
// API unreachable — serve stale cache
|
||||
_logger.LogWarning("Serving stale cache for key {Key}", key);
|
||||
_logger.LogWarning("Blog API unreachable, serving stale cache for key {Key}", key);
|
||||
return (T?)entry.Value;
|
||||
}
|
||||
|
||||
return result;
|
||||
_cache.TryRemove(key, out _);
|
||||
_logger.LogError("Blog API unreachable for over {StaleGrace}, dropping stale cache for key {Key}", _staleGrace, key);
|
||||
return null;
|
||||
}
|
||||
|
||||
public void ClearCache()
|
||||
|
||||
@@ -100,11 +100,26 @@ public sealed class Stockfish : IChessEngine
|
||||
if (line == token) break;
|
||||
}
|
||||
|
||||
// If Stockfish doesn't exit on "quit" (crashed, zombie, ignores stdin close), don't hang
|
||||
// here forever — that would block GameStore's removal task and leave the finished game
|
||||
// stuck in the store, cluttering the watch page indefinitely.
|
||||
private static readonly TimeSpan _exitTimeout = TimeSpan.FromSeconds(5);
|
||||
|
||||
public async ValueTask DisposeAsync()
|
||||
{
|
||||
Send("quit");
|
||||
_stdin.Close();
|
||||
await _p.WaitForExitAsync();
|
||||
|
||||
try
|
||||
{
|
||||
await _p.WaitForExitAsync().WaitAsync(_exitTimeout);
|
||||
}
|
||||
catch (TimeoutException)
|
||||
{
|
||||
if (!_p.HasExited)
|
||||
_p.Kill(entireProcessTree: true);
|
||||
}
|
||||
|
||||
_p.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,126 @@
|
||||
body {
|
||||
background: #1a1a1a;
|
||||
min-height: 100vh;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
.casino-container {
|
||||
max-width: 1000px;
|
||||
margin: 0 auto;
|
||||
padding: 4rem 2rem;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.casino-header {
|
||||
color: #f5f5f5;
|
||||
font-size: 2.5rem;
|
||||
margin-bottom: 0.5rem;
|
||||
font-weight: 300;
|
||||
letter-spacing: 0.1em;
|
||||
}
|
||||
|
||||
.casino-subtitle {
|
||||
color: #a0a0a0;
|
||||
font-size: 1rem;
|
||||
margin-bottom: 4rem;
|
||||
font-weight: 300;
|
||||
}
|
||||
|
||||
.games-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(auto-fit, minmax(280px, 1fr));
|
||||
gap: 1.5rem;
|
||||
margin: 3rem auto;
|
||||
max-width: 900px;
|
||||
padding: 0 1rem;
|
||||
}
|
||||
|
||||
.game-card {
|
||||
background: #2a2a2a;
|
||||
border: 1px solid #3a3a3a;
|
||||
border-radius: 4px;
|
||||
padding: 2rem 1.5rem;
|
||||
transition: all 0.3s ease;
|
||||
cursor: pointer;
|
||||
text-decoration: none;
|
||||
color: inherit;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
.game-card:hover {
|
||||
background: #2f2f2f;
|
||||
border-color: #4a4a4a;
|
||||
transform: translateY(-2px);
|
||||
}
|
||||
|
||||
.game-card.disabled {
|
||||
opacity: 0.4;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
.game-card.disabled:hover {
|
||||
background: #2a2a2a;
|
||||
border-color: #3a3a3a;
|
||||
transform: none;
|
||||
}
|
||||
|
||||
.game-icon {
|
||||
font-size: 2.5rem;
|
||||
margin-bottom: 1rem;
|
||||
opacity: 0.9;
|
||||
}
|
||||
|
||||
.game-title {
|
||||
font-size: 1.2rem;
|
||||
font-weight: 400;
|
||||
color: #f5f5f5;
|
||||
margin-bottom: 0.75rem;
|
||||
letter-spacing: 0.05em;
|
||||
}
|
||||
|
||||
.game-description {
|
||||
font-size: 0.9rem;
|
||||
color: #999;
|
||||
line-height: 1.6;
|
||||
font-weight: 300;
|
||||
}
|
||||
|
||||
.coming-soon {
|
||||
color: #666;
|
||||
font-style: italic;
|
||||
margin-top: 0.5rem;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.home-button {
|
||||
margin-top: 4rem;
|
||||
padding: 0.75rem 1.5rem;
|
||||
font-size: 0.9rem;
|
||||
background: transparent;
|
||||
color: #f5f5f5;
|
||||
border: 1px solid #3a3a3a;
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
transition: all 0.3s ease;
|
||||
text-decoration: none;
|
||||
display: inline-block;
|
||||
letter-spacing: 0.05em;
|
||||
}
|
||||
|
||||
.home-button:hover {
|
||||
background: #2a2a2a;
|
||||
border-color: #4a4a4a;
|
||||
}
|
||||
|
||||
@media (max-width: 768px) {
|
||||
.casino-header {
|
||||
font-size: 2rem;
|
||||
}
|
||||
|
||||
.games-grid {
|
||||
grid-template-columns: 1fr;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,301 @@
|
||||
/* Quick Split is phone-first: sized for one thumb at the table, then allowed to
|
||||
breathe on a laptop. Palette matches the dealer table so the two read as one tool. */
|
||||
|
||||
body {
|
||||
background: radial-gradient(ellipse at 50% -10%, #1c1c1c 0%, #101010 55%, #0a0a0a 100%);
|
||||
min-height: 100vh;
|
||||
margin: 0;
|
||||
color: #e6e6e6;
|
||||
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
|
||||
}
|
||||
|
||||
#splitApp {
|
||||
max-width: 480px;
|
||||
margin: 0 auto;
|
||||
padding: 1.25rem 1rem 3rem;
|
||||
}
|
||||
|
||||
/* ---------- Header ---------- */
|
||||
|
||||
#splitHeader h1 {
|
||||
margin: 0;
|
||||
font-size: 1.5rem;
|
||||
font-weight: 300;
|
||||
letter-spacing: 0.04em;
|
||||
color: #f5f5f5;
|
||||
position: relative;
|
||||
display: inline-block;
|
||||
padding-bottom: 0.35rem;
|
||||
}
|
||||
|
||||
#splitHeader h1::after {
|
||||
content: "";
|
||||
position: absolute;
|
||||
left: 0;
|
||||
bottom: 0;
|
||||
width: 36px;
|
||||
height: 3px;
|
||||
border-radius: 2px;
|
||||
background: linear-gradient(90deg, #d8b46a, #a9782f);
|
||||
}
|
||||
|
||||
.splitSubtitle {
|
||||
margin: 0.35rem 0 1.25rem;
|
||||
color: #8f8f8f;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
/* ---------- The answer ---------- */
|
||||
|
||||
#splitResult {
|
||||
background: linear-gradient(160deg, #1f2a21, #161c17);
|
||||
border: 1px solid #2c3a2f;
|
||||
border-radius: 14px;
|
||||
padding: 1.4rem 1.1rem;
|
||||
text-align: center;
|
||||
margin-bottom: 1.5rem;
|
||||
transition: border-color 0.2s ease, box-shadow 0.2s ease;
|
||||
}
|
||||
|
||||
#splitResult.hasAmount {
|
||||
border-color: #3c6b46;
|
||||
box-shadow: 0 0 0 1px rgba(78, 201, 122, 0.08), 0 6px 20px rgba(0, 0, 0, 0.35);
|
||||
}
|
||||
|
||||
#splitResultLabel {
|
||||
color: #8f9d92;
|
||||
font-size: 0.78rem;
|
||||
letter-spacing: 0.06em;
|
||||
text-transform: uppercase;
|
||||
}
|
||||
|
||||
#splitResultAmount {
|
||||
margin-top: 0.35rem;
|
||||
font-size: clamp(2.6rem, 14vw, 3.4rem);
|
||||
font-weight: 600;
|
||||
line-height: 1.05;
|
||||
color: #f2f2f2;
|
||||
font-variant-numeric: tabular-nums;
|
||||
letter-spacing: -0.01em;
|
||||
}
|
||||
|
||||
#splitResult.hasAmount #splitResultAmount {
|
||||
color: #7ee2a0;
|
||||
}
|
||||
|
||||
#splitOddNote {
|
||||
margin-top: 0.7rem;
|
||||
color: #d8b46a;
|
||||
font-size: 0.85rem;
|
||||
line-height: 1.45;
|
||||
}
|
||||
|
||||
#splitDustNote {
|
||||
margin-top: 0.5rem;
|
||||
color: #e0a1a1;
|
||||
font-size: 0.8rem;
|
||||
line-height: 1.4;
|
||||
}
|
||||
|
||||
/* ---------- Inputs ---------- */
|
||||
|
||||
.splitField {
|
||||
display: block;
|
||||
margin-bottom: 1.35rem;
|
||||
}
|
||||
|
||||
.splitLabel {
|
||||
display: block;
|
||||
margin-bottom: 0.5rem;
|
||||
color: #9a9a9a;
|
||||
font-size: 0.75rem;
|
||||
letter-spacing: 0.06em;
|
||||
text-transform: uppercase;
|
||||
}
|
||||
|
||||
.potInputWrap {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.4rem;
|
||||
background: #141414;
|
||||
border: 1px solid #3a3a3a;
|
||||
border-radius: 12px;
|
||||
padding: 0.2rem 0.75rem;
|
||||
transition: border-color 0.15s ease, box-shadow 0.15s ease;
|
||||
}
|
||||
|
||||
.potInputWrap:focus-within {
|
||||
border-color: #d8b46a;
|
||||
box-shadow: 0 0 0 3px rgba(216, 180, 106, 0.12);
|
||||
}
|
||||
|
||||
.potCurrency {
|
||||
color: #777;
|
||||
font-size: 1.6rem;
|
||||
font-weight: 300;
|
||||
}
|
||||
|
||||
#potInput {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
background: none;
|
||||
border: none;
|
||||
outline: none;
|
||||
color: #f2f2f2;
|
||||
font-size: 2rem;
|
||||
font-weight: 500;
|
||||
font-variant-numeric: tabular-nums;
|
||||
padding: 0.55rem 0;
|
||||
font-family: inherit;
|
||||
}
|
||||
|
||||
#potInput::placeholder {
|
||||
color: #4a4a4a;
|
||||
}
|
||||
|
||||
.clearPotBtn {
|
||||
flex: none;
|
||||
width: 34px;
|
||||
height: 34px;
|
||||
border-radius: 50%;
|
||||
border: none;
|
||||
background: #262626;
|
||||
color: #999;
|
||||
font-size: 0.85rem;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.clearPotBtn:hover {
|
||||
background: #333;
|
||||
color: #ddd;
|
||||
}
|
||||
|
||||
/* ---------- Tap targets ---------- */
|
||||
|
||||
.chipRow {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: 0.5rem;
|
||||
}
|
||||
|
||||
.choiceChip {
|
||||
flex: 1 1 auto;
|
||||
min-width: 58px;
|
||||
min-height: 52px;
|
||||
padding: 0.5rem 0.7rem;
|
||||
background: linear-gradient(180deg, #2e2e2e, #232323);
|
||||
border: 1px solid #3a3a3a;
|
||||
border-radius: 11px;
|
||||
color: #ddd;
|
||||
font-size: 1rem;
|
||||
font-family: inherit;
|
||||
cursor: pointer;
|
||||
transition: all 0.15s ease;
|
||||
}
|
||||
|
||||
.choiceChip:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
}
|
||||
|
||||
.choiceChip.selected {
|
||||
background: linear-gradient(180deg, #3a2f18, #241d0f);
|
||||
border-color: #d8b46a;
|
||||
color: #f0d9a8;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.waysStepper {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.35rem;
|
||||
flex: 1 1 auto;
|
||||
min-width: 150px;
|
||||
background: #191919;
|
||||
border: 1px solid #333;
|
||||
border-radius: 11px;
|
||||
padding: 0.2rem 0.4rem;
|
||||
}
|
||||
|
||||
.stepBtn {
|
||||
width: 40px;
|
||||
height: 44px;
|
||||
border: none;
|
||||
border-radius: 8px;
|
||||
background: #262626;
|
||||
color: #ddd;
|
||||
font-size: 1.25rem;
|
||||
line-height: 1;
|
||||
font-family: inherit;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.stepBtn:hover {
|
||||
background: #333;
|
||||
}
|
||||
|
||||
.waysReadout {
|
||||
flex: 1;
|
||||
text-align: center;
|
||||
color: #999;
|
||||
font-size: 0.8rem;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
/* ---------- Footer actions ---------- */
|
||||
|
||||
#splitActions {
|
||||
display: flex;
|
||||
gap: 0.6rem;
|
||||
margin-top: 1.75rem;
|
||||
}
|
||||
|
||||
.splitBtn {
|
||||
flex: 1;
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
min-height: 48px;
|
||||
padding: 0.6rem 0.9rem;
|
||||
border-radius: 10px;
|
||||
border: 1px solid #3a3a3a;
|
||||
background: linear-gradient(180deg, #2e2e2e, #232323);
|
||||
color: #ddd;
|
||||
font-size: 0.9rem;
|
||||
font-family: inherit;
|
||||
text-decoration: none;
|
||||
cursor: pointer;
|
||||
transition: all 0.15s ease;
|
||||
}
|
||||
|
||||
.splitBtn:hover {
|
||||
border-color: #4a4a4a;
|
||||
background: linear-gradient(180deg, #383838, #2a2a2a);
|
||||
}
|
||||
|
||||
.splitBtnGhost {
|
||||
background: transparent;
|
||||
}
|
||||
|
||||
.splitFootnote {
|
||||
margin-top: 1.5rem;
|
||||
color: #6f6f6f;
|
||||
font-size: 0.78rem;
|
||||
line-height: 1.5;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.splitFootnote a {
|
||||
color: #a9782f;
|
||||
}
|
||||
|
||||
/* Roomier once there's a real screen to work with. */
|
||||
@media (min-width: 700px) {
|
||||
#splitApp {
|
||||
padding-top: 2.5rem;
|
||||
}
|
||||
|
||||
#splitHeader h1 {
|
||||
font-size: 1.8rem;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,115 @@
|
||||
// Toasts and confirmation dialogs, so the table never has to fall back on the
|
||||
// browser's own alert boxes. A system confirm() steals focus, looks nothing like
|
||||
// the rest of the page, and on a phone it's a full-screen interruption — all of
|
||||
// which is a bad trade for a dealer trying to keep a game moving.
|
||||
|
||||
// A short-lived message at the bottom of the screen, optionally with one action
|
||||
// (in practice: Undo). Only one is ever on screen; a second replaces the first.
|
||||
const Toast = {
|
||||
DEFAULT_DURATION_MS: 8000,
|
||||
timer: null,
|
||||
|
||||
show(message, options = {}) {
|
||||
const host = document.getElementById("toastHost");
|
||||
if (!host) return;
|
||||
|
||||
this.dismiss();
|
||||
|
||||
const toast = document.createElement("div");
|
||||
toast.className = "toast";
|
||||
toast.setAttribute("role", "status");
|
||||
|
||||
const text = document.createElement("span");
|
||||
text.className = "toastText";
|
||||
text.textContent = message;
|
||||
toast.appendChild(text);
|
||||
|
||||
if (options.actionLabel && options.onAction) {
|
||||
const action = document.createElement("button");
|
||||
action.type = "button";
|
||||
action.className = "toastAction";
|
||||
action.textContent = options.actionLabel;
|
||||
action.addEventListener("click", () => {
|
||||
this.dismiss();
|
||||
options.onAction();
|
||||
});
|
||||
toast.appendChild(action);
|
||||
}
|
||||
|
||||
const close = document.createElement("button");
|
||||
close.type = "button";
|
||||
close.className = "toastClose";
|
||||
close.setAttribute("aria-label", "Dismiss");
|
||||
close.textContent = "✕";
|
||||
close.addEventListener("click", () => this.dismiss());
|
||||
toast.appendChild(close);
|
||||
|
||||
host.appendChild(toast);
|
||||
// Next frame, so the entrance transition actually runs.
|
||||
requestAnimationFrame(() => toast.classList.add("toastVisible"));
|
||||
|
||||
this.timer = setTimeout(
|
||||
() => this.dismiss(),
|
||||
options.duration || this.DEFAULT_DURATION_MS
|
||||
);
|
||||
},
|
||||
|
||||
dismiss() {
|
||||
if (this.timer) {
|
||||
clearTimeout(this.timer);
|
||||
this.timer = null;
|
||||
}
|
||||
const host = document.getElementById("toastHost");
|
||||
if (host) host.innerHTML = "";
|
||||
},
|
||||
};
|
||||
|
||||
// Styled stand-in for confirm(). Resolves true if the dealer goes through with it.
|
||||
const Dialog = {
|
||||
confirm({ title, message, confirmLabel = "Confirm", cancelLabel = "Cancel", danger = false }) {
|
||||
return new Promise(resolve => {
|
||||
const overlay = document.getElementById("confirmOverlay");
|
||||
const modal = overlay.querySelector("#confirmModal");
|
||||
overlay.querySelector("#confirmTitle").textContent = title;
|
||||
overlay.querySelector("#confirmMessage").textContent = message;
|
||||
|
||||
const confirmBtn = overlay.querySelector("#confirmAcceptBtn");
|
||||
const cancelBtn = overlay.querySelector("#confirmCancelBtn");
|
||||
confirmBtn.textContent = confirmLabel;
|
||||
cancelBtn.textContent = cancelLabel;
|
||||
confirmBtn.classList.toggle("holdemBtnDanger", danger);
|
||||
confirmBtn.classList.toggle("holdemBtnAccent", !danger);
|
||||
|
||||
const finish = result => {
|
||||
overlay.hidden = true;
|
||||
confirmBtn.removeEventListener("click", onAccept);
|
||||
cancelBtn.removeEventListener("click", onCancel);
|
||||
overlay.removeEventListener("click", onBackdrop);
|
||||
document.removeEventListener("keydown", onKey);
|
||||
resolve(result);
|
||||
};
|
||||
const onAccept = () => finish(true);
|
||||
const onCancel = () => finish(false);
|
||||
const onBackdrop = e => {
|
||||
if (e.target === overlay) finish(false);
|
||||
};
|
||||
const onKey = e => {
|
||||
if (e.key === "Escape") finish(false);
|
||||
if (e.key === "Enter") finish(true);
|
||||
};
|
||||
|
||||
confirmBtn.addEventListener("click", onAccept);
|
||||
cancelBtn.addEventListener("click", onCancel);
|
||||
overlay.addEventListener("click", onBackdrop);
|
||||
document.addEventListener("keydown", onKey);
|
||||
|
||||
overlay.hidden = false;
|
||||
modal.focus();
|
||||
confirmBtn.focus();
|
||||
});
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = { Toast, Dialog };
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
// Turns the in-memory hand history into a CSV file the dealer can download for a
|
||||
// paper trail — a house manager or a disputed chip count needs something that
|
||||
// outlives the browser tab, not just a scrollable panel in the sidebar.
|
||||
const HandHistoryExport = {
|
||||
csvField(value) {
|
||||
const str = String(value ?? "");
|
||||
return /[",\n]/.test(str) ? `"${str.replace(/"/g, '""')}"` : str;
|
||||
},
|
||||
|
||||
formatTimestamp(timestamp) {
|
||||
try {
|
||||
return new Date(timestamp).toLocaleString();
|
||||
} catch {
|
||||
return "";
|
||||
}
|
||||
},
|
||||
|
||||
toCsv(handHistory, standings = []) {
|
||||
const rows = [["Hand #", "Time", "Pot", "Payouts"]];
|
||||
// handHistory is stored newest-first; the export reads better oldest-first.
|
||||
[...handHistory].reverse().forEach(entry => {
|
||||
const payouts = (entry.payouts || [])
|
||||
.map(p => `${p.label}: ${Money.format(p.amount)}`)
|
||||
.join("; ");
|
||||
rows.push([
|
||||
entry.handNumber,
|
||||
this.formatTimestamp(entry.timestamp),
|
||||
Money.format(entry.pot),
|
||||
payouts,
|
||||
]);
|
||||
});
|
||||
|
||||
// The settle-up numbers go in the same file as the hands they came from, so a
|
||||
// dealer handing over one export isn't asked for a second one at cash-out.
|
||||
if (standings.length > 0) {
|
||||
rows.push([]);
|
||||
rows.push(["Session Standings"]);
|
||||
rows.push(["Player", "Paid In", "Won", "Net"]);
|
||||
standings.forEach(row => {
|
||||
rows.push([row.name, Money.format(row.in), Money.format(row.won), Money.formatSigned(row.net)]);
|
||||
});
|
||||
}
|
||||
|
||||
return rows.map(row => row.map(f => this.csvField(f)).join(",")).join("\r\n");
|
||||
},
|
||||
|
||||
fileName() {
|
||||
const now = new Date();
|
||||
const pad = n => String(n).padStart(2, "0");
|
||||
const stamp = `${now.getFullYear()}-${pad(now.getMonth() + 1)}-${pad(now.getDate())}-${pad(now.getHours())}${pad(now.getMinutes())}`;
|
||||
return `holdem-hand-history-${stamp}.csv`;
|
||||
},
|
||||
|
||||
download(handHistory, standings = []) {
|
||||
const csv = this.toCsv(handHistory, standings);
|
||||
const blob = new Blob([csv], { type: "text/csv;charset=utf-8;" });
|
||||
const url = URL.createObjectURL(blob);
|
||||
const link = document.createElement("a");
|
||||
link.href = url;
|
||||
link.download = this.fileName();
|
||||
document.body.appendChild(link);
|
||||
link.click();
|
||||
document.body.removeChild(link);
|
||||
URL.revokeObjectURL(url);
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = HandHistoryExport;
|
||||
}
|
||||
@@ -0,0 +1,138 @@
|
||||
document.addEventListener("DOMContentLoaded", () => {
|
||||
const state = HoldemState.load();
|
||||
|
||||
const hooks = {
|
||||
save: s => HoldemState.save(s),
|
||||
rerender: () => Render.renderAll(),
|
||||
};
|
||||
|
||||
Render.mount(state, hooks);
|
||||
|
||||
// Moving to the next hand used to ask "are you sure?" every single time —
|
||||
// the most-pressed button in a session, gated behind a system dialog. It now
|
||||
// just happens, and the toast offers the way back for the few seconds anyone
|
||||
// would notice a misclick. The snapshot is deliberately in-memory only: an
|
||||
// undo is for the mistake you just made, not one from last night's session.
|
||||
const runUndoable = (message, mutate) => {
|
||||
const snapshot = JSON.parse(JSON.stringify(state));
|
||||
mutate();
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
|
||||
Toast.show(message, {
|
||||
actionLabel: "Undo",
|
||||
onAction: () => {
|
||||
Object.keys(state).forEach(key => delete state[key]);
|
||||
Object.assign(state, snapshot);
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
Toast.show("Undone.", { duration: 2500 });
|
||||
},
|
||||
});
|
||||
};
|
||||
|
||||
document.getElementById("seatCountInput").addEventListener("change", e => {
|
||||
HoldemState.resizeSeats(state, Number(e.target.value));
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
});
|
||||
|
||||
document.getElementById("directionSelect").addEventListener("change", e => {
|
||||
state.direction = e.target.value;
|
||||
hooks.save(state);
|
||||
Render.renderSeats();
|
||||
});
|
||||
|
||||
document.getElementById("basePotInput").addEventListener("input", e => {
|
||||
state.basePotAmount = e.target.value === "" ? null : Number(e.target.value);
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
});
|
||||
|
||||
document.getElementById("dedicatedDealerToggle").addEventListener("change", e => {
|
||||
state.dedicatedDealer = e.target.checked;
|
||||
hooks.save(state);
|
||||
Render.renderSeats();
|
||||
Render.renderTableHint();
|
||||
});
|
||||
|
||||
document.getElementById("tableNotes").addEventListener("input", e => {
|
||||
state.notes = e.target.value;
|
||||
hooks.save(state);
|
||||
});
|
||||
|
||||
document.getElementById("addChipColorBtn").addEventListener("click", () => {
|
||||
state.chipLegend.push({
|
||||
id: HoldemState.makeId("chip"),
|
||||
color: "#888888",
|
||||
value: 1,
|
||||
});
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
});
|
||||
|
||||
document.getElementById("nextHandBtn").addEventListener("click", () => {
|
||||
// startNextHand moves the button on by one; say where it landed so the
|
||||
// dealer can confirm the rotation without hunting for the badge.
|
||||
const nextDealer = HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1);
|
||||
const where = state.dedicatedDealer
|
||||
? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
|
||||
: `button on seat ${nextDealer + 1}`;
|
||||
|
||||
runUndoable(`Next hand — ${where}. Cards and chip counts cleared.`, () =>
|
||||
HoldemState.startNextHand(state)
|
||||
);
|
||||
});
|
||||
|
||||
document.getElementById("resetTableBtn").addEventListener("click", async () => {
|
||||
const ok = await Dialog.confirm({
|
||||
title: "Reset the whole table?",
|
||||
message: "Every seat, chip colour and note goes back to defaults. The hand history and session standings are cleared too.",
|
||||
confirmLabel: "Reset table",
|
||||
danger: true,
|
||||
});
|
||||
if (!ok) return;
|
||||
|
||||
HoldemState.clear();
|
||||
Object.assign(state, HoldemState.createDefault());
|
||||
Render.mount(state, hooks);
|
||||
Toast.show("Table reset.", { duration: 2500 });
|
||||
});
|
||||
|
||||
document.getElementById("resolvePotBtn").addEventListener("click", () => {
|
||||
PotWizard.open(state, payouts => {
|
||||
const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
|
||||
runUndoable(paid ? `Paid ${paid}.` : "Hand closed with nothing to pay out.", () => {
|
||||
if (payouts.length > 0) HoldemState.recordHand(state, payouts);
|
||||
HoldemState.startNextHand(state);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
|
||||
|
||||
document.getElementById("closePotWizardBtn").addEventListener("click", () => PotWizard.close());
|
||||
document.getElementById("potWizardOverlay").addEventListener("click", e => {
|
||||
if (e.target.id === "potWizardOverlay") PotWizard.close();
|
||||
});
|
||||
|
||||
document.getElementById("clearHistoryBtn").addEventListener("click", async () => {
|
||||
const ok = await Dialog.confirm({
|
||||
title: "Clear the hand history?",
|
||||
message: "This wipes every logged hand and the session standings, and puts the hand counter back to #1. Export first if anyone might want the numbers.",
|
||||
confirmLabel: "Clear history",
|
||||
danger: true,
|
||||
});
|
||||
if (!ok) return;
|
||||
|
||||
HoldemState.clearHistory(state);
|
||||
hooks.save(state);
|
||||
Render.renderAll();
|
||||
Toast.show("Hand history cleared.", { duration: 2500 });
|
||||
});
|
||||
|
||||
document.getElementById("exportHistoryBtn").addEventListener("click", () => {
|
||||
if ((state.handHistory || []).length === 0) return;
|
||||
HandHistoryExport.download(state.handHistory, HoldemState.sessionStandings(state));
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,22 @@
|
||||
// Shared money formatting for every casino surface. Kept apart from the table's
|
||||
// rendering so the quick-split calculator can pull in the formatter without dragging
|
||||
// the whole seat/chip UI along with it.
|
||||
const Money = {
|
||||
format(amount) {
|
||||
const value = Number(amount) || 0;
|
||||
return `$${value.toLocaleString(undefined, { minimumFractionDigits: 2, maximumFractionDigits: 2 })}`;
|
||||
},
|
||||
|
||||
// "+$40.00" / "-$40.00" rather than "$-40.00" — a standings column is read at a
|
||||
// glance, and the sign belongs out front where the eye lands first.
|
||||
formatSigned(amount) {
|
||||
const value = Number(amount) || 0;
|
||||
if (value > 0) return `+${this.format(value)}`;
|
||||
if (value < 0) return `-${this.format(Math.abs(value))}`;
|
||||
return this.format(0);
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = Money;
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
// Pure side-pot math. No DOM, no globals besides the PotCalculator namespace, so the
|
||||
// dealer's payout logic can be reasoned about (and unit tested) on its own.
|
||||
//
|
||||
// A "contribution entry" is { id, remaining, folded }. `remaining` starts as the amount
|
||||
// that player put in the pot and is whittled down round by round as money gets paid out.
|
||||
const PotCalculator = {
|
||||
EPSILON: 0.004,
|
||||
|
||||
// Builds the initial entry list from raw contributions, keeping folded players in
|
||||
// (their chips are still "dead money" owed to whoever wins) while excluding anyone
|
||||
// who put in nothing at all.
|
||||
buildEntries(players) {
|
||||
return players
|
||||
.filter(p => p.contribution > this.EPSILON)
|
||||
.map(p => ({ id: p.id, remaining: p.contribution, folded: !!p.folded }));
|
||||
},
|
||||
|
||||
totalPot(entries) {
|
||||
return entries.reduce((sum, e) => sum + e.remaining, 0);
|
||||
},
|
||||
|
||||
// Players still eligible to be picked as a winner for the money that's left.
|
||||
getContenders(entries) {
|
||||
return entries.filter(e => !e.folded && e.remaining > this.EPSILON);
|
||||
},
|
||||
|
||||
// Awards the current pot layer to `winnerIds` (one id, or several for a split/tie).
|
||||
// The payout is capped at the smallest remaining contribution among the winners —
|
||||
// that's the classic side-pot rule: an all-in player can only win what everyone at
|
||||
// the table matched, and the excess rolls forward to the next round.
|
||||
resolveRound(entries, winnerIds) {
|
||||
const winners = entries.filter(e => winnerIds.includes(e.id) && e.remaining > this.EPSILON);
|
||||
if (winners.length === 0) {
|
||||
throw new Error("No valid winners selected for this round.");
|
||||
}
|
||||
|
||||
const cap = Math.min(...winners.map(w => w.remaining));
|
||||
let payoutPool = 0;
|
||||
const updatedEntries = entries.map(e => {
|
||||
if (e.remaining <= this.EPSILON) return e;
|
||||
const used = Math.min(e.remaining, cap);
|
||||
payoutPool += used;
|
||||
return { ...e, remaining: Math.round((e.remaining - used) * 100) / 100 };
|
||||
});
|
||||
|
||||
payoutPool = Math.round(payoutPool * 100) / 100;
|
||||
const baseShareCents = Math.floor((payoutPool * 100) / winners.length);
|
||||
let leftoverCents = Math.round(payoutPool * 100) - baseShareCents * winners.length;
|
||||
|
||||
const perWinner = winnerIds
|
||||
.filter(id => winners.some(w => w.id === id))
|
||||
.map(id => ({ id, amountCents: baseShareCents }));
|
||||
|
||||
// Odd cents (can't split evenly) go one at a time to the winners, in the order
|
||||
// they were selected, so nothing is ever lost to rounding.
|
||||
let i = 0;
|
||||
while (leftoverCents > 0 && perWinner.length > 0) {
|
||||
perWinner[i % perWinner.length].amountCents += 1;
|
||||
leftoverCents--;
|
||||
i++;
|
||||
}
|
||||
|
||||
const result = perWinner.map(w => ({ id: w.id, amount: w.amountCents / 100 }));
|
||||
const remainingContenders = this.getContenders(updatedEntries);
|
||||
|
||||
return {
|
||||
payoutPool,
|
||||
capApplied: cap,
|
||||
perWinner: result,
|
||||
updatedEntries,
|
||||
remainingContenders,
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = PotCalculator;
|
||||
}
|
||||
@@ -0,0 +1,201 @@
|
||||
// Walks the dealer through awarding the pot: "who won?", and if that player was
|
||||
// all-in for less than everyone else, "who's next?" — repeating until every dollar
|
||||
// in the pot has been assigned. Built on PotCalculator's pure round-resolution math.
|
||||
const PotWizard = {
|
||||
state: null,
|
||||
onFinished: null,
|
||||
entries: [],
|
||||
playerLabelById: new Map(),
|
||||
log: [],
|
||||
|
||||
open(state, onFinished) {
|
||||
this.state = state;
|
||||
this.onFinished = onFinished;
|
||||
|
||||
const players = state.seats.filter(
|
||||
p => HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount) > 0
|
||||
);
|
||||
this.playerLabelById = new Map(
|
||||
players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))])
|
||||
);
|
||||
this.entries = PotCalculator.buildEntries(
|
||||
players.map(p => ({
|
||||
id: p.id,
|
||||
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
|
||||
folded: p.folded,
|
||||
}))
|
||||
);
|
||||
this.log = [];
|
||||
this.totals = new Map();
|
||||
|
||||
document.getElementById("potWizardOverlay").hidden = false;
|
||||
this.renderStep();
|
||||
},
|
||||
|
||||
close() {
|
||||
document.getElementById("potWizardOverlay").hidden = true;
|
||||
},
|
||||
|
||||
labelFor(player, seatIndex) {
|
||||
const name = HoldemState.displayName(player, seatIndex);
|
||||
const cards = (player.cards || []).filter(Boolean).join(" ");
|
||||
return cards ? `${name} (${cards})` : name;
|
||||
},
|
||||
|
||||
addToTotal(id, amount) {
|
||||
this.totals.set(id, (this.totals.get(id) || 0) + amount);
|
||||
},
|
||||
|
||||
renderStep() {
|
||||
// Auto-resolve any round where only one player is left standing — nothing to ask.
|
||||
let contenders = PotCalculator.getContenders(this.entries);
|
||||
while (contenders.length === 1) {
|
||||
const result = PotCalculator.resolveRound(this.entries, [contenders[0].id]);
|
||||
this.recordRound(result);
|
||||
this.entries = result.updatedEntries;
|
||||
contenders = PotCalculator.getContenders(this.entries);
|
||||
}
|
||||
|
||||
const body = document.getElementById("potWizardBody");
|
||||
body.innerHTML = "";
|
||||
body.appendChild(this.renderLog());
|
||||
|
||||
const remaining = PotCalculator.totalPot(this.entries.filter(e => e.remaining > PotCalculator.EPSILON));
|
||||
|
||||
if (contenders.length === 0 && remaining > PotCalculator.EPSILON) {
|
||||
const warning = document.createElement("p");
|
||||
warning.className = "potWizardPrompt";
|
||||
warning.textContent = `${Money.format(remaining)} is still unassigned, but every remaining player is marked Folded. Uncheck Fold on whoever should win it.`;
|
||||
body.appendChild(warning);
|
||||
body.appendChild(this.renderSummary());
|
||||
return;
|
||||
}
|
||||
|
||||
if (contenders.length === 0 || remaining <= PotCalculator.EPSILON) {
|
||||
body.appendChild(this.renderSummary());
|
||||
return;
|
||||
}
|
||||
|
||||
const round = document.createElement("div");
|
||||
round.className = "potWizardRound";
|
||||
|
||||
const prompt = document.createElement("p");
|
||||
prompt.className = "potWizardPrompt";
|
||||
prompt.innerHTML = this.log.length === 0
|
||||
? `Who won the hand? <strong>${Money.format(remaining)}</strong> is in play.`
|
||||
: `That side pot still leaves <strong>${Money.format(remaining)}</strong> unassigned — who's next best?`;
|
||||
round.appendChild(prompt);
|
||||
|
||||
const choices = document.createElement("div");
|
||||
choices.className = "potWizardChoices";
|
||||
contenders.forEach(c => {
|
||||
const label = document.createElement("label");
|
||||
label.className = "potWizardChoice";
|
||||
const checkbox = document.createElement("input");
|
||||
checkbox.type = "checkbox";
|
||||
checkbox.value = c.id;
|
||||
const text = document.createElement("span");
|
||||
text.textContent = `${this.playerLabelById.get(c.id)} — up to ${Money.format(c.remaining)}`;
|
||||
label.appendChild(checkbox);
|
||||
label.appendChild(text);
|
||||
choices.appendChild(label);
|
||||
});
|
||||
round.appendChild(choices);
|
||||
|
||||
const hint = document.createElement("p");
|
||||
hint.className = "fieldHint";
|
||||
hint.textContent = "Check more than one to split the pot on a tie.";
|
||||
round.appendChild(hint);
|
||||
|
||||
const confirmBtn = document.createElement("button");
|
||||
confirmBtn.className = "holdemBtn holdemBtnAccent";
|
||||
confirmBtn.textContent = "Confirm Winner(s)";
|
||||
confirmBtn.addEventListener("click", () => {
|
||||
const selected = Array.from(choices.querySelectorAll("input:checked")).map(i => i.value);
|
||||
if (selected.length === 0) return;
|
||||
const result = PotCalculator.resolveRound(this.entries, selected);
|
||||
this.recordRound(result);
|
||||
this.entries = result.updatedEntries;
|
||||
this.renderStep();
|
||||
});
|
||||
round.appendChild(confirmBtn);
|
||||
|
||||
body.appendChild(round);
|
||||
},
|
||||
|
||||
recordRound(result) {
|
||||
result.perWinner.forEach(w => this.addToTotal(w.id, w.amount));
|
||||
this.log.push({
|
||||
amount: result.payoutPool,
|
||||
winners: result.perWinner.map(w => `${this.playerLabelById.get(w.id)} (${Money.format(w.amount)})`),
|
||||
});
|
||||
},
|
||||
|
||||
renderLog() {
|
||||
const wrap = document.createElement("div");
|
||||
wrap.className = "potWizardLog";
|
||||
if (this.log.length === 0) return wrap;
|
||||
|
||||
this.log.forEach((entry, idx) => {
|
||||
const line = document.createElement("p");
|
||||
line.className = "potWizardLogLine";
|
||||
line.textContent = `Pot ${idx + 1}: ${Money.format(entry.amount)} → ${entry.winners.join(", ")}`;
|
||||
wrap.appendChild(line);
|
||||
});
|
||||
return wrap;
|
||||
},
|
||||
|
||||
renderSummary() {
|
||||
const wrap = document.createElement("div");
|
||||
wrap.className = "potWizardSummary";
|
||||
|
||||
const heading = document.createElement("h3");
|
||||
heading.textContent = "Final Payouts";
|
||||
wrap.appendChild(heading);
|
||||
|
||||
if (this.totals.size === 0) {
|
||||
const empty = document.createElement("p");
|
||||
empty.className = "fieldHint";
|
||||
empty.textContent = "Nobody has money in this pot yet — mark seats \"In hand\" and set contributions first.";
|
||||
wrap.appendChild(empty);
|
||||
} else {
|
||||
const list = document.createElement("ul");
|
||||
for (const [id, amount] of this.totals.entries()) {
|
||||
const li = document.createElement("li");
|
||||
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
|
||||
list.appendChild(li);
|
||||
}
|
||||
wrap.appendChild(list);
|
||||
}
|
||||
|
||||
const actions = document.createElement("div");
|
||||
actions.className = "potWizardActions";
|
||||
|
||||
const applyBtn = document.createElement("button");
|
||||
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,
|
||||
}));
|
||||
this.close();
|
||||
this.onFinished(payouts);
|
||||
});
|
||||
actions.appendChild(applyBtn);
|
||||
|
||||
const closeBtn = document.createElement("button");
|
||||
closeBtn.className = "holdemBtn holdemBtnGhost";
|
||||
closeBtn.textContent = "Close";
|
||||
closeBtn.addEventListener("click", () => this.close());
|
||||
actions.appendChild(closeBtn);
|
||||
|
||||
wrap.appendChild(actions);
|
||||
return wrap;
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = PotWizard;
|
||||
}
|
||||
@@ -0,0 +1,166 @@
|
||||
// The quick-split screen: pot in, payout out, nothing to set up and nothing saved.
|
||||
// A dealer opens this one-handed with players waiting, so every control is a tap and
|
||||
// the answer updates as they type rather than behind a "calculate" button.
|
||||
const QuickSplit = {
|
||||
WAY_CHOICES: [2, 3, 4, 5],
|
||||
CHIP_CHOICES: [
|
||||
{ value: 0.01, label: "1¢" },
|
||||
{ value: 0.25, label: "25¢" },
|
||||
{ value: 1, label: "$1" },
|
||||
{ value: 5, label: "$5" },
|
||||
{ value: 25, label: "$25" },
|
||||
],
|
||||
MAX_WAYS: 12,
|
||||
|
||||
ways: 2,
|
||||
chip: 1,
|
||||
|
||||
mount() {
|
||||
this.potInput = document.getElementById("potInput");
|
||||
this.clearPotBtn = document.getElementById("clearPotBtn");
|
||||
|
||||
this.renderWayChoices();
|
||||
this.renderChipChoices();
|
||||
|
||||
this.potInput.addEventListener("input", () => {
|
||||
this.sanitizePotInput();
|
||||
this.update();
|
||||
});
|
||||
|
||||
this.clearPotBtn.addEventListener("click", () => {
|
||||
this.potInput.value = "";
|
||||
this.potInput.focus();
|
||||
this.update();
|
||||
});
|
||||
|
||||
document.getElementById("resetSplitBtn").addEventListener("click", () => {
|
||||
this.potInput.value = "";
|
||||
this.ways = 2;
|
||||
this.chip = 1;
|
||||
this.renderWayChoices();
|
||||
this.renderChipChoices();
|
||||
this.potInput.focus();
|
||||
this.update();
|
||||
});
|
||||
|
||||
this.update();
|
||||
},
|
||||
|
||||
// Keeps the field to something parseable without fighting the typist: digits and a
|
||||
// single decimal point, at most two places.
|
||||
sanitizePotInput() {
|
||||
const cleaned = this.potInput.value
|
||||
.replace(/[^0-9.]/g, "")
|
||||
.replace(/(\..*)\./g, "$1")
|
||||
.replace(/(\.\d\d)\d+/, "$1");
|
||||
if (cleaned !== this.potInput.value) this.potInput.value = cleaned;
|
||||
},
|
||||
|
||||
makeChoiceButton(label, isSelected, onPick) {
|
||||
const btn = document.createElement("button");
|
||||
btn.type = "button";
|
||||
btn.className = "choiceChip";
|
||||
btn.textContent = label;
|
||||
btn.setAttribute("aria-pressed", String(isSelected));
|
||||
btn.classList.toggle("selected", isSelected);
|
||||
btn.addEventListener("click", onPick);
|
||||
return btn;
|
||||
},
|
||||
|
||||
renderWayChoices() {
|
||||
const row = document.getElementById("waysChoices");
|
||||
row.innerHTML = "";
|
||||
|
||||
this.WAY_CHOICES.forEach(count => {
|
||||
row.appendChild(
|
||||
this.makeChoiceButton(String(count), this.ways === count, () => {
|
||||
this.ways = count;
|
||||
this.renderWayChoices();
|
||||
this.update();
|
||||
})
|
||||
);
|
||||
});
|
||||
|
||||
// Beyond a five-way chop it's rare enough to hide behind a stepper rather than
|
||||
// spend a row of buttons on it.
|
||||
const more = document.createElement("div");
|
||||
more.className = "waysStepper";
|
||||
|
||||
const minus = this.makeStepButton("−", () => this.stepWays(-1));
|
||||
const plus = this.makeStepButton("+", () => this.stepWays(1));
|
||||
const readout = document.createElement("span");
|
||||
readout.className = "waysReadout";
|
||||
readout.textContent = `${this.ways} ways`;
|
||||
|
||||
more.appendChild(minus);
|
||||
more.appendChild(readout);
|
||||
more.appendChild(plus);
|
||||
row.appendChild(more);
|
||||
},
|
||||
|
||||
makeStepButton(label, onPick) {
|
||||
const btn = document.createElement("button");
|
||||
btn.type = "button";
|
||||
btn.className = "stepBtn";
|
||||
btn.textContent = label;
|
||||
btn.addEventListener("click", onPick);
|
||||
return btn;
|
||||
},
|
||||
|
||||
stepWays(delta) {
|
||||
this.ways = Math.max(2, Math.min(this.MAX_WAYS, this.ways + delta));
|
||||
this.renderWayChoices();
|
||||
this.update();
|
||||
},
|
||||
|
||||
renderChipChoices() {
|
||||
const row = document.getElementById("chipChoices");
|
||||
row.innerHTML = "";
|
||||
this.CHIP_CHOICES.forEach(choice => {
|
||||
row.appendChild(
|
||||
this.makeChoiceButton(choice.label, this.chip === choice.value, () => {
|
||||
this.chip = choice.value;
|
||||
this.renderChipChoices();
|
||||
this.update();
|
||||
})
|
||||
);
|
||||
});
|
||||
},
|
||||
|
||||
update() {
|
||||
const potValue = Number(this.potInput.value);
|
||||
const pot = Number.isNaN(potValue) ? 0 : potValue;
|
||||
this.clearPotBtn.hidden = this.potInput.value === "";
|
||||
|
||||
const result = SplitCalculator.split(pot, this.ways, this.chip);
|
||||
|
||||
document.getElementById("splitResultLabel").textContent =
|
||||
`Each of ${result.players} players gets`;
|
||||
document.getElementById("splitResultAmount").textContent = Money.format(result.each);
|
||||
|
||||
const oddNote = document.getElementById("splitOddNote");
|
||||
if (result.valid && result.oddChips > 0) {
|
||||
oddNote.textContent = result.oddChips === 1
|
||||
? `plus one odd ${Money.format(result.chip)} chip to the first player left of the button`
|
||||
: `plus ${result.oddChips} odd ${Money.format(result.chip)} chips — one each to the ` +
|
||||
`first ${result.oddChips} players left of the button`;
|
||||
oddNote.hidden = false;
|
||||
} else {
|
||||
oddNote.hidden = true;
|
||||
}
|
||||
|
||||
const dustNote = document.getElementById("splitDustNote");
|
||||
if (result.valid && result.dust > 0) {
|
||||
dustNote.textContent =
|
||||
`${Money.format(result.dust)} doesn't divide into ${Money.format(result.chip)} chips — ` +
|
||||
`pick a smaller denomination.`;
|
||||
dustNote.hidden = false;
|
||||
} else {
|
||||
dustNote.hidden = true;
|
||||
}
|
||||
|
||||
document.getElementById("splitResult").classList.toggle("hasAmount", result.valid && result.each > 0);
|
||||
},
|
||||
};
|
||||
|
||||
document.addEventListener("DOMContentLoaded", () => QuickSplit.mount());
|
||||
@@ -0,0 +1,449 @@
|
||||
// All DOM rendering + drag/drop for the table. Talks to the outside world only through
|
||||
// the `hooks` object passed to mount(): hooks.save(state) persists, hooks.rerender()
|
||||
// re-draws everything (used after structural changes like resizing seats or the chip
|
||||
// legend).
|
||||
//
|
||||
// The table itself only shows compact seat "pucks" — name, cards, total, blind/dealer
|
||||
// badges — because a full data-entry form (chip counts, custom fields, etc.) doesn't fit
|
||||
// next to nine others arranged in a circle at any screen size. Clicking a puck opens the
|
||||
// full form in the seat editor panel instead.
|
||||
const Render = {
|
||||
state: null,
|
||||
hooks: null,
|
||||
selectedSeatIndex: null,
|
||||
|
||||
mount(state, hooks) {
|
||||
this.state = state;
|
||||
this.hooks = hooks;
|
||||
this.selectedSeatIndex = null;
|
||||
this.renderAll();
|
||||
},
|
||||
|
||||
renderAll() {
|
||||
if (this.selectedSeatIndex !== null && this.selectedSeatIndex >= this.state.seatCount) {
|
||||
this.selectedSeatIndex = null;
|
||||
}
|
||||
this.renderSeats();
|
||||
this.renderSeatEditor();
|
||||
this.renderChipLegend();
|
||||
this.renderNotes();
|
||||
this.updatePotBadge();
|
||||
this.renderSetupFields();
|
||||
this.renderTableHint();
|
||||
this.renderStandings();
|
||||
this.renderHandHistory();
|
||||
},
|
||||
|
||||
renderSetupFields() {
|
||||
document.getElementById("seatCountInput").value = this.state.seatCount;
|
||||
document.getElementById("directionSelect").value = this.state.direction;
|
||||
document.getElementById("basePotInput").value = this.state.basePotAmount ?? "";
|
||||
document.getElementById("dedicatedDealerToggle").checked = !!this.state.dedicatedDealer;
|
||||
},
|
||||
|
||||
renderTableHint() {
|
||||
const hint = document.getElementById("tableHint");
|
||||
hint.textContent = this.state.dedicatedDealer
|
||||
? "Drag a seat onto another seat to swap players."
|
||||
: "Drag a seat onto another seat to swap players. Click the dealer chip on a seat to make it the button.";
|
||||
},
|
||||
|
||||
renderNotes() {
|
||||
const notesEl = document.getElementById("tableNotes");
|
||||
if (document.activeElement !== notesEl) notesEl.value = this.state.notes || "";
|
||||
},
|
||||
|
||||
updatePotBadge() {
|
||||
const total = HoldemState.totalPot(this.state);
|
||||
document.getElementById("potBadgeAmount").textContent = Money.format(total);
|
||||
},
|
||||
|
||||
// ---- Seats around the table (compact pucks) ----
|
||||
|
||||
seatPosition(index, count) {
|
||||
const angle = -90 + (360 / count) * index;
|
||||
const radians = (angle * Math.PI) / 180;
|
||||
const rx = 44;
|
||||
const ry = 42;
|
||||
const left = 50 + rx * Math.cos(radians);
|
||||
const top = 50 + ry * Math.sin(radians);
|
||||
return { left, top };
|
||||
},
|
||||
|
||||
puckLabel(player, seatIndex) {
|
||||
return HoldemState.displayName(player, seatIndex);
|
||||
},
|
||||
|
||||
renderSeats() {
|
||||
const layer = document.getElementById("seatsLayer");
|
||||
layer.innerHTML = "";
|
||||
const template = document.getElementById("seatTemplate");
|
||||
const { dealerIndex, sbIndex, bbIndex } = HoldemState.getBlindSeats(this.state);
|
||||
|
||||
this.state.seats.forEach((player, index) => {
|
||||
const node = template.content.firstElementChild.cloneNode(true);
|
||||
const pos = this.seatPosition(index, this.state.seatCount);
|
||||
node.style.left = `${pos.left}%`;
|
||||
node.style.top = `${pos.top}%`;
|
||||
node.dataset.seatIndex = String(index);
|
||||
|
||||
node.querySelector(".seatChairNumber").textContent = index + 1;
|
||||
|
||||
const dealerChip = node.querySelector(".dealerChip");
|
||||
dealerChip.classList.toggle("active", index === dealerIndex);
|
||||
dealerChip.classList.toggle("hidden", !!this.state.dedicatedDealer);
|
||||
dealerChip.addEventListener("click", e => {
|
||||
e.stopPropagation();
|
||||
this.state.dealerSeatIndex = index;
|
||||
this.hooks.save(this.state);
|
||||
this.renderSeats();
|
||||
});
|
||||
|
||||
node.querySelector(".sbBadge").classList.toggle("visible", index === sbIndex);
|
||||
node.querySelector(".bbBadge").classList.toggle("visible", index === bbIndex);
|
||||
|
||||
this.updatePuckContent(node, player, index);
|
||||
node.classList.toggle("seatSelected", index === this.selectedSeatIndex);
|
||||
|
||||
node.addEventListener("click", () => {
|
||||
// Tapping the open seat again closes it — on a phone the editor is a
|
||||
// sheet over the table, and the seat you just tapped is the closest
|
||||
// thing to hand for dismissing it.
|
||||
this.selectedSeatIndex = this.selectedSeatIndex === index ? null : index;
|
||||
this.renderSeats();
|
||||
this.renderSeatEditor();
|
||||
});
|
||||
|
||||
this.wireDragAndDrop(node, index);
|
||||
|
||||
layer.appendChild(node);
|
||||
});
|
||||
},
|
||||
|
||||
isRedSuit(card) {
|
||||
return /[HD]$/i.test(card || "");
|
||||
},
|
||||
|
||||
// A chair nobody has claimed: no name typed, not dealt in, nothing in the pot.
|
||||
// Worth calling out, because at a short-handed table the open seats are what
|
||||
// the dealer is looking for.
|
||||
isEmptySeat(player) {
|
||||
const named = !!(player.name && player.name.trim());
|
||||
const contributing =
|
||||
HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount) > 0;
|
||||
return !named && !player.inHand && !contributing;
|
||||
},
|
||||
|
||||
updatePuckContent(node, player, index) {
|
||||
const empty = this.isEmptySeat(player);
|
||||
const nameEl = node.querySelector(".seatPuckName");
|
||||
nameEl.textContent = empty ? "Empty" : (player.name || "").trim();
|
||||
nameEl.classList.toggle("seatEmptyLabel", empty);
|
||||
|
||||
const cardsEl = node.querySelector(".seatPuckCards");
|
||||
cardsEl.innerHTML = "";
|
||||
(player.cards || []).filter(Boolean).forEach((card, i) => {
|
||||
if (i > 0) cardsEl.appendChild(document.createTextNode(" "));
|
||||
const span = document.createElement("span");
|
||||
if (this.isRedSuit(card)) span.className = "cardRed";
|
||||
span.textContent = card;
|
||||
cardsEl.appendChild(span);
|
||||
});
|
||||
const total = HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
|
||||
node.querySelector(".seatPuckTotal").textContent = total > 0 ? Money.format(total) : "";
|
||||
node.classList.toggle("seatEmpty", empty);
|
||||
node.classList.toggle("seatInactive", !player.inHand && !empty);
|
||||
node.classList.toggle("seatFolded", player.folded);
|
||||
node.classList.toggle("seatLive", player.inHand && !player.folded);
|
||||
},
|
||||
|
||||
// Cheaper than a full renderSeats() — used after edits so the seat editor's inputs
|
||||
// (which live in a separate panel) never lose focus.
|
||||
refreshPuck(index) {
|
||||
const node = document.querySelector(`.seat[data-seat-index="${index}"]`);
|
||||
if (node) this.updatePuckContent(node, this.state.seats[index], index);
|
||||
},
|
||||
|
||||
wireDragAndDrop(node, index) {
|
||||
node.addEventListener("dragstart", e => {
|
||||
e.dataTransfer.setData("text/plain", String(index));
|
||||
e.dataTransfer.effectAllowed = "move";
|
||||
node.classList.add("dragging");
|
||||
});
|
||||
node.addEventListener("dragend", () => node.classList.remove("dragging"));
|
||||
node.addEventListener("dragover", e => {
|
||||
e.preventDefault();
|
||||
node.classList.add("dropTarget");
|
||||
});
|
||||
node.addEventListener("dragleave", () => node.classList.remove("dropTarget"));
|
||||
node.addEventListener("drop", e => {
|
||||
e.preventDefault();
|
||||
node.classList.remove("dropTarget");
|
||||
const sourceIndex = Number(e.dataTransfer.getData("text/plain"));
|
||||
const targetIndex = index;
|
||||
if (Number.isNaN(sourceIndex) || sourceIndex === targetIndex) return;
|
||||
const seats = this.state.seats;
|
||||
[seats[sourceIndex], seats[targetIndex]] = [seats[targetIndex], seats[sourceIndex]];
|
||||
this.hooks.save(this.state);
|
||||
this.renderSeats();
|
||||
if (this.selectedSeatIndex === sourceIndex || this.selectedSeatIndex === targetIndex) {
|
||||
this.renderSeatEditor();
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
// ---- Seat editor panel (the full form for whichever seat is selected) ----
|
||||
|
||||
closeSeatEditor() {
|
||||
this.selectedSeatIndex = null;
|
||||
this.renderSeats();
|
||||
this.renderSeatEditor();
|
||||
},
|
||||
|
||||
renderSeatEditor() {
|
||||
const title = document.getElementById("seatEditorTitle");
|
||||
const body = document.getElementById("seatEditorBody");
|
||||
|
||||
// Drives the mobile bottom sheet: the panel only slides up over the table
|
||||
// while a seat is actually being edited.
|
||||
document.body.classList.toggle("seatSheetOpen", this.selectedSeatIndex !== null);
|
||||
|
||||
if (this.selectedSeatIndex === null) {
|
||||
title.textContent = "Select a seat";
|
||||
body.innerHTML = '<p class="fieldHint">Click a seat at the table to edit their name, cards, chips and anything else.</p>';
|
||||
return;
|
||||
}
|
||||
|
||||
const index = this.selectedSeatIndex;
|
||||
const player = this.state.seats[index];
|
||||
title.textContent = this.puckLabel(player, index);
|
||||
|
||||
body.innerHTML = "";
|
||||
const template = document.getElementById("seatEditorTemplate");
|
||||
const form = template.content.firstElementChild.cloneNode(true);
|
||||
|
||||
this.wireSeatFields(form, player, index);
|
||||
this.renderChipCounts(form, player, index);
|
||||
this.renderCustomFields(form, player, index);
|
||||
this.renderSeatTotal(form, player);
|
||||
|
||||
body.appendChild(form);
|
||||
},
|
||||
|
||||
renderSeatTotal(form, player) {
|
||||
const total = HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
|
||||
form.querySelector(".seatTotalAmount").textContent = Money.format(total);
|
||||
},
|
||||
|
||||
commitSeatChange(form, player, index) {
|
||||
this.hooks.save(this.state);
|
||||
this.updatePotBadge();
|
||||
this.renderSeatTotal(form, player);
|
||||
this.refreshPuck(index);
|
||||
},
|
||||
|
||||
wireSeatFields(form, player, index) {
|
||||
const nameInput = form.querySelector(".seatNameInput");
|
||||
nameInput.value = player.name;
|
||||
nameInput.addEventListener("input", () => {
|
||||
player.name = nameInput.value;
|
||||
document.getElementById("seatEditorTitle").textContent = this.puckLabel(player, index);
|
||||
this.commitSeatChange(form, player, index);
|
||||
});
|
||||
|
||||
const inHandCheckbox = form.querySelector(".inHandCheckbox");
|
||||
inHandCheckbox.checked = player.inHand;
|
||||
inHandCheckbox.addEventListener("change", () => {
|
||||
player.inHand = inHandCheckbox.checked;
|
||||
if (!player.inHand) player.folded = false;
|
||||
foldCheckboxRef.checked = player.folded;
|
||||
foldCheckboxRef.disabled = !player.inHand;
|
||||
this.commitSeatChange(form, player, index);
|
||||
});
|
||||
|
||||
const foldCheckboxRef = form.querySelector(".foldCheckbox");
|
||||
foldCheckboxRef.checked = player.folded;
|
||||
foldCheckboxRef.disabled = !player.inHand;
|
||||
foldCheckboxRef.addEventListener("change", () => {
|
||||
player.folded = foldCheckboxRef.checked;
|
||||
this.commitSeatChange(form, player, index);
|
||||
});
|
||||
|
||||
const card1 = form.querySelector(".card1Input");
|
||||
const card2 = form.querySelector(".card2Input");
|
||||
card1.value = player.cards[0] || "";
|
||||
card2.value = player.cards[1] || "";
|
||||
[card1, card2].forEach((input, cardIdx) => {
|
||||
input.classList.toggle("cardRed", this.isRedSuit(input.value));
|
||||
input.addEventListener("input", () => {
|
||||
input.value = input.value.toUpperCase();
|
||||
input.classList.toggle("cardRed", this.isRedSuit(input.value));
|
||||
player.cards[cardIdx] = input.value;
|
||||
this.commitSeatChange(form, player, index);
|
||||
});
|
||||
});
|
||||
|
||||
const amountInput = form.querySelector(".amountOverrideInput");
|
||||
amountInput.value = player.amountOverride ?? "";
|
||||
amountInput.addEventListener("input", () => {
|
||||
player.amountOverride = amountInput.value === "" ? null : amountInput.value;
|
||||
this.commitSeatChange(form, player, index);
|
||||
});
|
||||
|
||||
const addFieldBtn = form.querySelector(".addFieldBtn");
|
||||
addFieldBtn.addEventListener("click", () => {
|
||||
player.customFields.push({ label: "", value: "" });
|
||||
this.renderCustomFields(form, player, index);
|
||||
this.hooks.save(this.state);
|
||||
});
|
||||
},
|
||||
|
||||
renderChipCounts(form, player, index) {
|
||||
const container = form.querySelector(".chipCounts");
|
||||
container.innerHTML = "";
|
||||
const template = document.getElementById("chipCountTemplate");
|
||||
|
||||
this.state.chipLegend.forEach(chip => {
|
||||
const row = template.content.firstElementChild.cloneNode(true);
|
||||
row.querySelector(".chipSwatch").style.background = chip.color;
|
||||
row.title = `$${chip.value} chips`;
|
||||
const input = row.querySelector(".chipCountInput");
|
||||
input.value = player.chipCounts[chip.id] || 0;
|
||||
input.addEventListener("input", () => {
|
||||
const count = Math.max(0, Math.floor(Number(input.value)) || 0);
|
||||
player.chipCounts[chip.id] = count;
|
||||
this.commitSeatChange(form, player, index);
|
||||
});
|
||||
container.appendChild(row);
|
||||
});
|
||||
},
|
||||
|
||||
renderCustomFields(form, player, index) {
|
||||
const container = form.querySelector(".customFields");
|
||||
container.innerHTML = "";
|
||||
const template = document.getElementById("customFieldTemplate");
|
||||
|
||||
player.customFields.forEach((field, fieldIdx) => {
|
||||
const row = template.content.firstElementChild.cloneNode(true);
|
||||
const labelInput = row.querySelector(".customFieldLabel");
|
||||
const valueInput = row.querySelector(".customFieldValue");
|
||||
labelInput.value = field.label;
|
||||
valueInput.value = field.value;
|
||||
labelInput.addEventListener("input", () => {
|
||||
field.label = labelInput.value;
|
||||
this.hooks.save(this.state);
|
||||
});
|
||||
valueInput.addEventListener("input", () => {
|
||||
field.value = valueInput.value;
|
||||
this.hooks.save(this.state);
|
||||
});
|
||||
row.querySelector(".removeFieldBtn").addEventListener("click", () => {
|
||||
player.customFields.splice(fieldIdx, 1);
|
||||
this.renderCustomFields(form, player, index);
|
||||
this.hooks.save(this.state);
|
||||
});
|
||||
container.appendChild(row);
|
||||
});
|
||||
},
|
||||
|
||||
// ---- Chip legend ----
|
||||
|
||||
renderChipLegend() {
|
||||
const list = document.getElementById("chipLegendList");
|
||||
list.innerHTML = "";
|
||||
const template = document.getElementById("chipLegendRowTemplate");
|
||||
|
||||
this.state.chipLegend.forEach(chip => {
|
||||
const row = template.content.firstElementChild.cloneNode(true);
|
||||
const colorInput = row.querySelector(".chipColorInput");
|
||||
const valueInput = row.querySelector(".chipValueInput");
|
||||
colorInput.value = chip.color;
|
||||
valueInput.value = chip.value;
|
||||
|
||||
colorInput.addEventListener("input", () => {
|
||||
chip.color = colorInput.value;
|
||||
this.hooks.save(this.state);
|
||||
});
|
||||
valueInput.addEventListener("input", () => {
|
||||
chip.value = Number(valueInput.value) || 0;
|
||||
this.hooks.save(this.state);
|
||||
this.renderSeats();
|
||||
this.renderSeatEditor();
|
||||
this.updatePotBadge();
|
||||
});
|
||||
row.querySelector(".removeChipColorBtn").addEventListener("click", () => {
|
||||
this.state.chipLegend = this.state.chipLegend.filter(c => c.id !== chip.id);
|
||||
this.hooks.save(this.state);
|
||||
this.renderAll();
|
||||
});
|
||||
|
||||
list.appendChild(row);
|
||||
});
|
||||
},
|
||||
|
||||
// ---- Session standings ----
|
||||
|
||||
renderStandings() {
|
||||
const list = document.getElementById("standingsList");
|
||||
const emptyHint = document.getElementById("standingsEmptyHint");
|
||||
const table = document.getElementById("standingsTable");
|
||||
const standings = HoldemState.sessionStandings(this.state);
|
||||
|
||||
list.innerHTML = "";
|
||||
emptyHint.hidden = standings.length > 0;
|
||||
table.hidden = standings.length === 0;
|
||||
|
||||
const template = document.getElementById("standingsRowTemplate");
|
||||
standings.forEach(row => {
|
||||
const node = template.content.firstElementChild.cloneNode(true);
|
||||
node.querySelector(".standingsName").textContent = row.name;
|
||||
node.querySelector(".standingsIn").textContent = Money.format(row.in);
|
||||
node.querySelector(".standingsWon").textContent = Money.format(row.won);
|
||||
|
||||
const netEl = node.querySelector(".standingsNet");
|
||||
netEl.textContent = Money.formatSigned(row.net);
|
||||
netEl.classList.toggle("netUp", row.net > 0);
|
||||
netEl.classList.toggle("netDown", row.net < 0);
|
||||
|
||||
list.appendChild(node);
|
||||
});
|
||||
},
|
||||
|
||||
// ---- Hand counter + history ----
|
||||
|
||||
formatHandTime(timestamp) {
|
||||
try {
|
||||
return new Date(timestamp).toLocaleTimeString(undefined, { hour: "2-digit", minute: "2-digit" });
|
||||
} catch {
|
||||
return "";
|
||||
}
|
||||
},
|
||||
|
||||
renderHandHistory() {
|
||||
document.getElementById("handCounterBadge").textContent = `Hand #${this.state.handNumber || 1}`;
|
||||
|
||||
const list = document.getElementById("handHistoryList");
|
||||
const emptyHint = document.getElementById("handHistoryEmptyHint");
|
||||
const history = this.state.handHistory || [];
|
||||
list.innerHTML = "";
|
||||
emptyHint.hidden = history.length > 0;
|
||||
document.getElementById("exportHistoryBtn").disabled = history.length === 0;
|
||||
|
||||
const template = document.getElementById("handHistoryRowTemplate");
|
||||
history.forEach(entry => {
|
||||
const row = template.content.firstElementChild.cloneNode(true);
|
||||
row.querySelector(".handHistoryHandNumber").textContent = `Hand #${entry.handNumber}`;
|
||||
row.querySelector(".handHistoryPot").textContent = Money.format(entry.pot);
|
||||
row.querySelector(".handHistoryTime").textContent = this.formatHandTime(entry.timestamp);
|
||||
|
||||
const payoutsEl = row.querySelector(".handHistoryPayouts");
|
||||
payoutsEl.textContent = entry.payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
|
||||
|
||||
list.appendChild(row);
|
||||
});
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = { Render };
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
// Pure math for chopping one pot between tied players. No DOM.
|
||||
//
|
||||
// A dealer can't push half a chip across the felt, so this works in whole chips of
|
||||
// whatever the smallest denomination in play is: everyone gets the same stack, and
|
||||
// whatever won't divide is called out separately as odd chips. House rule for those
|
||||
// is that they go to the first player left of the button, one at a time.
|
||||
const SplitCalculator = {
|
||||
// Everything is done in cents to keep 0.1 + 0.2 out of a payout.
|
||||
toCents(amount) {
|
||||
return Math.round((Number(amount) || 0) * 100);
|
||||
},
|
||||
|
||||
split(potAmount, ways, chipAmount) {
|
||||
const potCents = this.toCents(potAmount);
|
||||
const chipCents = Math.max(1, this.toCents(chipAmount));
|
||||
const players = Math.max(1, Math.floor(Number(ways) || 0));
|
||||
|
||||
if (potCents <= 0) {
|
||||
return { valid: false, each: 0, oddChips: 0, chip: chipCents / 100, dust: 0, players };
|
||||
}
|
||||
|
||||
const wholeChips = Math.floor(potCents / chipCents);
|
||||
// Left over when the pot itself isn't a whole number of the smallest chip —
|
||||
// usually means the dealer picked the wrong denomination, so it's surfaced
|
||||
// rather than silently rolled into someone's stack.
|
||||
const dustCents = potCents - wholeChips * chipCents;
|
||||
|
||||
const chipsEach = Math.floor(wholeChips / players);
|
||||
const oddChips = wholeChips - chipsEach * players;
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
players,
|
||||
each: (chipsEach * chipCents) / 100,
|
||||
oddChips,
|
||||
chip: chipCents / 100,
|
||||
dust: dustCents / 100,
|
||||
};
|
||||
},
|
||||
|
||||
// Sanity check for the UI: what the split actually hands out has to equal the pot.
|
||||
accountedFor(result) {
|
||||
return (
|
||||
Math.round(result.each * 100) * result.players +
|
||||
Math.round(result.chip * 100) * result.oddChips +
|
||||
Math.round(result.dust * 100)
|
||||
) / 100;
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = SplitCalculator;
|
||||
}
|
||||
@@ -0,0 +1,224 @@
|
||||
// Table state: seats, chips, blinds, notes. Persisted to localStorage so a dealer's
|
||||
// browser refresh mid-game doesn't lose the table.
|
||||
const HoldemState = {
|
||||
STORAGE_KEY: "casino.holdem.state.v1",
|
||||
DEFAULT_SEAT_COUNT: 10,
|
||||
|
||||
DEFAULT_CHIP_LEGEND: [
|
||||
{ id: "white", color: "#f5f5f5", value: 1 },
|
||||
{ id: "red", color: "#c0392b", value: 5 },
|
||||
{ id: "green", color: "#1e8449", value: 25 },
|
||||
{ id: "black", color: "#111111", value: 100 },
|
||||
{ id: "purple", color: "#6c3483", value: 500 },
|
||||
],
|
||||
|
||||
makeId(prefix) {
|
||||
return `${prefix}-${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 8)}`;
|
||||
},
|
||||
|
||||
makePlayer() {
|
||||
return {
|
||||
id: this.makeId("player"),
|
||||
name: "",
|
||||
inHand: false,
|
||||
folded: false,
|
||||
cards: ["", ""],
|
||||
chipCounts: {},
|
||||
amountOverride: null,
|
||||
customFields: [],
|
||||
};
|
||||
},
|
||||
|
||||
MAX_HISTORY_ENTRIES: 200,
|
||||
|
||||
createDefault() {
|
||||
const seatCount = this.DEFAULT_SEAT_COUNT;
|
||||
return {
|
||||
seatCount,
|
||||
direction: "clockwise",
|
||||
basePotAmount: null,
|
||||
dealerSeatIndex: 0,
|
||||
dedicatedDealer: false,
|
||||
chipLegend: this.DEFAULT_CHIP_LEGEND.map(c => ({ ...c })),
|
||||
seats: Array.from({ length: seatCount }, () => this.makePlayer()),
|
||||
notes: "",
|
||||
handNumber: 1,
|
||||
handHistory: [],
|
||||
};
|
||||
},
|
||||
|
||||
load() {
|
||||
try {
|
||||
const raw = localStorage.getItem(this.STORAGE_KEY);
|
||||
if (!raw) return this.createDefault();
|
||||
const parsed = JSON.parse(raw);
|
||||
if (!parsed || !Array.isArray(parsed.seats)) return this.createDefault();
|
||||
if (typeof parsed.handNumber !== "number" || parsed.handNumber < 1) parsed.handNumber = 1;
|
||||
if (!Array.isArray(parsed.handHistory)) parsed.handHistory = [];
|
||||
return parsed;
|
||||
} catch {
|
||||
return this.createDefault();
|
||||
}
|
||||
},
|
||||
|
||||
save(state) {
|
||||
try {
|
||||
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(state));
|
||||
} catch {
|
||||
// Storage full/unavailable (private browsing, etc.) — the table still works
|
||||
// for the rest of the session, it just won't survive a refresh.
|
||||
}
|
||||
},
|
||||
|
||||
clear() {
|
||||
try {
|
||||
localStorage.removeItem(this.STORAGE_KEY);
|
||||
} catch {
|
||||
// ignore
|
||||
}
|
||||
},
|
||||
|
||||
resizeSeats(state, newCount) {
|
||||
const count = Math.max(2, Math.min(24, Math.floor(newCount) || this.DEFAULT_SEAT_COUNT));
|
||||
const seats = state.seats.slice(0, count);
|
||||
while (seats.length < count) seats.push(this.makePlayer());
|
||||
state.seats = seats;
|
||||
state.seatCount = count;
|
||||
if (state.dealerSeatIndex >= count) state.dealerSeatIndex = 0;
|
||||
return state;
|
||||
},
|
||||
|
||||
// What to call a seat in logs, payouts and standings when the dealer hasn't
|
||||
// typed a name in yet.
|
||||
displayName(player, seatIndex) {
|
||||
return player.name && player.name.trim() ? player.name.trim() : `Seat ${seatIndex + 1}`;
|
||||
},
|
||||
|
||||
// Contribution the table calculator will treat this player as having put in.
|
||||
computeContribution(player, chipLegend, basePotAmount) {
|
||||
if (!player.inHand) return 0;
|
||||
|
||||
const override = player.amountOverride;
|
||||
if (override !== null && override !== undefined && String(override).trim() !== "") {
|
||||
const parsed = Number(override);
|
||||
if (!Number.isNaN(parsed)) return Math.max(0, parsed);
|
||||
}
|
||||
|
||||
const chipTotal = chipLegend.reduce((sum, chip) => {
|
||||
const count = Number(player.chipCounts[chip.id]) || 0;
|
||||
return sum + count * Number(chip.value || 0);
|
||||
}, 0);
|
||||
if (chipTotal > 0) return chipTotal;
|
||||
|
||||
const base = Number(basePotAmount);
|
||||
return Number.isNaN(base) ? 0 : Math.max(0, base);
|
||||
},
|
||||
|
||||
totalPot(state) {
|
||||
return state.seats.reduce(
|
||||
(sum, p) => sum + this.computeContribution(p, state.chipLegend, state.basePotAmount),
|
||||
0
|
||||
);
|
||||
},
|
||||
|
||||
// Next occupied-by-index seat in the current blind direction. Every seat index
|
||||
// counts (there's no separate "empty chair" concept) — a dealer running fewer
|
||||
// players just keeps the seat count matched to who's actually sitting down.
|
||||
nextSeatIndex(state, fromIndex, step = 1) {
|
||||
const count = state.seatCount;
|
||||
const delta = state.direction === "counterclockwise" ? -step : step;
|
||||
return ((fromIndex + delta) % count + count) % count;
|
||||
},
|
||||
|
||||
advanceButton(state) {
|
||||
state.dealerSeatIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
|
||||
},
|
||||
|
||||
getBlindSeats(state) {
|
||||
const sbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
|
||||
const bbIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 2);
|
||||
return { dealerIndex: state.dealerSeatIndex, sbIndex, bbIndex };
|
||||
},
|
||||
|
||||
startNextHand(state) {
|
||||
this.advanceButton(state);
|
||||
state.seats.forEach(p => {
|
||||
p.folded = false;
|
||||
p.cards = ["", ""];
|
||||
p.chipCounts = {};
|
||||
p.amountOverride = null;
|
||||
});
|
||||
},
|
||||
|
||||
// Appends a resolved-pot record to the running session log a dealer can point to
|
||||
// for chip-count disputes, then advances the hand counter. `payouts` is
|
||||
// [{ id, label, amount }, ...] — who got paid what out of this hand's pot(s).
|
||||
//
|
||||
// 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) {
|
||||
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);
|
||||
const wonById = new Map(payouts.map(p => [p.id, p.amount]));
|
||||
const ledger = state.seats
|
||||
.map((player, index) => ({
|
||||
id: player.id,
|
||||
name: this.displayName(player, index),
|
||||
in: this.computeContribution(player, state.chipLegend, state.basePotAmount),
|
||||
won: wonById.get(player.id) || 0,
|
||||
}))
|
||||
.filter(row => row.in > 0 || row.won > 0);
|
||||
|
||||
state.handHistory.unshift({
|
||||
handNumber: state.handNumber,
|
||||
timestamp: Date.now(),
|
||||
pot,
|
||||
payouts,
|
||||
ledger,
|
||||
});
|
||||
if (state.handHistory.length > this.MAX_HISTORY_ENTRIES) {
|
||||
state.handHistory.length = this.MAX_HISTORY_ENTRIES;
|
||||
}
|
||||
state.handNumber += 1;
|
||||
},
|
||||
|
||||
clearHistory(state) {
|
||||
state.handHistory = [];
|
||||
state.handNumber = 1;
|
||||
},
|
||||
|
||||
// Running per-player totals for the whole session, so a dealer settling up at the
|
||||
// end of the night reads one number per person instead of adding up every hand.
|
||||
// Keyed by seat id, which survives renames and reseating; hands recorded before
|
||||
// the ledger existed simply don't contribute to the totals.
|
||||
sessionStandings(state) {
|
||||
const totals = new Map();
|
||||
|
||||
(state.handHistory || []).forEach(entry => {
|
||||
(entry.ledger || []).forEach(row => {
|
||||
// History is newest-first, so the first name seen for an id is the
|
||||
// most recent one the dealer typed.
|
||||
const running = totals.get(row.id) || { id: row.id, name: row.name, in: 0, won: 0 };
|
||||
running.in += row.in;
|
||||
running.won += row.won;
|
||||
totals.set(row.id, running);
|
||||
});
|
||||
});
|
||||
|
||||
return Array.from(totals.values())
|
||||
.map(t => ({
|
||||
...t,
|
||||
in: Math.round(t.in * 100) / 100,
|
||||
won: Math.round(t.won * 100) / 100,
|
||||
net: Math.round((t.won - t.in) * 100) / 100,
|
||||
}))
|
||||
.sort((a, b) => b.net - a.net);
|
||||
},
|
||||
};
|
||||
|
||||
if (typeof module !== "undefined" && module.exports) {
|
||||
module.exports = HoldemState;
|
||||
}
|
||||
@@ -103,9 +103,13 @@ CHESS_API void CHESS_CALL trainer_destroy(TrainerHandle trainer);
|
||||
/* Record one played position (post-move FEN) into the accumulator. */
|
||||
CHESS_API void CHESS_CALL trainer_record(TrainerHandle trainer, const char* fen);
|
||||
|
||||
/* Apply a finished game's outcome to the global weights and save: rewards the winner's
|
||||
* occupied squares / features and punishes the loser's, scaled by `weight` (e.g. 0.5 for a
|
||||
* material-imbalance draw). winner: 0 = white, 1 = black. */
|
||||
/* Apply a finished game's outcome to the global weights and save. Each touched cell (a piece
|
||||
* on a square, or a feature) tracks a presence-weighted running average of the game's
|
||||
* "advantage" — the game's outcome (scaled by `weight`, e.g. 0.5 for a material-imbalance
|
||||
* draw) minus how much of that outcome the winner's average material edge already explains —
|
||||
* so mg/eg/featW end up as a fractional win-rate (percent of games won with that piece there,
|
||||
* minus percent lost), not an unbounded plus/minus tally, and a piece doesn't get credit
|
||||
* merely for existing on the winning side of a material blowout. winner: 0 = white, 1 = black. */
|
||||
CHESS_API void CHESS_CALL trainer_apply(TrainerHandle trainer, int winner, double weight);
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <fstream>
|
||||
#include <iomanip>
|
||||
#include <mutex>
|
||||
#include <new>
|
||||
#include <string>
|
||||
@@ -115,11 +116,25 @@ struct ChessEngine {
|
||||
/* The process-global learned weights: the single source of truth, loaded from disk once and
|
||||
* updated in place by training. Engine handles snapshot it at creation; the visualization
|
||||
* snapshots it on demand. Guarded by g_weightsMutex for updates/saves (eval reads its own
|
||||
* per-handle copy, so it never touches this concurrently). */
|
||||
* per-handle copy, so it never touches this concurrently).
|
||||
*
|
||||
* mg/eg/featW are DERIVED, not accumulated: each is always exactly OUT_SCALE * (score/visits)
|
||||
* for its cell (see trainer_apply), recomputed whenever that cell's stats change. visits is
|
||||
* the presence-weighted count of games that touched the cell (how much to trust the average);
|
||||
* score is the presence-weighted sum of each game's material-adjusted advantage (see
|
||||
* trainer_apply) — so score/visits is literally "fraction of (presence-weighted) games won
|
||||
* with this piece here, minus fraction lost," bounded to [-1,1] by construction. */
|
||||
struct LearnedWeights {
|
||||
int mg[chess::PIECE_TYPE_NB][64] = {};
|
||||
int eg[chess::PIECE_TYPE_NB][64] = {};
|
||||
int featW[FEATURE_NB] = {};
|
||||
|
||||
double mgVisits[chess::PIECE_TYPE_NB][64] = {};
|
||||
double mgScore [chess::PIECE_TYPE_NB][64] = {};
|
||||
double egVisits[chess::PIECE_TYPE_NB][64] = {};
|
||||
double egScore [chess::PIECE_TYPE_NB][64] = {};
|
||||
double featVisits[FEATURE_NB] = {};
|
||||
double featScore [FEATURE_NB] = {};
|
||||
};
|
||||
|
||||
static LearnedWeights g_weights;
|
||||
@@ -127,13 +142,15 @@ static std::mutex g_weightsMutex;
|
||||
static std::string g_weightsPath;
|
||||
|
||||
/* Per-game training accumulator (one per learned CPU-vs-CPU game). Records, per ply, where
|
||||
* each side's pieces sat (split into midgame/endgame by phase) and each side's feature
|
||||
* activations; trainer_apply turns the totals into weight nudges. Squares are white-relative
|
||||
* each side's pieces sat (split into midgame/endgame by phase), each side's feature
|
||||
* activations, and the white-minus-black material balance; trainer_apply turns the totals
|
||||
* into a presence-weighted update to the running per-cell averages. Squares are white-relative
|
||||
* (black indexes sq ^ 56), so a side's tally lines up with the shared white-relative table. */
|
||||
struct Trainer {
|
||||
double mgOcc[chess::COLOR_NB][chess::PIECE_TYPE_NB][64] = {};
|
||||
double egOcc[chess::COLOR_NB][chess::PIECE_TYPE_NB][64] = {};
|
||||
double featAcc[chess::COLOR_NB][FEATURE_NB] = {};
|
||||
double matDiffAcc = 0.0; /* sum over plies of (white material - black material), cp */
|
||||
int plies = 0;
|
||||
};
|
||||
|
||||
@@ -172,9 +189,12 @@ static int parse_variant(const char* options) {
|
||||
}
|
||||
|
||||
/* On-disk format: 6*64 mg ints (PAWN..KING, squares 0..63), then 6*64 eg ints, then
|
||||
* FEATURE_NB feature ints, whitespace-separated. A missing file or short read leaves the
|
||||
* rest neutral (0), so an absent weights file just means "train from a blank slate".
|
||||
* Caller holds g_weightsMutex. */
|
||||
* FEATURE_NB feature ints, then the backing visits/score doubles for each (mgVisits, mgScore,
|
||||
* egVisits, egScore, featVisits, featScore) in the same shapes, all whitespace-separated. A
|
||||
* missing file or short read leaves the rest neutral (0), so an absent weights file just means
|
||||
* "train from a blank slate" — and a file written by the pre-fractional-learning format (which
|
||||
* ends after the feature ints) loads its mg/eg/featW fine and simply starts every cell's
|
||||
* visits/score history fresh from the next game that touches it. Caller holds g_weightsMutex. */
|
||||
static void load_global_weights(const char* path) {
|
||||
g_weights = LearnedWeights{}; /* reset to neutral before loading */
|
||||
|
||||
@@ -190,9 +210,29 @@ static void load_global_weights(const char* path) {
|
||||
if (!(f >> g_weights.eg[pt][sq])) return;
|
||||
for (int i = 0; i < FEATURE_NB; ++i)
|
||||
if (!(f >> g_weights.featW[i])) return;
|
||||
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq)
|
||||
if (!(f >> g_weights.mgVisits[pt][sq])) return;
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq)
|
||||
if (!(f >> g_weights.mgScore[pt][sq])) return;
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq)
|
||||
if (!(f >> g_weights.egVisits[pt][sq])) return;
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq)
|
||||
if (!(f >> g_weights.egScore[pt][sq])) return;
|
||||
for (int i = 0; i < FEATURE_NB; ++i)
|
||||
if (!(f >> g_weights.featVisits[i])) return;
|
||||
for (int i = 0; i < FEATURE_NB; ++i)
|
||||
if (!(f >> g_weights.featScore[i])) return;
|
||||
}
|
||||
|
||||
/* Persist g_weights to g_weightsPath in the format load_global_weights reads. Caller holds the lock. */
|
||||
/* Persist g_weights to g_weightsPath in the format load_global_weights reads. Full round-trip
|
||||
* precision on the doubles (visits/score are running sums that keep accumulating across many
|
||||
* games, so truncating them would drift the derived mg/eg/featW over time). Caller holds the
|
||||
* lock. */
|
||||
static void save_global_weights() {
|
||||
if (g_weightsPath.empty()) return;
|
||||
std::ofstream f(g_weightsPath);
|
||||
@@ -203,6 +243,18 @@ static void save_global_weights() {
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) f << g_weights.eg[pt][sq] << (sq == 63 ? '\n' : ' ');
|
||||
for (int i = 0; i < FEATURE_NB; ++i) f << g_weights.featW[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
|
||||
|
||||
f << std::setprecision(17);
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) f << g_weights.mgVisits[pt][sq] << (sq == 63 ? '\n' : ' ');
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) f << g_weights.mgScore[pt][sq] << (sq == 63 ? '\n' : ' ');
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) f << g_weights.egVisits[pt][sq] << (sq == 63 ? '\n' : ' ');
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) f << g_weights.egScore[pt][sq] << (sq == 63 ? '\n' : ' ');
|
||||
for (int i = 0; i < FEATURE_NB; ++i) f << g_weights.featVisits[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
|
||||
for (int i = 0; i < FEATURE_NB; ++i) f << g_weights.featScore[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
|
||||
}
|
||||
|
||||
/* Maps the 1..20 difficulty to a search depth. Kept modest: the search has no
|
||||
@@ -382,13 +434,18 @@ static int evaluate(const chess::Position& pos) {
|
||||
* compute_features() is the single source of feature activations, used by BOTH the eval here
|
||||
* and the trainer, so the two can never disagree. Constants below are the only tunables. */
|
||||
|
||||
/* Per-game-outcome learning rates and clamps. Squares accumulate occupancy (plies on a
|
||||
* square, summed); features accumulate normalized per-ply activation (averaged, divided by a
|
||||
* nominal scale so high-magnitude mobility doesn't dwarf the small pawn-structure terms). */
|
||||
static constexpr double SQUARE_LR = 0.5;
|
||||
static constexpr int SQ_CLAMP = 250;
|
||||
static constexpr double FEAT_LR = 2.0;
|
||||
static constexpr int FEAT_CLAMP = 500;
|
||||
/* Per-game-outcome learning constants. Squares and features both learn a presence/activation-
|
||||
* weighted AVERAGE advantage in [-1,1] (see trainer_apply) — OUT_SCALE just converts that
|
||||
* average into a centipawn-ish int for the eval/table to add directly. FEAT_SCALE normalizes
|
||||
* each feature's raw per-ply activation to a comparable magnitude before it's used as a weight
|
||||
* (so high-count mobility doesn't dwarf the small pawn-structure terms), same as before.
|
||||
* MATERIAL_ELO_SCALE is the classic centipawn-to-win-probability curve
|
||||
* (expected = 1/(1+10^(-cp/400))) used to compute how much of a result material already
|
||||
* explains, so training credits placement/features only for the part of the result that
|
||||
* material didn't already predict. */
|
||||
static constexpr int SQ_OUT_SCALE = 250;
|
||||
static constexpr int FEAT_OUT_SCALE = 500;
|
||||
static constexpr double MATERIAL_ELO_SCALE = 400.0;
|
||||
static constexpr double FEAT_SCALE[FEATURE_NB] = { 4, 6, 8, 14, 2, 1, 1, 2 };
|
||||
|
||||
/* Game phase in [0,1] from remaining non-pawn material (PeSTO weights N=B=1, R=2, Q=4; max
|
||||
@@ -823,7 +880,9 @@ CHESS_API void CHESS_CALL trainer_record(TrainerHandle t, const char* fen) {
|
||||
chess::Position pos = chess::Position::from_fen(fen);
|
||||
double phase = game_phase(pos);
|
||||
|
||||
/* Per-square occupancy, split into midgame/endgame by phase, white-relative. */
|
||||
/* Per-square occupancy, split into midgame/endgame by phase, white-relative; and the
|
||||
* white-minus-black material balance at this ply, used at trainer_apply time to strip
|
||||
* "material already explains this" out of the training signal. */
|
||||
chess::Bitboard occ = pos.pieces();
|
||||
while (occ) {
|
||||
chess::Square s = chess::pop_lsb(occ);
|
||||
@@ -833,6 +892,7 @@ CHESS_API void CHESS_CALL trainer_record(TrainerHandle t, const char* fen) {
|
||||
int relSq = (c == chess::WHITE) ? int(s) : (int(s) ^ 56);
|
||||
t->mgOcc[c][pt][relSq] += (1.0 - phase);
|
||||
t->egOcc[c][pt][relSq] += phase;
|
||||
t->matDiffAcc += (c == chess::WHITE ? 1 : -1) * piece_value(pt);
|
||||
}
|
||||
|
||||
/* Per-side feature activations. */
|
||||
@@ -847,34 +907,66 @@ CHESS_API void CHESS_CALL trainer_record(TrainerHandle t, const char* fen) {
|
||||
t->plies++;
|
||||
}
|
||||
|
||||
/* Applies a finished game's outcome as a presence-weighted running average per cell, instead
|
||||
* of an unbounded incremental nudge:
|
||||
*
|
||||
* score[cell] / visits[cell] == "fraction of (presence-weighted) games won with this piece
|
||||
* on this square, minus fraction lost"
|
||||
*
|
||||
* `weight` is the caller's confidence in the result (1.0 for a checkmate, 0.5 for a
|
||||
* material-imbalance draw, as before). On top of that, the update is scaled by how much of the
|
||||
* result ISN'T already explained by material: `expected` is the win probability the winner's
|
||||
* average material edge over the game implies (the same centipawn->win-probability curve
|
||||
* engines use for Elo estimates); `1 - expected` is the "surprise" left over once material is
|
||||
* accounted for. A win where the winner was already up a rook the whole game is unsurprising
|
||||
* (expected ~= 1, ~no update) — the eval already knows material matters via piece_value(), so
|
||||
* square/feature tables shouldn't get credit for "a piece existed"; a win pulled off (or a draw
|
||||
* held) while materially behind is highly informative and gets a correspondingly large update.
|
||||
* This same magnitude applies to BOTH the winner's reward and the loser's punishment: by the
|
||||
* symmetry of win probabilities (P(loser wins) = 1 - P(winner wins)), the loser's own advantage
|
||||
* — actual(0) minus their expected win probability — has exactly the same magnitude, `1 -
|
||||
* expected`, just negative. */
|
||||
CHESS_API void CHESS_CALL trainer_apply(TrainerHandle t, int winner, double weight) {
|
||||
if (!t) return;
|
||||
if (!t || t->plies <= 0) return;
|
||||
|
||||
double avgMaterialDiff = t->matDiffAcc / t->plies; /* white - black, cp */
|
||||
double winnerMaterialDiff = (winner == chess::WHITE) ? avgMaterialDiff : -avgMaterialDiff;
|
||||
double expected = 1.0 / (1.0 + std::pow(10.0, -winnerMaterialDiff / MATERIAL_ELO_SCALE));
|
||||
double advantageMag = weight * (1.0 - expected);
|
||||
|
||||
std::lock_guard<std::mutex> lock(g_weightsMutex);
|
||||
|
||||
/* pass 0 = winner (reward, +1); pass 1 = loser (punish, -1). */
|
||||
/* pass 0 = winner (positive advantage); pass 1 = loser (negative advantage). */
|
||||
for (int pass = 0; pass < 2; ++pass) {
|
||||
chess::Color side = chess::Color((pass == 0 ? winner : (winner ^ 1)) & 1);
|
||||
int sign = pass == 0 ? 1 : -1;
|
||||
double advantage = pass == 0 ? advantageMag : -advantageMag;
|
||||
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) {
|
||||
if (t->mgOcc[side][pt][sq] != 0.0) {
|
||||
int d = sign * int(std::lround(SQUARE_LR * t->mgOcc[side][pt][sq] * weight));
|
||||
g_weights.mg[pt][sq] = std::clamp(g_weights.mg[pt][sq] + d, -SQ_CLAMP, SQ_CLAMP);
|
||||
double mgFrac = t->mgOcc[side][pt][sq] / t->plies; /* fraction of the game spent here, [0,1] */
|
||||
if (mgFrac != 0.0) {
|
||||
g_weights.mgVisits[pt][sq] += mgFrac;
|
||||
g_weights.mgScore [pt][sq] += mgFrac * advantage;
|
||||
g_weights.mg[pt][sq] = int(std::lround(
|
||||
SQ_OUT_SCALE * g_weights.mgScore[pt][sq] / g_weights.mgVisits[pt][sq]));
|
||||
}
|
||||
if (t->egOcc[side][pt][sq] != 0.0) {
|
||||
int d = sign * int(std::lround(SQUARE_LR * t->egOcc[side][pt][sq] * weight));
|
||||
g_weights.eg[pt][sq] = std::clamp(g_weights.eg[pt][sq] + d, -SQ_CLAMP, SQ_CLAMP);
|
||||
double egFrac = t->egOcc[side][pt][sq] / t->plies;
|
||||
if (egFrac != 0.0) {
|
||||
g_weights.egVisits[pt][sq] += egFrac;
|
||||
g_weights.egScore [pt][sq] += egFrac * advantage;
|
||||
g_weights.eg[pt][sq] = int(std::lround(
|
||||
SQ_OUT_SCALE * g_weights.egScore[pt][sq] / g_weights.egVisits[pt][sq]));
|
||||
}
|
||||
}
|
||||
|
||||
if (t->plies > 0)
|
||||
for (int i = 0; i < FEATURE_NB; ++i) {
|
||||
double avg = t->featAcc[side][i] / t->plies; /* per-ply average, normalized */
|
||||
int d = sign * int(std::lround(FEAT_LR * (avg / FEAT_SCALE[i]) * weight));
|
||||
g_weights.featW[i] = std::clamp(g_weights.featW[i] + d, -FEAT_CLAMP, FEAT_CLAMP);
|
||||
}
|
||||
for (int i = 0; i < FEATURE_NB; ++i) {
|
||||
double activation = (t->featAcc[side][i] / t->plies) / FEAT_SCALE[i]; /* per-ply average, normalized */
|
||||
if (activation == 0.0) continue;
|
||||
g_weights.featVisits[i] += std::abs(activation);
|
||||
g_weights.featScore [i] += activation * advantage;
|
||||
g_weights.featW[i] = int(std::lround(
|
||||
FEAT_OUT_SCALE * g_weights.featScore[i] / g_weights.featVisits[i]));
|
||||
}
|
||||
}
|
||||
|
||||
save_global_weights();
|
||||
|
||||
Reference in New Issue
Block a user