Compare commits

..
114 changed files with 825 additions and 29527 deletions
-26
View File
@@ -1,26 +0,0 @@
# Unit tests for the Texas Hold'em dealer's money logic.
#
# The betting engine, the side-pot calculator and the table state are plain script-tag
# modules with no build step, so they run directly under Node's built-in test runner —
# no package.json, no install step, nothing to keep up to date.
name: Hold'em tests
on:
pull_request:
branches: [ "master" ]
push:
branches: [ "master" ]
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup Node
uses: actions/setup-node@v4
with:
node-version: 20
- name: Run Hold'em unit tests
run: node --test tests/holdem/*.test.js
+1 -3
View File
@@ -366,6 +366,4 @@ MigrationBackup/
FodyWeavers.xsd
# Native chess engine CMake build output (the compiled .dll/.so are committed under Resources/)
native/**/build/
# Playwright MCP scratch output
.playwright-mcp/
native/**/build/
+70 -565
View File
@@ -7,68 +7,33 @@
<div id="holdemApp">
<header id="holdemHeader">
@* Six equally-weighted buttons used to sit here in two rows, and on a 390px
phone the felt did not start until 225px down — a quarter of the screen spent
before the dealer saw the table. Only two of the six are per-hand controls.
The rest have gone where they belong rather than into a "more" menu, which
would have relocated the crowding rather than removed it: Reset Table down to
the sidebar with the save/load pair — in a panel called Save & reset, so the
danger is on the label rather than at the end of a scroll — Quick Split down
with Common rulings where the other "open something else" link already lives,
and the way back to the site up top where a back link goes. *@
@* The word is its own element so a phone can drop it and keep the arrow, and the
aria-label is what a screen reader gets either way. It contains the visible
text on the sizes that still show it, which is what WCAG 2.5.3 asks of a name
that says more than the label does. *@
<div id="holdemHeaderLeft">
<a href="/casino" class="holdemBackLink" aria-label="Back to Casino">←<span class="backLinkWord"> Casino</span></a>
<h1>Texas Hold'em Dealer</h1>
<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">
<button id="misdealBtn" class="holdemBtn" title="Take this hand back — every chip returns to the player who put it in, and the same button deals again" hidden>Misdeal</button>
<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>
@* Not the accent any more. It is a shortcut to a sheet, available all night,
and it is never the next step — the bar always has that, and at showdown
the bar says so in as many words. See .actionAdvance in holdem.css. *@
<button id="resolvePotBtn" class="holdemBtn">Resolve Pot</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>
@* The seat sheet was the only one of the tool's seven overlays with nothing behind
it. On a phone it covers the felt from 250px down and the action bar with it, so
it is modal in everything but appearance — and what stayed lit above it was the
header, with Misdeal, Next Hand and Resolve Pot live under a thumb that was
reaching for a name field. NN/g and Material both say the same thing about this:
a modal sheet with an invisible scrim tells the user they can still touch what
they can still see, and they can't.
Not an `*Overlay` id, deliberately — Modal watches those and would take the
sidebar panel this becomes on a desktop for a dialog. It is driven entirely by
body.seatSheetOpen, and it is `display: none` above 700px where the panel is
just a panel. *@
<div id="seatSheetScrim"></div>
<div id="holdemLayout">
<section id="tableSection">
<div id="boardStrip" hidden></div>
<div id="pokerTableWrap">
<div id="pokerTable">
<div id="tableCentre">
<div id="boardRow" hidden aria-label="Community cards"></div>
<div id="potBadge">
<span id="potBadgeLabel">Pot</span>
<span id="potBadgeAmount">$0</span>
</div>
<div id="tableWatermark">Texas Hold'em</div>
<div id="potBadge">
<span id="potBadgeLabel">Pot</span>
<span id="potBadgeAmount">$0</span>
</div>
</div>
<div id="betsLayer" aria-hidden="true"></div>
<div id="seatsLayer"></div>
</div>
<p id="tableHint" class="tableHint"></p>
<p class="tableHintActions">
<button type="button" id="openRulingsBtn" class="linkBtn">Common rulings</button>
<a href="/casino/texasholdem/quicksplit" class="linkBtn" title="Chop a pot without setting up a table">Quick Split</a>
</p>
</section>
<aside id="holdemSidebar">
@@ -83,12 +48,8 @@
</div>
</section>
@* Not `open` in the markup any more. Whether this panel starts open is a
question about the table, so main.js answers it after the state has
loaded: open on a table nobody has set up yet, shut on one already
half-way through a night. *@
<details class="sidebarPanel" id="tableSetupPanel">
<summary><h2>Table Setup</h2> <span class="panelGlance" id="glanceTableSetup" hidden></span></summary>
<details class="sidebarPanel" open>
<summary>Table Setup</summary>
<div class="panelBody">
<label class="fieldRow">
<span>Seats at table</span>
@@ -106,22 +67,6 @@
<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>Ask me for the cards as they come out</span>
<input type="checkbox" id="trackBoardToggle" />
</label>
@* The label used to lead with "Track the board", which is the feature's name
rather than what pressing it does to your evening. What it does is put a
card sheet in front of you at four moments: each street, and the showdown. *@
<p class="fieldHint">Every time you deal a street, a sheet asks which cards came off the deck, and puts them on the felt. At the showdown it asks for each hand that turns over &mdash; then Resolve Pot reads the winner and the amount instead of asking you. Close the sheet at any point to go back to picking the winner yourself.</p>
<label class="fieldRow">
<span>Keep the screen on during a hand</span>
<input type="checkbox" id="keepScreenAwakeToggle" />
</label>
@* On by default, and the only setting here that is. A dealer has to
opt in to the tool doing more than they asked; they should not have
to opt in to it staying readable. *@
<p class="fieldHint">Stops the phone dimming and locking between the flop and the turn. It only holds while betting is open, so the screen sleeps as usual during breaks &mdash; and the tool says so the first time it takes hold.</p>
<div class="blindsRow">
<label class="fieldRow">
<span>Small blind</span>
@@ -136,203 +81,55 @@
<span>Starting stack ($)</span>
<input type="number" id="defaultStackInput" min="0" step="1" placeholder="e.g. 200" />
</label>
<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
<details class="subPanel">
<summary>House take</summary>
<div class="subPanelBody">
<div class="blindsRow">
<label class="fieldRow">
<span>Rake (%)</span>
<input type="number" id="rakePercentInput" min="0" max="100" step="0.5" placeholder="0" />
</label>
<label class="fieldRow">
<span>Cap ($)</span>
<input type="number" id="rakeCapInput" min="0" step="1" placeholder="none" />
</label>
</div>
<label class="fieldRow">
<span>No flop, no drop</span>
<input type="checkbox" id="rakeNoFlopInput" />
</label>
<p class="fieldHint">
Taken from the pot when it's awarded, and shown before anything is pushed.
Rounded down to a chip the table has, so the players keep what the house
can't make. Leave the percentage at zero for a game that doesn't rake.
</p>
<p class="fieldHint" id="rakeTakenHint" hidden></p>
</div>
</details>
<details class="subPanel">
<summary>Without live betting</summary>
<div class="subPanelBody">
<label class="fieldRow">
<span>Base pot amount ($)</span>
<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
</label>
<p class="fieldHint">For tracking a hand by hand instead of tapping the action: everyone is assumed to have put in this much, unless their seat says otherwise.</p>
</div>
</details>
</div>
</details>
@* These four were one panel called "Session", which is a container word rather
than a name: it held the standings, a waiting list, the hand log and the
save/load/reset buttons — a topic, a task, a log and three utilities, which
is four kinds of thing under one label. It measured at 1206px and 103
elements, and "The table itself" was 1052px down inside it, so reaching
Reset table meant opening a panel called Session and scrolling past the
money and the log to get there.
Each panel is named for the thing a dealer came looking for, and the
subheads that used to do that job are gone, because the summary says it
now. They are in the order of a night: set the table up, watch the money,
fill the seats, look back at a hand — and, last and apart from the rest,
the two buttons that end it. *@
<details class="sidebarPanel">
<summary><h2>Standings</h2> <span class="panelGlance" id="glanceStandings" hidden></span></summary>
<div class="panelBody">
<p id="storageWarning" class="storageWarning" hidden></p>
<div class="standingsTableWrap">
<div id="standingsTable">
<div class="standingsRow standingsHeader">
<span>Player</span>
<span class="standingsInHead">In</span>
<span class="standingsWonHead">Won</span>
<span class="standingsNetHead">Net</span>
<span class="standingsChipsHead" title="What they are holding — the cash to count out if they leave now">Chips</span>
<span title="Those chips, less the cash they handed over">Up/down</span>
</div>
<div id="standingsList"></div>
</div>
</div>
<p id="standingsEmptyHint" class="fieldHint">Everyone who has bought in shows up here, with what they'd be owed if the night ended now.</p>
<div id="bankReconcile" class="bankReconcile" hidden>
<div class="bankReconcileRow">
<span>Cash taken</span>
<span id="bankCashIn"></span>
</div>
<div class="bankReconcileRow">
<span>Chips in play</span>
<span id="bankChipsInPlay"></span>
</div>
<div class="bankReconcileRow" id="bankDiscardedRow" hidden>
<span>Taken off the table</span>
<span id="bankDiscarded"></span>
</div>
<div class="bankReconcileRow" id="bankRakedRow" hidden>
<span>House take</span>
<span id="bankRaked"></span>
</div>
<div class="bankReconcileRow" id="bankPaidOutRow" hidden>
<span>Paid out</span>
<span id="bankPaidOut"></span>
</div>
<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
<button type="button" id="bankRecordBuyInsBtn" class="holdemBtn holdemBtnSmall" hidden></button>
</div>
<div id="settleUp" hidden>
<h3 class="panelSubhead">Settle up</h3>
<ul id="settleUpList" class="settleUpList"></ul>
<p id="settleUpNote" class="fieldHint"></p>
</div>
<p class="fieldHint">Blinds post themselves each hand, and every seat without its own stack starts here. Set a seat's own stack in its editor.</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><h2>Waiting list</h2> <span class="panelGlance" id="glanceWaiting" hidden></span></summary>
<div class="panelBody">
<form id="waitingListForm" class="waitingAdd">
<input type="text" id="waitingNameInput" maxlength="24" placeholder="Who's waiting?" autocomplete="off" />
<button type="submit" id="waitingAddBtn" class="holdemBtn holdemBtnSmall">Add</button>
</form>
<ol id="waitingList" class="waitingList"></ol>
<p id="waitingEmptyHint" class="fieldHint">Nobody waiting. Add the people standing behind the chairs, and the tool will offer them the next seat that opens.</p>
</div>
</details>
<details class="sidebarPanel">
<summary><h2>Hands</h2> <span class="panelGlance" id="glanceHands" hidden></span></summary>
<div class="panelBody">
<div class="handHistoryFilterRow">
<input id="handHistoryFilter" type="search" class="handHistoryFilter"
placeholder="Find a hand — name, amount or #" aria-label="Filter the hand log by player, amount or hand number" />
<span id="handHistoryCount" class="handHistoryCount" hidden></span>
</div>
<div id="handHistoryList"></div>
<p id="handHistoryNoMatch" class="fieldHint" hidden></p>
<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots are logged here, 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>
<details class="sidebarPanel">
<summary><h2>Chip Legend</h2> <span class="panelGlance" id="glanceChips" hidden></span></summary>
<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 value, then count chips on a seat instead of typing a total.</p>
<p class="fieldHint">Give each chip color a dollar value, then count chips per seat instead of typing a total.</p>
</div>
</details>
<div id="colourUp" hidden>
<h3 class="panelSubhead">Stacks in chips</h3>
<dl id="colourUpList" class="colourUpList"></dl>
<p class="fieldHint">The fewest chips that make each stack — for colouring up, or counting one out.</p>
<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>
</div>
</details>
<details class="sidebarPanel" id="keyboardPanel">
<summary><h2>Keyboard</h2></summary>
<div class="panelBody">
<dl id="shortcutLegend" class="shortcutLegend"></dl>
<p class="fieldHint">Nothing fires while you're typing in a field, or while a sheet is open over the table.</p>
<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><h2>Table Notes</h2> <span class="panelGlance" id="glanceNotes" hidden></span></summary>
<summary>Hand History</summary>
<div class="panelBody">
<textarea id="tableNotes" rows="4" aria-label="Table notes" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
</div>
</details>
@* Last, and on its own, because everything in it is about the night as a whole
rather than the hand in front of you — and because two of the three buttons
are the ones you cannot take back.
Reset table came down from the header a while ago, where it sat in the same
weight as Resolve Pot: the most-pressed control in a session beside the one
that throws the night away. It used to be buried at the bottom of Session,
1052px down, which hid it but also meant nobody could find it on purpose.
Naming the panel for both jobs puts the danger on the label, where it is
read before the panel is opened rather than met at the end of a scroll. *@
<details class="sidebarPanel">
<summary><h2>Save &amp; reset</h2></summary>
<div class="panelBody">
<p class="fieldHint">
The night lives in this browser and nowhere else. Save it to a file to carry it
to another device, or to have something to come back to if this one dies.
</p>
@* That sentence has always been true, and always been missing its
second half: a browser is allowed to throw site data away when the
device runs short, and Safari does it on a timer. So the panel now
says which of the two situations this device is actually in, and
offers the one thing that changes it. See requestDurable() in
state.js for why the ask is a button rather than a page-load call. *@
<p class="fieldHint" id="storageDurabilityHint" hidden></p>
<button id="keepStorageBtn" class="holdemBtn holdemBtnSmall" hidden>Ask this browser to keep it</button>
<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="saveTableBtn" class="holdemBtn holdemBtnSmall">Save table file</button>
<button id="loadTableBtn" class="holdemBtn holdemBtnSmall">Load table file</button>
<input id="loadTableInput" type="file" accept="application/json,.json" hidden />
<button id="resetTableBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Reset table</button>
<button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button>
<button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button>
</div>
</div>
</details>
@@ -343,10 +140,9 @@
<template id="seatTemplate">
<div class="seat" draggable="true">
<div class="seatChairNumber"></div>
<button class="dealerChip" type="button" title="Make this seat the dealer button">D</button>
<button class="dealerChip" title="Make this seat the dealer button">D</button>
<span class="blindBadge sbBadge">SB</span>
<span class="blindBadge bbBadge">BB</span>
<span class="blindBadge strBadge" title="Straddled — the action comes back to this seat">STR</span>
<div class="seatPuckName"></div>
<div class="seatPuckCards"></div>
<div class="seatPuckTotal"></div>
@@ -354,20 +150,6 @@
</div>
</template>
@* Four things stacked flat used to be five: name, in/out, two hole-card slots, stack,
a five-box chip counter and a list of custom fields, every one of them at the same
weight, all of it open at once. Measured on a 390px phone the sheet came to 594px,
and the three controls a dealer touches on nearly every visit — the name, the two
status boxes, the stack — were 132px of it. The chip counter alone was 174px, the
tallest thing in the sheet, for a job most tables do once a night if at all; the two
card slots were 62px of dashed grey on every table that never asked to be shown a
card.
So the flat list is now three rows and three disclosures, and which of the three
stand open is a question about *this seat*, answered in renderSeatDisclosures: a
seat holding cards opens its cards, a seat with chips counted opens its count, a
seat with notes on it opens its notes. Anything with nothing in it stays a one-line
summary that says so. Nothing was removed and nothing moved to another screen. *@
<template id="seatEditorTemplate">
<div class="seatEditorForm">
<label class="fieldRow">
@@ -384,64 +166,38 @@
<span>Fold</span>
</label>
</div>
<div class="seatCards">
<button type="button" class="cardSlot card1Slot" aria-label="Choose first card"></button>
<button type="button" class="cardSlot card2Slot" aria-label="Choose second card"></button>
</div>
<label class="fieldRow stackRow">
<span>Stack</span>
<input type="number" class="stackInput" min="0" step="1" placeholder="table default" />
</label>
<div class="seatBuyIns" hidden></div>
<details class="subPanel seatSubPanel cardsPanel">
<summary><span class="seatSubPanelName">Hole cards</span> <span class="seatGlance cardsGlance"></span></summary>
<div class="subPanelBody">
<div class="seatCards">
<button type="button" class="cardSlot card1Slot" aria-label="Choose first card"></button>
<button type="button" class="cardSlot card2Slot" aria-label="Choose second card"></button>
</div>
</div>
</details>
@* Named for the question it answers rather than for the boxes it contains. The
counter, the typed override and the total are one calculation — what this
seat has put in the pot — and the answer now sits on the summary, so a shut
panel still says it. *@
<details class="subPanel seatSubPanel contributionPanel">
<summary><span class="seatSubPanelName">What they've put in</span> <span class="seatGlance contributionGlance"></span></summary>
<div class="subPanelBody 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">$0</span></div>
</div>
</details>
<details class="subPanel seatSubPanel notesPanel">
<summary><span class="seatSubPanelName">Notes on this seat</span> <span class="seatGlance notesGlance"></span></summary>
<div class="subPanelBody">
<div class="customFields"></div>
<button class="holdemBtn holdemBtnSmall addFieldBtn">+ field</button>
</div>
</details>
<div class="seatContribution">
<div class="chipCounts"></div>
<label class="fieldRow amountOverrideRow">
<span>$ 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" aria-label="Chip colour" />
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" aria-label="Chip value" />
<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>
@* The value used to be a `title` attribute, which is a tooltip — and a tooltip is
nothing at all on the device this is used on. Five coloured dots with five number
boxes and no way to tell which one was the $25 without opening the Chip Legend and
matching colours by eye. It is text now. *@
<template id="chipCountTemplate">
<label class="chipCountRow">
<span class="chipSwatch"></span>
<span class="chipCountValue"></span>
<input type="number" class="chipCountInput" min="0" step="1" value="0" />
</label>
</template>
@@ -460,8 +216,6 @@
<span class="standingsIn"></span>
<span class="standingsWon"></span>
<span class="standingsNet"></span>
<span class="standingsChips"></span>
<span class="standingsCashOut"></span>
</div>
</template>
@@ -476,203 +230,6 @@
</div>
</template>
<div id="addChipsOverlay" hidden>
<div id="addChipsSheet" role="dialog" aria-labelledby="addChipsTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="addChipsHeader">
<h2 id="addChipsTitle"></h2>
<span id="addChipsSubtitle"></span>
</div>
<div id="addChipsQuick"></div>
<div class="addChipsEntry">
<span class="addChipsCurrency">$</span>
<input type="text" id="addChipsInput" inputmode="decimal" autocomplete="off" aria-label="Amount to add" />
</div>
<div class="addChipsActions">
<button id="addChipsConfirmBtn" class="holdemBtn holdemBtnAccent" type="button">Add to stack</button>
<button id="addChipsCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
</div>
</div>
</div>
<div id="rulingsOverlay" hidden>
<div id="rulingsSheet" role="dialog" aria-labelledby="rulingsTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="rulingsHeader">
<h2 id="rulingsTitle">Common rulings</h2>
<button id="closeRulingsBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
</div>
<p class="rulingsIntro">
The conventions most rooms follow, for the calls that come up mid-hand.
Your house rules always win — and settle a dispute before the next hand,
not during it.
</p>
<nav id="rulingsIndex" class="rulingsIndex" aria-label="Jump to a ruling"></nav>
<section class="ruling" data-short="Misdeal">
<h3>Redeal it — misdeal</h3>
<ul>
<li>The first card goes to the wrong seat.</li>
<li>A seat entitled to a hand gets dealt out, or a seat that isn't entitled gets dealt in.</li>
<li>Two or more boxed cards turn up on the initial deal.</li>
<li>Either of the first two cards is exposed by dealer error.</li>
</ul>
</section>
<section class="ruling" data-short="Board card early">
<h3>A board card turned too early</h3>
<p>
If the fourth board card gets turned before the betting round is finished,
that card is out of play for the round. Finish the betting, then burn and
turn what would have been the fifth card in the fourth card's place.
</p>
</section>
<section class="ruling" data-short="Out of turn">
<h3>Acting out of turn</h3>
<p>
A one-off is usually just backed up if no one has acted behind them.
Doing it repeatedly is what earns a penalty.
</p>
</section>
<section class="ruling" data-short="Clock">
<h3>Calling the clock on a player</h3>
<p>
Any player may ask for a clock once a decision is taking unreasonably
long; it is the dealer, not the table, who grants it. The player then
gets a set time and a countdown out loud — thirty seconds and ten is the
usual form.
</p>
<p>
If the count reaches zero with no action, the hand is <em>dead</em> if
they were facing a bet, and <em>checked</em> if they were not: nobody is
folded for slowness when checking was free. The action bar runs the
count once you tap <em>Call the clock</em>, and offers the ruling as one
button when it ends.
</p>
</section>
<section class="ruling" data-short="Straddle">
<h3>A straddle is a blind raise</h3>
<p>
The player left of the big blind may put out twice it before the cards,
without looking. It is a blind bet, not a raise made in turn, so it does
three things at once: everyone else acts first, the minimum raise becomes
twice the straddle, and the straddler still has the option when the
action comes back — they may raise even if nobody raised into them.
</p>
<p>
Re-straddles carry on to the left, each doubling again, and stop before
the small blind. Tap <em>Straddle</em> on the deal prompt and the tool
posts it, puts the right player on the clock and prices the raise;
the seat wears an <em>STR</em> badge for the hand.
</p>
</section>
<section class="ruling" data-short="Short all-in">
<h3>A short all-in doesn't reopen the betting</h3>
<p>
Somebody shoving in less than a full raise — say $3 more when the last
raise was $8 — does not give the players behind them another go. Anyone
who has already acted owes the difference or folds; they don't get to
raise again because a short stack happened to land between them.
</p>
<p>
A player who hadn't acted yet keeps full rights and may still raise, and
the minimum raise stays measured off the last <em>full</em> raise, not
off the short one. The action bar follows this for you.
</p>
</section>
<section class="ruling" data-short="Uncalled bet">
<h3>Chips nobody called come back</h3>
<p>
Bet more than anyone was able to call and the excess is returned to you
before the showdown — it was never contested, so it isn't part of the
pot. The pot breakdown shows it as "uncalled" rather than pretending it's
a side pot you could win.
</p>
</section>
<section class="ruling" data-short="Oversized chip">
<h3>One big chip, nothing said</h3>
<p>
The most common argument at a home table. A player facing a bet who
pushes out a single oversized chip without saying anything has
<em>called</em> — not raised, however big the chip is. To raise with one
chip you have to say "raise" before it lands; say it without an amount
and the raise is the most that chip allows.
</p>
<p>
Facing no bet, the same silent chip is a bet of the whole chip. And a
clear verbal declaration in turn is binding either way — if words and
chips disagree, whichever came first is the action.
</p>
</section>
<section class="ruling" data-short="Minimum raise">
<h3>A raise has to be a full raise</h3>
<p>
At least as much again as the last raise, or the big blind if there
hasn't been one. Anything between a call and that minimum isn't a raise
a player can make — it's a call, unless they're putting their last chips
in. The raise pad says so if you type one, and won't stop you: your
ruling beats the arithmetic.
</p>
</section>
<section class="ruling" data-short="Who shows first">
<h3>Who turns their hand over first</h3>
<p>
If there was a bet on the river, the last player to bet or raise shows
first. If the river was checked all the way round, it's the first live
player left of the button. Nobody has to be asked twice — a player may
always turn their hand over early if they want to.
</p>
<p>
When everyone is all-in before the river there was no final round to
lead, so it falls to whoever last put money in, on whichever street that
was. The action bar names the seat and the reason at every showdown, so
the call is already made before anyone asks.
</p>
</section>
<section class="ruling" data-short="Odd chip">
<h3>The odd chip in a split pot</h3>
<p>
When a chopped pot won't divide evenly, the odd chip goes to the first
player left of the button, not to whoever the dealer happened to tick
first. Pot payouts here order the winners that way, so the leftover lands
on the right seat every time.
</p>
</section>
<section class="ruling" data-short="String bet">
<h3>Betting in one motion — the string bet</h3>
<p>
A bet is whatever goes in on the first trip to the stack, unless the
amount was said out loud first. Reaching back for more chips without
having said "raise" is a string bet, and only the first motion stands.
Saying the number is always enough on its own: "raise to sixty" binds
whatever order the chips arrive in.
</p>
<p>
It's the rule home games invoke most and enforce least, and both are
fine — the point is that a player can't watch the table react and then
decide how much to bet. Say it, or push it all at once.
</p>
</section>
<p class="rulingsSource">
Follows the Tournament Directors Association rules, which most rooms and
home games take their lead from.
</p>
</div>
</div>
<div id="seatMenuOverlay" hidden>
<div id="seatMenuSheet" role="dialog" aria-labelledby="seatMenuTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
@@ -681,7 +238,7 @@
<span id="seatMenuSubtitle"></span>
</div>
<div id="seatMenuActions"></div>
<button id="seatMenuCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
<button id="seatMenuCancelBtn" class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
</div>
</div>
@@ -691,24 +248,14 @@
<div class="cardPickerHeader">
<h2 id="cardPickerTitle"></h2>
<button id="cardPickerClearBtn" class="holdemBtn holdemBtnSmall" type="button">Clear</button>
<button id="cardPickerCloseBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
<button id="cardPickerCloseBtn" class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
</div>
<div id="cardPickerSlots"></div>
<div id="cardPickerGrid"></div>
</div>
</div>
@* No aria-live here any more. This element's entire contents are rebuilt on every
action, so a live region on it announced the whole bar every time — measured, after
one tap: "PRE-FLOP Pot $15 9 players Bob · $250 behind 0:00 ↶ dealing the hand U
Fold Call $10 Raise". That is what a screen reader read out after every single fold.
A live region has to be a stable element whose *text* changes; the one below is. *@
<div id="actionBar" hidden></div>
@* Whose turn it is, in a sentence. Empty in the markup and only ever written to, so
assistive tech is already watching it when the first update lands — a live region
created at the moment it has something to say is one the screen reader misses. *@
<div id="actionAnnouncer" role="status" aria-live="polite" class="visuallyHidden"></div>
<div id="actionBar" aria-live="polite" hidden></div>
<div id="toastHost" aria-live="polite"></div>
@@ -717,79 +264,37 @@
<h2 id="confirmTitle"></h2>
<p id="confirmMessage"></p>
<div class="confirmActions">
<button id="confirmCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
<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" role="dialog" aria-labelledby="potWizardTitle">
<div id="potWizardModal">
<div class="potWizardHeader">
<h2 id="potWizardTitle">Resolve the Pot</h2>
<button id="closePotWizardBtn" data-modal-close class="holdemBtn holdemBtnGhost">✕</button>
<h2>Resolve the Pot</h2>
<button id="closePotWizardBtn" class="holdemBtn holdemBtnGhost">✕</button>
</div>
<div id="potWizardBody"></div>
@* The buttons live outside the scrolling body on purpose. This is the one
dialog that divides money, and its Confirm sat below a scroll at every screen
size — 244px off the bottom on an iPhone, 583 on a phone held sideways. A
sticky footer cannot fix that from inside: the actions were the last child of
the scrolling content, so their containing block ended exactly where they did
and `bottom` had no room to lift them. Out here they simply don't scroll. *@
<div id="potWizardFooter"></div>
</div>
</div>
@section Styles {
<link href="/css/casino/holdem.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
@* Installable, and works with no signal — see the service worker registration at the
foot of main.js. A dealer running a night in somebody's back room is on the worst
network there is, and the tool being a *website* was the last thing that could
take it away from them mid-game. *@
<link rel="manifest" href="/casino/holdem.webmanifest" />
@* iOS reads none of the manifest's icons and only this. *@
<link rel="apple-touch-icon" href="/images/casino/holdem-apple-touch.png" />
@* The standard name first, then Apple's older one. Chrome has been printing
"<meta name="apple-mobile-web-app-capable"> is deprecated" into this page's
console on every load; the replacement is the unprefixed name, and Safari still
wants the prefixed one, so both are here. *@
<meta name="mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<meta name="apple-mobile-web-app-title" content="Hold'em" />
@* Paints the phone's chrome the same near-black as the felt's ground, so an
installed copy doesn't sit under a white status bar. *@
<meta name="theme-color" content="#141414" />
}
@* A note for whoever reads the ?v= below and assumes it works: it doesn't. ViewData
["cssVersion"] is assigned in _Layout's own code block, which runs after these
sections are handed their values, so every one of these renders as a bare "?v=" —
on this page and on Chess, Particles and Memory Lane too. It is inert rather than
broken: Program.cs sends `Cache-Control: no-store` on every static file, so nothing
is being browser-cached for a version string to bust in the first place.
Left alone deliberately. Fixing it is a one-line change to a file every page on the
site shares, and the service worker was the reason to care — that now uses stale-
while-revalidate, which needs no version to stay current. *@
@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>
@* After feedback.js, because the first lock it takes announces itself with a Toast. *@
<script src="~/js/casino/holdem/wakeLock.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/settleUp.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/handRank.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/cardPicker.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/seatMenu.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/addChips.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/betting.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/actionBar.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/shortcuts.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/modal.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
}
@@ -11,11 +11,6 @@
<p class="splitSubtitle">Chop a pot without setting up a table.</p>
</header>
<div id="modeToggle" class="chipRow" role="group" aria-label="How the money went in">
<button type="button" id="modeEvenBtn" class="choiceChip selected">Everyone matched</button>
<button type="button" id="modeUnevenBtn" class="choiceChip">Someone's all-in</button>
</div>
<div id="splitResult" aria-live="polite">
<div id="splitResultLabel">Each player gets</div>
<div id="splitResultAmount">$0.00</div>
@@ -23,18 +18,7 @@
<div id="splitDustNote" hidden></div>
</div>
<div id="unevenResult" hidden aria-live="polite">
<div id="unevenPots"></div>
<p id="unevenEmpty" class="unevenEmpty">Enter what each player put in.</p>
</div>
<section class="splitField unevenOnly" hidden>
<span class="splitLabel">What each player put in</span>
<div id="unevenRows"></div>
<button type="button" id="addPlayerBtn" class="splitBtn splitBtnGhost">+ Add player</button>
</section>
<section class="splitField evenOnly">
<section class="splitField">
<label for="potInput" class="splitLabel">Pot</label>
<div class="potInputWrap">
<span class="potCurrency">$</span>
@@ -44,12 +28,12 @@
</div>
</section>
<section class="splitField evenOnly">
<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 evenOnly">
<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>
@@ -59,30 +43,12 @@
<a href="/casino/texasholdem" class="splitBtn splitBtnGhost">Full dealer table →</a>
</div>
<p class="splitFootnote evenOnly">
If somebody was all-in for less than the others, switch to
<strong>Someone's all-in</strong> above.
</p>
<p class="splitFootnote unevenOnly" hidden>
Pots are listed with who can win each. Award them by hand strength, best hand
first. Nothing here is saved — the <a href="/casino/texasholdem">full table</a>
keeps a log.
<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>
<template id="unevenRowTemplate">
<div class="unevenRow">
<span class="unevenRowLabel"></span>
<div class="unevenAmountWrap">
<span class="unevenCurrency">$</span>
<input type="text" class="unevenAmount" inputmode="decimal" autocomplete="off" placeholder="0" />
</div>
<button type="button" class="unevenFoldBtn" aria-pressed="false">Folded</button>
<button type="button" class="unevenRemoveBtn" aria-label="Remove player">✕</button>
</div>
</template>
@section Styles {
<link href="/css/casino/quicksplit.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
}
@@ -90,6 +56,5 @@
@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/potCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/quickSplit.js?v=@ViewData["cssVersion"]"></script>
}
-42
View File
@@ -1,7 +1,6 @@
using JoshHeaps.Net.Hubs;
using JoshHeaps.Net.Services.Implementations;
using JoshHeaps.Net.Services.Interfaces;
using Microsoft.AspNetCore.StaticFiles;
var builder = WebApplication.CreateBuilder(args);
@@ -53,49 +52,8 @@ if (!app.Environment.IsDevelopment())
app.UseHttpsRedirection();
// One spelling of the casino URLs, because the Hold'em tool's offline support depends
// on it and nothing warns you when it breaks.
//
// Razor Pages routing is case-insensitive, so /Casino/TexasHoldem and
// /casino/texasholdem both serve the dealer tool and look identical. A service worker's
// scope is not: the spec matches it as a plain string prefix, so a worker scoped to
// "/casino/" does not control a page at "/Casino/TexasHoldem". Measured, that meant the
// capital-C spelling registered the worker, activated it, logged nothing — and then left
// the cache completely empty, because the page was never controlled and the precache
// handshake it waited on could not resolve. A dealer who bookmarked that URL had a tool
// that looked loaded and had nothing stored for the night the signal went.
//
// So one spelling wins and the other is redirected to it, permanently, before anything
// else in the pipeline gets a look.
//
// Deliberately scoped to /casino rather than applied site-wide. Every file under
// wwwroot/casino and wwwroot/images/casino is already lowercase, so lowercasing a path
// here can never miss a real file on a case-sensitive filesystem — a guarantee that does
// not hold for the rest of the site, and one that /chessHub in particular would break.
app.Use(async (context, next) =>
{
var path = context.Request.Path.Value;
if (path is not null
&& path.StartsWith("/casino", StringComparison.OrdinalIgnoreCase)
&& path.Any(char.IsUpper))
{
context.Response.Redirect(path.ToLowerInvariant() + context.Request.QueryString, permanent: true);
return;
}
await next();
});
// .webmanifest isn't in the default MIME map, and an unknown extension isn't served
// with the wrong type — it isn't served at all. Without this the Hold'em tool's
// manifest 404s, and a 404 manifest is exactly the silent failure that stops a browser
// ever offering "Add to Home Screen": nothing is logged and no prompt appears.
var contentTypes = new FileExtensionContentTypeProvider();
contentTypes.Mappings[".webmanifest"] = "application/manifest+json";
app.UseStaticFiles(new StaticFileOptions
{
ContentTypeProvider = contentTypes,
OnPrepareResponse = ctx =>
{
ctx.Context.Response.Headers.Append("Cache-Control", "no-cache, no-store, must-revalidate");
@@ -1,32 +0,0 @@
{
"name": "Texas Hold'em Dealer",
"short_name": "Hold'em",
"description": "Seat your players, track the action, split the pot. Works with no signal.",
"start_url": "/casino/texasholdem",
"scope": "/casino/",
"display": "standalone",
"orientation": "any",
"background_color": "#141414",
"theme_color": "#141414",
"categories": ["utilities"],
"icons": [
{
"src": "/images/casino/holdem-192.png",
"sizes": "192x192",
"type": "image/png",
"purpose": "any"
},
{
"src": "/images/casino/holdem-512.png",
"sizes": "512x512",
"type": "image/png",
"purpose": "any"
},
{
"src": "/images/casino/holdem-maskable-512.png",
"sizes": "512x512",
"type": "image/png",
"purpose": "maskable"
}
]
}
-125
View File
@@ -1,125 +0,0 @@
// Keeps the dealer tool working when the network doesn't.
//
// A home game is the worst network in the world: somebody's back room, one bar of
// signal, a router two floors away. The tool already keeps the whole night in
// localStorage, so the *table* survives anything — but the page didn't. Reload with no
// signal, or open it fresh when the wifi has dropped, and a dealer holding a phone in
// one hand and a deck in the other got a browser error page with nine players waiting.
//
// This is the one thing standing between "a website about poker" and "a tool you can
// rely on at a table", so it is worth the moving part.
//
// Scope is /casino/ rather than /casino/texasholdem/, because a scope has to be a
// prefix of the page it controls and "/casino/texasholdem" does not start with
// "/casino/texasholdem/". Anything in that scope this worker has not been told about
// goes straight to the network, so the other casino pages behave exactly as they did.
// Bumped whenever the shape of what is cached changes. The asset *version* rides in
// the URLs themselves (?v=1.0.8 from _Layout), so a normal release makes new keys
// without touching this.
const CACHE = "holdem-shell-v1";
// What this worker will keep. Anything else in scope — a form post, an API call, a
// page it was never told about — goes straight to the network and behaves exactly as
// it did before the worker existed.
const CACHEABLE = new Set(["script", "style", "image", "font", "manifest"]);
// The page hands over the exact list of URLs it was built from — see registerWorker()
// in main.js. Deriving it from the document instead of keeping a list here is the
// whole trick: a hand-written manifest of files drifts from the markup the first time
// somebody adds a script tag, and the failure mode is a tool that is offline-capable
// right up until the release that quietly broke it.
async function precache(urls) {
const cache = await caches.open(CACHE);
// Individually rather than cache.addAll, which rejects the whole batch if any one
// URL 404s — one stale entry in the list would leave the dealer with nothing.
await Promise.all(urls.map(async url => {
try {
const res = await fetch(url, { cache: "reload" });
if (res.ok) await cache.put(url, res);
} catch {
// Offline while installing. The runtime handler below picks these up on
// the next online visit.
}
}));
}
// No install handler, and deliberately no skipWaiting(). A new worker taking over a
// live page can hand it assets from a different release than the ones it started with,
// and this page loads seventeen separate scripts that expect to agree with each other.
// Waiting costs a dealer nothing — the update lands the next time they open the tool —
// and it cannot leave them with a half-swapped app in the middle of a hand.
self.addEventListener("activate", event => {
event.waitUntil((async () => {
const keys = await caches.keys();
await Promise.all(keys
.filter(key => key.startsWith("holdem-shell-") && key !== CACHE)
.map(key => caches.delete(key)));
await self.clients.claim();
})());
});
self.addEventListener("message", event => {
if (event.data && event.data.type === "precache" && Array.isArray(event.data.urls)) {
event.waitUntil(precache(event.data.urls));
}
});
// Only GETs, and only same-origin. A cross-origin request has opaque responses that
// can't be inspected, and caching one would mean serving a failure forever.
function handles(request) {
if (request.method !== "GET") return false;
const url = new URL(request.url);
return url.origin === self.location.origin;
}
self.addEventListener("fetch", event => {
const { request } = event;
if (!handles(request)) return;
// The page itself: network first, so an online dealer always gets the current
// build, and the cached copy is there the moment they aren't.
if (request.mode === "navigate") {
event.respondWith((async () => {
try {
const fresh = await fetch(request);
if (fresh.ok) (await caches.open(CACHE)).put(request, fresh.clone());
return fresh;
} catch {
const cached = await caches.match(request, { ignoreSearch: true });
if (cached) return cached;
throw new Error("offline and this page was never cached");
}
})());
return;
}
// Assets: stale while revalidate. The cached copy answers immediately — which is
// the whole point, a dealer opening this between hands should not wait for a
// network — and a fresh copy is fetched in the background for next time.
//
// Cache-first would be the obvious choice, on the reasoning that these URLs carry
// ?v= from the layout and so a hit is always the right file. They don't: the
// version renders empty (see the note in TexasHoldem.cshtml), so every release
// reuses the same URLs. Cache-first against unversioned URLs is how a tool gets
// frozen on a build from three months ago with no way for anyone to tell. This
// strategy needs no version to be correct: worst case a dealer is one launch
// behind, which for a tool that runs entirely in the browser is nothing.
if (!CACHEABLE.has(request.destination)) return;
event.respondWith((async () => {
const cache = await caches.open(CACHE);
const cached = await cache.match(request);
const fresh = fetch(request).then(res => {
if (res.ok) cache.put(request, res.clone());
return res;
}).catch(() => null);
if (cached) return cached;
const res = await fresh;
if (res) return res;
throw new Error("offline and not cached: " + request.url);
})());
});
File diff suppressed because it is too large Load Diff
+12 -339
View File
@@ -9,58 +9,6 @@ body {
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
}
/* Same touch handling as the dealer table — see the note there. This page is the one
a dealer opens mid-hand to chop a pot, so the ~300ms the browser spends deciding
whether a tap was a double-tap-to-zoom is the last thing it needs. */
button,
[role="button"],
input,
select,
textarea,
a {
touch-action: manipulation;
}
button,
[role="button"],
input,
select,
textarea,
a {
-webkit-tap-highlight-color: transparent;
}
/* Not on the fields — a dealer typing a pot amount still needs to select it. */
button,
[role="button"] {
-webkit-user-select: none;
user-select: none;
}
.clearPotBtn:active:not(:disabled),
.choiceChip:active:not(:disabled),
.stepBtn:active:not(:disabled),
.splitBtn:active:not(:disabled),
.splitBtnGhost:active:not(:disabled),
.unevenFoldBtn:active:not(:disabled),
.unevenRemoveBtn:active:not(:disabled) {
transform: translateY(1px);
filter: brightness(1.25);
transition-duration: 0.04s;
}
@media (prefers-reduced-motion: reduce) {
.clearPotBtn:active:not(:disabled),
.choiceChip:active:not(:disabled),
.stepBtn:active:not(:disabled),
.splitBtn:active:not(:disabled),
.splitBtnGhost:active:not(:disabled),
.unevenFoldBtn:active:not(:disabled),
.unevenRemoveBtn:active:not(:disabled) {
transform: none;
}
}
#splitApp {
max-width: 480px;
margin: 0 auto;
@@ -97,256 +45,6 @@ button,
font-size: 0.85rem;
}
/* ---------- Mode toggle ---------- */
#modeToggle {
margin-bottom: 1.1rem;
}
/* ---------- Uneven amounts ---------- */
#unevenRows {
display: flex;
flex-direction: column;
gap: 0.45rem;
margin-bottom: 0.6rem;
}
.unevenRow {
display: flex;
align-items: center;
gap: 0.45rem;
}
.unevenRowLabel {
flex: none;
width: 2rem;
color: #8f8f8f;
font-size: 0.8rem;
font-weight: 600;
}
.unevenAmountWrap {
flex: 1;
min-width: 0;
display: flex;
align-items: center;
gap: 0.3rem;
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 10px;
padding: 0 0.6rem;
}
.unevenAmountWrap:focus-within {
border-color: #d8b46a;
}
.unevenCurrency {
/* Was #777 — 4.11:1 on this background, under the 4.5:1 small text needs. It sits
against every amount a dealer types, so it is read constantly. */
color: #8f8f8f;
}
/* 37px tall, on the field a dealer types every amount into. The touch rule has been
44px everywhere else since the round that set it; this page never got measured for
it, because the audit only ran the target check when asked and nothing asked. */
.unevenAmount {
flex: 1;
min-width: 0;
min-height: 46px;
background: none;
border: none;
outline: none;
color: #f2f2f2;
font-family: inherit;
font-size: 16px;
font-variant-numeric: tabular-nums;
padding: 0.6rem 0;
}
.unevenFoldBtn {
flex: none;
min-height: 44px;
padding: 0 0.6rem;
border-radius: 9px;
border: 1px solid #3a3a3a;
background: #232323;
color: #8f8f8f;
font-family: inherit;
font-size: 0.72rem;
cursor: pointer;
}
.unevenFoldBtn.selected {
background: linear-gradient(180deg, #3d1f1f, #2c1515);
border-color: #5b2626;
color: #ffd6d6;
}
/* 30px across, and it deletes a player's entry — the one control on the row where a
near miss costs something. The amount field beside it gives up the 16px. */
.unevenRemoveBtn {
flex: none;
width: 46px;
height: 46px;
border: none;
background: none;
/* Was #6a6a6a — 3.66:1, the worst on the page, on a control that deletes a
player's entry. A destructive action should not be the faintest thing in view. */
color: #9a9a9a;
font-size: 0.85rem;
cursor: pointer;
}
.unevenRemoveBtn:disabled {
opacity: 0.3;
cursor: not-allowed;
}
#unevenResult {
background: linear-gradient(160deg, #1f2a21, #161c17);
border: 1px solid #2c3a2f;
border-radius: 14px;
padding: 0.9rem 1rem;
margin-bottom: 1.5rem;
}
#unevenResult[hidden] {
display: none;
}
.unevenPot {
display: flex;
align-items: baseline;
/* Wraps so a chop opens underneath its own pot rather than squeezing in beside the
eligible-players list and pushing it off the row. */
flex-wrap: wrap;
gap: 0.6rem;
padding: 0.3rem 0;
font-size: 0.85rem;
}
.unevenChopToggle {
flex: none;
order: 3;
/* 44px on touch: it moves money, like everything else that does. */
min-height: 32px;
padding: 0.2rem 0.6rem;
border: 1px solid rgba(216, 180, 106, 0.45);
border-radius: 999px;
background: rgba(216, 180, 106, 0.1);
color: #e3c887;
font: inherit;
font-size: 0.74rem;
cursor: pointer;
}
.unevenChopToggle:hover {
background: rgba(216, 180, 106, 0.18);
}
.unevenChopToggle:focus-visible {
outline: 2px solid #d8b46a;
outline-offset: 2px;
}
.unevenChopDetail {
order: 4;
flex: 0 0 100%;
/* Or the padding is added on top of the 100% basis and the panel sits wider than
the row it belongs to — measured 328px inside a 309px row on a phone. */
box-sizing: border-box;
margin: 0.15rem 0 0.2rem;
padding: 0.45rem 0.6rem;
border-radius: 8px;
background: rgba(255, 255, 255, 0.04);
}
.unevenChopWays {
display: flex;
align-items: center;
gap: 0.45rem;
margin-bottom: 0.3rem;
}
.unevenChopWaysLabel {
color: #cfcfcf;
font-size: 0.78rem;
font-variant-numeric: tabular-nums;
}
.unevenChopEach {
margin: 0;
color: #f2f2f2;
font-weight: 600;
}
.unevenChopNote {
margin: 0.2rem 0 0;
color: #9a9a9a;
font-size: 0.76rem;
}
.unevenChopDust {
color: #e0b169;
}
@media (max-width: 700px), (pointer: coarse) {
.unevenChopToggle {
min-height: 44px;
padding: 0.4rem 0.9rem;
}
}
.unevenPot + .unevenPot {
border-top: 1px solid rgba(255, 255, 255, 0.06);
}
.unevenPotLabel {
flex: none;
color: #d8b46a;
font-weight: 600;
}
.unevenPotAmount {
flex: none;
color: #f2f2f2;
font-weight: 600;
font-variant-numeric: tabular-nums;
}
.unevenPotWho {
flex: 1;
min-width: 0;
text-align: right;
color: #9a9a9a;
font-size: 0.78rem;
}
.unevenPotReturn .unevenPotLabel,
.unevenPotReturn .unevenPotAmount {
color: #9a9a9a;
font-weight: 500;
}
.unevenPotTotal {
margin-top: 0.15rem;
border-top: 1px solid rgba(255, 255, 255, 0.14) !important;
}
.unevenPotTotal .unevenPotLabel {
color: #8f9d92;
font-weight: 500;
}
.unevenEmpty {
margin: 0;
color: #8f9d92;
font-size: 0.82rem;
line-height: 1.45;
}
/* ---------- The answer ---------- */
#splitResult {
@@ -406,12 +104,6 @@ button,
margin-bottom: 1.35rem;
}
/* A `display` declaration outranks the browser's own [hidden] rule, so anything
given one has to opt back out explicitly or toggling `hidden` does nothing. */
[hidden] {
display: none !important;
}
.splitLabel {
display: block;
margin-bottom: 0.5rem;
@@ -473,11 +165,9 @@ button,
cursor: pointer;
}
@media (hover: hover) {
.clearPotBtn:hover {
background: #333;
color: #ddd;
}
.clearPotBtn:hover {
background: #333;
color: #ddd;
}
/* ---------- Tap targets ---------- */
@@ -503,11 +193,9 @@ button,
transition: all 0.15s ease;
}
@media (hover: hover) {
.choiceChip:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
.choiceChip:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
.choiceChip.selected {
@@ -542,10 +230,8 @@ button,
cursor: pointer;
}
@media (hover: hover) {
.stepBtn:hover {
background: #333;
}
.stepBtn:hover {
background: #333;
}
.waysReadout {
@@ -582,11 +268,9 @@ button,
transition: all 0.15s ease;
}
@media (hover: hover) {
.splitBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
.splitBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
.splitBtnGhost {
@@ -595,23 +279,12 @@ button,
.splitFootnote {
margin-top: 1.5rem;
/* Was #6f6f6f — 3.94:1. It carries the instruction for what to do with the pot
list, which is not a decorative line. */
color: #8d8d8d;
color: #6f6f6f;
font-size: 0.78rem;
line-height: 1.5;
text-align: center;
}
/* This footnote names a control the dealer is being told to reach for, so the name
itself has to be readable — it was 3.39:1 at its worst, inheriting the muted grey
the surrounding sentence is deliberately set in. Emphasised text carrying the
instruction gets its own colour rather than the aside's. */
.splitFootnote strong {
color: #a8a8a8;
font-weight: 600;
}
.splitFootnote a {
color: #a9782f;
}
Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 25 KiB

File diff suppressed because it is too large Load Diff
@@ -1,92 +0,0 @@
// "Add chips" — a rebuy, a top-up, or the first buy-in of the night.
//
// Quick amounts come off the table's starting stack, because a rebuy is almost
// always one buy-in, sometimes half or two. The keypad is there for the times it
// isn't. Recorded as cash in as well as chips, so at the end of the night the
// dealer can say what each player actually handed over.
const AddChips = {
state: null,
onConfirm: null,
seatIndex: null,
draft: "",
open(state, seatIndex, onConfirm) {
this.state = state;
this.seatIndex = seatIndex;
this.onConfirm = onConfirm;
this.draft = String(this.baseAmount());
this.render();
document.getElementById("addChipsOverlay").hidden = false;
},
close() {
document.getElementById("addChipsOverlay").hidden = true;
},
// The table's starting stack if there is one, otherwise something sane to nudge
// rather than an empty box.
baseAmount() {
const configured = Number(this.state.defaultStack);
if (!Number.isNaN(configured) && configured > 0) return configured;
const bb = Number(this.state.bigBlind) || 0;
return bb > 0 ? bb * 100 : 100;
},
quickAmounts() {
const base = this.baseAmount();
return [
{ label: "½ buy-in", value: Money.round(base / 2) },
{ label: "Buy-in", value: base },
{ label: "2 buy-ins", value: base * 2 },
];
},
render() {
const player = this.state.seats[this.seatIndex];
document.getElementById("addChipsTitle").textContent =
`Add chips — ${HoldemState.displayName(player, this.seatIndex)}`;
const stack = Betting.stackOf(this.state, player);
const boughtIn = Number(player.buyIns) || 0;
document.getElementById("addChipsSubtitle").textContent = boughtIn > 0
? `${Money.format(stack)} in front · ${Money.format(boughtIn)} in so far`
: `${Money.format(stack)} in front`;
const quick = document.getElementById("addChipsQuick");
quick.innerHTML = "";
this.quickAmounts().forEach(option => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "addChipsQuickBtn";
btn.classList.toggle("selected", Number(this.draft) === option.value);
const label = document.createElement("span");
label.className = "addChipsQuickLabel";
label.textContent = option.label;
const amount = document.createElement("span");
amount.className = "addChipsQuickAmount";
amount.textContent = Money.format(option.value);
btn.appendChild(label);
btn.appendChild(amount);
btn.addEventListener("click", () => {
this.draft = String(option.value);
this.render();
});
quick.appendChild(btn);
});
const input = document.getElementById("addChipsInput");
input.value = this.draft;
},
confirm() {
const amount = Math.max(0, Number(document.getElementById("addChipsInput").value) || 0);
this.close();
if (amount > 0) this.onConfirm(this.seatIndex, Money.round(amount));
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = AddChips;
}
+24 -592
View File
@@ -13,21 +13,12 @@
const Betting = {
STREETS: ["preflop", "flop", "turn", "river"],
// How many community cards are face up once a street has been dealt. The flop is
// three at once and everything after it is one at a time, which is why this is a
// table rather than an index.
BOARD_CARDS: { preflop: 0, flop: 3, turn: 4, river: 5 },
boardCardsFor(street) {
return this.BOARD_CARDS[street] ?? 0;
},
streetLabel(street) {
return { preflop: "Pre-flop", flop: "Flop", turn: "Turn", river: "River" }[street] || "Pre-flop";
},
round(amount) {
return Money.round(amount);
return Math.round((Number(amount) || 0) * 100) / 100;
},
// ---- Reading the table ----
@@ -38,162 +29,6 @@ const Betting = {
.filter(s => s.player.inHand && !s.player.folded);
},
// Who would post if the hand were dealt right now. Used to preview the blinds
// while the table is still being set, so a dealer can see where they'll land
// before any money moves.
// A seat that is dealt in, has nothing in the pot, and has no chips behind.
//
// Not the same as all-in: an all-in player has money riding on the hand. This is
// somebody who busted and hasn't bought back in yet, which a home game produces
// about once an hour. A seat with no stack *recorded* isn't broke either —
// stackOf falls back to the table's starting stack for those — only an explicit
// zero counts.
brokeSeats(state) {
const broke = [];
state.seats.forEach((player, index) => {
if (!player.inHand) return;
if (this.handTotal(player) > this.EPSILON_CHIPS) return;
if (this.stackOf(state, player) > this.EPSILON_CHIPS) return;
broke.push(index);
});
return broke;
},
// The table as it will be once the seats that can't post are dealt around. A view,
// not a change: the preview has to ask the same question the deal will answer, and
// asking it of a different shape of table is how the two came apart last time.
tableAsDealt(state) {
const broke = this.brokeSeats(state);
if (broke.length === 0) return state;
const skip = new Set(broke);
return {
...state,
seats: state.seats.map((player, index) =>
skip.has(index) ? { ...player, inHand: false, folded: false } : player),
};
},
blindPreview(state) {
// Dealing relocates a button parked on an empty chair before it works out who
// posts, so the preview has to answer for the button where it *will* be. Asking
// from where it currently sits gave a different pair of blinds than the deal
// produced — the preview promising one thing and doing another is exactly the
// guessing this whole step exists to remove. Same reason the broke seats come
// out first: the preview once promised a small blind from a seat with no chips.
const dealt = this.tableAsDealt(state);
const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
const asDealt = buttonIndex === dealt.dealerSeatIndex
? dealt
: { ...dealt, dealerSeatIndex: buttonIndex };
const satOut = this.brokeSeats(state);
const { sbIndex, bbIndex, headsUp, manual, deadSmallBlind } = HoldemState.getBlindSeats(asDealt);
if (bbIndex === null) return null;
return {
sbIndex, bbIndex, headsUp, manual: !!manual, deadSmallBlind: !!deadSmallBlind,
deadButton: !!asDealt.deadButton && !asDealt.seats[buttonIndex].inHand,
// Asked of the table as it will be dealt, for the same reason the blinds
// are: someone sitting out for having no chips isn't owed a blind, and the
// big blind of the hand about to go out isn't either.
debtors: HoldemState.blindDebtors(asDealt, bbIndex),
posting: (state.postingIn || []).slice(),
buttonIndex,
buttonMoves: buttonIndex !== state.dealerSeatIndex,
satOut,
smallBlind: this.round(state.smallBlind || 0),
bigBlind: this.round(state.bigBlind || 0),
// What the straddles will be if the hand is dealt as it stands, and how
// many more this table could take.
straddles: this.straddleSeats(state),
maxStraddles: this.maxStraddles(state),
};
},
// ---- Straddles ----
//
// A straddle is a blind raise put out before the cards, by the player left of the
// big blind, for twice it. It buys the last word before the flop: everyone else
// acts first, and the straddler still has the option when it comes back round even
// if nobody raised. Re-straddles carry on left, each doubling again.
//
// Home games run them constantly and a dealer has to get three things right at
// once — the amount, who is first to act, and what the minimum raise becomes. The
// tool used to do none of them, so a dealer's only way through was to deal, have
// the straddler "raise" to $4, and hand the action to the wrong player.
// How many straddles this table could take. Everyone but the two blinds can put
// one out; heads-up that is nobody, which is the right answer — the button is
// already the small blind and there is no seat left of the big blind to straddle
// from.
maxStraddles(state) {
return Math.max(0, this.liveSeats(this.tableAsDealt(state)).length - 2);
},
// Who straddles and for how much, walking left from the big blind and doubling.
// Asked of the table as it will be dealt, so a seat about to be sat out for having
// no chips is never handed a straddle it can't post.
straddleSeats(state, count = state.straddleCount) {
const wanted = Math.min(Math.max(0, Number(count) || 0), this.maxStraddles(state));
if (wanted <= 0) return [];
const dealt = this.tableAsDealt(state);
const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
const asDealt = buttonIndex === dealt.dealerSeatIndex
? dealt
: { ...dealt, dealerSeatIndex: buttonIndex };
const { bbIndex } = HoldemState.getBlindSeats(asDealt);
if (bbIndex === null) return [];
const straddles = [];
let index = bbIndex;
let amount = this.round((Number(state.bigBlind) || 0) * 2);
for (let n = 0; n < wanted; n++) {
index = this.nextToAct(asDealt, index);
if (index === null || index === bbIndex) break;
straddles.push({ index, amount });
amount = this.round(amount * 2);
}
return straddles;
},
// Does handing this seat chips also put them back in the game?
//
// At a real table those are one event, and here they were two: a busted player got
// their chips and stayed sat out, silently skipped hand after hand until somebody
// noticed and found "Deal in" in the seat menu. Nothing said so — the toast just
// read "Ben added $100".
//
// Not for a seat that was sat out while *holding* chips. That's a dealer who sat
// somebody out on purpose and is topping them up, and dealing them back in would be
// the tool guessing at something it wasn't told. Only a seat with no stack of its
// own: busted at zero, or a chair being bought into for the first time.
//
// Deliberately reads player.stack rather than stackOf(), which substitutes the
// table's starting stack for a seat that has none — the question here is what this
// seat was actually recorded as holding.
buyInDealsThemIn(player) {
if (!player || player.inHand) return false;
const own = player.stack;
const recorded = own !== null && own !== undefined && String(own).trim() !== "";
return !recorded || Number(own) <= this.EPSILON_CHIPS;
},
// "bet" or "raise" — what putting more in is actually called right now.
//
// A wager into a pot nobody has wagered into is a bet; everything after that is a
// raise. The bar decided this from what the acting player still owes, which gets
// the big blind's option backwards: they owe nothing, so it offered "Bet", but
// their own blind is a live bet and putting more in is a raise. It gets the other
// half wrong too — the raise pad said "Raise to" for an opening bet on the flop,
// and wrote "Ann's raise to $10" into the undo control for it.
//
// The arithmetic was always right (minRaiseTo returns two big blinds for the big
// blind's option and one for an opening bet). This is only what it's called, which
// for a tool a dealer announces the action from is not a small thing.
wagerVerb(state) {
return (state.currentBet || 0) > this.EPSILON_CHIPS ? "raise" : "bet";
},
committed(player) {
return this.round(player.committed || 0);
},
@@ -204,16 +39,11 @@ const Betting = {
return this.round((Number(player.amountOverride) || 0) + this.committed(player));
},
// Never below zero. A seat can't have negative chips in front of it, and a typo in
// the stack field used to come back as-is — which then flowed into putIn(), where
// `Math.min(amount, -50)` moves a negative amount and *adds* chips to the table.
stackOf(state, player) {
const own = player.stack;
if (own !== null && own !== undefined && String(own).trim() !== "") {
return Math.max(0, this.round(own));
}
if (own !== null && own !== undefined && String(own).trim() !== "") return this.round(own);
const fallback = Number(state.defaultStack);
return Number.isNaN(fallback) ? 0 : Math.max(0, this.round(fallback));
return Number.isNaN(fallback) ? 0 : this.round(fallback);
},
toCall(state, player) {
@@ -240,42 +70,15 @@ const Betting = {
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded) return index;
if (player.inHand && !player.folded && this.stackOf(state, player) >= 0) return index;
}
return null;
},
// Who the dealer asks next. A player who is all-in is still in the hand and still
// wins pots, but has no decision left, so the action passes over them.
nextToAct(state, fromIndex) {
const count = state.seatCount;
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded && this.stackOf(state, player) > this.EPSILON_CHIPS) return index;
}
return null;
},
// A player still in the hand with chips in the pot and nothing left behind. This is
// the same stack test nextToAct uses to pass over them, which is the point: the
// seat the felt marks all-in is exactly the seat the dealer will never be asked to
// act on again.
//
// The "chips in the pot" half matters. A seat with an empty stack who hasn't put
// anything in is a busted player who shouldn't have been dealt in, not a player
// who moved all-in, and calling them all-in on the felt would be a lie.
isAllIn(state, player) {
if (!player || !player.inHand || player.folded) return false;
return this.handTotal(player) > this.EPSILON_CHIPS &&
this.stackOf(state, player) <= this.EPSILON_CHIPS;
},
// Which chair sits `step` places along in the direction of play. The table owns
// this — walking the seats is exactly where the button, the blinds and the action
// used to drift apart from each other, so there is one implementation of it.
seatAt(state, fromIndex, step) {
return HoldemState.nextSeatIndex(state, fromIndex, step);
const count = state.seatCount;
const delta = state.direction === "counterclockwise" ? -step : step;
return ((fromIndex + delta) % count + count) % count;
},
// A street is done when everyone still live has either matched the bet or has
@@ -332,38 +135,14 @@ const Betting = {
const delta = this.round(target - this.committed(player));
const moved = this.putIn(state, index, delta);
const newBet = this.committed(player);
const previousBet = state.currentBet || 0;
if (newBet > previousBet) {
const increase = this.round(newBet - previousBet);
// Aggression, whether or not it was a full raise — a short all-in doesn't
// reopen the betting, but the player who made it is still the last one who
// put money in, and at the showdown they are still the one who shows first.
state.streetAggressorIndex = index;
state.handAggressorIndex = index;
// What a full raise would have had to be: at least as much again as the
// last one, or the big blind if there hasn't been a raise yet.
const fullRaise = this.round(state.lastRaiseSize || state.bigBlind || 0);
const isFullRaise = increase >= fullRaise - this.EPSILON_CHIPS;
if (newBet > (state.currentBet || 0)) {
state.lastRaiseSize = this.round(newBet - (state.currentBet || 0));
state.currentBet = newBet;
if (isFullRaise) {
state.lastRaiseSize = increase;
// A real raise reopens the action: everyone else owes a response again.
state.seats.forEach((p, i) => {
if (i !== index && p.inHand && !p.folded) p.hasActed = false;
});
}
// Otherwise this is a short all-in — somebody with less than a full raise
// left shoving it in. The most misread rule in poker: it does *not* reopen
// the betting to anyone who has already acted. They owe the difference or
// they fold; they don't get to raise again because a short stack happened
// to be between them. Players yet to act keep their full rights, which
// they do here because their hasActed is already false.
//
// lastRaiseSize deliberately isn't lowered either, or the next legal raise
// would be computed off the short amount and come out too small.
// A raise reopens the action: everyone else owes a response again.
state.seats.forEach((p, i) => {
if (i !== index && p.inHand && !p.folded) p.hasActed = false;
});
}
player.hasActed = true;
@@ -377,7 +156,7 @@ const Betting = {
},
passAction(state, index) {
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextToAct(state, index);
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextLiveIndex(state, index);
},
// ---- Street and hand boundaries ----
@@ -402,236 +181,24 @@ const Betting = {
state.currentBet = 0;
state.lastRaiseSize = 0;
// Whoever led this street stops being the answer the moment the next one opens.
// The hand's aggressor is deliberately left alone: it's the fallback for a
// river nobody could bet on.
state.streetAggressorIndex = null;
const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
state.street = this.STREETS[nextStreetIndex] || "river";
// It takes two players with chips to have a bet. Once everyone left is all-in
// the rest of the board is just dealt out.
if (!this.canStillBet(state)) {
state.actingSeatIndex = null;
return;
}
// After the flop the first live player left of the button acts — which heads-up
// is the big blind, since the button is the small blind. Naming the big blind
// directly also covers a button parked on a seat nobody is sitting in, and it
// still has to be someone with chips left to bet.
const { bbIndex, headsUp } = HoldemState.getBlindSeats(state);
const bigBlindCanAct =
headsUp &&
bbIndex !== null &&
!state.seats[bbIndex].folded &&
this.stackOf(state, state.seats[bbIndex]) > this.EPSILON_CHIPS;
state.actingSeatIndex = bigBlindCanAct
? bbIndex
: this.nextToAct(state, state.dealerSeatIndex);
state.actingSeatIndex = this.liveSeats(state).length > 1
? this.nextLiveIndex(state, state.dealerSeatIndex)
: null;
},
isHandOver(state) {
return this.liveSeats(state).length <= 1;
},
// Players still in the hand who have chips left to put in. Fewer than two of them
// means the betting is finished even though the hand isn't.
seatsWithChips(state) {
return this.liveSeats(state).filter(s => this.stackOf(state, s.player) > this.EPSILON_CHIPS);
},
EPSILON_CHIPS: Money.EPSILON,
canStillBet(state) {
return this.liveSeats(state).length > 1 && this.seatsWithChips(state).length > 1;
},
// True when the hand is still live but nobody can bet again — the dealer is just
// running the board out.
isRunningOut(state) {
// Only while a hand is actually being played. Before the deal, a table of
// busted players who haven't rebought looks exactly like a table of all-ins to
// this test, and the bar was announcing a run-out over a felt with no cards and
// no chips on it.
if (!state.bettingOpen) return false;
return this.liveSeats(state).length > 1 && !this.canStillBet(state);
},
// True while nothing has happened in this hand except the blinds going in. Up to
// that point the dealer can still move the button or rename the blinds and have
// it cost nothing — which is the state a home game spends a lot of time in,
// arguing about whose turn it is before the cards come out.
onlyBlindsIn(state) {
return (state.street || "preflop") === "preflop" && state.seats.every(p => !p.hasActed);
},
// Are the blinds actually down? Moving the button or naming a blind means two
// completely different things depending on the answer, and `onlyBlindsIn` alone
// cannot tell them apart: a table sitting in setup, with no cards out and nothing
// committed, satisfies it just as well as a hand that has only just been dealt.
//
// With a hand open, the blinds are chips on the felt. Re-aiming them has to take
// those chips back and post them again from the new positions, or the badges and
// the money disagree.
//
// Before the deal it is a marker being slid round a table with nothing in the
// middle. Re-posting there would *deal the hand* — betting opened, blinds taken off
// two stacks, action on the seat after the big blind — which is not what a dealer
// means by "she's the big blind this one". Setting the positions is how a dealer
// gets ready to deal; the cards come out when they press the button, and not a
// moment before.
blindsArePosted(state) {
return !!state.bettingOpen && this.onlyBlindsIn(state);
},
// Chips the pot has been priced with but nobody has actually paid.
//
// Two ways a contribution gets into this tool. Tapping the action moves chips: the
// bet leaves the stack, sits in front of the player, and is swept into their hand
// total at the end of the street. The other way is the "without live betting" panel
// — a base pot amount, or chips counted out on a seat — where the dealer is
// recording a hand they are watching rather than driving, and nothing ever leaves
// anybody's stack.
//
// The pot wizard prices both the same way, and awarding it credits the winner. So
// in that second mode the table simply grew: measured at a three-handed table with
// a $50 base pot, paying the pot took the chips on the table from $600 to $750 and
// left the bank check blaming a rebuy that never happened.
//
// So before the pot is pushed, whatever was assumed rather than taken comes off the
// stacks that assumed it. Chips already committed or swept are left alone; they
// have been paid once already, and taking them twice is the same bug the other way
// round.
collectAssumedContributions(state) {
const taken = [];
state.seats.forEach((player, index) => {
const priced = HoldemState.computeContribution(player, state.chipLegend, state.basePotAmount);
const alreadyPaid = this.round(this.committed(player) + (Number(player.amountOverride) || 0));
const owed = this.round(priced - alreadyPaid);
if (owed <= this.EPSILON_CHIPS) return;
// Never more than they are holding. A seat priced above its own stack is a
// dealer's typo or a player who is short, and inventing the difference is
// what this whole function exists to stop.
const moved = this.round(Math.min(owed, this.stackOf(state, player)));
if (moved <= this.EPSILON_CHIPS) return;
player.stack = this.round(this.stackOf(state, player) - moved);
// Recorded where a swept bet lives, so the money is in exactly the place
// the rest of the tool looks for chips that are in the middle this hand.
player.amountOverride = this.round((Number(player.amountOverride) || 0) + moved);
taken.push({ index, name: HoldemState.displayName(player, index), amount: moved });
});
return { taken, total: this.round(taken.reduce((sum, row) => sum + row.amount, 0)) };
},
// A misdeal: the hand never happened, so every chip goes back where it came from.
//
// The rulings sheet in this tool has told dealers to redeal since the day it was
// written — first card to the wrong seat, a seat entitled to a hand dealt out, one
// of the first two cards exposed — and the tool had no way to do it. The only
// control that ended a live hand was Next Hand, which says out loud that it takes
// the money off the table without paying anybody. That is right for an abandoned
// pot and wrong for a misdeal, where the blinds and any calls belong to the people
// who put them in.
//
// Undo covers the first second of it — "↶ dealing the hand" is one tap — but only
// while the action history is still there. It lives in memory, so a dealer who
// refreshes the page mid-hand, or who is three calls in, has nothing.
//
// What is deliberately kept: the button, the blinds, the straddle and anyone
// posting in. A misdeal is the *same* hand dealt again, not the next one.
takeHandBack(state) {
const returned = [];
state.seats.forEach((player, index) => {
const back = this.round(this.committed(player) + (Number(player.amountOverride) || 0));
if (back > 0) {
player.stack = this.round(this.stackOf(state, player) + back);
returned.push({ index, name: HoldemState.displayName(player, index), amount: back });
}
player.committed = 0;
player.amountOverride = null;
player.hasActed = false;
player.folded = false;
player.cards = ["", ""];
});
state.bettingOpen = false;
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
state.actingSeatIndex = null;
state.streetAggressorIndex = null;
state.handAggressorIndex = null;
HoldemState.clearBoard(state);
// Nothing was posted, as far as the next rotation is concerned: the hand this
// would have counted as is being dealt again from the same button.
state.postedBlinds = null;
state.postedStraddles = [];
return {
returned,
total: this.round(returned.reduce((sum, row) => sum + row.amount, 0)),
};
},
// Pulls the blinds back off the table and posts them again from wherever the
// button and the blind assignment now say they belong. Refunding first is what
// keeps the chip count straight when the button gets passed round three or four
// times before anybody is happy with it.
repostBlinds(state) {
state.seats.forEach(player => {
const back = this.committed(player);
if (back > 0) player.stack = this.round(this.stackOf(state, player) + back);
player.committed = 0;
player.hasActed = false;
});
this.beginHand(state);
},
// Deals a fresh betting round: blinds posted, action to the seat after the big
// blind, which is where a dealer expects to be looking when the cards go out.
//
// Called when the dealer says the table is ready, not automatically when the
// previous hand ends — everything before this point is setup, where seats and the
// button can move freely because no money has been committed.
beginHand(state) {
state.bettingOpen = true;
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
// A fresh deal starts on an empty felt. Dealing without moving the button —
// after a misdeal, or a table set up and dealt twice — would otherwise leave
// the last hand's board sitting there being ranked against the new cards.
HoldemState.clearBoard(state);
// Posting a blind isn't aggression — a hand limped and checked all the way
// down has no aggressor at all, which is exactly the case the showdown rule
// sends to the seat left of the button.
state.streetAggressorIndex = null;
state.handAggressorIndex = null;
// Deal around anyone with no chips, before anything else reads the table.
//
// A busted player who hasn't rebought used to be dealt in anyway, and the
// result was a hand nobody could finish: the table promised a small blind from
// a seat with nothing to post it with, took it from nobody, put the action on
// the big blind with only their own money in front of them, and announced
// "3 players — all-in, running out the board" before a card was dealt.
//
// Sitting them out is what a dealer does. Seat, name and buy-in record are
// untouched, so dealing them back in is one tap when they buy chips.
this.brokeSeats(state).forEach(index => {
state.seats[index].inHand = false;
state.seats[index].folded = false;
});
// Position is read off the button all through the hand, so it has to be on
// somebody before the blinds are worked out — not on the empty seat 1 a
// brand-new table starts on.
HoldemState.ensureButtonOnPlayer(state);
state.seats.forEach(player => {
player.committed = 0;
@@ -640,150 +207,15 @@ const Betting = {
const sb = Number(state.smallBlind) || 0;
const bb = Number(state.bigBlind) || 0;
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
const sbIndex = this.seatAt(state, state.dealerSeatIndex, 1);
const bbIndex = this.seatAt(state, state.dealerSeatIndex, 2);
// A null big blind means there aren't enough players to post at all. A null
// small blind with a big blind behind it is the dead small blind, which is a
// hand that gets dealt like any other — it just has one blind in it.
if (bbIndex === null) {
state.currentBet = 0;
state.actingSeatIndex = null;
state.postedBlinds = null;
state.postedStraddles = [];
return;
}
if (sb > 0 && state.seats[sbIndex].inHand) this.putIn(state, sbIndex, sb);
if (bb > 0 && state.seats[bbIndex].inHand) this.putIn(state, bbIndex, bb);
if (sb > 0 && sbIndex !== null) this.putIn(state, sbIndex, sb);
if (bb > 0) this.putIn(state, bbIndex, bb);
// Anyone the dealer said would post to come in past the blinds. It's a big
// blind like any other — it buys them a hand they'd otherwise have to wait for
// — so it goes in the middle the same way, before the count below reads it.
const posting = Array.isArray(state.postingIn) ? state.postingIn : [];
if (bb > 0) {
state.seats.forEach((player, index) => {
if (index === sbIndex || index === bbIndex) return;
if (player.inHand && posting.includes(player.id)) this.putIn(state, index, bb);
});
}
// Deliberately not cleared here. repostBlinds takes every posted chip back and
// deals again through this same function, so a post that cleared itself on the
// way in would be refunded and never retaken — the dealer moves the button and
// somebody's post quietly vanishes. startNextHand is what ends it.
// What the next hand's rotation is worked out from. Recorded here, where the
// blinds are actually posted, because by the time it's needed the seats have
// moved on and the answer can no longer be read off the table.
state.postedBlinds = { sbIndex, bbIndex };
// Who got cards. Read next hand to tell a player who has been here all along
// from one who has just walked up and had the blinds go past them.
state.dealtLastHand = state.seats.filter(p => p.inHand).map(p => p.id);
// Straddles go out after the blinds and before the cards, each one left of the
// last. Posted here rather than left to the dealer to fake as a raise, because
// a raise from that seat would hand the action to the wrong player.
const straddles = this.straddleSeats(state);
straddles.forEach(({ index, amount }) => this.putIn(state, index, amount));
state.postedStraddles = straddles.map(({ index }) => index);
state.currentBet = this.round(state.seats.reduce(
(most, player) => Math.max(most, this.committed(player)), 0));
// A straddle is a blind raise, so what has to be matched to raise again is the
// straddle itself, not the big blind underneath it: $2 blinds with a $4
// straddle make the next raise $8, the same way the $2 blind makes it $4.
// Left alone, the minimum would come out at $6 and the dealer would be talked
// out of it by every player at the table.
state.lastRaiseSize = straddles.length > 0 ? state.currentBet : (bb || 0);
// Heads-up the button is the small blind and acts first before the flop; with
// three or more it's the seat after the big blind. Either way, a blind big
// enough to put that player all-in leaves them nothing to decide.
//
// A straddle moves that seat along: first to act is left of the last straddler,
// and the straddler keeps the option, which falls out of nobody having acted
// yet.
const lastPosted = straddles.length > 0
? straddles[straddles.length - 1].index
: bbIndex;
state.actingSeatIndex = headsUp
? (this.stackOf(state, state.seats[sbIndex]) > this.EPSILON_CHIPS ? sbIndex : this.nextToAct(state, sbIndex))
: this.nextToAct(state, lastPosted);
},
// What a pot-sized raise actually is, as a "raise to" total.
//
// Not "the bet plus the pot as it stands". The raiser calls first, and their call
// is in the pot before the raise is measured off it, so the pot being matched is
// the one that exists after the call:
//
// raise to = the current bet + (pot + what they owe) × fraction
//
// Pre-flop at 1/2 that gives $7, not $5: call the $2, which makes the pot $5, then
// raise $5. Leaving the call out understates every one of these, and players say
// "pot" out loud meaning a definite number.
//
// Facing no bet this is a plain pot-sized bet — toCall is zero and currentBet is
// zero, so it comes out as the pot, which is the right answer there too.
// Rounded up to something the table's chips can actually build. Half the pot is
// constantly a half-chip amount — pre-flop at 1/2 it is $4.50, and the smallest
// chip in the default legend is a dollar, so the button offered a number the
// dealer would have to round themselves every single time.
//
// Only when the legend describes this game. A smallest chip *larger* than the big
// blind means the denominations were never set for these stakes, and rounding a
// 5c/10c table up to whole dollars would be the tool doing real damage on the
// strength of a field somebody forgot to fill in. Left exact there, and the wrong
// legend stays visible rather than being quietly applied.
potRaiseTo(state, index, fraction = 1) {
const player = state.seats[index];
if (!player) return 0;
const potAfterCall = this.round(this.potSoFar(state) + this.toCall(state, player));
const exact = this.round((state.currentBet || 0) + potAfterCall * fraction);
const step = Money.fromCents(Money.chipStepCents(state.chipLegend));
const bigBlind = Number(state.bigBlind) || 0;
if (step <= 0 || (bigBlind > 0 && step > bigBlind)) return exact;
return Money.upToChip(exact, state.chipLegend);
},
// Who turns their hand over first.
//
// A call the dealer makes at every showdown that isn't a fold, and one nobody at
// the table volunteers for — everyone would rather see a hand than show one. The
// tool knew who last raised and who sits left of the button and said neither, so
// the dealer was working it out from memory while five people waited.
//
// Three cases, in the order the rule asks them:
// * somebody bet or raised on the final round — they show first;
// * the round was checked through — first live player left of the button;
// * nobody could bet, because the chips were already in — the last player who
// did put money in, on whichever round that was.
//
// Returns null when there's nothing to call: one player left, or none.
showdownOrder(state) {
const live = this.liveSeats(state);
if (live.length < 2) return null;
const seatOf = index =>
Number.isInteger(index) && live.some(s => s.index === index) ? index : null;
const streetAggressor = seatOf(state.streetAggressorIndex);
if (streetAggressor !== null) {
return { index: streetAggressor, reason: "aggressor" };
}
// Nobody could have bet this round, so "no bet on the final round" isn't a
// choice anybody made and the seat left of the button hasn't earned the
// obligation. It falls to whoever last put money in.
if (!this.canStillBet(state)) {
const handAggressor = seatOf(state.handAggressorIndex);
if (handAggressor !== null) return { index: handAggressor, reason: "allInAggressor" };
}
const order = HoldemState.liveOrderFromButton(state)
.filter(index => live.some(s => s.index === index));
return order.length > 0 ? { index: order[0], reason: "leftOfButton" } : null;
state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
state.lastRaiseSize = bb || 0;
state.actingSeatIndex = this.nextLiveIndex(state, bbIndex);
},
// Winners get their share put back in front of them.
@@ -16,147 +16,75 @@ const CardPicker = {
state: null,
hooks: null,
// Which set of slots is being filled: a seat's two hole cards, or the five
// community cards. The grid, the duplicate check and the tap-to-fill behaviour are
// the same job either way — what changes is where the card is written and how many
// slots there are to walk along.
target: null,
seatIndex: null,
cardIndex: 0,
open(state, hooks, seatIndex, cardIndex) {
this.state = state;
this.hooks = hooks;
this.target = "seat";
this.seatIndex = seatIndex;
this.cardIndex = cardIndex;
this.render();
document.getElementById("cardPickerOverlay").hidden = false;
},
// The board. `limit` is how many of the five are actually out — three on the flop,
// four on the turn — so the sheet never offers a slot for a card the dealer has not
// turned over yet.
openBoard(state, hooks, cardIndex, limit = 5) {
this.state = state;
this.hooks = hooks;
this.target = "board";
this.seatIndex = null;
this.boardLimit = Math.max(1, Math.min(5, limit));
this.cardIndex = Math.min(cardIndex, this.boardLimit - 1);
this.render();
document.getElementById("cardPickerOverlay").hidden = false;
},
onBoard() {
return this.target === "board";
},
// The slots the sheet is filling, whichever set that is.
slotValues() {
return this.onBoard()
? (this.state.board || []).slice(0, this.boardLimit)
: this.state.seats[this.seatIndex].cards;
},
write(index, card) {
if (this.onBoard()) {
if (!Array.isArray(this.state.board)) this.state.board = ["", "", "", "", ""];
this.state.board[index] = card;
return;
}
this.state.seats[this.seatIndex].cards[index] = card;
},
// Why the sheet is closing, because one caller needs to tell the difference.
//
// "filled" is the sheet finishing its own job — the last empty slot it was offering
// got a card. "dismissed" is the dealer leaving: Done, Escape, or a tap on the scrim.
// A single seat's cards don't care which. A showdown does: it walks the players one
// at a time, and the two answers are "next player" and "stop asking".
//
// The hooks are dropped before the callback runs, so a caller that opens the sheet
// again from inside `onDone` installs its own and this close can't fire twice.
close(reason = "dismissed") {
close() {
document.getElementById("cardPickerOverlay").hidden = true;
const done = this.hooks && this.hooks.onDone;
this.hooks = null;
if (done) done(reason);
},
// Every card already dealt somewhere — in front of a player or face up in the
// middle. The slot being edited is excluded, so re-picking the card that's already
// there isn't treated as a duplicate.
//
// The board belongs in here as much as the hands do, and in both directions: the
// seven of clubs cannot be on the flop and in somebody's hand, whichever of the two
// the dealer is filling in at the time.
// Every card sitting in front of anyone else. The slot being edited is excluded,
// so re-picking the card that's already there isn't treated as a duplicate.
cardsInUse() {
const used = new Map();
this.state.seats.forEach((player, seat) => {
(player.cards || []).forEach((card, slot) => {
if (!card) return;
if (!this.onBoard() && seat === this.seatIndex && slot === this.cardIndex) return;
if (seat === this.seatIndex && slot === this.cardIndex) return;
used.set(card.toUpperCase(), HoldemState.displayName(player, seat));
});
});
(this.state.board || []).forEach((card, slot) => {
if (!card) return;
if (this.onBoard() && slot === this.cardIndex) return;
used.set(card.toUpperCase(), "the board");
});
return used;
},
assign(card) {
this.write(this.cardIndex, card);
const player = this.state.seats[this.seatIndex];
player.cards[this.cardIndex] = card;
this.hooks.onPick(this.seatIndex, this.cardIndex, card);
// Straight on to the next empty slot — a dealer picking hole cards is always
// picking two and a flop is always three, and making them re-open the picker
// between each one multiplies the taps by the only thing the sheet is for.
const values = this.slotValues();
const next = values.findIndex((value, i) => i > this.cardIndex && !value);
if (next !== -1) {
this.cardIndex = next;
// Straight on to the second card — a dealer picking hole cards is always
// picking two, and making them re-open the picker doubles the taps.
if (this.cardIndex === 0 && !player.cards[1]) {
this.cardIndex = 1;
this.render();
return;
}
this.close("filled");
this.close();
},
clearSlot() {
this.write(this.cardIndex, "");
const player = this.state.seats[this.seatIndex];
player.cards[this.cardIndex] = "";
this.hooks.onPick(this.seatIndex, this.cardIndex, "");
this.render();
},
// What this slot is called out loud: the flop's three cards, then the turn, then
// the river — which is what a dealer is holding when they open this, rather than
// "card 4".
boardSlotLabel(slot) {
return ["Flop 1", "Flop 2", "Flop 3", "Turn", "River"][slot] || `Card ${slot + 1}`;
},
render() {
const player = this.state.seats[this.seatIndex];
const used = this.cardsInUse();
const values = this.slotValues();
document.getElementById("cardPickerTitle").textContent = this.onBoard()
? `Board — ${this.boardSlotLabel(this.cardIndex).toLowerCase()}`
: `${HoldemState.displayName(this.state.seats[this.seatIndex], this.seatIndex)} — card ${this.cardIndex + 1}`;
document.getElementById("cardPickerTitle").textContent =
`${HoldemState.displayName(player, this.seatIndex)} — card ${this.cardIndex + 1}`;
// Which slot the next tap fills, switchable without closing the sheet.
const slots = document.getElementById("cardPickerSlots");
slots.innerHTML = "";
values.forEach((_, slot) => {
[0, 1].forEach(slot => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "pickerSlot";
btn.classList.toggle("active", slot === this.cardIndex);
const value = values[slot] || "";
const value = player.cards[slot] || "";
btn.textContent = value || "—";
if (this.onBoard()) btn.title = this.boardSlotLabel(slot);
btn.classList.toggle("cardRed", /[HD]$/i.test(value));
btn.addEventListener("click", () => {
this.cardIndex = slot;
@@ -177,12 +105,8 @@ const CardPicker = {
btn.className = "pickerCard";
btn.classList.toggle("cardRed", suit.red);
btn.disabled = !!takenBy;
if (takenBy) {
btn.title = takenBy === "the board"
? "Already face up on the board"
: `Already dealt to ${takenBy}`;
}
if ((values[this.cardIndex] || "").toUpperCase() === card) {
if (takenBy) btn.title = `Already dealt to ${takenBy}`;
if ((player.cards[this.cardIndex] || "").toUpperCase() === card) {
btn.classList.add("selected");
}
@@ -46,10 +46,7 @@ const Toast = {
host.appendChild(toast);
// Next frame, so the entrance transition actually runs.
requestAnimationFrame(() => {
toast.classList.add("toastVisible");
this.publishHeight();
});
requestAnimationFrame(() => toast.classList.add("toastVisible"));
this.timer = setTimeout(
() => this.dismiss(),
@@ -64,24 +61,6 @@ const Toast = {
}
const host = document.getElementById("toastHost");
if (host) host.innerHTML = "";
this.publishHeight();
},
// How much of the bottom of the window this is standing on.
//
// The toast is fixed, so it is not in the flow and nothing scrolling a control into
// view knows it is there — measured on the desktop sweep, tabbing to Common rulings
// while a toast was up left the focus ring entirely behind it. The stylesheet adds
// this to the bar's own height to work out where a focused control has to stop, so
// it is published rather than guessed: the toast is one line or two depending on the
// message, and on a narrow screen the same message is taller again.
publishHeight() {
if (typeof document === "undefined" || !document.documentElement) return;
const host = document.getElementById("toastHost");
const height = host && host.firstElementChild
? Math.round(host.getBoundingClientRect().height)
: 0;
document.documentElement.style.setProperty("--toastHeight", `${height}px`);
},
};
@@ -15,16 +15,8 @@ const HandHistoryExport = {
}
},
// Money columns go in as bare numbers. Written as "$1,250,000.00" they import as
// text, so the one thing anybody opens this file to do — total a column and see
// who owes what — doesn't work without cleaning every cell first. The commas were
// quoted correctly, so the file parsed; it just wouldn't add up.
toCsv(handHistory, standings = [], { notes = "" } = {}) {
// The rake gets its own column rather than being folded into the pot: the two
// numbers answer different questions — what was in the middle, and what the
// house took out of it — and a night's worth of the second one is what the box
// is counted against.
const rows = [["Hand #", "Time", "Pot", "House take", "Payouts"]];
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 || [])
@@ -33,8 +25,7 @@ const HandHistoryExport = {
rows.push([
entry.handNumber,
this.formatTimestamp(entry.timestamp),
Money.forSheet(entry.pot),
Money.forSheet(entry.rake || 0),
Money.format(entry.pot),
payouts,
]);
});
@@ -44,61 +35,10 @@ const HandHistoryExport = {
if (standings.length > 0) {
rows.push([]);
rows.push(["Session Standings"]);
// Bought in and chips now are what a cash-out is settled from; paid in and
// won describe the hands. Both belong in the file the dealer hands over.
//
// Notes go last so the money columns keep the shape a spreadsheet expects.
// "IOU: $20 to Ann" is exactly the kind of thing that has to be in the file
// somebody settles up from, and it was only ever visible inside that seat's
// own editor.
rows.push(["Player", "Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down", "Notes"]);
rows.push(["Player", "Paid In", "Won", "Net"]);
standings.forEach(row => {
rows.push([
// Somebody who has gone home is marked in the file the same way the
// panel marks them, because this is the copy that gets read at the
// end of the night when nobody remembers who has already been paid.
row.cashedOut ? `${row.name} (paid out)` : row.name,
Money.forSheet(row.in),
Money.forSheet(row.won),
Money.forSheet(row.net),
Money.forSheet(row.boughtIn || 0),
Money.forSheet(row.chipsNow || 0),
Money.forSheet(row.cashPosition || 0),
row.notes || "",
]);
rows.push([row.name, Money.format(row.in), Money.format(row.won), Money.formatSigned(row.net)]);
});
// And the answer the standings are read to get to. Whoever opens this file
// wants the payment list, not to redo the arithmetic in a spreadsheet.
const plan = SettleUp.plan(standings);
if (plan.payments.length > 0) {
rows.push([]);
rows.push(["Settle Up"]);
rows.push(["Pays", "Receives", "Amount"]);
plan.payments.forEach(payment => {
rows.push([payment.from, payment.to, Money.forSheet(payment.amount)]);
});
if (!plan.balanced) {
// The file is the paper trail, so the caveat travels with it rather
// than living only in a sidebar nobody exported.
rows.push([
plan.shortBy > 0
? `Unpaid: ${Money.forSheet(plan.shortBy)} — more chips in play than cash taken`
: `Unclaimed: ${Money.forSheet(plan.overBy)} — more cash taken than chips in play`,
]);
}
}
}
// The table's own notes — side bets, IOUs, the promo running until midnight.
// The dealer typed them because they matter to the night, and the export is the
// thing that outlives the browser tab; leaving them behind meant the one place
// the context was written down was the one place it couldn't be handed over.
// csvField quotes the line breaks, so a multi-line note survives as one cell.
if (notes && notes.trim()) {
rows.push([]);
rows.push(["Table Notes"]);
rows.push([notes.trim()]);
}
return rows.map(row => row.map(f => this.csvField(f)).join(",")).join("\r\n");
@@ -111,8 +51,8 @@ const HandHistoryExport = {
return `holdem-hand-history-${stamp}.csv`;
},
download(handHistory, standings = [], options = {}) {
const csv = this.toCsv(handHistory, standings, options);
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");
@@ -1,285 +0,0 @@
// What beats what.
//
// The dealer has always been the one who decides who won: the pot wizard asks "who won
// the hand?" and pays whoever gets ticked. That is the right default — most hands are
// won without a showdown, and at a home game the table reads the cards out loud between
// them. But when the board is on the felt and the hands are on their backs, the tool
// knows the answer, and reading it off a screen beats three people counting kickers.
//
// Cards are the same two-character strings the rest of the tool has always stored:
// a rank from `RANKS` and a suit from S, H, D, C. Case is not significant.
//
// Nothing in here touches the DOM, the table, or money. It compares cards, and the pot
// wizard decides what to do about it.
const HandRank = {
RANKS: "23456789TJQKA",
// High to low. The number is the hand's category and nothing else — kickers and
// the rest of the tie-breaking live in the `tiebreak` array beside it.
STRAIGHT_FLUSH: 8,
FOUR_OF_A_KIND: 7,
FULL_HOUSE: 6,
FLUSH: 5,
STRAIGHT: 4,
THREE_OF_A_KIND: 3,
TWO_PAIR: 2,
ONE_PAIR: 1,
HIGH_CARD: 0,
// 2 through 14. Null for anything that isn't a card, which is how a half-filled
// slot gets told apart from a bad one.
rankValue(card) {
if (typeof card !== "string" || card.length < 2) return null;
const index = this.RANKS.indexOf(card[0].toUpperCase());
return index < 0 ? null : index + 2;
},
suitOf(card) {
if (typeof card !== "string" || card.length < 2) return null;
const suit = card[card.length - 1].toUpperCase();
return "SHDC".includes(suit) ? suit : null;
},
isCard(card) {
return this.rankValue(card) !== null && this.suitOf(card) !== null;
},
// Singular and plural, for reading a hand out loud.
NAMES: {
14: ["ace", "aces"], 13: ["king", "kings"], 12: ["queen", "queens"],
11: ["jack", "jacks"], 10: ["ten", "tens"], 9: ["nine", "nines"],
8: ["eight", "eights"], 7: ["seven", "sevens"], 6: ["six", "sixes"],
5: ["five", "fives"], 4: ["four", "fours"], 3: ["three", "threes"],
2: ["two", "twos"],
},
name(rank, plural = false) {
const pair = this.NAMES[rank];
return pair ? pair[plural ? 1 : 0] : "?";
},
// ---- The five-card hand -------------------------------------------------------
// Exactly five cards, ranked. Everything else is built on this.
//
// Five rather than seven because five is the hand a player actually holds, and it
// is small enough to check by hand — which is the whole argument for doing it this
// way. The seven-card version below tries all twenty-one five-card hands and keeps
// the best, which is a hand of poker's own definition of "your best five" written
// out literally. A dealer resolves one pot a hand with at most a dozen players in
// it; two hundred and fifty comparisons of five cards is not a cost worth trading
// a subtler algorithm's correctness for.
evaluate5(cards) {
if (!Array.isArray(cards) || cards.length !== 5) return null;
if (!cards.every(card => this.isCard(card))) return null;
const ranks = cards.map(card => this.rankValue(card)).sort((a, b) => b - a);
const suits = cards.map(card => this.suitOf(card));
const flush = suits.every(suit => suit === suits[0]);
// How many of each rank, ordered by how many first and by rank second — so
// the front of this list is always the rank that decides the hand.
const counts = new Map();
ranks.forEach(rank => counts.set(rank, (counts.get(rank) || 0) + 1));
const groups = [...counts.entries()]
.sort((a, b) => (b[1] - a[1]) || (b[0] - a[0]));
const shape = groups.map(([, count]) => count);
const byGroup = groups.map(([rank]) => rank);
const straightHigh = this.straightHigh(ranks);
const made = (category, tiebreak) => ({ category, tiebreak, cards: [...cards] });
if (flush && straightHigh) return made(this.STRAIGHT_FLUSH, [straightHigh]);
if (shape[0] === 4) return made(this.FOUR_OF_A_KIND, byGroup);
if (shape[0] === 3 && shape[1] === 2) return made(this.FULL_HOUSE, byGroup);
if (flush) return made(this.FLUSH, ranks);
if (straightHigh) return made(this.STRAIGHT, [straightHigh]);
if (shape[0] === 3) return made(this.THREE_OF_A_KIND, byGroup);
if (shape[0] === 2 && shape[1] === 2) return made(this.TWO_PAIR, byGroup);
if (shape[0] === 2) return made(this.ONE_PAIR, byGroup);
return made(this.HIGH_CARD, ranks);
},
// The top card of the straight these five ranks make, or null.
//
// The wheel is the exception the rest of the ordering has to be told about: A-2-3-4-5
// is a straight, and it is the *lowest* one, so its ace counts as five rather than
// as fourteen. Getting that wrong is how A-2-3-4-5 comes to beat 10-J-Q-K-A.
straightHigh(sortedDesc) {
const distinct = [...new Set(sortedDesc)];
if (distinct.length !== 5) return null;
if (distinct[0] - distinct[4] === 4) return distinct[0];
// Ace, five, four, three, two.
if (distinct[0] === 14 && distinct[1] === 5 && distinct[4] === 2) return 5;
return null;
},
// ---- The best five out of however many ----------------------------------------
// The best five-card hand available from five, six or seven cards — hole cards and
// board together, which is what Hold'em asks for. Returns null if there aren't five
// real cards, which is the ordinary state of a hand still being dealt.
best(cards) {
const real = (cards || []).filter(card => this.isCard(card));
if (real.length < 5) return null;
// A card in two places at once is a mis-entry, not a hand — say so rather than
// ranking a board that has the same king on it twice.
if (new Set(real.map(card => card.toUpperCase())).size !== real.length) return null;
let best = null;
this.eachFive(real, five => {
const hand = this.evaluate5(five);
if (!best || this.compare(hand, best) > 0) best = hand;
});
return best;
},
// Every five-card subset, without building an array of them.
eachFive(cards, visit) {
const n = cards.length;
for (let a = 0; a < n - 4; a++) {
for (let b = a + 1; b < n - 3; b++) {
for (let c = b + 1; c < n - 2; c++) {
for (let d = c + 1; d < n - 1; d++) {
for (let e = d + 1; e < n; e++) {
visit([cards[a], cards[b], cards[c], cards[d], cards[e]]);
}
}
}
}
}
},
// Positive if `a` wins, negative if `b` does, zero for a chop. A chop is a real
// answer here rather than a rounding of one: two players playing the same board
// split the pot, and the fifth card decides it far more often than a table expects.
compare(a, b) {
if (!a && !b) return 0;
if (!a) return -1;
if (!b) return 1;
if (a.category !== b.category) return a.category - b.category;
const length = Math.max(a.tiebreak.length, b.tiebreak.length);
for (let i = 0; i < length; i++) {
const diff = (a.tiebreak[i] || 0) - (b.tiebreak[i] || 0);
if (diff !== 0) return diff;
}
return 0;
},
// ---- Saying it out loud -------------------------------------------------------
// What a dealer says when they turn the hand over. Named to the level that settles
// it and no further: "two pair, aces and eights" is the call, and the kicker only
// gets a mention where the tool has had to use one to break a tie.
describe(hand) {
if (!hand) return "";
const [first, second] = hand.tiebreak;
switch (hand.category) {
case this.STRAIGHT_FLUSH:
return first === 14 ? "Royal flush" : `Straight flush, ${this.name(first)} high`;
case this.FOUR_OF_A_KIND:
return `Four of a kind, ${this.name(first, true)}`;
case this.FULL_HOUSE:
return `Full house, ${this.name(first, true)} full of ${this.name(second, true)}`;
case this.FLUSH:
return `Flush, ${this.name(first)} high`;
case this.STRAIGHT:
return `Straight, ${this.name(first)} high`;
case this.THREE_OF_A_KIND:
return `Three of a kind, ${this.name(first, true)}`;
case this.TWO_PAIR:
return `Two pair, ${this.name(first, true)} and ${this.name(second, true)}`;
case this.ONE_PAIR:
return `Pair of ${this.name(first, true)}`;
default:
return `${this.name(first).charAt(0).toUpperCase()}${this.name(first).slice(1)} high`;
}
},
// The same call with the article a table would put in front of it. Not derivable
// from the first letter: it is "a full house" and "a flush", but "four of a kind"
// and "two pair" take none at all, and "an ace high" is not something anybody says.
// So it belongs to the category, like the name does.
ARTICLED: {
8: hand => (hand.tiebreak[0] === 14 ? "a royal flush" : "a"),
7: () => null,
6: () => "a",
5: () => "a",
4: () => "a",
3: () => null,
2: () => null,
1: () => "a",
0: () => null,
},
// "wins with X" — the phrase, ready to drop into a sentence.
phrase(hand) {
if (!hand) return "the best hand";
const described = this.describe(hand);
const article = (this.ARTICLED[hand.category] || (() => null))(hand);
if (article === null) return described.toLowerCase();
if (article !== "a") return article;
return `a ${described.toLowerCase()}`;
},
// ---- The showdown -------------------------------------------------------------
// Rank a set of players against a board.
//
// `players` is [{ id, cards }, ...] — the two in front of each of them. Every player
// is returned whether or not they could be ranked, in the order they were given, so
// the caller can show a row for each and say which ones it could not read. `place`
// is 1 for the winner and shared by a chop; a player whose cards aren't known has a
// null hand and no place.
//
// `complete` is the question the pot wizard actually asks: can this be trusted to
// pay the table. It is only true when the board is all five cards and every single
// player handed in has two of their own — one unknown hand and the tool cannot say
// who won, only who is winning so far, which is not the same thing and must not be
// dressed up as it.
showdown(board, players) {
const boardCards = (board || []).filter(card => this.isCard(card));
const boardComplete = boardCards.length === 5;
const ranked = (players || []).map(player => {
const hole = (player.cards || []).filter(card => this.isCard(card));
const hand = hole.length === 2 && boardComplete
? this.best([...hole, ...boardCards])
: null;
return { id: player.id, cards: hole, hand, place: null };
});
const readable = ranked.filter(row => row.hand);
// A duplicated card anywhere means somebody has been mis-entered, and the
// ranking would be of a deck that doesn't exist.
const all = [...boardCards, ...ranked.flatMap(row => row.cards)].map(c => c.toUpperCase());
const duplicated = new Set(all).size !== all.length;
const sorted = [...readable].sort((a, b) => this.compare(b.hand, a.hand));
let place = 0;
sorted.forEach((row, i) => {
if (i === 0 || this.compare(row.hand, sorted[i - 1].hand) !== 0) place = i + 1;
row.place = place;
});
const winners = sorted.filter(row => row.place === 1);
const complete = boardComplete && !duplicated &&
ranked.length > 0 && readable.length === ranked.length;
return {
players: ranked,
winners: complete ? winners.map(row => row.id) : [],
boardComplete,
duplicated,
complete,
// Who the tool could not read, so the dialog can name them rather than
// just declining to help.
unknown: ranked.filter(row => !row.hand).map(row => row.id),
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = HandRank;
}
File diff suppressed because it is too large Load Diff
@@ -1,147 +0,0 @@
// Keyboard and screen-reader behaviour for every overlay in the tool, in one place.
//
// There are six of them — seat menu, card picker, add chips, rulings, pot wizard,
// confirm — opened and closed by five different modules, and each one was missing
// the same three things: focus never moved into the dialog, Tab walked straight out
// of it into the page behind the scrim, and Escape did nothing (only the rulings
// sheet handled it). Measured before this: 0 of 5 moved focus in, 5 of 5 leaked Tab,
// 1 of 5 closed on Escape.
//
// Rather than patch that into five modules, this watches the `hidden` attribute every
// overlay already toggles. Nothing else had to change, and an overlay added later
// gets the same behaviour without anyone remembering to wire it up — which is the
// failure this is fixing in the first place.
const Modal = {
// `:not([hidden])` matters — a sheet that is itself hidden inside an open overlay
// must not be a Tab stop.
FOCUSABLE: [
"a[href]",
"button:not([disabled])",
'input:not([disabled]):not([type="hidden"])',
"select:not([disabled])",
"textarea:not([disabled])",
'[tabindex]:not([tabindex="-1"])',
].join(","),
open: [],
mount() {
document.querySelectorAll('[id$="Overlay"]').forEach(overlay => this.watch(overlay));
// Capture phase: the dialog gets first refusal on Escape and Tab, before any
// table-level shortcut sees them.
document.addEventListener("keydown", e => this.onKeyDown(e), true);
},
watch(overlay) {
const sync = () => {
const isOpen = !overlay.hidden;
const known = this.open.some(entry => entry.overlay === overlay);
if (isOpen && !known) this.onOpened(overlay);
else if (!isOpen && known) this.onClosed(overlay);
};
new MutationObserver(sync).observe(overlay, { attributes: true, attributeFilter: ["hidden"] });
sync();
},
sheetOf(overlay) {
return overlay.querySelector('[role="dialog"], [role="alertdialog"]') || overlay.firstElementChild || overlay;
},
focusableIn(overlay) {
return [...overlay.querySelectorAll(this.FOCUSABLE)].filter(el => {
if (el.closest("[hidden]")) return false;
const rect = el.getBoundingClientRect();
return rect.width > 0 && rect.height > 0;
});
},
onOpened(overlay) {
const sheet = this.sheetOf(overlay);
// aria-modal is only true while the thing is actually open, so it's set here
// rather than baked into the markup.
if (sheet) sheet.setAttribute("aria-modal", "true");
this.open.push({ overlay, returnFocus: document.activeElement });
// Focus the first real control. A dialog that leaves focus on the button
// behind it reads, to a screen reader, as though nothing happened at all.
// Content-only sheets get focus on the sheet so the title is announced.
const focusable = this.focusableIn(overlay);
const target = focusable[0];
if (target) {
target.focus({ preventScroll: true });
} else if (sheet) {
if (!sheet.hasAttribute("tabindex")) sheet.setAttribute("tabindex", "-1");
sheet.focus({ preventScroll: true });
}
},
onClosed(overlay) {
const index = this.open.findIndex(entry => entry.overlay === overlay);
if (index === -1) return;
const [entry] = this.open.splice(index, 1);
const sheet = this.sheetOf(overlay);
if (sheet) sheet.removeAttribute("aria-modal");
// Put the dealer back where they were. Without this, closing the pot wizard
// drops focus to the top of the document and the next Tab starts from the
// page header.
const back = entry.returnFocus;
if (back && back.isConnected && typeof back.focus === "function") {
back.focus({ preventScroll: true });
}
},
topmost() {
return this.open.length ? this.open[this.open.length - 1] : null;
},
// Escape presses the dialog's own cancel/close button rather than just hiding the
// overlay, so whatever that button does — resolving the confirm promise, clearing
// the add-chips draft — still happens. Only if there isn't one does it hide the
// overlay directly.
dismiss(overlay) {
const closer = overlay.querySelector("[data-modal-close]");
if (closer) closer.click();
else overlay.hidden = true;
},
onKeyDown(event) {
const top = this.topmost();
if (!top) return;
if (event.key === "Escape") {
event.preventDefault();
event.stopPropagation();
this.dismiss(top.overlay);
return;
}
if (event.key !== "Tab") return;
// Keep Tab inside the dialog. Everything behind the scrim is unreachable by
// mouse, so letting the keyboard wander back there is a trap with no way out.
const focusable = this.focusableIn(top.overlay);
if (focusable.length === 0) {
event.preventDefault();
return;
}
const first = focusable[0];
const last = focusable[focusable.length - 1];
const active = document.activeElement;
if (event.shiftKey && (active === first || !top.overlay.contains(active))) {
event.preventDefault();
last.focus({ preventScroll: true });
} else if (!event.shiftKey && (active === last || !top.overlay.contains(active))) {
event.preventDefault();
first.focus({ preventScroll: true });
}
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = Modal;
}
+4 -176
View File
@@ -1,182 +1,10 @@
// Shared money handling for every casino surface. Kept apart from the table's
// rendering so the quick-split calculator can pull it in without dragging the whole
// seat/chip UI along with it.
//
// Everything the dealer touches is money, and money is decimal, so every module used
// to carry its own `Math.round(x * 100) / 100`. That's one rounding rule written out
// sixteen times in six files, which is sixteen chances for one of them to drift.
// It lives here now, and the modules that do arithmetic call these instead.
// 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 = {
// Half a cent. Chip comparisons need a tolerance: a stack that lands on
// 0.0000000001 after a split is empty as far as a dealer is concerned, and an
// exact `> 0` would treat that player as still having chips to bet.
EPSILON: 0.004,
// All money maths goes through cents, so 0.1 + 0.2 never reaches a payout.
toCents(amount) {
return Math.round((Number(amount) || 0) * 100);
},
fromCents(cents) {
return cents / 100;
},
round(amount) {
return this.toCents(amount) / 100;
},
// Cents only when there are cents.
//
// A chip game deals in whole numbers nearly all the time, and a trailing ".00"
// is two characters that say nothing — measured at ~22px, against the 64px a
// seat puck has to show a stack in. "$1,250,000.00" doesn't fit and wraps;
// "$1,250,000" does. Amounts that genuinely carry cents still show them, so a
// 25c-blind game reads exactly as it did.
format(amount) {
const value = Number(amount) || 0;
const hasCents = this.toCents(value) % 100 !== 0;
return `$${value.toLocaleString(undefined, {
minimumFractionDigits: hasCents ? 2 : 0,
maximumFractionDigits: 2,
})}`;
},
// The same amount for a spreadsheet rather than for a person: no currency symbol
// and no thousands separators, because those are what make a column of money
// import as text and refuse to add up.
forSheet(amount) {
return (this.toCents(amount) / 100).toFixed(2);
},
// The chips to actually push, for an amount.
//
// A payout figure is the answer to the arithmetic, not to the dealer's job: they
// still have to work out that $132 is two blacks, a green, a red and two whites
// while six people watch. The chip legend already knows the denominations.
//
// Largest first, which is greedy and therefore not optimal for an arbitrary set of
// values — but poker chips are not arbitrary. Every real set is canonical (each
// denomination divides the next: 1, 5, 25, 100, 500), and greedy is exactly optimal
// on those. A dealer who invents a 3-and-7 chip set gets a valid answer that might
// use one chip more than it had to.
//
// Anything the smallest chip can't make comes back as `remainder` rather than being
// rounded away: a 50c share in a game whose smallest chip is a dollar is a real
// problem for the dealer to solve, not a rounding error to hide.
// The smallest chip the table has said it plays with, in cents. Zero when no
// denominations are set, which means the tool has been told nothing about what
// chips exist and shouldn't pretend otherwise.
chipStepCents(legend) {
const values = (legend || [])
.map(chip => this.toCents(chip.value))
.filter(cents => cents > 0);
return values.length > 0 ? Math.min(...values) : 0;
},
// Rounds an amount up to something the table can actually build out of its chips.
//
// Up rather than down or nearest: these are bet sizes, and a pot-sized bet that
// has been shaved is no longer a pot-sized bet. Rounding up also can't drop an
// amount below a legal minimum, which rounding the other way can.
upToChip(amount, legend) {
const step = this.chipStepCents(legend);
if (step <= 0) return this.round(amount);
const cents = this.toCents(amount);
if (cents <= 0) return this.round(amount);
return this.fromCents(Math.ceil(cents / step) * step);
},
// And down, for money coming *out* of a pot rather than going into it.
//
// The rake is the one amount in this tool that leaves the table, so the direction
// of the rounding is a decision about whose money it is. Down: a house that can't
// make 40c out of its chips takes nothing rather than a dollar, and the players
// keep the difference. Being wrong in the players' favour is the only way to be
// wrong about this that nobody has to argue about.
downToChip(amount, legend) {
const step = this.chipStepCents(legend);
if (step <= 0) return this.round(amount);
const cents = this.toCents(amount);
if (cents <= 0) return 0;
return this.fromCents(Math.floor(cents / step) * step);
},
chipBreakdown(amount, legend) {
let cents = this.toCents(amount);
if (cents <= 0) return { chips: [], remainder: 0 };
const values = (legend || [])
.map(chip => ({ chip, cents: this.toCents(chip.value) }))
.filter(entry => entry.cents > 0)
.sort((a, b) => b.cents - a.cents);
const chips = [];
values.forEach(entry => {
const count = Math.floor(cents / entry.cents);
if (count <= 0) return;
cents -= count * entry.cents;
chips.push({ value: this.fromCents(entry.cents), count, color: entry.chip.color });
});
return { chips, remainder: this.fromCents(cents) };
},
// "2×$50, 1×$25, 2×$1" — the breakdown as a dealer would say it out loud.
//
// A table with no chip legend gets nothing rather than "$132 no chip covers": it
// hasn't told us its denominations, so there is no advice to give and the amount
// stands on its own. A legend that exists but can't reach the amount is different,
// and does say so.
formatChipBreakdown(amount, legend) {
const hasDenominations = (legend || []).some(chip => this.toCents(chip.value) > 0);
if (!hasDenominations) return "";
const { chips, remainder } = this.chipBreakdown(amount, legend);
if (chips.length === 0 && remainder === 0) return "";
const parts = chips.map(chip => `${chip.count}×${this.format(chip.value)}`);
if (remainder > 0) parts.push(`${this.format(remainder)} no chip covers`);
return parts.join(", ");
},
// Should focusing this field select what's already in it?
//
// Every amount box in this tool opens pre-filled with a suggestion: the raise pad
// offers the minimum, Add chips offers a buy-in, the seat editor offers the stack
// it already has. A dealer taps the box because they want a *different* number,
// and a tap puts the caret after the suggestion instead of over it. Measured on a
// phone: the raise pad showing 4, tap, type "60" — the field reads 460. Add chips
// showing 200, tap, type "50" — 20050.
//
// Only number boxes. A name or a note is a thing you edit, and selecting all of
// it on focus would be the same mistake pointing the other way.
selectsOnFocus(field) {
if (!field || field.tagName !== "INPUT") return false;
const type = String(field.type || "").toLowerCase();
if (type === "number") return true;
return type === "text" && String(field.inputMode || "").toLowerCase() === "decimal";
},
// Would a wheel over this field change what it says?
//
// True only for a focused `<input type="number">`, which a browser treats as a
// spinbutton and lets the wheel drive. Every other way of driving one is deliberate
// — the arrow keys, the stepper arrows, typing — and all of them are left alone.
// Scrolling is the one nobody means: the dealer is reaching for another panel and
// the cursor happens to still be over a field they touched a moment ago.
//
// A predicate rather than a listener so the rule can be tested without a browser,
// the same way selectsOnFocus is. main.js does the blurring.
wheelWouldEdit(field, activeElement) {
// The tag check is belt and braces and known to be so: nothing but an <input>
// carries type="number", so the line below already excludes every textarea,
// select and button on the page. Deleting it passes every test in this file,
// which was checked rather than assumed. It stays for symmetry with
// selectsOnFocus above, not because it is load-bearing.
if (!field || field.tagName !== "INPUT") return false;
if (String(field.type || "").toLowerCase() !== "number") return false;
// An unfocused spinbutton ignores the wheel, so there is nothing to defend and
// blurring something that isn't focused would be a no-op with a side effect.
return activeElement === field;
return `$${value.toLocaleString(undefined, { minimumFractionDigits: 2, maximumFractionDigits: 2 })}`;
},
// "+$40.00" / "-$40.00" rather than "$-40.00" — a standings column is read at a
@@ -4,7 +4,7 @@
// 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: Money.EPSILON,
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
@@ -33,39 +33,24 @@ const PotCalculator = {
// to their own contribution, and only players who reached that height can win it.
// Folded money stays in — it's dead money owed to whoever wins the layer it fell in.
layers(players) {
// Uncalled chips were never played for, so they come off the top before any
// pot is built. Deriving the pots from what's left is what keeps this function
// and uncalledReturns() from disagreeing about the same money — they used to
// decide "uncontested" separately, and an overbet that its own bettor was
// still live for got announced as a side pot only they could win.
const returned = new Map(this.uncalledReturns(players).map(r => [r.id, Money.toCents(r.amount)]));
const live = players
.map(p => ({ ...p, cents: Money.toCents(p.contribution) - (returned.get(p.id) || 0) }))
.filter(p => p.cents > 0);
const live = players.filter(p => p.contribution > this.EPSILON);
if (live.length === 0) return [];
const heights = [...new Set(live.map(p => p.cents))].sort((a, b) => a - b);
const heights = [...new Set(live.map(p => Math.round(p.contribution * 100)))].sort((a, b) => a - b);
const layers = [];
let floor = 0;
heights.forEach(height => {
const band = height - floor;
const payers = live.filter(p => p.cents >= height);
const payers = live.filter(p => Math.round(p.contribution * 100) >= height);
const amount = band * payers.length;
const eligible = payers.filter(p => !p.folded).map(p => p.id);
if (amount > 0) {
if (eligible.length > 0) {
layers.push({ amount: Money.fromCents(amount), eligible });
} else if (layers.length > 0) {
// Everyone who reached this height folded, so it isn't a pot of its
// own — it's dead money owed to whoever wins the layer underneath.
// Dropping it would quietly shrink the announced pot.
const below = layers[layers.length - 1];
below.amount = Money.round(below.amount + Money.fromCents(amount));
}
// With no layer underneath either, nobody in the hand is live at all.
// That's a fold flag the dealer needs to fix, not a payout to guess at.
// A band nobody can win isn't a pot — it's an overbet that never got
// called, and it goes back to whoever put it in. Announcing it as a side
// pot would overstate what's actually being played for.
if (amount > 0 && eligible.length > 0) {
layers.push({ amount: amount / 100, eligible });
}
floor = height;
});
@@ -81,7 +66,7 @@ const PotCalculator = {
previous.eligible.every(id => layer.eligible.includes(id));
if (sameEligibility) {
previous.amount = Money.round(previous.amount + layer.amount);
previous.amount = Math.round((previous.amount + layer.amount) * 100) / 100;
} else {
merged.push({ ...layer });
}
@@ -94,28 +79,21 @@ const PotCalculator = {
},
// Chips nobody could call, which the dealer pushes back rather than into the pot.
//
// A bet is only called up to what somebody *else* was willing to put in, so the
// ceiling for each player is the largest contribution among everyone but them.
// Measuring against the whole table instead — including the bettor's own chips —
// makes the biggest bet its own yardstick, so the one case this exists for (you
// shove, a short stack calls for less) comes back empty.
// Anything above the biggest live contribution was never contested — most often an
// overbet by someone who then folded.
uncalledReturns(players) {
const contributing = players.filter(p => p.contribution > this.EPSILON);
const liveCents = contributing.filter(p => !p.folded).map(p => Math.round(p.contribution * 100));
// Nobody live at all means the fold flags are wrong, not that every chip on
// the table was uncalled. That's a correction for the dealer to make, so say
// nothing here and let the wizard ask them to fix it.
if (contributing.filter(p => !p.folded).length === 0) return [];
if (liveCents.length === 0) return [];
const cents = contributing.map(p => Money.toCents(p.contribution));
const cap = Math.max(...liveCents);
return contributing
.map((p, index) => {
const others = cents.filter((_, i) => i !== index);
const cap = others.length > 0 ? Math.max(...others) : 0;
return { id: p.id, amount: Money.fromCents(cents[index] - cap) };
})
.map(p => ({ id: p.id, amount: (Math.round(p.contribution * 100) - cap) / 100 }))
.filter(r => r.amount > this.EPSILON);
},
@@ -135,12 +113,12 @@ const PotCalculator = {
if (e.remaining <= this.EPSILON) return e;
const used = Math.min(e.remaining, cap);
payoutPool += used;
return { ...e, remaining: Money.round(e.remaining - used) };
return { ...e, remaining: Math.round((e.remaining - used) * 100) / 100 };
});
payoutPool = Money.round(payoutPool);
const baseShareCents = Math.floor(Money.toCents(payoutPool) / winners.length);
let leftoverCents = Money.toCents(payoutPool) - baseShareCents * winners.length;
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))
@@ -155,7 +133,7 @@ const PotCalculator = {
i++;
}
const result = perWinner.map(w => ({ id: w.id, amount: Money.fromCents(w.amountCents) }));
const result = perWinner.map(w => ({ id: w.id, amount: w.amountCents / 100 }));
const remainingContenders = this.getContenders(updatedEntries);
return {
@@ -18,22 +18,10 @@ const PotWizard = {
this.playerLabelById = new Map(
players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))])
);
this.seatIndexById = new Map(players.map(p => [p.id, state.seats.indexOf(p)]));
// The label carries name and cards together for the log and the payout lines;
// the choice rows want them separately so each can be styled and read on its own.
this.nameById = new Map(
players.map(p => [p.id, HoldemState.displayName(p, state.seats.indexOf(p))])
);
this.cardsById = new Map(
players.map(p => [p.id, (p.cards || []).filter(Boolean)])
);
const contributions = players.map(p => ({
id: p.id,
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
// A seat switched off mid-hand still has its chips in the pot, but it
// can no more win them than a folded one can — same dead money, and the
// wizard must not offer it as a winner.
folded: p.folded || HoldemState.isDeadMoney(p),
folded: p.folded,
}));
this.entries = PotCalculator.buildEntries(contributions);
// Kept so the wizard can show the whole breakdown up front, not just the layer
@@ -61,54 +49,7 @@ const PotWizard = {
this.totals.set(id, (this.totals.get(id) || 0) + amount);
},
// A chopped pot rarely divides exactly, and the odd chip goes to the first player
// left of the button — not to whoever the dealer happened to tick first. The
// calculator hands leftovers out in the order it's given the winners, so ordering
// them here is what makes the payout match the rule.
orderFromButton(ids) {
const distance = new Map();
for (let step = 1; step <= this.state.seatCount; step++) {
distance.set(HoldemState.nextSeatIndex(this.state, this.state.dealerSeatIndex, step), step);
}
return [...ids].sort((a, b) =>
(distance.get(this.seatIndexById.get(a)) ?? 0) - (distance.get(this.seatIndexById.get(b)) ?? 0)
);
},
renderStep() {
this.renderStepInto();
this.markOverflow();
},
// Say when the list runs on past the bottom of the dialog.
//
// The body scrolls and the footer stays put, which is the right shape and was as far
// as it went: nothing on screen said there was anything below. Measured on a Galaxy
// S8, a three-way pot showed two names and cut the third off on a row boundary, just
// under a hairline that reads as the end of the list. A dealer would have ticked the
// two they could see. On the dialog that pays the table, a list that silently
// continues is not a small thing.
markOverflow() {
const body = document.getElementById("potWizardBody");
const modal = document.getElementById("potWizardModal");
if (!body || !modal) return;
const update = () => {
const below = body.scrollHeight - body.clientHeight - body.scrollTop;
modal.classList.toggle("potWizardMoreBelow", below > 1);
};
if (!this.watchingOverflow) {
body.addEventListener("scroll", update, { passive: true });
window.addEventListener("resize", update);
this.watchingOverflow = true;
}
update();
// Again once the browser has laid the step out — on the first open the body has
// no height yet, and an answer taken then is always "nothing below".
requestAnimationFrame(update);
},
renderStepInto() {
// Auto-resolve any round where only one player is left standing — nothing to ask.
let contenders = PotCalculator.getContenders(this.entries);
while (contenders.length === 1) {
@@ -120,11 +61,6 @@ const PotWizard = {
const body = document.getElementById("potWizardBody");
body.innerHTML = "";
// The footer is a sibling of the body, outside the scroll — see the note in
// TexasHoldem.cshtml. Cleared alongside it so a step can never inherit the
// previous step's buttons.
const footer = this.footer();
footer.innerHTML = "";
if (this.log.length === 0) body.appendChild(this.renderBreakdown());
body.appendChild(this.renderLog());
@@ -157,88 +93,25 @@ const PotWizard = {
const round = document.createElement("div");
round.className = "potWizardRound";
const showdown = this.readShowdown(contenders);
const decided = showdown && showdown.complete ? new Set(showdown.winners) : null;
const handById = new Map((showdown ? showdown.players : []).map(p => [p.id, p.hand]));
const prompt = document.createElement("p");
prompt.className = "potWizardPrompt";
prompt.innerHTML = decided
// It has read the hands, so it stops asking a question it knows the answer
// to. The list stays — the dealer confirms, and a hand entered wrong is
// corrected by unticking rather than by starting over.
? `<strong>${Money.format(remaining)}</strong> in play.`
: this.log.length === 0
? `Who won the hand? <strong>${Money.format(remaining)}</strong> is in play.`
: `That side pot still leaves <strong>${Money.format(remaining)}</strong> unassigned — who's next best?`;
prompt.innerHTML = this.log.length === 0
? `Who won the hand? <strong>${Money.format(remaining)}</strong> is in play.`
: `That side pot still leaves <strong>${Money.format(remaining)}</strong> unassigned — who's next best?`;
round.appendChild(prompt);
const verdict = this.renderVerdict(showdown, contenders);
if (verdict) round.appendChild(verdict);
const choices = document.createElement("div");
choices.className = "potWizardChoices";
contenders.forEach(c => {
const label = document.createElement("label");
label.className = "potWizardChoice";
const checkbox = document.createElement("input");
checkbox.type = "checkbox";
checkbox.value = c.id;
if (decided && decided.has(c.id)) {
checkbox.checked = true;
label.classList.add("chosen");
}
// The row is the target, not the box — so the row has to look chosen too.
checkbox.addEventListener("change", () => {
label.classList.toggle("chosen", checkbox.checked);
});
label.appendChild(checkbox);
const text = document.createElement("span");
text.className = "potWizardChoiceText";
const name = document.createElement("span");
name.className = "potWizardChoiceName";
name.textContent = this.nameById.get(c.id);
text.appendChild(name);
// How this hand was read, under the name — on every row rather than only
// the winning one, because a dealer checking the tool's answer is reading
// the losers' hands, and a row that says nothing is a row they have to work
// out for themselves. It takes the line the ceiling used to have; the
// ceiling moves out beside the name, which is where the phone layout had
// already put it to save exactly this line.
const read = handById.get(c.id);
if (read) {
const ranked = document.createElement("span");
ranked.className = "potWizardChoiceHand";
ranked.textContent = HandRank.describe(read);
text.appendChild(ranked);
}
text.textContent = `${this.playerLabelById.get(c.id)} — up to ${Money.format(c.remaining)}`;
label.appendChild(checkbox);
label.appendChild(text);
const upTo = document.createElement("span");
upTo.className = "potWizardChoiceUpTo";
upTo.textContent = `up to ${Money.format(c.remaining)}`;
label.appendChild(upTo);
// Cards sit apart from the name rather than inside it, so a dealer reading
// a row across the table sees the hand, not a sentence.
const cards = this.cardsById.get(c.id) || [];
if (cards.length > 0) {
const cardsEl = document.createElement("span");
cardsEl.className = "potWizardChoiceCards";
cards.forEach((card, i) => {
if (i > 0) cardsEl.appendChild(document.createTextNode(" "));
const span = document.createElement("span");
if (/[HD]$/i.test(card)) span.className = "cardRed";
span.textContent = Render.formatCard(card);
cardsEl.appendChild(span);
});
label.appendChild(cardsEl);
}
choices.appendChild(label);
});
round.appendChild(choices);
@@ -250,104 +123,18 @@ const PotWizard = {
const confirmBtn = document.createElement("button");
confirmBtn.className = "holdemBtn holdemBtnAccent";
confirmBtn.textContent = decided
? (showdown.winners.length === 1
? `Pay ${this.nameById.get(showdown.winners[0])}`
: "Split the pot")
: "Confirm Winner(s)";
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, this.orderFromButton(selected));
const result = PotCalculator.resolveRound(this.entries, selected);
this.recordRound(result);
this.entries = result.updatedEntries;
this.renderStep();
});
round.appendChild(confirmBtn);
body.appendChild(round);
footer.appendChild(confirmBtn);
},
// How the tool reads the hands still in for this round of the pot.
//
// Asked per round rather than once for the whole hand, because a side pot has its
// own contenders: the player who won the main pot is out of the question for the
// next one, and the best hand among who is left is a different answer.
//
// Only when the dealer asked to track the board — everything here is off by default
// and the wizard behaves exactly as it always has.
readShowdown(contenders) {
if (!this.state.trackBoard || typeof HandRank === "undefined") return null;
return HandRank.showdown(this.state.board, contenders.map(c => ({
id: c.id,
cards: this.cardsById.get(c.id) || [],
})));
},
// What the winners would actually be paid if this round were confirmed now.
//
// Worked out from the same function that does the paying rather than from a second
// one that agrees with it today — a preview that can drift from the payout is worse
// than no preview, because it is the number the dealer says out loud.
previewPayout(winnerIds) {
try {
const result = PotCalculator.resolveRound(this.entries, this.orderFromButton(winnerIds));
return result.perWinner || [];
} catch {
return [];
}
},
// "Alexandra wins $25 with a full house, kings full of threes."
//
// The whole point of the feature, in one line: who won and how much. It goes above
// the list rather than replacing it, because the dealer still confirms — the tool
// reads the cards, a person still says the pot is good.
renderVerdict(showdown, contenders) {
if (!showdown) return null;
const line = document.createElement("p");
line.className = "potWizardVerdict";
if (!showdown.boardComplete) {
line.classList.add("potWizardVerdictUnsure");
line.textContent = "The board isn't all five cards yet, so pick the winner yourself — or fill it in on the felt and this will read it.";
return line;
}
if (showdown.duplicated) {
line.classList.add("potWizardVerdictUnsure");
line.textContent = "The same card is in two places, so this can't be read. Check the cards on the felt.";
return line;
}
if (!showdown.complete) {
const missing = showdown.unknown.map(id => this.nameById.get(id)).filter(Boolean);
line.classList.add("potWizardVerdictUnsure");
line.textContent = missing.length
? `${this.listOf(missing)} ${missing.length === 1 ? "hasn't" : "haven't"} turned over, so who won is still yours to say.`
: "Not enough cards to read this one.";
return line;
}
const paid = this.previewPayout(showdown.winners);
const amount = paid.length ? Money.format(paid[0].amount) : "";
const names = showdown.winners.map(id => this.nameById.get(id)).filter(Boolean);
const hand = showdown.players.find(p => p.id === showdown.winners[0]);
const described = HandRank.phrase(hand && hand.hand);
line.classList.add("potWizardVerdictSure");
line.textContent = names.length === 1
? `${names[0]} wins ${amount} with ${described}.`
: `${this.listOf(names)} split it, ${amount} each, with ${described}.`;
return line;
},
listOf(names) {
if (names.length <= 1) return names[0] || "";
return `${names.slice(0, -1).join(", ")} and ${names[names.length - 1]}`;
},
// The row of buttons that never scrolls away.
footer() {
return document.getElementById("potWizardFooter");
},
recordRound(result) {
@@ -386,24 +173,6 @@ const PotWizard = {
return wrap;
},
// What the house takes out of this pot, and what is left to push.
//
// Worked out here rather than at the end so the dealer sees it before anything
// moves: the summary is the last chance to disagree with the arithmetic, and a
// rake that only appeared in the hand log afterwards would be the tool taking
// money quietly.
rakeSplit() {
const gross = Array.from(this.totals.entries()).map(([id, amount]) => ({
id,
label: this.playerLabelById.get(id),
amount,
}));
const pot = gross.reduce((sum, p) => sum + p.amount, 0);
const sawFlop = (this.state.street || "preflop") !== "preflop";
const rake = HoldemState.rakeOn(this.state, pot, sawFlop);
return { pot, sawFlop, ...HoldemState.applyRake(gross, rake) };
},
renderSummary() {
const wrap = document.createElement("div");
wrap.className = "potWizardSummary";
@@ -412,43 +181,16 @@ const PotWizard = {
heading.textContent = "Final Payouts";
wrap.appendChild(heading);
const split = this.rakeSplit();
const rakeSet = Number((this.state.rake || {}).percent) > 0;
if (rakeSet && this.totals.size > 0) {
const line = document.createElement("p");
line.className = "potWizardRake";
const cap = Number(this.state.rake.cap) > 0 ? `, capped at ${Money.format(this.state.rake.cap)}` : "";
line.textContent = split.rake > 0
? `House takes ${Money.format(split.rake)} of ${Money.format(split.pot)} — ${this.state.rake.percent}%${cap}.`
: split.sawFlop
? `No rake on this one — ${this.state.rake.percent}% of ${Money.format(split.pot)} doesn't make a chip the table has.`
: "No flop, no drop — nothing taken from a pot that ended before the flop.";
wrap.appendChild(line);
}
if (this.totals.size === 0) {
const empty = document.createElement("p");
empty.className = "fieldHint";
empty.textContent = "Nobody has money in this pot yet — mark seats \"In hand\" and set contributions first.";
wrap.appendChild(empty);
} else {
const legend = (this.state && this.state.chipLegend) || [];
const list = document.createElement("ul");
for (const { id, amount } of split.payouts) {
for (const [id, amount] of this.totals.entries()) {
const li = document.createElement("li");
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
// The amount is the answer to the arithmetic; the chips are the answer
// to the dealer's job. Only when the legend has been filled in — a
// table that never set up chip colours gets the number on its own,
// which is what it had before.
const chips = Money.formatChipBreakdown(amount, legend);
if (chips) {
const note = document.createElement("span");
note.className = "payoutChips";
note.textContent = chips;
li.appendChild(note);
}
list.appendChild(li);
}
wrap.appendChild(list);
@@ -461,34 +203,23 @@ const PotWizard = {
applyBtn.className = "holdemBtn holdemBtnAccent";
applyBtn.textContent = "Start Next Hand";
applyBtn.addEventListener("click", () => {
// Recomputed rather than reused from the render: the same numbers, but
// taken at the moment the dealer commits rather than when they last
// looked at the screen.
const paid = this.rakeSplit();
const payouts = Array.from(this.totals.entries()).map(([id, amount]) => ({
id,
label: this.playerLabelById.get(id),
amount,
}));
this.close();
this.onFinished(paid.payouts, { rake: paid.rake, pot: paid.pot });
this.onFinished(payouts);
});
actions.appendChild(applyBtn);
// This button cancels — it does not pay anybody. Under a heading reading
// "Final Payouts" with an amount beside a name, "Close" reads like dismissing
// something already done, and a dealer who taps it walks away believing the
// pot has been pushed. It hasn't: the chips are still in the middle and the
// hand isn't logged. So it says what it does.
const cancelBtn = document.createElement("button");
cancelBtn.className = "holdemBtn holdemBtnGhost";
cancelBtn.textContent = "Cancel — don't pay yet";
cancelBtn.addEventListener("click", () => this.close());
actions.appendChild(cancelBtn);
const closeBtn = document.createElement("button");
closeBtn.className = "holdemBtn holdemBtnGhost";
closeBtn.textContent = "Close";
closeBtn.addEventListener("click", () => this.close());
actions.appendChild(closeBtn);
if (this.totals.size > 0) {
const note = document.createElement("p");
note.className = "fieldHint potWizardPendingNote";
note.textContent = "Nothing has been paid out yet. Start Next Hand pushes the pot and logs the hand.";
wrap.appendChild(note);
}
this.footer().appendChild(actions);
wrap.appendChild(actions);
return wrap;
},
};
@@ -15,28 +15,12 @@ const QuickSplit = {
ways: 2,
chip: 1,
// "even" is the common case — one pot, everyone matched. "uneven" is the one this
// screen used to send people back to the full table for: somebody all-in for less,
// so the money splits into a main pot and side pots.
mode: "even",
entries: [],
mount() {
this.potInput = document.getElementById("potInput");
this.clearPotBtn = document.getElementById("clearPotBtn");
this.entries = [{ amount: "", folded: false }, { amount: "", folded: false }, { amount: "", folded: false }];
this.renderWayChoices();
this.renderChipChoices();
this.renderUnevenRows();
document.getElementById("modeEvenBtn").addEventListener("click", () => this.setMode("even"));
document.getElementById("modeUnevenBtn").addEventListener("click", () => this.setMode("uneven"));
document.getElementById("addPlayerBtn").addEventListener("click", () => {
this.entries.push({ amount: "", folded: false });
this.renderUnevenRows();
this.update();
});
this.potInput.addEventListener("input", () => {
this.sanitizePotInput();
@@ -143,196 +127,7 @@ const QuickSplit = {
});
},
setMode(mode) {
this.mode = mode;
document.getElementById("modeEvenBtn").classList.toggle("selected", mode === "even");
document.getElementById("modeUnevenBtn").classList.toggle("selected", mode === "uneven");
document.querySelectorAll(".evenOnly").forEach(el => { el.hidden = mode !== "even"; });
document.querySelectorAll(".unevenOnly").forEach(el => { el.hidden = mode !== "uneven"; });
document.getElementById("splitResult").hidden = mode !== "even";
document.getElementById("unevenResult").hidden = mode !== "uneven";
this.update();
},
renderUnevenRows() {
const host = document.getElementById("unevenRows");
const template = document.getElementById("unevenRowTemplate");
host.innerHTML = "";
this.entries.forEach((entry, index) => {
const row = template.content.firstElementChild.cloneNode(true);
row.querySelector(".unevenRowLabel").textContent = `P${index + 1}`;
const amount = row.querySelector(".unevenAmount");
amount.value = entry.amount;
amount.setAttribute("aria-label", `Player ${index + 1} amount`);
amount.addEventListener("input", () => {
entry.amount = amount.value.replace(/[^0-9.]/g, "").replace(/(\..*)\./g, "$1");
if (entry.amount !== amount.value) amount.value = entry.amount;
this.update();
});
// Folded money stays in the pot as dead money, but its owner can't win any
// of it — which is exactly the distinction that makes side pots tricky.
const fold = row.querySelector(".unevenFoldBtn");
fold.classList.toggle("selected", entry.folded);
fold.setAttribute("aria-pressed", String(entry.folded));
fold.addEventListener("click", () => {
entry.folded = !entry.folded;
this.renderUnevenRows();
this.update();
});
const remove = row.querySelector(".unevenRemoveBtn");
remove.disabled = this.entries.length <= 2;
remove.addEventListener("click", () => {
this.entries.splice(index, 1);
this.renderUnevenRows();
this.update();
});
host.appendChild(row);
});
},
// Chopping one of the pots listed above, without leaving the screen that worked it
// out. Starts closed and at as many ways as there are players who can win the pot,
// which is the common case; the stepper covers a chop between fewer of them, which
// is the other one.
//
// The per-pot ways live on the row rather than in `this.ways`, so opening a chop on
// the main pot doesn't change what the side pot below it is saying.
addChopControl(row, amount, contenderCount) {
let ways = contenderCount;
let open = false;
const toggle = document.createElement("button");
toggle.type = "button";
toggle.className = "unevenChopToggle";
const detail = document.createElement("div");
detail.className = "unevenChopDetail";
detail.hidden = true;
const draw = () => {
toggle.textContent = open ? "Hide chop" : "Chop";
toggle.setAttribute("aria-expanded", String(open));
detail.hidden = !open;
if (!open) return;
const result = SplitCalculator.split(amount, ways, this.chip);
detail.innerHTML = "";
const stepper = document.createElement("div");
stepper.className = "unevenChopWays";
stepper.appendChild(this.makeStepButton("−", () => {
if (ways > 2) { ways -= 1; draw(); }
}));
const label = document.createElement("span");
label.className = "unevenChopWaysLabel";
label.textContent = `${ways} ways`;
stepper.appendChild(label);
stepper.appendChild(this.makeStepButton("+", () => {
if (ways < Math.max(contenderCount, this.MAX_WAYS)) { ways += 1; draw(); }
}));
detail.appendChild(stepper);
const each = document.createElement("p");
each.className = "unevenChopEach";
each.textContent = `${Money.format(result.each)} each`;
detail.appendChild(each);
// Same wording as the main split, because it is the same rule and a dealer
// shouldn't have to notice they're reading a different screen.
if (result.valid && result.oddChips > 0) {
const odd = document.createElement("p");
odd.className = "unevenChopNote";
odd.textContent = result.oddChips === 1
? `plus one odd ${Money.format(result.chip)} chip to the first player left of the button`
: `plus ${result.oddChips} odd ${Money.format(result.chip)} chips — one each to the ` +
`first ${result.oddChips} players left of the button`;
detail.appendChild(odd);
}
if (result.valid && result.dust > 0) {
const dust = document.createElement("p");
dust.className = "unevenChopNote unevenChopDust";
dust.textContent =
`${Money.format(result.dust)} doesn't divide into ${Money.format(result.chip)} chips — ` +
`pick a smaller denomination.`;
detail.appendChild(dust);
}
};
toggle.addEventListener("click", () => { open = !open; draw(); });
draw();
row.appendChild(toggle);
row.appendChild(detail);
},
updateUneven() {
const players = this.entries
.map((entry, index) => ({ id: `P${index + 1}`, contribution: Number(entry.amount) || 0, folded: entry.folded }))
.filter(p => p.contribution > 0);
const pots = PotCalculator.layers(players);
const returns = PotCalculator.uncalledReturns(players);
const host = document.getElementById("unevenPots");
const empty = document.getElementById("unevenEmpty");
host.innerHTML = "";
if (pots.length === 0 && returns.length === 0) {
empty.hidden = false;
empty.textContent = players.length === 0
? "Enter what each player put in."
: "Nobody left who can win — un-fold whoever should take it.";
return;
}
empty.hidden = true;
const addRow = (label, amount, who, className, chopWays) => {
const row = document.createElement("div");
row.className = `unevenPot ${className || ""}`;
const name = document.createElement("span");
name.className = "unevenPotLabel";
name.textContent = label;
const value = document.createElement("span");
value.className = "unevenPotAmount";
value.textContent = Money.format(amount);
const eligible = document.createElement("span");
eligible.className = "unevenPotWho";
eligible.textContent = who;
row.appendChild(name);
row.appendChild(value);
row.appendChild(eligible);
host.appendChild(row);
// Two players tying for a side pot is ordinary, and working out each one's
// share meant copying the amount into the other mode by hand — retyping a
// number the screen had just worked out, which is a transcription error
// waiting to happen with money on it. The chop happens here instead.
//
// Only offered where it means something: a pot with at least two people
// who can win it. Not the uncalled row, which goes back to one player, and
// not the total.
if (chopWays >= 2) this.addChopControl(row, amount, chopWays);
};
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.join(", "), "", pot.eligible.length));
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${ret.id}`, "unevenPotReturn"));
const total = players.reduce((sum, p) => sum + p.contribution, 0);
addRow("On the table", Money.round(total), "", "unevenPotTotal");
},
update() {
if (this.mode === "uneven") {
this.updateUneven();
return;
}
const potValue = Number(this.potInput.value);
const pot = Number.isNaN(potValue) ? 0 : potValue;
this.clearPotBtn.hidden = this.potInput.value === "";
File diff suppressed because it is too large Load Diff
@@ -6,16 +6,10 @@ const SeatMenu = {
hooks: null,
seatIndex: null,
mode: null,
open(state, hooks, seatIndex) {
this.state = state;
this.hooks = hooks;
this.seatIndex = seatIndex;
// Always the action list, never whatever the sheet was showing when it last
// closed — a seat menu that opens on a list of chairs is a menu that lost the
// dealer's place.
this.mode = null;
this.render();
document.getElementById("seatMenuOverlay").hidden = false;
},
@@ -38,133 +32,38 @@ const SeatMenu = {
actions.push({ label: "Un-fold", run: () => this.hooks.unfold(index) });
}
// The most common interruption in a cash game, and until now it meant opening
// the editor and retyping a stack from memory.
actions.push({ label: "Add chips…", run: () => this.hooks.addChips(index) });
actions.push({
label: dealtIn ? "Sit out" : "Deal in",
run: () => this.hooks.toggleDealtIn(index),
});
// An empty chair with people waiting: the dealer taps the chair somebody is
// about to sit in, which is what their hand is doing anyway. Only the front of
// the queue is offered, for the same reason the panel only offers them — a list
// that isn't kept in order is just a pile of names.
const waiting = (this.state.waitingList || [])[0];
const emptyChair = !HoldemState.seatInPlay(player);
if (waiting && emptyChair) {
actions.push({
label: `Seat ${waiting.name}`,
className: "menuAccent",
run: () => this.hooks.seatWaiting(waiting.id, index),
});
}
// Leaving for the night, which is a different thing from sitting out a hand:
// the chips go back over the rail and the chair opens. Offered only for a seat
// that has somebody in it, since an empty chair has nobody to pay.
if (HoldemState.seatInPlay(player)) {
actions.push({ label: "Cash out…", run: () => this.hooks.cashOut(index) });
}
if (!this.state.dedicatedDealer && index !== this.state.dealerSeatIndex) {
actions.push({ label: "Give the button", run: () => this.hooks.makeDealer(index) });
}
// Naming a blind by hand. Only offered while nothing but the blinds are in —
// once somebody has called, moving a blind would mean unpicking a bet that
// has already been answered, and that's a decision for the dealer's mouth,
// not a menu item. Which blind a seat already has is shown rather than
// offered again.
if (dealtIn && Betting.onlyBlindsIn(this.state)) {
const blinds = HoldemState.getBlindSeats(this.state);
if (blinds.sbIndex !== index) {
actions.push({ label: "Make small blind", run: () => this.hooks.assignBlind(index, "sb") });
}
if (blinds.bbIndex !== index) {
actions.push({ label: "Make big blind", run: () => this.hooks.assignBlind(index, "bb") });
}
if (this.state.blindOverride) {
actions.push({ label: "Blinds follow the button again", run: () => this.hooks.clearBlindOverride() });
}
}
// Changing chairs was drag-and-drop only, and HTML5 drag events are never
// generated from a touch screen — so on the device this tool is mostly used on,
// the "drag to swap seats" the hint advertised did nothing at all. This is the
// same move, by the route a thumb can actually take.
if (this.state.seats.length > 1) {
actions.push({ label: "Move to…", run: () => this.openMovePicker() });
}
actions.push({ label: "Edit seat…", run: () => this.hooks.editSeat(index) });
return actions;
},
// The chairs this player could move to. Every other chair: swapping into an empty
// one is how a player moves, and swapping with an occupied one is two players
// changing places, which is the other half of the same job.
destinationsFor(index) {
return this.state.seats
.map((player, seat) => ({ player, seat }))
.filter(entry => entry.seat !== index);
},
openMovePicker() {
this.mode = "move";
this.render();
},
render() {
const player = this.state.seats[this.seatIndex];
const title = document.getElementById("seatMenuTitle");
const subtitle = document.getElementById("seatMenuSubtitle");
const list = document.getElementById("seatMenuActions");
list.innerHTML = "";
if (this.mode === "move") {
title.textContent = `Move ${HoldemState.displayName(player, this.seatIndex)} to…`;
subtitle.textContent = "Their chips, cards and bet go with them. The button and the blinds stay on the chair.";
this.destinationsFor(this.seatIndex).forEach(({ player: other, seat }) => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "seatMenuBtn";
// displayName falls back to "Seat 5" for a chair with nobody in it,
// which reads as "Seat 5 — Seat 5". An empty chair says it's empty.
const named = (other.name || "").trim();
btn.textContent = named ? `Seat ${seat + 1} — ${named}` : `Seat ${seat + 1} — empty`;
btn.addEventListener("click", () => {
const from = this.seatIndex;
this.close();
this.hooks.swapSeats(from, seat);
});
list.appendChild(btn);
});
return;
}
title.textContent = HoldemState.displayName(player, this.seatIndex);
document.getElementById("seatMenuTitle").textContent = HoldemState.displayName(player, this.seatIndex);
const stack = Betting.stackOf(this.state, player);
const owed = Betting.toCall(this.state, player);
const bits = [];
if (stack > 0) bits.push(`${Money.format(stack)} behind`);
if (owed > 0) bits.push(`${Money.format(owed)} to call`);
subtitle.textContent = bits.join(" · ");
document.getElementById("seatMenuSubtitle").textContent = bits.join(" · ");
const list = document.getElementById("seatMenuActions");
list.innerHTML = "";
this.actionsFor(player, this.seatIndex).forEach(action => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = `seatMenuBtn ${action.className || ""}`;
btn.textContent = action.label;
btn.addEventListener("click", () => {
// "Move to…" stays on the sheet and swaps it for the seat list; every
// other action is the end of the interaction.
if (action.label === "Move to…") {
action.run();
return;
}
this.close();
action.run();
});
@@ -1,66 +0,0 @@
// Who hands cash to whom at the end of the night.
//
// The standings panel already works out what everyone is up or down. It then stopped,
// which leaves the dealer with six signed numbers at 2am and the actual job still to
// do: turning them into payments. That's the step people get wrong — not the poker.
//
// Everything is done in cents. A settlement that has to come out exactly right is the
// last place to let a float land on 41.99999999.
const SettleUp = {
// Largest debt against largest win, repeatedly. It's greedy rather than optimal,
// and for this problem that's the right trade: finding the true minimum number of
// transfers is NP-hard, while this is guaranteed to need at most one payment fewer
// than there are people, and each payment it does emit clears somebody out of the
// list entirely. A dealer wants a short list they can read down, not a proof.
//
// Payers are the outer loop so that everything one person owes is printed together
// — the list is read out loud, one player at a time.
plan(standings) {
const owed = [];
const owing = [];
(standings || []).forEach(row => {
const cents = Money.toCents(row.cashPosition);
if (cents > 0) owed.push({ name: row.name, cents });
else if (cents < 0) owing.push({ name: row.name, cents: -cents });
});
owed.sort((a, b) => b.cents - a.cents || a.name.localeCompare(b.name));
owing.sort((a, b) => b.cents - a.cents || a.name.localeCompare(b.name));
const payments = [];
let creditor = 0;
owing.forEach(payer => {
while (payer.cents > 0 && creditor < owed.length) {
const taker = owed[creditor];
const amount = Math.min(payer.cents, taker.cents);
payments.push({ from: payer.name, to: taker.name, amount: Money.fromCents(amount) });
payer.cents -= amount;
taker.cents -= amount;
if (taker.cents === 0) creditor++;
}
});
// What's left over when the chips on the table don't match the cash that came
// in. It is never a rounding artifact — the arithmetic is integer cents — so it
// is always the thing the bank check is already warning about: a rebuy nobody
// wrote down, or a miscount. Reported rather than quietly spread across the
// payments, because inventing a transfer to make the columns agree is how a
// real person ends up short.
const unpaid = Money.fromCents(owed.reduce((sum, row) => sum + row.cents, 0));
const unspent = Money.fromCents(owing.reduce((sum, row) => sum + row.cents, 0));
return {
payments,
// Only one of these can be non-zero: either there are more chips than cash
// or less, never both.
shortBy: unpaid,
overBy: unspent,
balanced: unpaid === 0 && unspent === 0,
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = SettleUp;
}
@@ -1,97 +0,0 @@
// Keyboard control for a dealer running this on a laptop.
//
// The phone has gestures; the desktop had a mouse and nothing else. These are the
// same actions the bar already offers, reachable without moving a hand to the
// trackpad between every decision — which is the whole point when the bar is being
// tapped thirty times a hand.
const Shortcuts = {
// Deliberately single letters with no modifier: a dealer's spare hand rests on
// the keyboard, and a chord is slower than reaching for the button would be.
KEYS: {
f: "fold",
c: "checkOrCall",
r: "raise",
a: "allIn",
" ": "advance",
enter: "advance",
u: "undo",
escape: "cancel",
},
// What each one does, in a dealer's words, for the legend in the sidebar.
//
// Lives beside KEYS because the two must not drift: F, C and R are printed on the
// buttons they drive, but A and U were on nothing at all — a dealer who learned
// the first three from the bar had no way to find out the other two existed. A
// shortcut with no line here is a shortcut nobody can find, and there's a test
// that says so.
LEGEND: [
{ keys: ["F"], action: "fold", what: "Fold" },
{ keys: ["C"], action: "checkOrCall", what: "Check, or call the bet" },
{ keys: ["R"], action: "raise", what: "Open the amount pad to bet or raise" },
{ keys: ["A"], action: "allIn", what: "Put this player all-in" },
{ keys: ["U"], action: "undo", what: "Take back the last action" },
{ keys: ["Space", "Enter"], action: "advance", what: "Deal, or move to the next street" },
{ keys: ["Esc"], action: "cancel", what: "Close the amount pad without betting" },
],
mount(handlers) {
this.handlers = handlers;
document.addEventListener("keydown", e => this.onKey(e));
},
// Nothing fires while the dealer is typing a name, an amount, or a note — the
// "c" in "Cass" must not fold the table.
isTyping() {
const el = document.activeElement;
if (!el) return false;
const tag = el.tagName;
return tag === "INPUT" || tag === "TEXTAREA" || tag === "SELECT" || el.isContentEditable;
},
// An overlay owns the keyboard while it's up. Asking the document which overlays
// are open, rather than listing them, means a sheet added later can't quietly
// start letting "f" fold the table behind it — the same reason Modal watches for
// them instead of being told about each one.
overlayOpen() {
return [...document.querySelectorAll('[id$="Overlay"]')].some(el => !el.hidden);
},
// Enter and Space are how a keyboard presses the control it is already sitting on.
// Claiming them for "advance" didn't just block that press — it ran a different
// action instead. Measured: Tab to Resolve Pot, press Enter, and the table dealt
// the next hand. Space on the same button worked, because "advance" happened to
// decline that time and the browser's own activation got through. A control that
// does something else every other press is worse than one that does nothing.
//
// Only these two keys are handed back. The letter shortcuts stay live with a
// button focused, because a button does nothing with "f" and the dealer's hand
// shouldn't have to leave them.
focusedControlOwnsKey(key) {
if (key !== "enter" && key !== " ") return false;
const el = document.activeElement;
return !!(el && el.matches && el.matches('button, [role="button"], a[href], summary'));
},
onKey(e) {
if (e.metaKey || e.ctrlKey || e.altKey) return;
const key = e.key.length === 1 ? e.key.toLowerCase() : e.key.toLowerCase();
const action = this.KEYS[key];
if (!action) return;
if (this.focusedControlOwnsKey(key)) return;
// Escape is the exception: it should still close the raise pad even if focus
// happens to be sitting in its amount field.
if (this.isTyping() && !(action === "cancel")) return;
if (this.overlayOpen()) return;
const handled = this.handlers[action] && this.handlers[action]();
if (handled) e.preventDefault();
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = Shortcuts;
}
@@ -7,7 +7,7 @@
const SplitCalculator = {
// Everything is done in cents to keep 0.1 + 0.2 out of a payout.
toCents(amount) {
return Money.toCents(amount);
return Math.round((Number(amount) || 0) * 100);
},
split(potAmount, ways, chipAmount) {
@@ -40,11 +40,11 @@ const SplitCalculator = {
// Sanity check for the UI: what the split actually hands out has to equal the pot.
accountedFor(result) {
return Money.fromCents(
Money.toCents(result.each) * result.players +
Money.toCents(result.chip) * result.oddChips +
Money.toCents(result.dust)
);
return (
Math.round(result.each * 100) * result.players +
Math.round(result.chip * 100) * result.oddChips +
Math.round(result.dust * 100)
) / 100;
},
};
File diff suppressed because it is too large Load Diff
@@ -1,126 +0,0 @@
// Keeps the screen on while a hand is live.
//
// The dealer's phone spends the night face-up on the felt with nine people round it,
// and the one thing it reliably does between the flop and the turn is dim, then lock.
// Every hand, all night. A dozen rounds of work have gone into making the next step
// readable at a glance, and none of it survives a black screen and a passcode with
// four people waiting to know whether the bet is called.
//
// Held only while betting is actually open. A phone left on the table through a break,
// a re-buy, or the twenty minutes where everyone is arguing about pizza sleeps exactly
// like any other phone — which is the difference between a tool that respects a battery
// and one a dealer stops trusting with their evening.
const WakeLock = {
// The browser's promise to stay awake. Null whenever we aren't holding one, which
// includes every moment the browser has taken it back on us — see `start()`.
sentinel: null,
// What the last sync decided we want. Kept separate from `sentinel` because
// requesting one is asynchronous: a hand can be dealt and folded out inside the
// await, and the answer to "should we still be holding this" has to be the current
// one rather than the one that was true when the request went out.
wanted: false,
// One request at a time. `sync()` runs off renderAll, which fires many times a
// second during a busy street; without this, two overlapping requests both get
// past the "already holding one?" check and the second sentinel leaks — the screen
// then stays awake after the hand ends, with nothing left holding a reference to
// turn it off.
pending: false,
// Whether the dealer has been told this is happening. Once per page load, not once
// per hand: the same toast at the top of all forty hands of a session would be the
// single most annoying thing the tool does.
told: false,
// Set by main.js so the toast's "Turn off" can actually turn it off.
hooks: null,
supported() {
return typeof navigator !== "undefined" && "wakeLock" in navigator;
},
// The whole decision, with no browser in it, so it can be tested as what it is:
// a rule about when a poker table needs the screen.
shouldHold(state) {
if (!state) return false;
if (state.keepScreenAwake === false) return false;
return state.bettingOpen === true;
},
// Called after anything that could start or end a hand. Safe to call constantly.
sync(state) {
this.wanted = this.supported() && this.shouldHold(state);
if (this.wanted) this.acquire();
else this.release();
},
async acquire() {
if (this.sentinel || this.pending) return;
this.pending = true;
try {
const sentinel = await navigator.wakeLock.request("screen");
// The hand can have ended while that was in flight. Letting this one go
// immediately is the only correct answer; holding it "just until the next
// sync" is how a phone stays lit on an empty table.
if (!this.wanted) {
try { await sentinel.release(); } catch { /* already gone */ }
return;
}
this.sentinel = sentinel;
// The browser releases this itself when the tab is hidden, and tells us so.
// Without this listener our `sentinel` would be a stale object and the
// re-acquire in `start()` would decline to do anything.
sentinel.addEventListener("release", () => {
if (this.sentinel === sentinel) this.sentinel = null;
});
this.tell();
} catch {
// Battery saver, a hidden tab, a browser that simply says no. All of these
// are the browser doing its job, and none of them is worth an error at a
// poker table — the tool works exactly as it did before, the screen just
// dims the way the phone's own settings say it should.
} finally {
this.pending = false;
}
},
async release() {
const sentinel = this.sentinel;
this.sentinel = null;
if (!sentinel) return;
try { await sentinel.release(); } catch { /* already released */ }
},
// Said once, at the moment it first becomes true, with the way out attached.
//
// The alternative was a permanent indicator in the header, and the header is the
// one part of this page that has been fought over for crowding more than any other.
// A dealer needs to know their phone is behaving unusually exactly once; after that
// it is a setting, and settings live in the sidebar.
tell() {
if (this.told) return;
this.told = true;
if (typeof Toast === "undefined") return;
Toast.show("Keeping the screen on while a hand is live.", {
actionLabel: "Turn off",
onAction: () => { if (this.hooks && this.hooks.turnOff) this.hooks.turnOff(); },
});
},
// A screen wake lock is not something you take once. The browser drops it whenever
// the document stops being visible — switching apps to check a rule, the phone
// locking on its own before the first hand was dealt, a notification pulled down —
// and it never comes back on its own. A tool that requests it at the start of the
// hand and assumes it still has it is a tool that works until the first interruption.
start(getState) {
if (!this.supported()) return;
document.addEventListener("visibilitychange", () => {
if (document.visibilityState !== "visible") return;
this.sync(getState());
});
},
};
if (typeof module !== "undefined" && module.exports) module.exports = WakeLock;
File diff suppressed because it is too large Load Diff
-128
View File
@@ -1,128 +0,0 @@
// Saying who the blind is, before saying "cards".
//
// A dealer sets the table up out loud — button here, she's the small blind, he's the
// big blind — and only then deals. The seat menu offers "Make small blind" for exactly
// that, and it was answering by dealing the hand: betting opened, two stacks docked,
// the action bar up and waiting on the seat after the big blind. The dealer had said
// where the blinds go, and the tool heard "deal".
//
// The condition it was asking is `onlyBlindsIn`, which means "nothing has happened in
// this hand except the blinds" — true of a hand one second old, and equally true of a
// table in setup with no cards out and nothing committed. Those two need telling apart,
// which is what `blindsArePosted` is for.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
describe("before the deal", () => {
test("the blinds are not down, however much the table looks ready", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
assert.equal(state.bettingOpen, false);
// The old condition, on its own, says yes here — this is the whole bug.
assert.equal(Betting.onlyBlindsIn(state), true);
assert.equal(Betting.blindsArePosted(state), false);
});
test("a table straight out of setup, with nobody seated, is the same answer", () => {
assert.equal(Betting.blindsArePosted(HoldemState.createDefault()), false);
});
test("re-posting would have dealt the hand, which is why it is guarded", () => {
// Not a rule, a demonstration: repostBlinds ends in beginHand. Calling it in
// setup is the deal, and nothing about naming a blind should reach it.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
Betting.repostBlinds(state);
assert.equal(state.bettingOpen, true, "chips off two stacks and the action bar up");
assert.notEqual(state.actingSeatIndex, null);
});
test("naming a blind moves a badge and no chips", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
const before = chipsOnTable(state);
// What the seat menu does: pin the override, repost only if the blinds are down.
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
assert.equal(state.bettingOpen, false, "still setup — the dealer hasn't dealt");
assert.equal(state.actingSeatIndex, null, "nobody is being asked to act");
assert.deepEqual(state.seats.map(p => Betting.committed(p)), [0, 0, 0, 0, 0, 0]);
assert.equal(chipsOnTable(state), before);
// And the badges say what the dealer just said.
const blinds = HoldemState.getBlindSeats(state);
assert.equal(blinds.sbIndex, 3);
assert.equal(blinds.bbIndex, 0);
});
test("and the hand that follows posts from where they were aimed", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[3]), 1);
assert.equal(Betting.committed(state.seats[0]), 2);
});
test("giving the button away is a marker moving too", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
const before = chipsOnTable(state);
const willRepost = Betting.blindsArePosted(state);
state.dealerSeatIndex = 2;
if (willRepost) Betting.repostBlinds(state);
assert.equal(willRepost, false);
assert.equal(state.bettingOpen, false);
assert.equal(chipsOnTable(state), before);
});
});
describe("once the hand is dealt", () => {
test("the blinds are down, and re-aiming them moves real chips", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(Betting.blindsArePosted(state), true);
assert.equal(Betting.committed(state.seats[1]), 1);
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
assert.equal(Betting.committed(state.seats[1]), 0, "the old small blind got their chip back");
assert.equal(Betting.committed(state.seats[3]), 1);
assert.equal(Betting.committed(state.seats[0]), 2);
assert.equal(chipsOnTable(state), before, "no chips created or lost in the shuffle");
});
test("but not once somebody has answered them", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, state.actingSeatIndex);
assert.equal(Betting.blindsArePosted(state), false, "there is a call to unpick now");
});
test("nor on a later street", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
state.street = "flop";
assert.equal(Betting.blindsArePosted(state), false);
});
test("and a misdealt hand goes back to being a table in setup", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.takeHandBack(state);
assert.equal(Betting.blindsArePosted(state), false, "nothing is posted until the dealer deals again");
});
test("as does a hand that has been paid out", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.sweepToHandTotals(state);
HoldemState.startNextHand(state);
assert.equal(Betting.blindsArePosted(state), false);
});
});
-173
View File
@@ -1,173 +0,0 @@
// Who the felt marks "ALL IN".
//
// The mark's whole value is that a dealer can scan the ring and see who can still be
// bet at, so the test that matters most is the last one: the seats it marks are
// exactly the seats the betting round refuses to ask for another chip.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const fs = require("fs");
const path = require("path");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
const CSS = fs.readFileSync(
path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css"), "utf8");
// The declarations inside one rule, by its exact selector.
const ruleBody = selector => {
const at = CSS.indexOf(`\n${selector} {`);
if (at < 0) return null;
const open = CSS.indexOf("{", at);
return CSS.slice(open + 1, CSS.indexOf("}", open));
};
test("a player who moved all-in is marked", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[3].stack = 12;
Betting.beginHand(state);
Betting.allIn(state, state.actingSeatIndex);
assert.equal(Betting.isAllIn(state, state.seats[3]), true);
assert.equal(state.seats[3].stack, 0);
});
test("a player with chips behind is not", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
Betting.beginHand(state);
assert.equal(Betting.isAllIn(state, state.seats[0]), false);
assert.equal(Betting.isAllIn(state, state.seats[1]), false);
});
test("a busted player who was dealt in but has put nothing in is not", () => {
// An empty stack alone isn't all-in — it's someone who shouldn't have been dealt
// in. Calling that "ALL IN" on the felt would be a lie about a live pot.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
assert.equal(Betting.isAllIn(state, state.seats[2]), false);
});
test("a folded player with an empty stack is not", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.seats[1].committed = 5;
state.seats[1].stack = 0;
state.seats[1].folded = true;
assert.equal(Betting.isAllIn(state, state.seats[1]), false);
});
test("an empty chair is not", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
assert.equal(Betting.isAllIn(state, state.seats[4]), false);
});
test("a seat with no stack of its own falls back to the table's and isn't marked", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.defaultStack = 200;
state.seats[2].stack = null;
state.seats[2].committed = 10;
assert.equal(Betting.isAllIn(state, state.seats[2]), false);
});
test("the seats marked are exactly the ones the action passes over", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[1].stack = 8;
state.seats[3].stack = 30;
Betting.beginHand(state);
// Everyone in, two of them for less than the others can cover.
for (let step = 0; step < 4; step++) Betting.allIn(state, state.actingSeatIndex);
const marked = state.seats
.map((player, index) => (Betting.isAllIn(state, player) ? index : null))
.filter(index => index !== null);
const skipped = state.seats
.map((player, index) =>
player.inHand && !player.folded && Betting.nextToAct(state, index - 1) !== index ? index : null)
.filter(index => index !== null);
assert.deepEqual(marked, skipped);
assert.ok(marked.length > 0, "the scenario should actually produce all-in players");
});
test("nobody is marked once the next hand starts", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 5;
Betting.beginHand(state);
Betting.allIn(state, state.actingSeatIndex);
assert.ok(state.seats.some(player => Betting.isAllIn(state, player)));
// The short stack got there by winning nothing; give them chips back the way a
// dealer would before the next deal.
HoldemState.startNextHand(state);
state.seats[2].stack = 50;
assert.equal(state.seats.filter(player => Betting.isAllIn(state, player)).length, 0);
});
test("marking nobody doesn't move a chip", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[3].stack = 12;
Betting.beginHand(state);
const before = chipsOnTable(state);
state.seats.forEach(player => Betting.isAllIn(state, player));
assert.equal(chipsOnTable(state), before);
});
// ---- And the shape of the mark, which is the felt's problem ------------------
//
// "ALL IN" is the only thing that ever lands on the stack line with a space in it, and
// a space is somewhere to break. Measured at 360x640 with twelve players all-in, it
// wanted 36px and had 34: it broke onto a second line, and an 11px line became 22.
//
// That is not a typography complaint. The puck went from 55px tall to 66, and puck
// height is what the seat ring is short of — at the ends of an ellipse the seats are
// separated vertically, so 11px taller is 11px further into the seat next door. The
// layout search then tried every width it has, found none that cleared, and fell back
// to the narrowest, which is also the one that wraps hardest.
//
// So the rule every design system gives a badge applies here too: one line, always.
describe("the mark is one line, because the ring cannot afford two", () => {
test("a stack line can never wrap", () => {
const body = ruleBody(".seatPuckStack");
assert.ok(body, "the .seatPuckStack rule should exist");
assert.match(body, /white-space:\s*nowrap/,
"the stack line must not be allowed to wrap — a second line is 11px the ring hasn't got");
});
test("and on the tightest pucks it gives up its letter-spacing to fit", () => {
// Not wrapping alone only converts a wrap into a spill: a line that cannot wrap
// and still doesn't fit paints over the seat beside it instead. The spacing is
// 3.6px of the 36 it wanted, and it is the one of the mark's three signals that
// can go — the warm colour and the bold weight stay.
const base = ruleBody(".seatPuckStack.seatPuckAllIn");
const tight = ruleBody(".seatsTight .seatPuckStack.seatPuckAllIn");
assert.ok(base, "the base all-in rule should exist");
assert.ok(tight, "the tight-tier all-in rule should exist");
const spacingOf = body => {
const match = body.match(/letter-spacing:\s*([\d.]+)em/);
return match ? Number(match[1]) : null;
};
const wide = spacingOf(base);
const narrow = spacingOf(tight);
assert.ok(wide !== null && narrow !== null, "both rules should set letter-spacing in em");
assert.ok(narrow < wide,
`the tight tier should space the mark more tightly than the ordinary one (${narrow} vs ${wide})`);
// The arithmetic that has to hold for it to fit at all: six characters at 10px
// with 4px of padding either side and a 1px border, inside a 44px puck.
const CONTENT_PX = 44 - 2 * 4 - 2 * 1;
const inkAt = spacing => 32.4 + spacing * 10 * "ALL IN".length;
assert.ok(inkAt(narrow) <= CONTENT_PX,
`"ALL IN" must fit the narrowest puck: ${inkAt(narrow).toFixed(1)}px into ${CONTENT_PX}px`);
assert.ok(inkAt(wide) > CONTENT_PX,
"the ordinary spacing is what didn't fit — if it does now, this test is measuring the wrong thing");
});
test("the two signals that survive are the ones doing the work", () => {
// The spacing exists so "ALL IN" doesn't read as money at a glance. Dropping it
// on the narrow pucks is only safe while the colour and the weight remain, so
// they are pinned here rather than left to be tidied away later.
const base = ruleBody(".seatPuckStack.seatPuckAllIn");
assert.match(base, /color:\s*#ffcf6b/i, "the warm colour separates it from a grey stack");
assert.match(base, /font-weight:\s*700/, "and the weight does the rest");
});
});
-135
View File
@@ -1,135 +0,0 @@
// What the tool says out loud between taps.
//
// The action bar carried `aria-live="polite"` on the element whose entire contents
// render() rebuilds every action, so a screen reader read the whole bar after every
// single tap. Measured, after one:
//
// "PRE-FLOP Pot $15 9 players Bob · $250 behind 0:00 ↶ dealing the hand U
// Fold Call $10 Raise"
//
// Nothing in that is wrong. It is just unusable at the speed a hand is dealt, and it
// is the documented anti-pattern: a live region has to be a stable element whose text
// changes, not a container that gets replaced.
//
// What a dealer running this by ear needs is who is on the clock and what it costs
// them. These are the sentences.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { ActionBar, Betting, HoldemState, makeTable } = require("./load");
const barOn = (state) => {
ActionBar.state = state;
ActionBar.lastAnnouncement = undefined;
return ActionBar;
};
describe("before the cards are out", () => {
test("a table that could be dealt says so", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
assert.equal(barOn(state).announcement(), "Ready to deal.");
});
test("and an empty table says what it is, rather than nothing", () => {
// This used to announce "" — silence being the honest answer when the bar was
// hidden on a table nobody was sitting at. The bar isn't hidden any more: an
// empty table is the one state a dealer meets before they know how any of this
// works, so it says so and offers the next step.
const state = HoldemState.createDefault();
assert.equal(barOn(state).announcement(), "Nobody's at the table yet.");
});
test("and a table with one named player has moved on from that", () => {
const state = HoldemState.createDefault();
state.seats[0].name = "Ann";
assert.notEqual(barOn(state).announcement(), "Nobody's at the table yet.");
});
});
describe("while a hand is running", () => {
const dealt = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
state.seats.forEach((p, i) => { p.name = ["Ann", "Ben", "Cal", "Dee"][i] || ""; });
Betting.beginHand(state);
return state;
};
test("names who is on the clock, what it costs, and the pot", () => {
const state = dealt();
const said = barOn(state).announcement();
assert.match(said, /to act/);
assert.match(said, /\$2 to call/);
assert.match(said, /Pot \$3\./);
});
test("it is the seat that is actually acting, not the one after it", () => {
const state = dealt();
const name = HoldemState.displayName(state.seats[state.actingSeatIndex], state.actingSeatIndex);
assert.ok(barOn(state).announcement().startsWith(name + " to act"));
});
test("says checked to them rather than $0 to call", () => {
// A number nobody owes is a number a dealer has to stop and parse.
const state = dealt();
state.currentBet = 0;
assert.match(barOn(state).announcement(), /checked to them/);
assert.doesNotMatch(barOn(state).announcement(), /\$0 to call/);
});
test("a street with nobody left to act says the street is done", () => {
const state = dealt();
state.actingSeatIndex = null;
state.street = "flop";
assert.equal(barOn(state).announcement(), "Flop betting is done.");
});
test("and a finished hand points at the pot", () => {
const state = dealt();
state.seats.forEach((p, i) => { if (i !== 0) p.folded = true; });
assert.equal(Betting.isHandOver(state), true);
assert.equal(barOn(state).announcement(), "Hand over. Resolve the pot.");
});
});
describe("how often it speaks", () => {
// A live region that is handed the same sentence twice reads it out twice, and
// render() runs for a great many reasons that have nothing to do with whose turn
// it is — a resize, a panel opening, a note being typed.
const stubTarget = () => {
const el = { textContent: "" };
global.document = { getElementById: id => (id === "actionAnnouncer" ? el : null) };
return el;
};
test("says nothing new when nothing changed", () => {
const el = stubTarget();
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
Betting.beginHand(state);
const bar = barOn(state);
bar.announce();
const first = el.textContent;
assert.ok(first.length > 0);
el.textContent = "CLEARED"; // if announce() writes again, this comes back
bar.announce();
assert.equal(el.textContent, "CLEARED", "the same sentence was not written twice");
delete global.document;
});
test("but does when the action moves", () => {
const el = stubTarget();
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
Betting.beginHand(state);
const bar = barOn(state);
bar.announce();
const first = el.textContent;
Betting.call(state, state.actingSeatIndex);
bar.announce();
assert.notEqual(el.textContent, first);
assert.match(el.textContent, /to act/);
delete global.document;
});
});
-98
View File
@@ -1,98 +0,0 @@
// Perceptual contrast (APCA), and how much of it each piece of text needs.
//
// The audit already had a contrast check and it passed, which is why this exists. That
// check measures WCAG 2 contrast ratio, and WCAG 2's own authors say it is the wrong
// instrument for this page: the ratio is a luminance gap, and a luminance gap
// systematically *overstates* readability once one of the two colours is near black.
// This table's page is #141414 and its panels are darker still, so every reading it
// takes is on the side of the algorithm where it is least reliable. Text can clear
// 4.5:1 and still read as a smudge.
//
// APCA asks the other question — can text of *this size and weight* be read on this
// background — and answers it on a scale where a given number means the same
// readability at either polarity. It replaces nothing: the WCAG check stays, because
// that is the number an accessibility audit will ask for. This is the one that says
// whether a dealer can read it in a dim room.
//
// Constants are 0.98G-4g, and the implementation is checked against the eight
// published reference pairs in apcaMath.test.js. An unverified contrast checker is
// worse than none, because it launders a guess into a number.
const MAIN_TRC = 2.4;
const R_CO = 0.2126729, G_CO = 0.7151522, B_CO = 0.0721750;
const NORM_BG = 0.56, NORM_TXT = 0.57, REV_TXT = 0.62, REV_BG = 0.65;
const BLK_THRS = 0.022, BLK_CLMP = 1.414;
const SCALE_BOW = 1.14, SCALE_WOB = 1.14;
const LO_BOW_OFFSET = 0.027, LO_WOB_OFFSET = 0.027;
const DELTA_Y_MIN = 0.0005, LO_CLIP = 0.001;
// Screen luminance. Note this is a straight exponent, not the sRGB piecewise curve —
// APCA specifies the simple 2.4 power and the two are not interchangeable here.
function sRGBtoY(rgb) {
const s = c => Math.pow(c / 255.0, MAIN_TRC);
return R_CO * s(rgb[0]) + G_CO * s(rgb[1]) + B_CO * s(rgb[2]);
}
// Signed: positive is dark text on light, negative is light text on dark. The sign
// carries the polarity, and polarity is not cosmetic — the same luminance pair reads
// differently each way round, which is the whole reason this exists.
function contrast(txtY, bgY) {
txtY = txtY > BLK_THRS ? txtY : txtY + Math.pow(BLK_THRS - txtY, BLK_CLMP);
bgY = bgY > BLK_THRS ? bgY : bgY + Math.pow(BLK_THRS - bgY, BLK_CLMP);
if (Math.abs(bgY - txtY) < DELTA_Y_MIN) return 0.0;
let sapc, out;
if (bgY > txtY) {
sapc = (Math.pow(bgY, NORM_BG) - Math.pow(txtY, NORM_TXT)) * SCALE_BOW;
out = sapc < LO_CLIP ? 0.0 : sapc - LO_BOW_OFFSET;
} else {
sapc = (Math.pow(bgY, REV_BG) - Math.pow(txtY, REV_TXT)) * SCALE_WOB;
out = sapc > -LO_CLIP ? 0.0 : sapc + LO_WOB_OFFSET;
}
return out * 100;
}
function lc(textRgb, bgRgb) {
return contrast(sRGBtoY(textRgb), sRGBtoY(bgRgb));
}
// How much contrast this text needs, from the published APCA levels:
//
// Lc 90 fluent body text; and the floor for anything at 14px/400 or 12px/400
// Lc 75 the minimum for a column of body text (18px/400, 16px/500, 14px/700)
// Lc 60 the minimum for content text that isn't a column or block
// Lc 45 larger, heavier text — headlines at 36px/400 or 24px/700
// Lc 30 the absolute floor, and only for genuinely spot-read text
//
// Interpolating between those anchors rather than inventing a curve. Weight is folded
// in as an effective size because that is how the published table behaves: bolder
// strokes buy roughly the same readability as bigger ones, and 14px/700 sitting at the
// same Lc 75 as 18px/400 is the anchor that fixes the exchange rate.
function requiredLc(px, weight = 400) {
const heavier = Math.max(0, (Number(weight) || 400) - 400) / 300; // 400..700 -> 0..1
const effective = px * (1 + 0.28 * heavier); // 14px/700 ~= 18px/400
const anchors = [
[12, 90],
[14, 90],
[15, 82],
[18, 75],
[24, 60],
[36, 45],
];
if (effective <= anchors[0][0]) return anchors[0][1];
const last = anchors[anchors.length - 1];
if (effective >= last[0]) return last[1];
for (let i = 1; i < anchors.length; i++) {
const [x0, y0] = anchors[i - 1];
const [x1, y1] = anchors[i];
if (effective <= x1) {
const t = (effective - x0) / (x1 - x0);
return y0 + t * (y1 - y0);
}
}
return last[1];
}
module.exports = { sRGBtoY, contrast, lc, requiredLc };
-141
View File
@@ -1,141 +0,0 @@
// The contrast arithmetic, checked against the numbers its authors publish.
//
// A contrast checker that is wrong is worse than not having one, because it launders a
// guess into a number and then a stylesheet gets tuned to it. The eight pairs below are
// the reference values published with APCA 0.98G-4g; if the implementation drifts from
// them by so much as a rounding change, these fail and nothing downstream is believed.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { lc, contrast, sRGBtoY, requiredLc } = require("./apca");
const hex = h => {
h = h.replace("#", "");
if (h.length === 3) h = h.split("").map(c => c + c).join("");
return [0, 2, 4].map(i => parseInt(h.slice(i, i + 2), 16));
};
describe("the published reference pairs", () => {
// Text first, background second, exactly as the reference table lists them.
const CASES = [
["#888", "#fff", 63.056469930209424],
["#fff", "#888", -68.54146436644962],
["#000", "#aaa", 58.146262578561334],
["#aaa", "#000", -56.24113336839742],
["#123", "#def", 91.66830811481631],
["#def", "#123", -93.06770049484275],
["#123", "#444", 8.32326136957393],
["#444", "#123", -7.526878460278154],
];
CASES.forEach(([text, bg, expected]) => {
test(`${text} on ${bg} is Lc ${expected.toFixed(2)}`, () => {
assert.ok(Math.abs(lc(hex(text), hex(bg)) - expected) < 1e-9,
`got ${lc(hex(text), hex(bg))}, want ${expected}`);
});
});
});
describe("polarity", () => {
test("is signed, and the sign is not decoration", () => {
// Dark text on light is positive, light text on dark negative. The two are not
// mirror images — swapping them changes the magnitude as well as the sign,
// which is the entire reason this is used instead of a ratio.
const dark = lc(hex("#888"), hex("#fff"));
const light = lc(hex("#fff"), hex("#888"));
assert.ok(dark > 0 && light < 0);
assert.ok(Math.abs(Math.abs(dark) - Math.abs(light)) > 5,
"the same pair reads differently each way round");
});
test("a colour on itself is nothing at all", () => {
assert.equal(lc(hex("#2c2c2c"), hex("#2c2c2c")), 0);
});
test("and so is a difference too small to see", () => {
// Below deltaYmin the answer is zero rather than a tiny number, so a rounding
// artefact can never be reported as contrast.
assert.equal(lc([44, 44, 44], [44, 44, 45]), 0);
});
});
describe("luminance", () => {
test("is the straight 2.4 power, not the sRGB piecewise curve", () => {
// Worth pinning: the two are close enough to look right and different enough to
// move a borderline reading. Mid grey under the piecewise curve is ~0.2159.
assert.ok(Math.abs(sRGBtoY([128, 128, 128]) - Math.pow(128 / 255, 2.4)) < 1e-6);
});
test("white is as close to 1 as the published coefficients get", () => {
// 1.0000001, not 1. The three coefficients are given to seven places and sum to
// a hair over one, and that is the specification rather than a mistake to
// correct — the reference pairs above only come out exact with these values.
// Asserted loosely on purpose: tightening this to 1e-12 fails on correct code.
assert.ok(Math.abs(sRGBtoY([255, 255, 255]) - 1) < 1e-6);
assert.equal(sRGBtoY([0, 0, 0]), 0);
});
test("green carries most of it", () => {
// Not arbitrary: it's why gold on green was the worst pairing on the felt.
assert.ok(sRGBtoY([0, 255, 0]) > sRGBtoY([255, 0, 0]) + sRGBtoY([0, 0, 255]));
});
test("contrast() takes luminances, lc() takes colours", () => {
assert.equal(contrast(sRGBtoY(hex("#888")), sRGBtoY(hex("#fff"))), lc(hex("#888"), hex("#fff")));
});
});
describe("how much contrast a given piece of text needs", () => {
test("the published anchors land where they should", () => {
assert.equal(Math.round(requiredLc(12, 400)), 90);
assert.equal(Math.round(requiredLc(14, 400)), 90);
assert.equal(Math.round(requiredLc(18, 400)), 75);
assert.equal(Math.round(requiredLc(24, 400)), 60);
assert.equal(Math.round(requiredLc(36, 400)), 45);
});
test("smaller text asks for more, never less", () => {
for (let px = 9; px < 40; px++) {
assert.ok(requiredLc(px, 400) >= requiredLc(px + 1, 400),
`${px}px should ask for at least as much as ${px + 1}px`);
}
});
test("weight buys size, at the rate the published table sets", () => {
// 14px/700 and 18px/400 sit at the same Lc 75 in the table, and that pair is
// what fixes the exchange rate between weight and size here.
assert.ok(Math.abs(requiredLc(14, 700) - requiredLc(18, 400)) < 3);
assert.ok(requiredLc(14, 700) < requiredLc(14, 400), "bold asks for less than regular");
});
test("it never runs off either end", () => {
assert.equal(requiredLc(4, 400), 90);
assert.equal(requiredLc(200, 900), 45);
});
});
describe("what the page's own colours measure", () => {
// These are the readings the round was built on. Pinned so that a future change to
// the tokens has to look at them rather than move them by accident.
const PANEL = hex("#1a1a1a");
test("the greys these tokens replaced were below the floor", () => {
assert.ok(Math.abs(lc(hex("#9a9a9a"), PANEL)) < 50, "the old muted grey");
assert.ok(Math.abs(lc(hex("#8a8a8a"), PANEL)) < 40, "the old dim grey");
});
test("and the ones that replaced them clear it", () => {
assert.ok(Math.abs(lc(hex("#c8c8c8"), PANEL)) >= 60, "muted");
assert.ok(Math.abs(lc(hex("#b4b4b4"), PANEL)) >= 58, "dim");
});
test("the three tiers are still three tiers", () => {
// The worry with lifting muted and dim is that they collapse into --text and the
// page flattens. They don't: the spread is wider than it was.
const text = Math.abs(lc(hex("#eeeeee"), PANEL));
const muted = Math.abs(lc(hex("#c8c8c8"), PANEL));
const dim = Math.abs(lc(hex("#b4b4b4"), PANEL));
assert.ok(text > muted && muted > dim, "still ordered");
assert.ok(text - dim > 30, "and still a real spread");
});
});
-175
View File
@@ -1,175 +0,0 @@
// Chips the pot was priced with that nobody actually paid.
//
// There are two ways a contribution gets into this tool. Tapping the action moves
// chips: the bet leaves the stack, sits in front of the player, and is swept into their
// hand total at the end of the street. The other is the "without live betting" panel —
// a base pot amount, or chips counted out on a seat — where the dealer is recording a
// hand they are watching rather than driving, and nothing ever leaves a stack.
//
// The pot wizard prices both the same way and awarding it credits the winner, so in
// that second mode the table simply grew.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Money, Betting, HoldemState, chipsOnTable } = require("./load");
const basePotTable = (base = 50, stack = 200) => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 4);
state.basePotAmount = base;
["Ann", "Ben", "Cal"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].stack = stack;
state.seats[i].buyIns = stack;
});
return state;
};
const pricedPot = (state) => state.seats.reduce(
(sum, p) => sum + HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount), 0);
describe("what nobody paid", () => {
test("comes off the stacks that owe it", () => {
const state = basePotTable();
const collected = Betting.collectAssumedContributions(state);
assert.equal(collected.total, 150);
assert.deepEqual(collected.taken.map(row => row.name), ["Ann", "Ben", "Cal"]);
assert.deepEqual(state.seats.slice(0, 3).map(p => p.stack), [150, 150, 150]);
});
test("and lands where the rest of the tool looks for chips in the middle", () => {
const state = basePotTable();
Betting.collectAssumedContributions(state);
assert.deepEqual(state.seats.slice(0, 3).map(p => p.amountOverride), [50, 50, 50]);
assert.equal(HoldemState.unresolvedContributions(state), 150);
});
test("chips counted out on a seat are money too", () => {
const state = basePotTable(0);
state.seats[0].chipCounts = { red: 4 }; // four $5 chips
const collected = Betting.collectAssumedContributions(state);
assert.equal(collected.total, 20);
assert.equal(state.seats[0].stack, 180);
});
});
describe("what has already been paid", () => {
test("a live bet is left exactly alone", () => {
const state = basePotTable(0);
state.smallBlind = 5;
state.bigBlind = 10;
Betting.beginHand(state);
const before = state.seats.map(p => Betting.stackOf(state, p));
const collected = Betting.collectAssumedContributions(state);
assert.equal(collected.total, 0, "the blinds are already off their stacks");
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
});
test("nor is a swept street taken a second time", () => {
const state = basePotTable(0);
state.smallBlind = 5;
state.bigBlind = 10;
Betting.beginHand(state);
Betting.sweepToHandTotals(state);
const before = state.seats.map(p => Betting.stackOf(state, p));
assert.equal(Betting.collectAssumedContributions(state).total, 0);
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
});
test("a base pot on top of a live bet only collects the difference", () => {
// The base pot says "assume everyone is in for fifty". Somebody who has already
// put twenty in owes thirty of it, not fifty.
const state = basePotTable(50);
state.seats[0].committed = 20;
state.seats[0].stack = 180;
const collected = Betting.collectAssumedContributions(state);
const ann = collected.taken.find(row => row.name === "Ann");
assert.equal(ann.amount, 30);
assert.equal(state.seats[0].stack, 150, "fifty in the middle, either way");
});
});
describe("what it will not do", () => {
test("take more than a player is holding", () => {
const state = basePotTable(50);
state.seats[1].stack = 20;
Betting.collectAssumedContributions(state);
assert.equal(state.seats[1].stack, 0, "all of it, and no further");
assert.equal(state.seats[1].amountOverride, 20);
});
test("touch an empty chair", () => {
const state = basePotTable();
const before = { ...state.seats[3] };
Betting.collectAssumedContributions(state);
assert.equal(state.seats[3].stack, before.stack);
assert.equal(state.seats[3].amountOverride, before.amountOverride);
});
test("or a seat that isn't in the hand", () => {
// The base pot stands in for "everyone put the same in", and somebody sitting
// out did not.
const state = basePotTable();
state.seats[2].inHand = false;
const collected = Betting.collectAssumedContributions(state);
assert.deepEqual(collected.taken.map(row => row.name), ["Ann", "Ben"]);
assert.equal(state.seats[2].stack, 200);
});
});
describe("the whole hand", () => {
test("conserves the chips on the table, which it did not before", () => {
const state = basePotTable();
const total = chipsOnTable(state);
const pot = pricedPot(state);
Betting.collectAssumedContributions(state);
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: pot }]);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), total, "six hundred before, six hundred after");
assert.deepEqual(state.seats.slice(0, 3).map(p => p.stack), [300, 150, 150]);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
test("and the bank check stays balanced all the way through", () => {
const state = basePotTable();
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
Betting.collectAssumedContributions(state);
assert.equal(HoldemState.bankReconciliation(state).balanced, true, "chips are in the middle, not gone");
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: 150 }]);
HoldemState.startNextHand(state);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
test("a live-betting hand is unchanged by any of this", () => {
const state = basePotTable(0);
state.smallBlind = 5;
state.bigBlind = 10;
const total = chipsOnTable(state);
Betting.beginHand(state);
[3, 0, 1, 2].forEach(() => { if (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex); });
Betting.sweepToHandTotals(state);
const pot = HoldemState.unresolvedContributions(state);
Betting.collectAssumedContributions(state);
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: pot }]);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), total);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
test("collecting twice takes nothing the second time", () => {
// The pot wizard can be opened, cancelled and opened again.
const state = basePotTable();
Betting.collectAssumedContributions(state);
const stacks = state.seats.map(p => p.stack);
const again = Betting.collectAssumedContributions(state);
assert.equal(again.total, 0);
assert.deepEqual(state.seats.map(p => p.stack), stacks);
});
});
-108
View File
@@ -1,108 +0,0 @@
// The sums the contrast check runs on, tested away from a browser.
//
// The check itself needs a page to look at, but the arithmetic underneath it doesn't —
// and the arithmetic is the part that decides whether a real fault is reported or
// waved through. Faded text used to be filed as "not checked" rather than measured;
// this is the compositing that replaced that.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const LayoutAudit = require("./uiAudit");
const WHITE = { r: 255, g: 255, b: 255, a: 1 };
const BLACK = { r: 0, g: 0, b: 0, a: 1 };
const PAGE = { r: 28, g: 28, b: 28, a: 1 }; // the felt page behind everything
const PUCK = { r: 44, g: 44, b: 44, a: 1 }; // a seat's own background
describe("the ratio itself", () => {
test("black on white is the full 21:1, either way round", () => {
assert.ok(Math.abs(LayoutAudit.contrastRatio(BLACK, WHITE) - 21) < 0.01);
assert.ok(Math.abs(LayoutAudit.contrastRatio(WHITE, BLACK) - 21) < 0.01);
});
test("a colour against itself is 1:1", () => {
assert.ok(Math.abs(LayoutAudit.contrastRatio(PUCK, PUCK) - 1) < 0.001);
});
});
describe("text on a box that is being faded", () => {
// opacity on a box fades the box and its text together onto whatever is behind
// it — so a dimmed seat is not grey text on a dark puck, it is a faded puck and
// faded text both landing on the page.
const fade = alpha => ({ alpha, behind: PAGE });
test("at full strength nothing is composited", () => {
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 1, behind: PAGE });
assert.deepEqual(painted.fg, WHITE);
assert.deepEqual(painted.bg, PUCK);
});
test("fading moves both the text and its background, not just the text", () => {
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
assert.ok(painted.fg.r < WHITE.r, "the text dims");
assert.ok(painted.bg.r < PUCK.r, "and so does what it sits on");
assert.ok(painted.bg.r > PAGE.r, "but not all the way to the page");
});
test("which is what stops a fade being reported as a fault it isn't", () => {
// Dimming light text on a dark puck over a dark page costs contrast, but far
// less than measuring the faded text against the *unfaded* puck would claim.
const honest = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
const wrong = { fg: LayoutAudit.over({ ...WHITE, a: 0.7 }, PUCK), bg: PUCK };
assert.ok(LayoutAudit.contrastRatio(honest.fg, honest.bg) >
LayoutAudit.contrastRatio(wrong.fg, wrong.bg));
});
test("a fade all the way out lands everything on the page behind", () => {
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0));
assert.deepEqual(painted.fg, PAGE);
assert.deepEqual(painted.bg, PAGE);
});
test("with nothing known to be behind it, the fade is left alone", () => {
// Better to measure the unfaded pair than to invent a backdrop.
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 0.5, behind: null });
assert.deepEqual(painted.fg, WHITE);
assert.deepEqual(painted.bg, PUCK);
});
});
describe("a fade makes small grey text worse, which is the fault it went looking for", () => {
// Deliberately not asserting a particular CSS colour here: the page's own greys are
// measured in the browser, against the real gradients, where they live. What this
// pins is the direction — that dimming a box costs its text contrast, which is why
// filing faded text as "not checked" hid faults rather than avoiding false ones.
test("the same grey scores lower once its box is dimmed", () => {
const grey = LayoutAudit.parseColour("rgb(138, 138, 138)");
const solid = LayoutAudit.asPainted(grey, PUCK, { alpha: 1, behind: PAGE });
const dimmed = LayoutAudit.asPainted(grey, PUCK, { alpha: 0.7, behind: PAGE });
assert.ok(LayoutAudit.contrastRatio(dimmed.fg, dimmed.bg) <
LayoutAudit.contrastRatio(solid.fg, solid.bg));
});
test("and a lighter grey scores higher at the same fade", () => {
const at = colour => {
const painted = LayoutAudit.asPainted(LayoutAudit.parseColour(colour), PUCK, { alpha: 0.7, behind: PAGE });
return LayoutAudit.contrastRatio(painted.fg, painted.bg);
};
assert.ok(at("rgb(174, 174, 174)") > at("rgb(138, 138, 138)"));
});
});
describe("reading a colour off the page", () => {
test("rgb and rgba both come back as numbers", () => {
assert.deepEqual(LayoutAudit.parseColour("rgb(1, 2, 3)"), { r: 1, g: 2, b: 3, a: 1 });
assert.deepEqual(LayoutAudit.parseColour("rgba(1, 2, 3, 0.5)"), { r: 1, g: 2, b: 3, a: 0.5 });
});
test("a gradient gives up every stop, because text could be over any of them", () => {
const stops = LayoutAudit.gradientStops("linear-gradient(rgb(203, 170, 240), rgb(169, 127, 214))");
assert.equal(stops.length, 2);
assert.deepEqual(stops[0], { r: 203, g: 170, b: 240, a: 1 });
assert.deepEqual(stops[1], { r: 169, g: 127, b: 214, a: 1 });
});
test("no background image, no stops", () => {
assert.deepEqual(LayoutAudit.gradientStops("none"), []);
});
});
-224
View File
@@ -1,224 +0,0 @@
// The banker's job, which is a different job from the dealer's: every chip on the
// table is a promise to pay cash for it later, and somebody has to be able to check
// that the promise can be kept before the last two players try to cash out.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, Money, makeTable } = require("./load");
const seat = (state, index, name, cash, chips) => {
const p = state.seats[index];
p.name = name; p.inHand = true; p.buyIns = cash; p.stack = chips;
return p;
};
describe("everyone with money in the game is accounted for", () => {
test("a player who has bought in but played no logged hand still appears", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
seat(state, 2, "Cal", 200, 200); // just sat down
state.seats[0].amountOverride = 10;
state.seats[1].amountOverride = 10;
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 20 }]);
state.seats[0].amountOverride = null;
state.seats[1].amountOverride = null;
const names = HoldemState.sessionStandings(state).map(r => r.name);
assert.ok(names.includes("Cal"), `Cal handed over $200 and is missing: ${names.join(", ")}`);
});
test("their row reads as no hands played, not as a loss", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 200, 200);
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Ben");
assert.equal(cal.in, 0);
assert.equal(cal.won, 0);
assert.equal(cal.net, 0);
assert.equal(cal.boughtIn, 200);
assert.equal(cal.cashPosition, 0, "level: they've bought chips and still hold them");
});
test("an empty chair is not dragged into the settle-up", () => {
const state = makeTable({ seatCount: 9, seated: [0], stack: 0 });
seat(state, 0, "Ann", 100, 100);
const rows = HoldemState.sessionStandings(state);
assert.equal(rows.length, 1);
});
test("somebody who has cashed out completely still shows what they took", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 0); // handed every chip back
seat(state, 1, "Ben", 100, 200);
const ann = HoldemState.sessionStandings(state).find(r => r.name === "Ann");
assert.equal(ann.cashPosition, -100, "down the whole buy-in");
});
});
describe("does the cash box cover the chips on the table", () => {
test("a straight game balances", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 60);
seat(state, 1, "Ben", 100, 140);
seat(state, 2, "Cal", 100, 100);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 300);
assert.equal(bank.chipsInPlay, 300);
assert.equal(bank.difference, 0);
assert.equal(bank.balanced, true);
});
test("chips outrunning the cash box is caught before cash-out", () => {
// The 2am failure: the last players out can't be paid.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
seat(state, 2, "Cal", 100, 260); // took chips for a rebuy nobody wrote down
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 300);
assert.equal(bank.chipsInPlay, 460);
assert.equal(bank.difference, 160);
assert.equal(bank.balanced, false);
});
test("cash taken for chips never handed over is caught too", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 200, 100); // paid 200, only got 100 in chips
seat(state, 1, "Ben", 100, 100);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.difference, -100);
assert.equal(bank.balanced, false);
});
test("chips in the middle still count as chips in play", () => {
// Money in the pot is somebody's; it just hasn't been won yet. Leaving it out
// would report a shortfall every time a hand was open — which is nearly always.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
const before = HoldemState.bankReconciliation(state);
assert.equal(before.balanced, true);
Betting.beginHand(state); // blinds go in
Betting.raiseTo(state, 0, 25); // and a raise
Betting.sweepToHandTotals(state); // banked into the pot
const during = HoldemState.bankReconciliation(state);
assert.equal(during.balanced, true, "an open pot is not a discrepancy");
assert.equal(during.chipsInPlay, before.chipsInPlay);
});
test("a whole session of play never knocks the books out", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
for (let hand = 0; hand < 6; hand++) {
Betting.beginHand(state);
Betting.liveSeats(state).forEach(s => {
if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index);
});
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const winner = Betting.liveSeats(state)[0];
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(HoldemState.bankReconciliation(state).balanced, true, `books off after hand ${hand + 1}`);
}
});
test("a rebuy keeps the books straight, a chip grab doesn't", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
// A proper rebuy: cash to the banker, chips to the player.
state.seats[0].buyIns += 100;
state.seats[0].stack += 100;
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
// Chips taken without paying.
state.seats[1].stack += 50;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, 50);
});
test("nothing to reconcile before anybody has bought in", () => {
const state = makeTable({ seatCount: 6, seated: [], stack: 0 });
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 0);
assert.equal(bank.chipsInPlay, 0);
assert.equal(bank.balanced, true);
});
test("float dust is not a discrepancy", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 0.1 + 0.2, 0.3);
seat(state, 1, "Ben", 10, 10);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
});
describe("the number the banker counts out", () => {
// The standings had two signed columns and neither was an amount to pay. A player
// up $140 on a $340 stack read "$140" under a heading saying "Cash out", at the
// exact moment somebody was counting money onto the table.
test("chips in front is what they are holding, not what they are up", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 340 });
state.seats[0].name = "Ann";
state.seats[0].buyIns = 200;
state.seats[1].buyIns = 200;
state.seats[1].stack = 60;
const rows = HoldemState.sessionStandings(state);
const ann = rows.find(r => r.name === "Ann");
assert.equal(ann.chipsInFront, 340, "the cash to count out");
assert.equal(ann.cashPosition, 140, "and separately, that they are up $140");
});
test("a player who is down still has chips to be handed", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 60 });
state.seats[0].name = "Cal";
state.seats.forEach(p => { p.buyIns = 200; });
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Cal");
assert.equal(cal.chipsInFront, 60, "they leave with $60 of chips");
assert.equal(cal.cashPosition, -140, "having lost $140 of the $200 they brought");
});
test("chips still out in the middle are counted as theirs", () => {
// Cashing out mid-hand isn't a thing, but the panel is read mid-hand constantly
// and a stack that drops by the size of a bet looks like money going missing.
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 200 });
state.seats[0].name = "Dee";
state.seats.forEach(p => { p.buyIns = 200; });
Betting.beginHand(state);
Betting.raiseTo(state, 0, 50);
const dee = HoldemState.sessionStandings(state).find(r => r.name === "Dee");
assert.equal(dee.chipsInFront, 200, "stack plus what's in the middle for them");
assert.equal(dee.cashPosition, 0, "so they are still level");
});
test("chips and up/down always differ by exactly the buy-in", () => {
const state = makeTable({ seatCount: 9, seated: [0, 1, 2, 3], stack: 100 });
[340, 150, 60, 250].forEach((chips, i) => {
state.seats[i].stack = chips;
state.seats[i].buyIns = 200 + i * 50;
});
HoldemState.sessionStandings(state).forEach(row => {
assert.equal(Money.round(row.chipsInFront - row.boughtIn), row.cashPosition,
`${row.name}'s two columns should tell one story`);
});
});
});
-473
View File
@@ -1,473 +0,0 @@
// Where a player's bet sits on the felt.
//
// The chips were the last thing on the table nobody had measured. They were laid out on
// a ring of their own at a fixed 27/44 of the seat's reach — a fraction picked when the
// seat ring was itself fixed — and the choice between that ring and clinging to the
// puck was made by asking how wide the *window* was. Neither of those is a question
// about the felt. A phone held sideways is 844px across and gives the felt 117px of
// height: it passed the width test, took the ring, and every chip on it was painted
// behind a seat. The seats carry `z-index: 1` and the bets layer carries none, so a
// chip under a puck is not dimmed or half-hidden — it is gone, and with it the only
// number saying what that player has in.
//
// Everything below is geometry, so it runs without a browser. The felts are the ones
// measured on real screens: 692x117 is a phone on its side, 300x216 a phone upright.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render } = require("./load");
const RADII = { rx: 44, ry: 42 };
const PUCK = { width: 96, height: 64 };
const CHIP = { width: 44, height: 22 };
const felt = (width, height) => ({ width, height });
const spacingOn = (box, puck = PUCK, chip = CHIP) =>
({ box, puck, chip, clearance: Render.BET_CLEARANCE_PX });
// A chip's centre in pixels on a given felt.
const chipPixels = (index, count, box, spacing, radii = RADII) => {
const pos = Render.betPosition(index, count, box.width / box.height, radii, spacing);
return { x: (pos.left / 100) * box.width, y: (pos.top / 100) * box.height };
};
const seatPixels = (index, count, box, radii = RADII) => {
const pos = Render.seatPosition(index, count, box.width / box.height, radii);
return { x: (pos.left / 100) * box.width, y: (pos.top / 100) * box.height };
};
// Two axis-aligned boxes, by their centres. The same test the seats settle among
// themselves — see seatFootprint.test.js — because it is the same question.
const boxesOverlap = (a, b, sizeA, sizeB) =>
Math.abs(a.x - b.x) < (sizeA.width + sizeB.width) / 2 - 0.5 &&
Math.abs(a.y - b.y) < (sizeA.height + sizeB.height) / 2 - 0.5;
describe("reaching the edge of a box", () => {
test("straight out the side is half the width, straight up half the height", () => {
assert.equal(Render.edgeReach(96, 64, 1, 0), 48);
assert.equal(Render.edgeReach(96, 64, 0, -1), 32);
assert.equal(Render.edgeReach(96, 64, -1, 0), 48);
});
test("a corner is whichever edge the ray meets first", () => {
// 45° out of a 96x64 box: the top and bottom are nearer than the sides, so the
// ray leaves through one of those. A single radius — half the diagonal, 57.7 —
// would put a chip 25px further out than it needs to be, which on a 117px felt
// is the difference between clear of the puck and off the table.
const diagonal = Render.edgeReach(96, 64, Math.SQRT1_2, Math.SQRT1_2);
assert.ok(Math.abs(diagonal - 32 / Math.SQRT1_2) < 1e-9, `got ${diagonal}`);
assert.ok(diagonal < 48, "and never further than the wider half-edge");
});
test("a square is the same in every direction it is asked about", () => {
const straight = Render.edgeReach(50, 50, 0, 1);
assert.equal(Render.edgeReach(50, 50, 1, 0), straight);
});
});
describe("getting one box clear of another", () => {
const PUCK96 = { width: 96, height: 88 };
const CHIP50 = { width: 50, height: 21 };
// Travel `t` along `u` from the puck's centre, then ask whether the two boxes are
// apart. This is the question clearanceReach is supposed to answer, asked the long
// way round so the answer can be checked rather than restated.
const apart = (t, ux, uy) =>
Math.abs(t * ux) >= (PUCK96.width + CHIP50.width) / 2 - 1e-9 ||
Math.abs(t * uy) >= (PUCK96.height + CHIP50.height) / 2 - 1e-9;
test("straight up and down it is what adding the two half-heights gives", () => {
assert.equal(Render.clearanceReach(PUCK96, CHIP50, 0, -1), (88 + 21) / 2);
assert.equal(Render.clearanceReach(PUCK96, CHIP50, 1, 0), (96 + 50) / 2);
});
test("on a diagonal it is more than the two reaches added together", () => {
// The bug this replaced. Two axis-aligned boxes are clear when they are apart on
// one axis, and the travel that achieves that is the reach of the box you get by
// adding their widths and their heights — which is never less, and on a diagonal
// is more, than adding the two boxes' own reaches. At 768x1024 the difference was
// 11px, and 11px is how far inside its own player's puck the chip came to rest.
const dirs = [[0.83, 0.56], [0.6, 0.8], [0.9, 0.44], [Math.SQRT1_2, Math.SQRT1_2]];
let shortfalls = 0;
dirs.forEach(([ux, uy]) => {
const summed = Render.edgeReach(PUCK96.width, PUCK96.height, ux, uy) +
Render.edgeReach(CHIP50.width, CHIP50.height, ux, uy);
const proper = Render.clearanceReach(PUCK96, CHIP50, ux, uy);
assert.ok(proper >= summed - 1e-9, `${ux},${uy}: ${proper} < ${summed}`);
if (proper <= summed + 1e-9) return;
// Where they differ, the old answer was not merely smaller — it was wrong:
// travelling that far leaves the two boxes still on top of each other.
shortfalls++;
assert.ok(!apart(summed, ux, uy),
`${ux},${uy}: adding the reaches gave ${summed.toFixed(1)}, which is enough after all`);
});
assert.ok(shortfalls >= 2, "expected the two to actually differ on some of these");
});
test("and it is exactly enough — a hair less is not", () => {
const dirs = [[0, -1], [1, 0], [0.83, 0.56], [0.6, -0.8], [-0.9, 0.44]];
dirs.forEach(([ux, uy]) => {
const t = Render.clearanceReach(PUCK96, CHIP50, ux, uy);
assert.ok(apart(t, ux, uy), `${ux},${uy}: ${t}px still overlaps`);
assert.ok(!apart(t - 0.5, ux, uy), `${ux},${uy}: ${t}px is further than needed`);
});
});
});
describe("a chip on the ring", () => {
test("with nothing measured it keeps the proportions the ring always used", () => {
// The unit suite and the very first render both call it this way. 27/44 and
// 25/42 of the seat's own reach, so the chips move with the ring rather than
// with the felt.
const seat = Render.seatPosition(3, 9, 1.4, RADII);
const chip = Render.betPosition(3, 9, 1.4, RADII, null);
assert.ok(Math.abs((chip.left - 50) - (seat.left - 50) * (27 / 44)) < 1e-9);
assert.ok(Math.abs((chip.top - 50) - (seat.top - 50) * (25 / 42)) < 1e-9);
});
test("measured, it sits just clear of its own puck rather than at a fixed fraction", () => {
const box = felt(560, 400);
const spacing = spacingOn(box);
for (let i = 0; i < 9; i++) {
const seat = seatPixels(i, 9, box);
const chip = chipPixels(i, 9, box, spacing);
assert.ok(!boxesOverlap(seat, chip, PUCK, CHIP),
`seat ${i + 1}'s own chip is under its own puck`);
}
});
test("and never wanders into the pot badge in the middle", () => {
// The floor: 38% of the way out. Without it a chip walked in past a puck that
// is 96px wide on a felt whose reach is 90px would land on the pot total, which
// is the same fault at the other end of the spoke.
const box = felt(300, 216);
const spacing = spacingOn(box, { width: 200, height: 150 });
for (let i = 0; i < 6; i++) {
const seat = seatPixels(i, 6, box);
const chip = chipPixels(i, 6, box, spacing);
const seatReach = Math.hypot(seat.x - box.width / 2, seat.y - box.height / 2);
const chipReach = Math.hypot(chip.x - box.width / 2, chip.y - box.height / 2);
assert.ok(chipReach >= seatReach * 0.38 - 0.5,
`chip ${i + 1} is ${chipReach.toFixed(1)}px out of a possible ${seatReach.toFixed(1)}`);
}
});
test("a seat sitting dead centre gets its chip put somewhere, not NaN", () => {
const box = felt(400, 300);
const pos = Render.betPosition(0, 1, box.width / box.height, { rx: 0, ry: 0 }, spacingOn(box));
assert.ok(Number.isFinite(pos.left) && Number.isFinite(pos.top), JSON.stringify(pos));
});
});
describe("deciding whether a ring of chips fits at all", () => {
// The shape the layout works in: one entry per chip on the felt, carrying its own
// measured size, because a chip is as wide as the number printed on it.
const tableOf = (count, chip = CHIP) => {
Render.state = { seatCount: count, seats: Array.from({ length: count }, () => ({})) };
return Array.from({ length: count }, (_, i) =>
({ index: i, width: chip.width, height: chip.height }));
};
test("a desktop felt has room for one", () => {
const box = felt(700, 500);
const all = tableOf(9);
assert.equal(Render.chipsClearTheSeats(all, box.width / box.height, RADII, spacingOn(box)), true);
});
test("a phone on its side has not, whatever the window's width says about it", () => {
// 692x117, measured on an 844px-wide phone in landscape — a viewport that sails
// past a `max-width: 700px` test. The ring is a slot: the 38% floor puts a chip
// on the seat across the table from it.
const box = felt(692, 117);
const all = tableOf(9);
assert.equal(Render.chipsClearTheSeats(all, box.width / box.height, RADII, spacingOn(box)), false,
"this is the felt where every chip was painted behind a puck");
});
test("its answer is the one the geometry gives", () => {
// Not a restatement of the two cases above: whatever it returns, it has to agree
// with laying the chips out and measuring them against every puck on the felt.
const shapes = [felt(700, 500), felt(692, 117), felt(300, 216), felt(1000, 620), felt(480, 300)];
shapes.forEach(box => {
const all = tableOf(9);
const spacing = spacingOn(box);
const aspect = box.width / box.height;
const clear = all.every(({ index: i }) => {
const chip = chipPixels(i, 9, box, spacing);
return all.every(({ index: j }) => !boxesOverlap(chip, seatPixels(j, 9, box), CHIP, PUCK));
});
assert.equal(Render.chipsClearTheSeats(all, aspect, RADII, spacing), clear,
`${box.width}x${box.height}`);
});
});
test("each chip is asked about at its own size", () => {
// A chip is as wide as the number on it: at 768x1024, four players' chips were
// 40px and one holding a four-figure bet was 47. Answering the question once, at
// the widest, told the whole felt it had no room for a ring — and dropped all
// five chips onto their own players' stacks to solve a problem four of them
// did not have.
// The felt and the pucks are the iPad's own, measured: 672x672, pucks 96x88.
const box = felt(672, 672);
const narrow = { width: 40, height: 20 };
const huge = { width: 420, height: 380 };
const spacing = { box, puck: { width: 96, height: 88 }, clearance: Render.BET_CLEARANCE_PX };
const aspect = box.width / box.height;
assert.equal(Render.chipsClearTheSeats(tableOf(9, narrow), aspect, RADII, spacing), true,
"a felt this size has room for a ring of ordinary chips");
assert.equal(Render.chipsClearTheSeats(tableOf(9, huge), aspect, RADII, spacing), false,
"and none at all for a ring of chips that size");
// Now one of each. The answer has to come from the sizes in the list, not from
// one size standing in for all of them: with one huge chip the ring is off, and
// taking that chip out of the question puts it back.
const mixed = tableOf(9, narrow);
mixed[0] = { index: 0, ...huge };
assert.equal(Render.chipsClearTheSeats(mixed, aspect, RADII, spacing), false);
assert.equal(Render.chipsClearTheSeats(mixed.slice(1), aspect, RADII, spacing), true,
"the eight ordinary ones were never the problem");
});
test("and at the chips against each other", () => {
// The ring is a smaller circle than the seats' one and holds the same number of
// things, so it is the tighter fit of the two. Measured on a Pixel 7 with twelve
// players, two $10s on the ring sat on top of each other while every puck on the
// felt was clear — so a check that only looks at the pucks says yes to a layout
// that hides one player's bet behind another's.
// The Pixel 7's own numbers, measured: a 300x336 felt on a ring of 44 by 40.84,
// pucks 44x55, a pot badge 64x53, and the seven players who had put chips in.
const box = felt(300, 336);
const radii = { rx: 44, ry: 40.84 };
const puck = { width: 44, height: 55 };
const pot = { x: 150, y: 168, width: 64, height: 53 };
const spacing = { box, puck, pot, clearance: Render.BET_CLEARANCE_PX };
const aspect = box.width / box.height;
Render.state = { seatCount: 12, seats: Array.from({ length: 12 }, () => ({})) };
const bettors = [2, 3, 4, 5, 6, 7, 8];
const all = bettors.map(index => ({ index, width: index === 2 ? 44.1 : 49.7, height: 21 }));
const chips = all.map(entry => ({
...entry,
...chipPixels(entry.index, 12, box,
{ ...spacing, chip: { width: entry.width, height: entry.height } }, radii),
}));
const seats = [...Array(12).keys()].map(i => seatPixels(i, 12, box, radii));
assert.equal(chips.some(chip => seats.some(seat => boxesOverlap(chip, seat, chip, puck))), false,
"this table is chosen so the pucks are not the problem");
assert.equal(chips.some(chip => boxesOverlap(chip, pot, chip, pot)), false,
"nor the pot");
assert.ok(chips.some((chip, i) => chips.some((other, j) => i !== j &&
boxesOverlap(chip, other, chip, other))), "and so the chips are");
assert.equal(Render.chipsClearTheSeats(all, aspect, radii, spacing), false);
});
test("it looks at every puck, not just the chip's own", () => {
// The rule this replaced walked each chip in until it was clear of its *own*
// seat and stopped there, which says nothing about the eight other pucks on the
// felt. 560x190 is a felt where that rule is satisfied and the ring is still no
// good: every chip clears the puck it belongs to, and one of them is sitting on
// a stranger's.
const box = felt(560, 190);
const all = tableOf(9);
const spacing = spacingOn(box);
const chips = all.map(({ index: i }) => chipPixels(i, 9, box, spacing));
all.forEach(({ index: i }) => assert.ok(!boxesOverlap(chips[i], seatPixels(i, 9, box), CHIP, PUCK),
`chip ${i + 1} is under its own puck, so this felt does not make the point`));
assert.ok(all.some(({ index: i }) => all.some(({ index: j }) => i !== j &&
boxesOverlap(chips[i], seatPixels(j, 9, box), CHIP, PUCK))),
"expected a chip on somebody else's puck — what the old rule could not see");
assert.equal(Render.chipsClearTheSeats(all, box.width / box.height, RADII, spacing), false);
});
});
describe("a chip clinging to its puck", () => {
// The fallback when there is no room for a ring: the chip hangs off the puck on the
// side facing the empty middle of the felt.
//
// The felts the app actually draws, with the puck size each one settles on — read
// off the running site at each viewport rather than guessed here, because the tight
// felts shrink the puck too, and a test that holds the desktop's 96x64 puck against
// a 528x83 felt is describing a table the app never draws.
const REAL = [
["Galaxy S8 on its side", felt(528, 83), { width: 44, height: 55 }],
["iPhone on its side", felt(692, 113), { width: 72, height: 55 }],
["Galaxy S8 upright, six-handed", felt(248, 280), { width: 78, height: 88 }],
["Galaxy S8 upright, packed", felt(248, 280), { width: 44, height: 55 }],
];
// Chips are 21x17 everywhere they are anchored — the amount is the only thing on
// one at that size.
const TIGHT = { puck: { width: 44, height: 55 }, chip: { width: 21, height: 17 } };
// What each chip is told to do, worked out for the whole table at once.
const placeAll = (count, box, puck, chip = TIGHT.chip, radii = RADII) => {
Render.state = { seatCount: count, seats: Array.from({ length: count }, () => ({})) };
const indices = [...Array(count).keys()];
const entries = indices.map(i => ({ index: i, width: chip.width, height: chip.height }));
const spacing = { box, puck, clearance: Render.BET_CLEARANCE_PX };
const offs = Render.anchoredChipTravel(entries, count, box.width / box.height, RADII, spacing);
return indices.map(i => {
const seat = Render.seatPosition(i, count, box.width / box.height, radii);
const at = { x: (seat.left / 100) * box.width, y: (seat.top / 100) * box.height };
const off = offs[i];
return { seat: at, chip: { x: at.x + off.x, y: at.y + off.y }, off, puck };
});
};
test("on its own, a chip asks to sit just clear of its puck", () => {
const box = felt(692, 113);
const puck = { width: 72, height: 55 };
const seat = Render.seatPosition(0, 9, box.width / box.height, RADII);
const off = Render.anchoredChipOffset(seat, puck, TIGHT.chip, box, RADII);
const travel = Math.hypot(off.x, off.y);
const ux = off.x / travel, uy = off.y / travel;
assert.ok(Math.abs(travel -
(Render.clearanceReach(puck, TIGHT.chip, ux, uy) + Render.BET_CLEARANCE_PX)) < 1e-6, `travelled ${travel}`);
});
test("and gets it, where nothing else is in the way", () => {
// 692x113 is the roomier of the two landscape felts. Every chip clears its own
// puck and none of them has to give ground.
placeAll(9, felt(692, 113), { width: 72, height: 55 }).forEach((row, i) => {
assert.ok(!boxesOverlap(row.seat, row.chip, row.puck, TIGHT.chip),
`seat ${i + 1}'s chip is inside its own puck, and nothing made it go there`);
});
});
test("it goes off the rim, not down the spoke", () => {
// On a felt 692x113 the two are nowhere near the same direction. A seat on the
// top rail has a spoke pointing diagonally inward — which along a slot this flat
// runs sideways into the next seat — while off the rim is very nearly straight
// down, into the empty middle. This is the seam that put two chips on top of
// each other on a Galaxy S8.
const box = felt(692, 113);
const rows = placeAll(9, box, { width: 72, height: 55 });
const top = rows.find(r => r.seat.y < box.height * 0.3 && r.seat.x > box.width * 0.7);
assert.ok(top, "expected a seat up on the right of the top rail");
assert.ok(Math.abs(top.off.y) > Math.abs(top.off.x) * 2,
`chip went ${top.off.x.toFixed(1)},${top.off.y.toFixed(1)} — that is along the rail, not off it`);
assert.ok(top.off.y > 0, "and downward, toward the middle of the felt");
});
test("no two chips on a full table land on each other", () => {
// Four sides gave three seams. There are no sides now, and this is what that is
// worth — on every felt the app actually draws, at every table size.
REAL.forEach(([name, box, puck]) => {
[6, 9, 12].forEach(count => {
const rows = placeAll(count, box, puck);
for (let a = 0; a < rows.length; a++) {
for (let b = a + 1; b < rows.length; b++) {
assert.ok(!boxesOverlap(rows[a].chip, rows[b].chip, TIGHT.chip, TIGHT.chip),
`${name}, ${count} seats: chips ${a + 1} and ${b + 1} overlap`);
}
}
});
});
});
test("a chip only gives ground when it is standing on something", () => {
// The point of pulling chips back one at a time rather than by a rule that
// applies to all of them. Stopping every chip at the felt's midline, or scaling
// them all by one factor, takes travel from the seats at the ends of a long
// rail — measured at 692x113, that parked two chips on their own player's stack
// to solve a collision that did not exist.
//
// So: every chip either got everything it asked for, or putting the last step
// back reintroduces a collision it is part of. The step goes back for all of
// them at once, because a facing pair gives ground together and the pass that
// finally separates such a pair moves both ends of it.
const step = Render.CHIP_PULLBACK_STEP_PX;
REAL.forEach(([name, box, puck]) => {
[6, 9, 12].forEach(count => {
const rows = placeAll(count, box, puck).map(row => {
const travel = Math.hypot(row.off.x, row.off.y);
const dir = travel < 1e-6 ? { x: 0, y: 0 } : { x: row.off.x / travel, y: row.off.y / travel };
const asked = travel < 1e-6 ? 0 :
Render.clearanceReach(puck, TIGHT.chip, dir.x, dir.y) +
Render.BET_CLEARANCE_PX;
const back = Math.min(asked, travel + step);
return { ...row, travel, asked,
undone: { x: row.seat.x + dir.x * back, y: row.seat.y + dir.y * back } };
});
rows.forEach((row, i) => {
if (row.travel < 1e-6 || row.travel >= row.asked - 1e-6) return;
const onSomething = rows.some((other, j) => j !== i && (
boxesOverlap(row.undone, other.undone, TIGHT.chip, TIGHT.chip) ||
boxesOverlap(row.undone, other.seat, TIGHT.chip, puck)));
assert.ok(onSomething,
`${name}, ${count} seats: chip ${i + 1} stopped ${(row.asked - row.travel).toFixed(1)}px short of nothing`);
});
});
});
});
test("nobody is pushed further out than they asked to go", () => {
// The pull-back only ever takes travel away. A chip pushed past its clearance
// would be floating out on the felt with nothing to say whose it is.
REAL.forEach(([name, box, puck]) => {
placeAll(12, box, puck).forEach((row, i) => {
const travel = Math.hypot(row.off.x, row.off.y);
if (travel < 1e-6) return;
const ux = row.off.x / travel, uy = row.off.y / travel;
const asked = Render.clearanceReach(puck, TIGHT.chip, ux, uy) +
Render.BET_CLEARANCE_PX;
assert.ok(travel <= asked + 0.5,
`${name}: chip ${i + 1} went ${travel.toFixed(1)}px when ${asked.toFixed(1)} was asked for`);
});
});
});
test("the direction turns smoothly all the way round the ring", () => {
// The property a set of discrete sides cannot have, and the reason there are
// none: neighbouring seats get neighbouring directions, with no step anywhere.
const box = felt(560, 400);
const angles = Array.from({ length: 24 }, (_, i) => {
const seat = Render.seatPosition(i, 24, box.width / box.height, RADII);
const off = Render.anchoredChipOffset(seat, PUCK, CHIP, box, RADII);
return Math.atan2(off.y, off.x);
});
angles.forEach((angle, i) => {
const next = angles[(i + 1) % angles.length];
let turn = Math.abs(next - angle);
if (turn > Math.PI) turn = 2 * Math.PI - turn;
assert.ok(turn < Math.PI / 4,
`between seats ${i + 1} and ${i + 2} the chip jumps ${(turn * 180 / Math.PI).toFixed(0)}°`);
});
});
test("it stops short of the pot total as well", () => {
// The other thing in the middle of the felt, and the one number on the table
// that belongs to everybody. A seat on the middle of a rail sends its chip
// straight at it: on a Galaxy S8 on its side, seat 1's $10 was sitting on
// "Pot $65". The badge is measured rather than assumed to be at the centre —
// it lives on the table, not on either overlay, and the two are not concentric.
const box = felt(528, 83);
const pot = { x: 264, y: 40, width: 96, height: 34 };
Render.state = { seatCount: 12, seats: Array.from({ length: 12 }, () => ({})) };
const indices = [...Array(12).keys()];
const entries = indices.map(i =>
({ index: i, width: TIGHT.chip.width, height: TIGHT.chip.height }));
const spacing = { box, puck: TIGHT.puck, clearance: Render.BET_CLEARANCE_PX, pot };
const offs = Render.anchoredChipTravel(entries, 12, box.width / box.height, RADII, spacing);
indices.forEach(i => {
const seat = Render.seatPosition(i, 12, box.width / box.height, RADII);
const chip = { x: (seat.left / 100) * box.width + offs[i].x,
y: (seat.top / 100) * box.height + offs[i].y };
assert.ok(!boxesOverlap(chip, pot, TIGHT.chip, pot),
`chip ${i + 1} is on the pot total`);
});
});
test("a seat with no rim to be off still gets an answer", () => {
const box = felt(400, 300);
const off = Render.anchoredChipOffset({ left: 50, top: 50 }, PUCK, CHIP, box, RADII);
assert.ok(Number.isFinite(off.x) && Number.isFinite(off.y), JSON.stringify(off));
assert.ok(off.y < 0, "upward, which is where a puck's own writing is not");
});
});
-198
View File
@@ -1,198 +0,0 @@
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, makeTable, chipsOnTable } = require("./load");
describe("Betting.beginHand", () => {
test("blinds are posted and the seat after the big blind acts first", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0, smallBlind: 1, bigBlind: 2 });
Betting.beginHand(state);
assert.equal(state.seats[1].committed, 1, "small blind");
assert.equal(state.seats[2].committed, 2, "big blind");
assert.equal(state.currentBet, 2);
assert.equal(state.actingSeatIndex, 3, "under the gun");
});
test("heads-up, the button posts the small blind and acts first pre-flop", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
Betting.beginHand(state);
assert.equal(state.seats[2].committed, 1, "the button is the small blind");
assert.equal(state.seats[5].committed, 2);
assert.equal(state.actingSeatIndex, 2, "the small blind acts first pre-flop heads-up");
});
test("heads-up, the big blind acts first once the flop is out", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
Betting.beginHand(state);
Betting.call(state, 2);
Betting.check(state, 5);
Betting.closeStreet(state);
assert.equal(state.street, "flop");
assert.equal(state.actingSeatIndex, 5, "the big blind is first to act after the flop");
});
test("a blind bigger than a stack puts that player all-in without stalling the action", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0, smallBlind: 50, bigBlind: 100 });
state.seats[0].stack = 10; // can't cover the small blind
Betting.beginHand(state);
assert.equal(state.seats[0].stack, 0, "all-in for what they had");
assert.equal(state.seats[0].committed, 10);
assert.notEqual(state.actingSeatIndex, 0, "a player with no chips has nothing to decide");
});
test("posting blinds never invents or destroys chips", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(chipsOnTable(state), before);
});
});
describe("Betting street completion", () => {
test("a street ends once everyone has matched the bet and had a turn", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
assert.equal(Betting.isStreetComplete(state), false, "the big blind still has an option");
Betting.check(state, 2);
assert.equal(Betting.isStreetComplete(state), true);
assert.equal(state.actingSeatIndex, null);
});
test("a raise reopens the action for everyone who had already called", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(state.seats[3].hasActed, true);
Betting.raiseTo(state, 1, 10);
assert.equal(state.seats[3].hasActed, false, "seat 3 owes a response again");
assert.equal(state.seats[0].hasActed, false);
assert.equal(state.currentBet, 10);
assert.equal(Betting.isStreetComplete(state), false);
});
test("the action skips a player who is all-in but still in the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.seats[3].stack = 5;
Betting.beginHand(state);
Betting.allIn(state, 3);
assert.equal(state.seats[3].stack, 0);
assert.notEqual(state.actingSeatIndex, 3);
// They are still live and can still win the pot.
assert.ok(Betting.liveSeats(state).some(s => s.index === 3));
});
test("closing a street sweeps chips into hand totals and resets the bet", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
Betting.check(state, 2);
const before = chipsOnTable(state);
Betting.closeStreet(state);
assert.equal(state.currentBet, 0);
assert.equal(state.street, "flop");
assert.equal(chipsOnTable(state), before, "sweeping moves chips, it doesn't change the total");
state.seats.forEach(p => assert.equal(p.committed, 0));
assert.equal(Betting.handTotal(state.seats[2]), 2);
});
});
describe("Betting all-in run-outs", () => {
test("with everyone all-in there is nobody left to ask", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 20, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.allIn(state, 2);
Betting.allIn(state, 0);
Betting.allIn(state, 1);
assert.equal(Betting.canStillBet(state), false);
assert.equal(Betting.isRunningOut(state), true, "the board just gets dealt out");
Betting.closeStreet(state);
assert.equal(state.actingSeatIndex, null, "no phantom action on the flop");
});
test("one player with chips against an all-in cannot bet alone", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.seats[1].stack = 5;
Betting.beginHand(state);
Betting.fold(state, 2);
Betting.allIn(state, 0);
Betting.allIn(state, 1);
assert.equal(Betting.canStillBet(state), false);
assert.equal(Betting.isHandOver(state), false, "two players are still live for the showdown");
});
test("everyone folding to one player ends the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.fold(state, 3);
Betting.fold(state, 0);
Betting.fold(state, 1);
assert.equal(Betting.isHandOver(state), true);
});
});
describe("Betting money handling", () => {
test("a player can never put in more than they have", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 30, dealerSeatIndex: 0 });
Betting.beginHand(state);
const moved = Betting.putIn(state, 0, 500);
assert.equal(moved, 30);
assert.equal(state.seats[0].stack, 0);
});
test("raise-to is what a dealer says out loud, not raise-by", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
assert.equal(state.seats[3].committed, 10, "their street total is 10, not 10 on top");
assert.equal(state.seats[3].stack, 90);
});
test("the minimum raise has to match the last one", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(Betting.minRaiseTo(state), 4, "a big blind of 2 makes the first raise 4");
Betting.raiseTo(state, 3, 10);
assert.equal(Betting.minRaiseTo(state), 18, "an 8-chip raise means the next one is to 18");
});
test("winnings land back in front of the player", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.creditWinnings(state, [{ id: state.seats[0].id, amount: 42.5 }]);
assert.equal(state.seats[0].stack, 142.5, "the button posts nothing three-handed");
});
test("fractional blinds don't drift into floating-point dust", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 10, smallBlind: 0.1, bigBlind: 0.2 });
Betting.beginHand(state);
Betting.call(state, 0); // button limps
Betting.call(state, 1); // small blind completes
Betting.check(state, 2); // big blind is happy
Betting.closeStreet(state);
assert.equal(chipsOnTable(state), 30, "0.1 + 0.2 arithmetic didn't lose a chip");
assert.equal(Betting.potSoFar(state), 0.6);
state.seats.forEach(p => assert.equal(p.stack, 9.8));
});
});
-118
View File
@@ -1,118 +0,0 @@
// The community cards, as a thing the table remembers.
//
// The board is the one part of a hand this tool never had a place for: hole cards go on
// a seat, chips go in the middle, and the five cards everybody plays lived only on the
// felt in front of the dealer. It is opt-in, because most nights nobody wants to enter
// cards at all — and everything that reads it has to behave exactly as it always did
// when it is off.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Betting, HoldemState, makeTable } = require("./load");
const dealt = (over = {}) => {
const state = { ...makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2 }), ...over };
Betting.beginHand(state);
return state;
};
describe("a new table", () => {
test("has five empty slots and is not tracking them", () => {
const state = HoldemState.createDefault();
assert.deepEqual(state.board, ["", "", "", "", ""]);
assert.equal(state.trackBoard, false,
"off by default: a dealer who never asked for this should not be asked for cards");
});
});
describe("how many cards are out", () => {
test("none, three, four, five", () => {
assert.equal(Betting.boardCardsFor("preflop"), 0);
assert.equal(Betting.boardCardsFor("flop"), 3);
assert.equal(Betting.boardCardsFor("turn"), 4);
assert.equal(Betting.boardCardsFor("river"), 5);
});
test("and nothing at all for a street that isn't one", () => {
assert.equal(Betting.boardCardsFor("showdown"), 0);
assert.equal(Betting.boardCardsFor(undefined), 0);
});
test("it matches the streets the betting engine actually deals", () => {
// If a street is ever added, this is the table that has to hear about it —
// a street with no entry silently draws no cards.
Betting.STREETS.forEach(street => {
assert.ok(Object.prototype.hasOwnProperty.call(Betting.BOARD_CARDS, street),
`${street} has no card count`);
});
});
});
describe("clearing it", () => {
test("the next hand takes the board with it", () => {
const state = dealt();
state.board = ["AH", "KD", "9C", "4S", "2H"];
HoldemState.startNextHand(state);
assert.deepEqual(state.board, ["", "", "", "", ""]);
});
test("so does a misdeal", () => {
const state = dealt();
state.board = ["AH", "KD", "9C", "", ""];
Betting.takeHandBack(state);
assert.deepEqual(state.board, ["", "", "", "", ""]);
});
test("and so does dealing a hand, however the table got here", () => {
// Dealing twice off the same button — after a misdeal, or a table set up and
// then dealt again — would otherwise rank the last hand's board against this
// hand's cards, and it would look exactly like a real answer.
const state = dealt();
state.board = ["AH", "KD", "9C", "4S", "2H"];
Betting.beginHand(state);
assert.deepEqual(state.board, ["", "", "", "", ""]);
});
test("but turning the tracking off does not", () => {
// A dealer who taps the toggle mid-hand can tap it back; wiping the flop on
// the way past would cost them cards they had already entered.
const state = dealt({ trackBoard: true });
state.board = ["AH", "KD", "9C", "", ""];
state.trackBoard = false;
assert.deepEqual(state.board, ["AH", "KD", "9C", "", ""]);
});
});
describe("a board off a file", () => {
const migrated = board => HoldemState.migrate({
seats: [HoldemState.makePlayer()], board,
}).board;
test("a table saved before boards existed gets an empty one, not tracked", () => {
const parsed = HoldemState.migrate({ seats: [HoldemState.makePlayer()] });
assert.deepEqual(parsed.board, ["", "", "", "", ""]);
assert.equal(parsed.trackBoard, false);
});
test("it is always five slots, however many arrived", () => {
assert.equal(migrated(["AH"]).length, 5);
assert.equal(migrated(["AH", "KD", "9C", "4S", "2H", "3D", "5S"]).length, 5);
assert.equal(migrated("not an array").length, 5);
assert.equal(migrated(null).length, 5);
});
test("anything that isn't a card becomes an empty slot", () => {
assert.deepEqual(migrated(["AH", "ZZ", 7, null, "10H"]), ["AH", "", "", "", ""]);
});
test("and a real one keeps its place, upper-cased", () => {
assert.deepEqual(migrated(["ah", " kd ", "9c", "", ""]), ["AH", "KD", "9C", "", ""]);
});
test("tracking is only on if the file said so, in so many words", () => {
const on = HoldemState.migrate({ seats: [HoldemState.makePlayer()], trackBoard: true });
const truthy = HoldemState.migrate({ seats: [HoldemState.makePlayer()], trackBoard: "yes" });
assert.equal(on.trackBoard, true);
assert.equal(truthy.trackBoard, false, "a string is a file that has been edited, not a yes");
});
});
-148
View File
@@ -1,148 +0,0 @@
// Dealing around a player who busted and hasn't bought back in.
//
// A home game produces one of these about once an hour. The table used to deal them
// in anyway, promise a blind from a seat with nothing to post it with, take it from
// nobody, and then sit on a hand that could never finish.
const test = require("node:test");
const assert = require("node:assert");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
const postedBy = state =>
state.seats
.map((player, index) => (player.committed > 0 ? { seat: index + 1, amount: player.committed } : null))
.filter(Boolean);
test("a seat with no chips and nothing in the pot is broke", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
assert.deepEqual(Betting.brokeSeats(state), [2]);
});
test("an all-in player is not broke — they have money riding on the hand", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 12;
Betting.beginHand(state);
Betting.allIn(state, 2);
assert.equal(Betting.stackOf(state, state.seats[2]), 0);
assert.equal(Betting.isAllIn(state, state.seats[2]), true);
assert.deepEqual(Betting.brokeSeats(state), []);
});
test("a seat with no stack recorded falls back to the table's and isn't broke", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.defaultStack = 200;
state.seats[2].stack = null;
assert.deepEqual(Betting.brokeSeats(state), []);
});
test("a chair nobody is sitting in isn't broke, it's empty", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
assert.deepEqual(Betting.brokeSeats(state), []);
});
test("dealing sits the broke seat out and leaves everything else about it alone", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[2].stack = 0;
state.seats[2].name = "Cal";
state.seats[2].buyIns = 100;
Betting.beginHand(state);
assert.equal(state.seats[2].inHand, false);
assert.equal(state.seats[2].folded, false, "sat out, not folded — they didn't muck anything");
assert.equal(state.seats[2].name, "Cal");
assert.equal(state.seats[2].buyIns, 100);
});
test("the blinds skip the broke seat and land on players who can post", () => {
// Button on seat 1, so the blinds would be seats 2 and 3. Seat 2 is busted.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 0;
Betting.beginHand(state);
assert.deepEqual(postedBy(state), [
{ seat: 3, amount: state.smallBlind },
{ seat: 4, amount: state.bigBlind },
]);
});
test("the preview promises what the deal produces", () => {
// The fault this whole step exists to prevent: the preview once read a table the
// deal was about to change underneath it.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 0;
state.bettingOpen = false;
const preview = Betting.blindPreview(state);
assert.deepEqual(preview.satOut, [1]);
Betting.beginHand(state);
const posted = postedBy(state);
assert.equal(posted.find(p => p.amount === state.smallBlind).seat, preview.sbIndex + 1);
assert.equal(posted.find(p => p.amount === state.bigBlind).seat, preview.bbIndex + 1);
});
test("asking for the preview doesn't sit anybody out on its own", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
Betting.blindPreview(state);
assert.equal(state.seats[1].inHand, true, "the preview is a view, not a change");
});
test("with only one player left holding chips there is nothing to preview", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
state.seats[2].stack = 0;
assert.equal(Betting.blindPreview(state), null);
});
test("no chips move when the broke seats are dealt around", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[2].stack = 0;
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(chipsOnTable(state), before);
});
test("the board isn't running out before the hand is dealt", () => {
// Two busted players and one with chips looks exactly like a table of all-ins to
// the run-out test, and the bar was announcing one over an empty felt.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
state.seats[2].stack = 0;
state.bettingOpen = false;
assert.equal(Betting.isRunningOut(state), false);
});
test("buying back in puts them in the next hand", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
Betting.beginHand(state);
assert.equal(state.seats[2].inHand, false);
// What the dealer does when they hand over cash: chips, and back in.
state.seats[2].stack = 100;
state.seats[2].inHand = true;
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.seats[2].inHand, true);
assert.equal(Betting.liveSeats(state).length, 3);
});
test("the table dealt around them counts the right number of players", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[3].stack = 0;
assert.equal(Betting.liveSeats(state).length, 4);
assert.equal(Betting.liveSeats(Betting.tableAsDealt(state)).length, 3);
assert.equal(state.seats[3].inHand, true, "the view didn't touch the table");
});
-76
View File
@@ -1,76 +0,0 @@
// Whether handing a seat chips also puts them back in the game.
const test = require("node:test");
const assert = require("node:assert");
const { Betting, makeTable } = require("./load");
test("a busted player who has been sat out comes back in", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
Betting.beginHand(state); // the deal sits them out
assert.equal(state.seats[1].inHand, false);
assert.equal(Betting.buyInDealsThemIn(state.seats[1]), true);
});
test("a chair being bought into for the first time comes in", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
state.seats[4].name = "Eve";
state.seats[4].stack = null;
assert.equal(Betting.buyInDealsThemIn(state.seats[4]), true);
});
test("a seat sat out while holding chips stays out", () => {
// A dealer sat them out on purpose and is topping them up. Dealing them back in
// would be the tool guessing at something it wasn't told.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].inHand = false;
assert.equal(Betting.buyInDealsThemIn(state.seats[2]), false);
});
test("somebody already in the hand is left exactly where they are", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
assert.equal(Betting.buyInDealsThemIn(state.seats[0]), false);
// Including a player who is in but out of chips — they're all-in, not sat out.
state.seats[2].stack = 0;
assert.equal(state.seats[2].inHand, true);
assert.equal(Betting.buyInDealsThemIn(state.seats[2]), false);
});
test("a blank stack field reads as nothing recorded, not as a number", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
state.seats[3].name = "Dee";
state.seats[3].stack = "";
assert.equal(Betting.buyInDealsThemIn(state.seats[3]), true);
});
test("it doesn't ask the table what a missing stack would have been", () => {
// stackOf substitutes the table's starting stack for a seat that has none, which
// would make a seat with nothing recorded look like it was holding chips.
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
state.defaultStack = 500;
state.seats[4].name = "Eve";
state.seats[4].stack = null;
assert.equal(Betting.stackOf(state, state.seats[4]), 500);
assert.equal(Betting.buyInDealsThemIn(state.seats[4]), true);
});
test("asking doesn't change anything", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
state.seats[2].inHand = false;
const before = JSON.stringify(state);
Betting.buyInDealsThemIn(state.seats[2]);
assert.equal(JSON.stringify(state), before);
});
test("nothing to decide about a seat that isn't there", () => {
assert.equal(Betting.buyInDealsThemIn(null), false);
assert.equal(Betting.buyInDealsThemIn(undefined), false);
});
-129
View File
@@ -1,129 +0,0 @@
// Calling the clock on a player.
//
// The bar already had a stopwatch saying how long somebody had been thinking. This is
// what a dealer does about it: a procedure with a shape — a set time, a countdown said
// out loud, and a ruling at the end that depends on what the player was facing.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { ActionBar, Betting, makeTable } = require("./load");
// The bar rebuilds the DOM when a clock starts; none of the rules below need it.
const onTable = (state) => {
ActionBar.state = state;
ActionBar.render = () => {};
ActionBar.stopClock();
return ActionBar;
};
const dealt = () => {
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0 });
Betting.beginHand(state);
return state;
};
describe("starting one", () => {
test("it runs on the player who is actually on the clock", () => {
const state = dealt();
const bar = onTable(state);
assert.equal(bar.clockRunning(), false, "nothing runs until it is called");
bar.callClock();
assert.equal(bar.clockRunning(), true);
assert.equal(bar.clockSeatIndex, state.actingSeatIndex);
});
test("with nobody to act there is nothing to call", () => {
const state = dealt();
state.actingSeatIndex = null;
const bar = onTable(state);
bar.callClock();
assert.equal(bar.clockRunning(), false);
assert.equal(bar.clockLeft(), null);
});
test("the dealer can put it away again", () => {
const bar = onTable(dealt());
bar.callClock();
bar.stopClock();
assert.equal(bar.clockRunning(), false);
assert.equal(bar.clockLeft(), null);
});
});
describe("the count", () => {
const at = (bar, seconds) => bar.clockLeft(bar.clockStartedAt + seconds * 1000);
test("is the player's own time and then a countdown", () => {
const bar = onTable(dealt());
bar.callClock();
assert.equal(at(bar, 0), bar.CLOCK_THINK_S + bar.CLOCK_COUNTDOWN_S);
assert.equal(at(bar, 30), bar.CLOCK_COUNTDOWN_S, "thirty gone, the countdown starts");
assert.equal(at(bar, 35), 5);
});
test("stops at zero rather than going negative", () => {
const bar = onTable(dealt());
bar.callClock();
assert.equal(at(bar, 40), 0);
assert.equal(at(bar, 600), 0, "ten minutes later it is still just up");
});
});
describe("what happens at zero", () => {
test("facing a bet, the hand is dead", () => {
const state = dealt();
const bar = onTable(state);
// Whoever is up pre-flop is facing the big blind.
const ruling = bar.clockRuling();
assert.equal(ruling.verb, "fold");
assert.match(ruling.label, /hand is dead/);
assert.match(ruling.say, /facing \$2/);
});
test("facing nothing, it is checked — slowness doesn't fold a free hand", () => {
const state = dealt();
// Everyone calls round to the big blind, who has nothing to call.
[3, 4, 5, 0, 1].forEach(seat => Betting.call(state, seat));
const bar = onTable(state);
assert.equal(state.actingSeatIndex, 2, "the big blind is up");
const ruling = bar.clockRuling();
assert.equal(ruling.verb, "check");
assert.match(ruling.label, /check for/i);
});
test("the ruling names the player, because the dealer has to say it out loud", () => {
const state = dealt();
state.seats[state.actingSeatIndex].name = "Priya";
const ruling = onTable(state).clockRuling();
assert.match(ruling.label, /Priya/);
assert.match(ruling.say, /Priya/);
});
test("with nobody to act there is no ruling to make", () => {
const state = dealt();
state.actingSeatIndex = null;
assert.equal(onTable(state).clockRuling(), null);
});
});
describe("what ends it", () => {
test("the player acting", () => {
const state = dealt();
const bar = onTable(state);
bar.callClock();
const wasOn = state.actingSeatIndex;
Betting.call(state, wasOn);
assert.notEqual(state.actingSeatIndex, wasOn, "the action has moved");
assert.equal(bar.clockRunning(), false, "so the clock is no longer this player's");
});
test("and it doesn't follow the action to the next player", () => {
// A clock is called on one decision. Left running it would put a countdown on
// somebody nobody asked about.
const state = dealt();
const bar = onTable(state);
bar.callClock();
Betting.call(state, state.actingSeatIndex);
assert.equal(bar.clockLeft(), null);
});
});
-229
View File
@@ -1,229 +0,0 @@
// Somebody leaving with their chips.
//
// The most ordinary thing that happens at a home game after midnight, and the tool had
// nothing for it. Freeing the chair meant wiping the seat by hand, and then the bank
// check — cash taken against chips on the table — declared the departing player's whole
// stack missing for the rest of the night. Wiping their buy-in too silenced it, at the
// price of losing their night from the standings and the file the dealer hands over.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Money, HoldemState, Betting, makeTable } = require("./load");
const table = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
["Ann", "Ben", "Cal", "Dee"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].buyIns = 200;
});
return state;
};
describe("counting them out", () => {
test("the preview is what the dealer's hands follow", () => {
const state = table();
state.seats[0].stack = 350;
const preview = HoldemState.cashOutPreview(state, 0);
assert.equal(preview.name, "Ann");
assert.equal(preview.chips, 350, "what they are holding");
assert.equal(preview.boughtIn, 200);
assert.equal(preview.net, 150, "up for the night");
assert.match(preview.breakdown, /\d+×\$\d+/, "and the chips that make it");
});
test("a player who is down reads as down, not as a smaller stack", () => {
const state = table();
state.seats[1].stack = 60;
assert.equal(HoldemState.cashOutPreview(state, 1).net, -140);
});
test("a seat that never set a stack is holding the table's starting stack", () => {
const state = table();
state.defaultStack = 200;
state.seats[2].stack = null;
assert.equal(HoldemState.cashOutPreview(state, 2).chips, 200);
});
});
describe("what it refuses", () => {
test("paying somebody with money still in the middle", () => {
const state = table();
Betting.beginHand(state);
const bb = state.seats.findIndex(p => (Number(p.committed) || 0) > 0);
const refusal = HoldemState.canCashOut(state, bb);
assert.equal(refusal.ok, false);
assert.match(refusal.reason, /in the pot/);
// And the refusal is the whole story: nothing moved.
assert.equal(HoldemState.cashOut(state, bb).ok, false);
assert.equal((state.cashedOut || []).length, 0);
assert.ok(state.seats[bb].name, "the seat is untouched");
});
test("an empty chair, which has nobody to pay", () => {
const state = table();
const refusal = HoldemState.canCashOut(state, 99);
assert.equal(refusal.ok, false);
});
});
describe("the chair afterwards", () => {
test("is empty and ready for the next player", () => {
const state = table();
state.seats[0].stack = 350;
HoldemState.cashOut(state, 0);
const seat = state.seats[0];
assert.equal(seat.name, "");
assert.equal(seat.stack, null);
assert.equal(seat.buyIns, 0);
assert.equal(seat.inHand, false);
});
test("belongs to somebody new, so two people's nights can't merge", () => {
const state = table();
const wasId = state.seats[0].id;
HoldemState.cashOut(state, 0);
assert.notEqual(state.seats[0].id, wasId);
});
test("and isn't owed the blind the person before them was posting", () => {
const state = table();
state.postingIn = [state.seats[0].id, state.seats[1].id];
HoldemState.cashOut(state, 0);
assert.deepEqual(state.postingIn, [state.seats[1].id]);
});
});
describe("the bank check", () => {
test("balanced before, balanced after — the chips went somewhere known", () => {
const state = table();
state.seats[0].stack = 350;
state.seats[1].stack = 50;
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
HoldemState.cashOut(state, 0);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.paidOut, 350);
assert.equal(bank.cashIn, 800, "their buy-in is still cash the box took");
assert.equal(bank.chipsInPlay, 450);
assert.equal(bank.balanced, true);
});
test("this is the fault it fixes: wiping the seat by hand loses $350", () => {
const state = table();
state.seats[0].stack = 350;
state.seats[1].stack = 50; // so the table starts out balanced
// What a dealer had to do before: empty the chair themselves.
state.seats[0].name = "";
state.seats[0].stack = null;
state.seats[0].inHand = false;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, -350, "the tool called it missing money");
});
test("chips that really are missing still show as missing", () => {
// Counting a cash-out must not become a way of swallowing a genuine shortfall.
const state = table();
state.seats[0].stack = 350;
state.seats[1].stack = 50; // balanced to start with
HoldemState.cashOut(state, 0);
state.seats[2].stack = 150; // and now fifty chips have gone astray
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, -50);
});
test("a rake and a cash-out are counted apart", () => {
const state = table();
state.seats[0].stack = 350;
state.rakeTaken = 12;
state.seats[1].stack = 38; // the rake came out of Ben's stack
HoldemState.cashOut(state, 0);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.raked, 12);
assert.equal(bank.paidOut, 350);
assert.equal(bank.balanced, true);
});
});
describe("the record of their night", () => {
test("they stay in the standings with what they bought and what they left with", () => {
const state = table();
state.seats[0].stack = 350;
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 150 }]);
HoldemState.cashOut(state, 0);
const ann = HoldemState.sessionStandings(state).find(row => row.name === "Ann");
assert.ok(ann, "still on the list");
assert.equal(ann.boughtIn, 200);
assert.equal(ann.chipsInFront, 350, "what the box handed over");
assert.equal(ann.cashPosition, 150);
assert.equal(ann.cashedOut, true, "and marked, so nobody pays them twice");
});
test("somebody still sitting there is not marked", () => {
const state = table();
HoldemState.cashOut(state, 0);
const ben = HoldemState.sessionStandings(state).find(row => row.name === "Ben");
assert.equal(ben.cashedOut, false);
});
test("two people leaving are both kept", () => {
const state = table();
state.seats[0].stack = 350;
state.seats[1].stack = 50;
HoldemState.cashOut(state, 0);
HoldemState.cashOut(state, 1);
assert.equal(state.cashedOut.length, 2);
assert.equal(HoldemState.bankReconciliation(state).paidOut, 400);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
test("a table saved before any of this existed has nobody cashed out", () => {
const parsed = JSON.parse(JSON.stringify(table()));
delete parsed.cashedOut;
const migrated = HoldemState.migrate(parsed);
assert.deepEqual(migrated.cashedOut, []);
assert.equal(HoldemState.bankReconciliation(migrated).paidOut, 0);
});
test("nonsense in a saved record is cleaned up rather than trusted", () => {
const parsed = JSON.parse(JSON.stringify(table()));
parsed.cashedOut = [
{ id: "a", name: "Ann", buyIns: -5, chips: "350", at: "nope" },
{ name: "no id" },
null,
];
const migrated = HoldemState.migrate(parsed);
assert.equal(migrated.cashedOut.length, 1);
assert.equal(migrated.cashedOut[0].buyIns, 0);
assert.equal(migrated.cashedOut[0].chips, 350);
assert.equal(migrated.cashedOut[0].at, 0);
});
});
describe("the table carries on", () => {
test("the next hand deals round the empty chair", () => {
const state = table();
state.seats[0].stack = 350;
HoldemState.cashOut(state, 0);
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.seats[0].inHand, false, "nobody is in the empty chair");
assert.equal(Betting.liveSeats(state).length, 3);
assert.ok(state.actingSeatIndex !== null, "somebody is on the clock");
});
test("and the money still adds up once it has", () => {
const state = table();
state.seats[0].stack = 350;
state.seats[1].stack = 50;
HoldemState.cashOut(state, 0);
HoldemState.startNextHand(state);
Betting.beginHand(state);
const bank = HoldemState.bankReconciliation(state);
assert.equal(Money.round(bank.chipsInPlay + bank.paidOut), bank.cashIn);
assert.equal(bank.balanced, true);
});
});
-82
View File
@@ -1,82 +0,0 @@
// The chips to actually push, for an amount.
const test = require("node:test");
const assert = require("node:assert");
const { Money } = require("./load");
// A standard house set.
const LEGEND = [
{ value: 1, color: "#fff" },
{ value: 5, color: "#c0392b" },
{ value: 25, color: "#27ae60" },
{ value: 100, color: "#2c3e50" },
{ value: 500, color: "#8e44ad" },
];
const say = (amount, legend = LEGEND) => Money.formatChipBreakdown(amount, legend);
test("a payout comes back as chips, largest first", () => {
assert.equal(say(132), "1×$100, 1×$25, 1×$5, 2×$1");
});
test("it uses the fewest chips on a normal set", () => {
const { chips } = Money.chipBreakdown(500, LEGEND);
assert.deepEqual(chips.map(c => `${c.count}×${c.value}`), ["1×500"]);
});
test("a denomination that doesn't fit is skipped rather than listed as none", () => {
assert.equal(say(7), "1×$5, 2×$1");
});
test("nothing to pay is nothing to say", () => {
assert.equal(say(0), "");
assert.equal(say(-5), "");
});
test("no legend means no advice, not a wrong answer", () => {
// A table that never set chip colours up gets the amount on its own.
assert.equal(say(132, []), "");
assert.equal(say(132, null), "");
});
test("a legend with no values in it yet is the same as none", () => {
assert.equal(say(132, [{ value: "", color: "#fff" }, { value: 0, color: "#000" }]), "");
});
test("what the smallest chip can't make is reported, not rounded away", () => {
// 50c in a game whose smallest chip is a dollar is the dealer's problem to solve,
// and they can only solve it if they're told.
const { chips, remainder } = Money.chipBreakdown(10.5, LEGEND);
assert.deepEqual(chips.map(c => `${c.count}×${c.value}`), ["2×5"]);
assert.equal(remainder, 0.5);
assert.equal(say(10.5), "2×$5, $0.50 no chip covers");
});
test("cent chips make cent amounts exactly", () => {
const cents = [{ value: 0.25 }, { value: 0.05 }, { value: 0.01 }];
assert.equal(say(0.41, cents), "1×$0.25, 3×$0.05, 1×$0.01");
assert.equal(Money.chipBreakdown(0.41, cents).remainder, 0);
});
test("the chips add up to the amount", () => {
for (const amount of [1, 7, 33, 132, 499, 500, 1234, 9999]) {
const { chips, remainder } = Money.chipBreakdown(amount, LEGEND);
const total = chips.reduce((sum, c) => sum + c.count * c.value, 0) + remainder;
assert.equal(Money.round(total), amount, `${amount} should be accounted for`);
}
});
test("a legend in any order still pays largest first", () => {
const jumbled = [{ value: 25 }, { value: 1 }, { value: 500 }, { value: 5 }, { value: 100 }];
assert.equal(say(631, jumbled), "1×$500, 1×$100, 1×$25, 1×$5, 1×$1");
});
test("the colour comes along, so the felt can say it in chips", () => {
const { chips } = Money.chipBreakdown(25, LEGEND);
assert.equal(chips[0].color, "#27ae60");
});
test("a legend that exists but can't reach the amount does say so", () => {
// Different from having no legend at all: this table has told us its chips, and
// the answer is that they don't go that low.
assert.equal(say(3, [{ value: 5 }, { value: 25 }]), "$3 no chip covers");
});
-183
View File
@@ -1,183 +0,0 @@
// Taking a chip colour out of the legend.
//
// This was one click of an unlabelled 24px button, and it was not a change to a legend.
// computeContribution() prices a seat by running the legend over that seat's chip
// counts, so a colour that leaves takes every chip counted in it off the table.
// Measured in a browser on a three-handed table: deleting the $500 row took $22,500 of
// $26,874 with it, with no confirmation, nothing said afterwards, and no way back —
// a colour added again is a new colour with a new id, while the counts stay keyed to
// the one that left. The counts were left behind too, so the saved file carried money
// that nothing could price and nothing could show.
//
// What is tested here is mostly the number in the warning, because a warning that
// overstates is worse than none: it is the one thing a dealer would have to trust at
// the exact moment they are about to lose track of the box.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Money } = require("./load");
const tableWith = ({ counts = [], overrides = [], basePot = null } = {}) => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
state.basePotAmount = basePot;
["Christopher", "Mike from work", "Alexandra"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].buyIns = 500;
state.seats[i].chipCounts = {};
});
counts.forEach(([seat, chipIndex, n]) => {
state.seats[seat].chipCounts[state.chipLegend[chipIndex].id] = n;
});
overrides.forEach(([seat, amount]) => { state.seats[seat].amountOverride = amount; });
return state;
};
const onTable = state => state.seats.reduce(
(sum, p) => sum + HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount), 0);
// ---------------------------------------------------------------------------
describe("what a chip colour is holding up", () => {
test("is the money, named seat by seat", () => {
const state = tableWith({ counts: [[0, 2, 4], [1, 2, 10]] }); // the $25 chip
const usage = HoldemState.chipColorUsage(state, state.chipLegend[2].id);
assert.equal(usage.total, 350);
assert.equal(usage.chips, 14);
assert.deepEqual(usage.seats.map(s => [s.name, s.count, s.amount]), [
["Christopher", 4, 100],
["Mike from work", 10, 250],
]);
});
test("is nothing at all for a colour nobody counted", () => {
const state = tableWith({ counts: [[0, 2, 4]] });
const usage = HoldemState.chipColorUsage(state, state.chipLegend[4].id);
assert.equal(usage.total, 0);
assert.deepEqual(usage.seats, []);
assert.ok(usage.chip, "the colour itself is still found, so it can be named");
});
test("and nothing for a colour that isn't there", () => {
const state = tableWith();
assert.deepEqual(HoldemState.chipColorUsage(state, "no-such-chip"),
{ chip: null, total: 0, chips: 0, seats: [] });
});
});
describe("the number in the warning is the number the table loses", () => {
// The whole point. Multiplying the chips by their value would have been the obvious
// way to work this out and it is wrong in both directions — the two tests below are
// the two ways it is wrong.
const dropFromRemoving = (state, chipId) => {
const before = onTable(state);
HoldemState.removeChipColor(state, chipId);
return Money.round(before - onTable(state));
};
test("a seat with a typed amount ignores its chips, so its colour is worth nothing", () => {
// computeContribution() reads amountOverride first and never reaches the counts.
// Christopher is holding ten $25 chips on paper and priced at a flat $90.
const state = tableWith({ counts: [[0, 2, 10]], overrides: [[0, 90]] });
const chipId = state.chipLegend[2].id;
const usage = HoldemState.chipColorUsage(state, chipId);
assert.equal(usage.total, 0, "$250 of chips, but the seat is not priced from them");
assert.equal(dropFromRemoving(state, chipId), 0);
});
test("a seat whose chips all leave falls back to the base pot, not to zero", () => {
// The $25s are everything Christopher has counted, so taking them away drops him
// to the table's standing ante — a loss of 50, not of 250.
const state = tableWith({ counts: [[0, 2, 10]], basePot: 200 });
const chipId = state.chipLegend[2].id;
const usage = HoldemState.chipColorUsage(state, chipId);
assert.equal(usage.total, 50, "250 of chips, but only 50 of it actually leaves");
assert.equal(dropFromRemoving(state, chipId), 50);
});
test("and across a spread of tables the two always agree", () => {
function rng(seed) {
let s = seed >>> 0;
return () => {
s = (s * 1664525 + 1013904223) >>> 0;
return s / 4294967296;
};
}
const random = rng(20260906);
let withMoney = 0;
for (let table = 0; table < 2000; table++) {
const counts = [];
for (let seat = 0; seat < 3; seat++) {
for (let chip = 0; chip < 5; chip++) {
if (random() < 0.5) counts.push([seat, chip, 1 + Math.floor(random() * 20)]);
}
}
const overrides = [];
for (let seat = 0; seat < 3; seat++) {
if (random() < 0.25) overrides.push([seat, Math.floor(random() * 400)]);
}
const basePot = random() < 0.5 ? 200 : null;
const chipIndex = Math.floor(random() * 5);
const stated = tableWith({ counts, overrides, basePot });
const chipId = stated.chipLegend[chipIndex].id;
const claimed = HoldemState.chipColorUsage(stated, chipId).total;
const actual = dropFromRemoving(tableWith({ counts, overrides, basePot }), chipId);
if (claimed !== 0) withMoney++;
assert.equal(claimed, actual,
`table ${table}: warned ${claimed}, table moved ${actual}\n` +
JSON.stringify({ counts, overrides, basePot, chipIndex }));
}
// Guards the generator: shapes that never put money on a colour would make every
// assertion above compare zero with zero.
assert.ok(withMoney > 500, `only ${withMoney} of 2000 tables had money on the colour`);
});
test("and it can be a gain, which is said as one", () => {
// Fourteen $1 chips against a $200 standing ante: once the colour goes, the seat
// stops being priced from its chips and falls through to the ante, so the table
// goes *up* by 186. Found by the randomised check above, not by hand.
const state = tableWith({ counts: [[1, 0, 14]], basePot: 200 });
const usage = HoldemState.chipColorUsage(state, state.chipLegend[0].id);
assert.equal(usage.total, -186);
assert.equal(dropFromRemoving(state, state.chipLegend[0].id), -186);
});
});
describe("removing it", () => {
test("takes the counts with it, so nothing is left priced by a colour that is gone", () => {
const state = tableWith({ counts: [[0, 2, 4], [1, 2, 10], [1, 0, 3]] });
const chipId = state.chipLegend[2].id;
HoldemState.removeChipColor(state, chipId);
assert.equal(state.chipLegend.filter(c => c.id === chipId).length, 0);
state.seats.forEach(player => assert.ok(!(chipId in (player.chipCounts || {})),
"a count against a colour no legend entry answers to is money nothing can show"));
// The other colour on that seat is untouched.
assert.equal(state.seats[1].chipCounts[state.chipLegend[0].id], 3);
});
test("reports what it cost, measured before anything moved", () => {
const state = tableWith({ counts: [[0, 2, 4]] });
const usage = HoldemState.removeChipColor(state, state.chipLegend[2].id);
assert.equal(usage.total, 100);
assert.equal(usage.seats.length, 1);
});
test("and a colour that isn't there changes nothing", () => {
const state = tableWith({ counts: [[0, 2, 4]] });
const before = onTable(state);
const usage = HoldemState.removeChipColor(state, "no-such-chip");
assert.equal(usage.chip, null);
assert.equal(state.chipLegend.length, 5);
assert.equal(onTable(state), before);
});
});
-268
View File
@@ -1,268 +0,0 @@
// The button when somebody gets up out of the blinds.
//
// Passing the button to the next *player* is right until a chair between the button
// and the blinds empties. Then it pulls the whole blind order forward a place: the
// player after the empty chair is never asked for a big blind, and the one after them
// is asked an orbit early. The dead button rule holds the rotation to the seats for
// one hand so the big blind still advances exactly one player.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, makeTable } = require("./load");
// Four players in six chairs: Ann 0, Ben 1, Cal 2, Dee 3.
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
const table = (dealerSeatIndex = 0) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex });
NAMES.forEach((name, i) => { state.seats[i].name = name; });
return state;
};
const nameOf = (state, index) =>
index === null || index === undefined ? null : (state.seats[index].name || `empty seat ${index + 1}`);
const blinds = state => {
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
return { sb: nameOf(state, sbIndex), bb: nameOf(state, bbIndex) };
};
const leave = (state, index) => {
state.seats[index].name = "";
state.seats[index].inHand = false;
state.seats[index].stack = 0;
state.seats[index].buyIns = 0;
};
describe("somebody gets up out of the blinds", () => {
test("the small blind leaves: dead button, and the big blind still moves one player", () => {
const state = table(1); // button Ben, small Cal, big Dee
Betting.beginHand(state);
assert.deepEqual(blinds(state), { sb: "Cal", bb: "Dee" });
leave(state, 2); // Cal takes their chips and goes
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.dealerSeatIndex, 2, "the button holds Cal's empty chair");
assert.equal(state.seats[2].inHand, false, "which is the point — it's on nobody");
assert.deepEqual(blinds(state), { sb: "Dee", bb: "Ann" },
"Dee moves from big to small and Ann posts the big blind, one player along");
});
test("and Ann is not skipped, which is the money in it", () => {
// The old rotation passed the button to the next player, which made the blinds
// Ann/Ben — Ann never posting a big blind at all, and Ben posting one an orbit
// early. That is a real big blind out of a real player's stack.
const state = table(1);
Betting.beginHand(state);
leave(state, 2);
HoldemState.startNextHand(state);
assert.equal(blinds(state).bb, "Ann", "Ann owes the big blind and still owes it");
});
test("the big blind leaves: no small blind is posted this hand", () => {
const state = table(1); // button Ben, small Cal, big Dee
Betting.beginHand(state);
leave(state, 3); // Dee goes
HoldemState.startNextHand(state);
Betting.beginHand(state);
const { sbIndex, bbIndex, deadSmallBlind } = HoldemState.getBlindSeats(state);
assert.equal(state.dealerSeatIndex, 2, "the button reaches Cal as it was always going to");
assert.equal(sbIndex, null, "the small blind is dead");
assert.equal(deadSmallBlind, true, "and says so, rather than looking like a table with no blinds");
assert.equal(nameOf(state, bbIndex), "Ann", "the big blind still moves on one player");
});
test("a dead small blind still deals a hand, with one blind in the middle", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 3);
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.bettingOpen, true, "the hand goes ahead");
const posted = state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
assert.equal(posted, state.bigBlind, "just the big blind, and nothing conjured to stand in for the small");
assert.equal(state.currentBet, state.bigBlind);
assert.ok(state.actingSeatIndex !== null, "and somebody is on the clock");
});
test("somebody leaving from anywhere else changes nothing", () => {
const state = table(1); // button Ben, small Cal, big Dee
Betting.beginHand(state);
leave(state, 0); // Ann, who was under the gun
HoldemState.startNextHand(state);
assert.equal(state.dealerSeatIndex, 2, "the button passes to Cal exactly as before");
assert.equal(state.deadButton, false);
assert.equal(state.deadSmallBlind, false);
assert.deepEqual(blinds(state), { sb: "Dee", bb: "Ben" });
});
});
describe("the ordinary rotation is untouched", () => {
test("a full table passes the button one player at a time", () => {
const state = table(0);
const seen = [];
for (let hand = 0; hand < 8; hand++) {
Betting.beginHand(state);
seen.push(blinds(state).bb);
HoldemState.startNextHand(state);
}
assert.deepEqual(seen, ["Cal", "Dee", "Ann", "Ben", "Cal", "Dee", "Ann", "Ben"],
"two clean orbits, everybody paying one big blind per orbit");
assert.equal(state.deadButton, false);
assert.equal(state.deadSmallBlind, false);
});
test("players spread thinly around a big table don't create dead positions", () => {
// Three players in nine chairs. The chairs between them were never in the
// rotation, so holding to seats there would post blinds to nobody hand after
// hand — which is why the button follows players, not chairs, by default.
const state = makeTable({ seatCount: 9, seated: [0, 4, 7], stack: 200, dealerSeatIndex: 0 });
["Ann", "", "", "", "Ben", "", "", "Cal"].forEach((n, i) => { state.seats[i].name = n; });
const seen = [];
for (let hand = 0; hand < 6; hand++) {
Betting.beginHand(state);
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand, "a real player posts the small blind");
assert.ok(state.seats[bbIndex].inHand, "and a real player the big");
seen.push(nameOf(state, bbIndex));
HoldemState.startNextHand(state);
}
assert.deepEqual(seen, ["Cal", "Ann", "Ben", "Cal", "Ann", "Ben"], "one big blind each per orbit");
});
test("pressing next hand twice without dealing just passes the button along", () => {
const state = table(0);
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.equal(state.dealerSeatIndex, 1);
HoldemState.startNextHand(state);
assert.equal(state.dealerSeatIndex, 2, "and doesn't rotate off the same hand twice");
});
});
describe("the rule knows where it stops", () => {
test("down to two players, heads-up takes over and nothing is left dead", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 2);
leave(state, 3); // both blinds walk at once
HoldemState.startNextHand(state);
Betting.beginHand(state);
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
assert.ok(state.seats[state.dealerSeatIndex].inHand, "and the button is on a player again");
});
test("a button stranded by accident is still rescued", () => {
// Not the dead button: nobody left out of the blinds, the chair the button is
// on just emptied. That one does want putting back on a player.
const state = table(3);
state.seats[3].inHand = false;
HoldemState.ensureButtonOnPlayer(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand);
});
test("moving the button by hand clears the dead positions", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 2);
HoldemState.startNextHand(state);
assert.equal(state.deadButton, true);
// What the seat menu's "Give the button" does.
state.dealerSeatIndex = 0;
state.deadButton = false;
state.deadSmallBlind = false;
Betting.beginHand(state);
const { sbIndex } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand, "a real small blind again, where the dealer put it");
});
test("naming a blind by hand overrules a dead one", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 3);
HoldemState.startNextHand(state);
assert.equal(state.deadSmallBlind, true);
state.blindOverride = { sbIndex: 1, bbIndex: 0 };
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
assert.equal(manual, true);
assert.equal(sbIndex, 1, "the dealer's word beats the rule");
assert.equal(bbIndex, 0);
});
test("a table saved before any of this reads as nothing dead", () => {
const state = table(0);
const parsed = JSON.parse(JSON.stringify(state));
delete parsed.deadButton;
delete parsed.deadSmallBlind;
delete parsed.postedBlinds;
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem: (key, value) => store.set(key, value),
removeItem: key => store.delete(key),
};
const loaded = HoldemState.load();
assert.equal(loaded.deadButton, false);
assert.equal(loaded.deadSmallBlind, false);
assert.equal(loaded.postedBlinds, null);
HoldemState.startNextHand(loaded);
assert.ok(loaded.seats[loaded.dealerSeatIndex].inHand, "and rotates the ordinary way");
delete globalThis.localStorage;
});
});
describe("chips are not invented or lost by any of it", () => {
test("posting one blind instead of two moves chips and doesn't make them", () => {
// Measured across the deal, which is the step that touches stacks. A hand with
// a dead small blind has one blind in the middle instead of two — the danger is
// a null small blind being treated as a zero-cost posting somewhere, or the big
// blind quietly covering for it.
const state = table(1);
const chips = s => s.seats.reduce(
(sum, p) => sum + Betting.stackOf(s, p) + Betting.handTotal(p), 0);
Betting.beginHand(state);
leave(state, 3); // the big blind goes, small blind dies
for (let hand = 0; hand < 4; hand++) {
HoldemState.startNextHand(state);
const before = chips(state);
Betting.beginHand(state);
assert.equal(chips(state), before, `the deal drifted the count on hand ${hand + 1}`);
}
});
test("a dead small blind takes exactly one blind out of one stack", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 3);
HoldemState.startNextHand(state);
const stacks = () => state.seats.map(p => Betting.stackOf(state, p));
const before = stacks();
Betting.beginHand(state);
const after = stacks();
const paid = before.map((v, i) => v - after[i]).filter(d => d !== 0);
assert.deepEqual(paid, [state.bigBlind], "one player, one big blind, nobody else touched");
});
});
-205
View File
@@ -1,205 +0,0 @@
// Dealing and betting are two decisions, and fusing them meant the table guessed.
//
// The moment between hands is when people sit down, stand up and argue about whose
// turn it is. With blinds posted the instant the previous hand ended, the blind
// badges recomputed off `inHand` while the committed chips stayed frozen — so seating
// somebody produced a big blind who had posted nothing.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
const postedBy = state => state.seats
.map((p, i) => (Betting.committed(p) > 0 ? i : null))
.filter(i => i !== null);
describe("the table waits to be dealt", () => {
test("finishing a hand leaves the next one un-dealt", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(state.bettingOpen, true);
HoldemState.startNextHand(state);
assert.equal(state.bettingOpen, false, "the next hand hasn't been dealt");
assert.equal(state.actingSeatIndex, null, "nobody is on the clock");
assert.deepEqual(postedBy(state), [], "and no blind has been committed");
});
test("no money moves until the dealer deals", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), start);
assert.equal(HoldemState.totalPot(state), 0);
Betting.beginHand(state);
assert.equal(state.bettingOpen, true);
assert.equal(postedBy(state).length, 2, "now the blinds are in");
assert.equal(chipsOnTable(state), start, "and nothing was created doing it");
});
});
describe("setting the table costs nothing", () => {
test("seating a player before the deal changes who posts", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
const before = Betting.blindPreview(state);
state.seats[3].inHand = true;
state.seats[3].stack = 100;
const after = Betting.blindPreview(state);
assert.notDeepEqual(
[before.sbIndex, before.bbIndex],
[after.sbIndex, after.bbIndex],
"the preview follows the new table"
);
assert.deepEqual(postedBy(state), [], "and still nothing is committed");
Betting.beginHand(state);
assert.deepEqual(postedBy(state).sort(), [after.sbIndex, after.bbIndex].sort(),
"the money lands where the preview said it would");
});
test("removing a player before the deal can't strand their blind", () => {
// The old failure: take out the big blind after the hand had begun and their
// chips stayed in the pot while the badge moved to somebody who'd posted
// nothing. Before the deal there is nothing to strand.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
const doomed = Betting.blindPreview(state).bbIndex;
state.seats[doomed].inHand = false;
assert.deepEqual(postedBy(state), [], "nobody has posted, so nothing is stranded");
Betting.beginHand(state);
const posted = postedBy(state);
assert.ok(!posted.includes(doomed), "the player who left posts nothing");
posted.forEach(i => assert.ok(state.seats[i].inHand, "only players in the hand post"));
});
test("moving the button before the deal just moves it", () => {
const state = makeTable({ seatCount: 8, seated: [0, 2, 4, 6], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
HoldemState.startNextHand(state);
[2, 4, 6, 0].forEach(seat => {
state.dealerSeatIndex = seat;
assert.deepEqual(postedBy(state), [], `passing the button to seat ${seat + 1} posted something`);
assert.equal(chipsOnTable(state), start);
});
Betting.beginHand(state);
assert.equal(chipsOnTable(state), start, "dealing moves chips between stacks, not into thin air");
});
test("what the preview promises is what gets posted", () => {
const state = makeTable({ seatCount: 9, seated: [1, 3, 6, 8], dealerSeatIndex: 1 });
HoldemState.startNextHand(state);
const preview = Betting.blindPreview(state);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[preview.sbIndex]), preview.smallBlind);
assert.equal(Betting.committed(state.seats[preview.bbIndex]), preview.bigBlind);
});
test("there's nothing to preview without two players", () => {
const alone = makeTable({ seatCount: 6, seated: [2] });
HoldemState.startNextHand(alone);
assert.equal(Betting.blindPreview(alone), null);
const empty = makeTable({ seatCount: 6, seated: [] });
HoldemState.startNextHand(empty);
assert.equal(Betting.blindPreview(empty), null);
});
test("a hand-picked blind shows up in the preview", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
const preview = Betting.blindPreview(state);
assert.equal(preview.manual, true);
assert.equal(preview.sbIndex, 3);
assert.equal(preview.bbIndex, 0);
});
});
describe("a table saved mid-hand comes back mid-hand", () => {
const loadWith = saved => {
const original = globalThis.localStorage;
globalThis.localStorage = { getItem: () => JSON.stringify(saved), setItem: () => {}, removeItem: () => {} };
const state = HoldemState.load();
globalThis.localStorage = original;
return state;
};
test("chips already committed mean the betting was open", () => {
const state = loadWith({
seats: [{ id: "a", name: "Ann", inHand: true, committed: 2 }, { id: "b", name: "Ben", inHand: true, committed: 0 }],
handNumber: 3,
});
assert.equal(state.bettingOpen, true, "otherwise it would offer to deal over a live hand");
});
test("somebody on the clock means the betting was open", () => {
const state = loadWith({
seats: [{ id: "a", inHand: true }, { id: "b", inHand: true }],
actingSeatIndex: 1, handNumber: 2,
});
assert.equal(state.bettingOpen, true);
});
test("a quiet table comes back waiting to be dealt", () => {
const state = loadWith({
seats: [{ id: "a", inHand: true }, { id: "b", inHand: true }],
actingSeatIndex: null, handNumber: 5,
});
assert.equal(state.bettingOpen, false);
});
});
describe("the preview tells the truth about the button", () => {
test("a button parked on an empty chair is answered for where it will be", () => {
// The preview used to read the button where it sat, while dealing relocated it
// first — so it promised one pair of blinds and produced another.
const state = makeTable({ seatCount: 6, seated: [1, 2, 3], dealerSeatIndex: 0 });
state.bettingOpen = false;
assert.equal(state.seats[0].inHand, false, "the button is on an empty chair");
const preview = Betting.blindPreview(state);
assert.equal(preview.buttonMoves, true, "and the preview knows it will move");
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[preview.sbIndex]), preview.smallBlind);
assert.equal(Betting.committed(state.seats[preview.bbIndex]), preview.bigBlind);
assert.equal(state.dealerSeatIndex, preview.buttonIndex, "and it moved where it said");
});
test("asking where the button will be doesn't move it", () => {
const state = makeTable({ seatCount: 6, seated: [1, 2, 3], dealerSeatIndex: 0 });
state.bettingOpen = false;
Betting.blindPreview(state);
Betting.blindPreview(state);
assert.equal(state.dealerSeatIndex, 0, "the preview is a question, not an action");
});
test("a button already on a player is left alone", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.bettingOpen = false;
const preview = Betting.blindPreview(state);
assert.equal(preview.buttonMoves, false);
assert.equal(preview.buttonIndex, 0);
});
test("buttonSeatForDeal copes with a table nobody is sitting at", () => {
const state = makeTable({ seatCount: 6, seated: [] });
assert.equal(HoldemState.buttonSeatForDeal(state), state.dealerSeatIndex);
});
});
-164
View File
@@ -1,164 +0,0 @@
// The stylesheet has to keep picking from the scales.
//
// Before the token block went in, holdem.css used 42 different spacing values, 31 font
// sizes, 14 border-radii and 139 colours, and defined three custom properties. None of
// that was anybody's decision — each number was chosen at the moment it was needed, and
// the result read as crowded even where nothing overlapped, because a 0.42rem gap next
// to a 0.45rem gap next to a 0.5rem gap gives the eye no rhythm to lock onto.
//
// A one-off cleanup would last until the next `padding: 0.35rem`. So the scales are
// checked here instead: a new value has to be a step on one of them, or an exception
// with a reason written next to it.
//
// This reads the stylesheet as text rather than through a CSS parser, on purpose — the
// rest of this suite has no dependencies and runs in a second, and a regex over
// declarations is enough to catch the thing that actually happens, which is somebody
// (me) typing a number instead of reaching for a token.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const fs = require("fs");
const path = require("path");
const CSS_PATH = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css");
const css = fs.readFileSync(CSS_PATH, "utf8");
// Comments carry measurements and rationale — "measured at 342px tall on a phone" —
// and none of that is a declaration. Strip them before looking for values.
const declarations = css.replace(/\/\*[\s\S]*?\*\//g, "");
// Everything after the token block. The :root block is where the raw values are
// supposed to be.
const body = declarations.slice(declarations.indexOf("#potBadgeAmount,"));
const valuesIn = (properties, source = body) => {
const found = [];
// The lookbehind rejects a hyphen as well as a word character, so `scroll-padding`
// isn't read as `padding`. It caught the pot wizard's scroll-padding the moment
// that went in — correctly by its own rules, wrongly in substance: those two values
// are the measured heights of the dialog's sticky header and footer, a clearance
// like the action bar's, not a step in the spacing rhythm.
const re = new RegExp(`(?<![\\w-])(${properties.join("|")})\\s*:([^;}]*)`, "g");
let m;
while ((m = re.exec(source)) !== null) {
const [, prop, value] = m;
// calc() and env() do their own arithmetic on tokens; the tokens inside them
// are still checked, because the regex below looks at bare numbers only.
(value.match(/(?<![\w-])[0-9.]+(rem|px|em)\b/g) || []).forEach(v => found.push({ prop, value: v }));
}
return found;
};
describe("the spacing scale", () => {
// Hairlines and structural clearances, each one deliberate:
// 0px/1px/3px/4px/22px — borders, hairline offsets, and the 22px of room a seat
// puck's name gives the dealer button beside it.
// 5rem/9rem — how far the page has to scroll past the fixed action
// bar. Not rhythm; clearance for a thing of a known size.
const ALLOWED = new Set(["0px", "1px", "2px", "3px", "4px", "22px", "5rem", "9rem"]);
test("every gap, margin and padding comes off the scale", () => {
const offenders = valuesIn(
["padding", "padding-top", "padding-right", "padding-bottom", "padding-left",
"margin", "margin-top", "margin-right", "margin-bottom", "margin-left",
"gap", "row-gap", "column-gap"])
.filter(v => !ALLOWED.has(v.value));
assert.deepEqual(offenders, [],
"use var(--sp-0 … --sp-6), or add the value to ALLOWED with a reason");
});
test("and the scale is the one the tokens define", () => {
["--sp-0", "--sp-1", "--sp-2", "--sp-3", "--sp-4", "--sp-5", "--sp-6"]
.forEach(token => assert.match(css, new RegExp(`\\${token}:`), `${token} is not defined`));
});
});
describe("the type scale", () => {
// 16px — the size below which iOS zooms the page when a field is focused, so
// every text input states it. Not a typographic choice.
// 1.05em, 0.44rem — relative bumps inside a component, and the shrink-to-fit for
// a six-figure stack on a 58px seat puck.
const ALLOWED = new Set(["16px", "1.05em", "0.44rem"]);
test("every font-size comes off the scale", () => {
const offenders = valuesIn(["font-size"]).filter(v => !ALLOWED.has(v.value));
assert.deepEqual(offenders, [],
"use var(--fs-2xs … --fs-2xl), or add the value to ALLOWED with a reason");
});
test("and the scale is the one the tokens define", () => {
["--fs-2xs", "--fs-xs", "--fs-sm", "--fs-base", "--fs-md", "--fs-lg", "--fs-xl", "--fs-2xl"]
.forEach(token => assert.match(css, new RegExp(`\\${token}:`), `${token} is not defined`));
});
});
describe("the corner scale", () => {
test("every border-radius comes off it", () => {
const offenders = valuesIn(["border-radius"]).filter(v => v.value !== "2px");
assert.deepEqual(offenders, [], "use var(--r-sm | --r-md | --r-lg | --r-pill)");
});
});
describe("the tokens themselves", () => {
test("every var() the stylesheet reaches for exists", () => {
const used = new Set((css.match(/var\((--[a-zA-Z0-9-]+)/g) || []).map(s => s.slice(4)));
// Published from JS at runtime rather than declared here — see actionBar.js for
// the first two, render.js for the seat width and the chip's denomination colour,
// which is picked per chip from the amount on it, and feedback.js for the
// toast's height, which is one line or two depending on what is being said.
// The seat sheet's height is the same idea as the action bar's, and for the same
// reason: two things fixed to the bottom of a phone, and the toast has to clear
// whichever is taller. It changes when a section of the sheet is unfolded, so it
// is measured rather than written down — see Render.watchSeatSheetHeight.
const fromScript = new Set([
"--actionBarHeight", "--feltRoomPx", "--seatPuckW", "--betChipColour",
"--toastHeight", "--seatSheetHeight",
]);
// Defined by the site's own stylesheet, not this one.
const fromSite = new Set(["--font-mono"]);
const missing = [...used].filter(t =>
!fromScript.has(t) && !fromSite.has(t) && !new RegExp(`\\${t}\\s*:`).test(css));
assert.deepEqual(missing, []);
});
test("and the dark surfaces stay off pure black", () => {
// Shadows are invisible on #000, so depth has to come from a lighter surface —
// and white text on true black is the pairing that smears on an OLED phone,
// which is what this tool is used on.
const surfaces = [...css.matchAll(/--surface-\d+:\s*(#[0-9a-fA-F]{3,8})/g)].map(m => m[1].toLowerCase());
assert.ok(surfaces.length >= 4, "the surface ramp should have four steps");
surfaces.forEach(hex => {
assert.notEqual(hex, "#000");
assert.notEqual(hex, "#000000");
});
});
});
describe("numbers that change while the dealer watches", () => {
test("are set in tabular figures", () => {
// A "1" is narrower than an "8" in a proportional face, so a pot ticking from
// $18 to $21 shuffles its digits sideways and the eye reads movement where
// there is only arithmetic.
assert.match(css, /font-variant-numeric:\s*tabular-nums/);
["#potBadgeAmount", ".seatPuckStack", ".actionPot", ".standingsRow"]
.forEach(sel => assert.ok(css.includes(sel),
`${sel} should be in the tabular-figures list`));
});
});
describe("controls that must not resize under a thumb", () => {
test("the undo pill has a fixed width, not a content width", () => {
// It names the last action, so its label changes on every tap. Measured across
// one hand before this: 148, 110, 109, 108, 109, 110, 120.
const rule = css.match(/\.actionUndo\s*\{[^}]*\}/);
assert.ok(rule, ".actionUndo rule not found");
assert.match(rule[0], /width:\s*[0-9.]+rem/);
});
test("and its label is the part that ellipsizes", () => {
const rule = css.match(/\.actionUndoLabel\s*\{[^}]*\}/);
assert.ok(rule, ".actionUndoLabel rule not found");
assert.match(rule[0], /text-overflow:\s*ellipsis/);
});
});
-94
View File
@@ -1,94 +0,0 @@
// Chips the dealer took off the table on purpose.
//
// Starting the next hand with money still in the middle destroys it — the tool asks
// first and says so afterwards. What it didn't do was remember, so the bank check saw
// only that chips were gone and reported them as missing.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState, Money, makeTable } = require("./load");
const table = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
state.seats.slice(0, 4).forEach(player => { player.buyIns = 200; });
return state;
};
test("a table with nothing thrown away balances as before", () => {
const bank = HoldemState.bankReconciliation(table());
assert.equal(bank.balanced, true);
assert.equal(bank.discarded, 0);
});
test("chips that went missing are still reported", () => {
// The check exists for this: cash in the box with no chips to match it.
const state = table();
state.seats[0].stack = 150;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, -50);
});
test("an abandoned pot is accounted for rather than counted as missing", () => {
const state = table();
state.seats[1].stack = 199;
state.seats[2].stack = 198;
state.seats[3].stack = 198;
state.discarded = 5;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.chipsInPlay, 795);
assert.equal(bank.discarded, 5);
assert.equal(bank.balanced, true, "the box knows exactly where that $5 went");
});
test("throwing a pot away doesn't hide a real shortfall underneath it", () => {
const state = table();
state.seats[1].stack = 199;
state.seats[2].stack = 198;
state.seats[3].stack = 148; // $50 genuinely unaccounted for as well
state.discarded = 5;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, -50);
});
test("a nonsense discarded value can't move the answer", () => {
const state = table();
state.discarded = -100;
assert.equal(HoldemState.bankReconciliation(state).discarded, 0);
state.discarded = "not a number";
assert.equal(HoldemState.bankReconciliation(state).discarded, 0);
});
test("a table saved before this existed reads as nothing thrown away", () => {
const saved = JSON.stringify(table());
const parsed = JSON.parse(saved);
delete parsed.discarded;
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem: (key, value) => store.set(key, value),
removeItem: key => store.delete(key),
};
const loaded = HoldemState.load();
assert.equal(loaded.discarded, 0);
assert.equal(HoldemState.bankReconciliation(loaded).balanced, true);
delete globalThis.localStorage;
});
test("the amounts still add up the way the panel shows them", () => {
const state = table();
state.seats[1].stack = 199;
state.seats[2].stack = 198;
state.seats[3].stack = 198;
state.discarded = 5;
const bank = HoldemState.bankReconciliation(state);
assert.equal(Money.round(bank.chipsInPlay + bank.discarded), bank.cashIn);
});
-97
View File
@@ -1,97 +0,0 @@
// The things the dealer wrote down, in the file they hand over.
//
// The export already carried the hands, the standings and the settle-up. It didn't
// carry either of the two places a dealer types context — the per-seat fields and the
// table's own notes — so the one place an IOU was written down was the one place it
// couldn't leave.
const test = require("node:test");
const assert = require("node:assert");
const { HandHistoryExport, HoldemState, makeTable } = require("./load");
const tableWithNotes = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 200 });
["Ann", "Ben", "Cal"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].buyIns = 200;
});
state.seats[0].customFields = [
{ label: "Seat rent", value: "paid to 2am" },
{ label: "Venmo", value: "@ann" },
];
state.seats[1].customFields = [{ label: "IOU", value: "$20 to Ann" }];
return state;
};
test("a seat's own fields ride along with its standings row", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
assert.match(csv, /Seat rent: paid to 2am; Venmo: @ann/);
assert.match(csv, /IOU: \$20 to Ann/);
});
test("the money columns keep their order, with notes on the end", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
assert.match(csv, /Player,Paid In,Won,Net,Bought In,Chips Now,Up\/Down,Notes/);
});
test("a seat with nothing written against it gets an empty cell, not the word undefined", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
const calRow = csv.split("\r\n").find(line => line.startsWith("Cal,"));
assert.ok(calRow, "Cal should have a row");
assert.ok(calRow.endsWith(","), `expected an empty last cell, got ${calRow}`);
assert.ok(!/undefined|null/.test(calRow));
});
test("a blank label or value doesn't produce a stray colon", () => {
const state = tableWithNotes();
state.seats[2].customFields = [{ label: "Note", value: "" }, { label: "", value: "" }];
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
const calRow = csv.split("\r\n").find(line => line.startsWith("Cal,"));
assert.match(calRow, /Note/);
assert.ok(!/;\s*;/.test(calRow), "an entirely blank field shouldn't take a slot");
});
test("the table's notes are in the file", () => {
const state = tableWithNotes();
state.notes = "High-hand promo until midnight.";
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes: state.notes });
assert.match(csv, /Table Notes/);
assert.match(csv, /High-hand promo until midnight\./);
});
test("a multi-line note survives as one cell", () => {
// csvField quotes anything with a line break in it, so the note doesn't turn into
// rows a spreadsheet reads as more players.
const state = tableWithNotes();
const notes = "Line one\nLine two, with a comma\nLine \"three\"";
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes });
assert.match(csv, /"Line one\nLine two, with a comma\nLine ""three"""/);
});
test("no notes means no section, not an empty heading", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes: " " });
assert.ok(!/Table Notes/.test(csv));
});
test("the export still works with no standings at all", () => {
assert.doesNotThrow(() => HandHistoryExport.toCsv([], [], { notes: "just a note" }));
const csv = HandHistoryExport.toCsv([], [], { notes: "just a note" });
assert.match(csv, /Table Notes/);
});
test("asking for the standings doesn't change the seats", () => {
const state = tableWithNotes();
const before = JSON.stringify(state.seats);
HoldemState.sessionStandings(state);
assert.equal(JSON.stringify(state.seats), before);
});
-144
View File
@@ -1,144 +0,0 @@
// How tall the felt is allowed to be.
//
// The bar is fixed to the bottom of the screen and grows with the hand, so the table
// has to be told what is left. Everything below is the arithmetic that decides it —
// the part that can be wrong without anyone noticing until a seat is behind the Fold
// button.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { ActionBar } = require("./load");
// window height, bar height, and how far down the page the felt starts.
const room = (windowHeight, barHeight, top) => ActionBar.feltRoomFor(windowHeight, barHeight, top);
describe("the room left for the felt", () => {
test("is what the window has after the bar, the header and the bottom seat", () => {
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
assert.equal(room(900, 127, 146), 900 - 127 - 146 - reserved);
});
test("shrinks when the bar grows mid-hand", () => {
// Side pots make the bar taller exactly when the dealer most needs to see who
// is still in.
const quiet = room(900, 117, 146);
const sidePots = room(900, 172, 146);
assert.equal(quiet - sidePots, 55);
});
test("leaves the bottom seat's overhang out of it", () => {
// The seat pucks hang below the felt's edge; the felt has to stop short by that
// much or the ring ends up in the bar even though the felt doesn't.
assert.ok(ActionBar.SEAT_OVERHANG_PX > 30, "half a puck");
assert.ok(room(900, 127, 146) < 900 - 127 - 146);
});
});
describe("a window too short to give what was asked", () => {
// A phone on its side: 390px tall, 127px of that is the bar and 119px is
// everything above the felt. What's left is under 100.
const landscape = () => room(390, 127, 119);
test("gets the measurement, not a comfortable number", () => {
// The floor used to be 220px, which this window hasn't got. Holding out for it
// put the bottom row of seats 26px inside the action bar — the exact fault the
// measurement exists to prevent.
assert.ok(landscape() < 150, `${landscape()}px`);
assert.ok(landscape() + 119 + 127 <= 390, "the felt still ends above the bar");
});
test("still draws a table rather than a line", () => {
assert.equal(ActionBar.feltRoomFor(200, 160, 100), ActionBar.FELT_FLOOR_PX);
assert.equal(ActionBar.feltRoomFor(0, 0, 0), ActionBar.FELT_FLOOR_PX);
});
test("never returns something a browser can't lay out", () => {
[[390, 300, 200], [100, 90, 90], [-10, 0, 0]].forEach(([h, bar, top]) => {
const answer = ActionBar.feltRoomFor(h, bar, top);
assert.ok(Number.isFinite(answer) && answer > 0, `${h}/${bar}/${top} gave ${answer}`);
});
});
});
describe("a window with room to spare", () => {
test("hands over everything that's left, floor or no floor", () => {
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
assert.equal(room(1000, 127, 146), 1000 - 127 - 146 - reserved);
assert.equal(room(1366, 120, 206), 1366 - 120 - 206 - reserved);
});
test("gives a whole number of pixels", () => {
assert.equal(room(844.4, 127.6, 223.2) % 1, 0);
});
});
describe("when the felt changes size, so does everything on it", () => {
// The felt is published as a custom property and the seats follow it on their own,
// because they are placed in percentages of it. A bet chip anchored inside a seat
// is not: it is placed in pixels off that seat's centre, worked out against the felt
// as it was, and nothing re-ran that when the felt moved.
//
// Measured at 640x360 with five players, on a felt that lost 23px of height: the
// chips were positioned for the old one and painted on the new, and seat 3's $5 came
// to rest on seat 4's puck. The seat pucks had the same problem — they are searched
// for a width the felt no longer has — and two pairs of them were overlapping.
//
// A side pot appearing does this too: it is 55px off the felt, mid-hand.
const fakeDom = (windowHeight = 900) => {
const root = { style: { values: {},
setProperty(k, v) { this.values[k] = v; },
getPropertyValue(k) { return this.values[k] || ""; } } };
global.document = {
documentElement: root,
getElementById: id => (id === "pokerTableWrap"
? { getBoundingClientRect: () => ({ top: 146 }) }
: null),
};
global.window = { innerHeight: windowHeight, scrollY: 0 };
return root;
};
const spyRender = () => {
const calls = { density: 0, seats: 0 };
global.Render = {
state: {},
updateSeatDensity() { calls.density++; },
renderSeats() { calls.seats++; },
};
return calls;
};
test.afterEach(() => {
delete global.document;
delete global.window;
delete global.Render;
});
test("a felt that changed height lays the seats out again", () => {
fakeDom();
const calls = spyRender();
ActionBar.publishFeltRoom(117);
assert.equal(calls.seats, 1, "first publish sets a height it did not have");
ActionBar.publishFeltRoom(172);
assert.equal(calls.seats, 2, "and a side pot grew the bar by 55px");
});
test("a felt that did not change is left alone", () => {
fakeDom();
const calls = spyRender();
ActionBar.publishFeltRoom(117);
ActionBar.publishFeltRoom(117);
ActionBar.publishFeltRoom(117);
assert.equal(calls.seats, 1,
"re-laying the table on every resize tick would be work for nothing");
assert.equal(calls.density, 3, "the cheap re-measure still runs each time");
});
test("it publishes the height whether or not anything is listening", () => {
const root = fakeDom();
delete global.Render;
assert.doesNotThrow(() => ActionBar.publishFeltRoom(117));
assert.match(root.style.getPropertyValue("--feltRoomPx"), /^\d+px$/);
});
});
-165
View File
@@ -1,165 +0,0 @@
// What shape the felt ends up, which is a question about which rule wins.
//
// feltRoom.test.js covers how much room there is. This covers what the stylesheet does
// with it, and it exists because of a bug that no amount of reading caught: the upright
// oval for phones was written into the `max-width: 700px` block, and the `max-width:
// 900px` block below it set the same custom property back to 1. Both queries match a
// phone, the two declarations have identical specificity, and the later one wins. The
// rule was correct, the arithmetic was correct, and the property was 1 on every phone
// on the site. It measured as a no-op and would have shipped as one.
//
// So this walks the media queries the way the cascade does — in source order, keeping
// the last one that matches — instead of trusting that a rule written for a viewport is
// the rule that viewport gets.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const fs = require("fs");
const path = require("path");
const CSS = fs.readFileSync(
path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css"), "utf8");
// Comments carry example numbers and at least one worked-through `--feltAspect: 1`, so
// they come out before anything here counts declarations.
const SOURCE = CSS.replace(/\/\*[\s\S]*?\*\//g, "");
// --- just enough of a media query engine to answer "does this viewport match?" -------
//
// Only the forms this stylesheet actually uses: width and height bounds, orientation,
// and `and` between them. Anything else is refused loudly rather than guessed at, so a
// new kind of query can't quietly start matching everything.
const matches = (condition, view) => {
if (!condition) return true;
return condition.split(/\s+and\s+/).every(part => {
const m = part.trim().match(/^\(\s*([a-z-]+)\s*:\s*([^)]+?)\s*\)$/);
assert.ok(m, `feltShape can't read the query "${part}" — teach it or simplify the CSS`);
const [, feature, raw] = m;
const px = parseFloat(raw);
switch (feature) {
case "min-width": return view.width >= px;
case "max-width": return view.width <= px;
case "min-height": return view.height >= px;
case "max-height": return view.height <= px;
case "orientation":
return raw === (view.width > view.height ? "landscape" : "portrait");
default:
assert.fail(`feltShape doesn't know the media feature "${feature}"`);
}
});
};
// Every style rule in the file, in source order, with the media condition it sits
// under. Written as a brace walk rather than a regex because a regex for `max-height`
// also finds it in `@media (orientation: landscape) and (max-height: 560px)`, and a
// media feature is not a declaration.
const rules = () => {
const out = [];
const open = [];
let prelude = "", i = 0;
while (i < SOURCE.length) {
const c = SOURCE[i];
if (c === "{") {
const head = prelude.trim();
prelude = "";
if (head.startsWith("@")) { open.push(head); i++; continue; }
let depth = 1, j = i + 1;
while (j < SOURCE.length && depth > 0) {
if (SOURCE[j] === "{") depth++;
else if (SOURCE[j] === "}") depth--;
j++;
}
const media = open.filter(h => h.startsWith("@media"))
.map(h => h.replace(/^@media\s*/, "")).join(" and ");
out.push({ selector: head, condition: media || null, body: SOURCE.slice(i + 1, j - 1) });
i = j;
continue;
}
if (c === "}") { open.pop(); prelude = ""; i++; continue; }
prelude += c;
i++;
}
return out;
};
const ALL_RULES = rules();
// The cascade, for equal-specificity declarations of one property on one selector: the
// last one whose query matches is the one the viewport gets.
const winnerAt = (selector, prop, view) => {
const winning = ALL_RULES
.filter(r => r.selector === selector && matches(r.condition, view))
.map(r => r.body.match(new RegExp(`(?:^|;)\\s*${prop}\\s*:\\s*([^;]+)`)))
.filter(Boolean)
.pop();
assert.ok(winning, `nothing sets ${prop} on ${selector} at ${view.width}x${view.height}`);
return winning[1].trim();
};
const PHONES = [
{ width: 360, height: 640, name: "Galaxy S8" },
{ width: 375, height: 667, name: "iPhone SE" },
{ width: 390, height: 844, name: "iPhone 14" },
{ width: 412, height: 915, name: "Pixel 7" },
{ width: 430, height: 932, name: "Pro Max" },
];
// ---------------------------------------------------------------------------
describe("the shape a phone gets", () => {
test("is an oval standing up, on every one of them", () => {
PHONES.forEach(phone => {
const aspect = parseFloat(winnerAt("#pokerTableWrap", "--feltAspect", phone));
assert.ok(aspect > 1.2,
`${phone.name} lands on --feltAspect: ${aspect}. A portrait phone is ` +
`tall and this is what uses it; anything at or under 1 is the square ` +
`felt that threw the room away.`);
});
});
test("and a wide screen still gets one lying down", () => {
// The desktop felt is the shape it always was. Whatever the phones do, this is
// the one a poker table looks like when there is room for it.
assert.equal(parseFloat(winnerAt("#pokerTableWrap", "--feltAspect", { width: 1280, height: 900 })), 0.72);
});
test("with the middle widths in between left round", () => {
// 701-900px is one column and wide enough that neither oval is called for. It
// has to be written as a range: a bare max-width would match the phones too and,
// sitting lower in the file, would win there.
[{ width: 768, height: 1024 }, { width: 900, height: 700 }].forEach(view => {
assert.equal(parseFloat(winnerAt("#pokerTableWrap", "--feltAspect", view)), 1);
});
});
});
describe("what stops the oval", () => {
const phoneRule = winnerAt("#pokerTableWrap", "max-height", { width: 390, height: 844 });
test("is the room and nothing but the room", () => {
// The oval is a preference and the room is a fact. Whatever shape is asked for
// above, the felt gives way to the measurement rather than the other way round,
// because the thing on the other side of the cap is a seat behind the action bar.
assert.equal(phoneRule, "var(--feltRoomPx, 100vh)");
});
test("and it is not floored, however tempting that is", () => {
// A floor at the desktop oval — max(var(--feltRoomPx), 72cqw) — was written here
// and measured out again. Twelve players all in with nine side pots is the
// tallest the bar gets, 341px, and at 360x640 that leaves 142px of room. Floored
// to 242 the felt keeps its shape and hides five of the twelve seats behind the
// bar. Unfloored at 142 it is flat and all twelve are visible.
//
// The slit it was defending against wasn't reachable: that came from forcing
// --feltRoomPx to 10px by hand, and the real floor is FELT_FLOOR_PX at 96.
assert.doesNotMatch(phoneRule, /max\(/,
"a floor here trades a flat table for a covered seat, which is the worse of " +
"the two — see the comment above the rule");
});
test("and the width is let go of, so the height can be the one that binds", () => {
// The wide layout sizes the felt from its width and caps that. On a phone the
// width is the column and the height is what's scarce, so the cap moves.
assert.equal(winnerAt("#pokerTableWrap", "max-width", { width: 390, height: 844 }), "none");
});
});
-123
View File
@@ -1,123 +0,0 @@
// Finding one hand in a night of them.
//
// What the log is actually opened for is a single hand — the one somebody at the rail
// is arguing about. A night runs to sixty or more, five at a time in the panel, and
// there was no way to ask for one: the dealer scrolled and read every row.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render } = require("./load");
const hand = (handNumber, pot, payouts, ledger = []) => ({
handNumber, pot, timestamp: Date.now(), payouts, ledger,
});
// A night as the tool records it: labels carry the cards the wizard was shown.
const NIGHT = [
hand(1, 40, [{ label: "Ann (A♠ K♠)", amount: 40 }], [{ name: "Ann", in: 20 }, { name: "Ben", in: 20 }]),
hand(2, 190, [{ label: "Fay", amount: 190 }], [{ name: "Fay", in: 95 }, { name: "Gus", in: 95 }]),
hand(12, 19, [{ label: "Ben", amount: 19 }], [{ name: "Ben", in: 10 }, { name: "Ann", in: 9 }]),
hand(120, 76, [{ label: "Cal", amount: 38 }, { label: "Dee", amount: 38 }], [{ name: "Cal" }, { name: "Dee" }]),
];
const found = query => NIGHT.filter(h => Render.handMatchesFilter(h, query)).map(h => h.handNumber);
describe("no filter", () => {
test("shows the whole night", () => {
assert.deepEqual(found(""), [1, 2, 12, 120]);
assert.deepEqual(found(" "), [1, 2, 12, 120]);
assert.deepEqual(found(null), [1, 2, 12, 120]);
});
});
describe("by name", () => {
test("finds the hand somebody won", () => {
assert.deepEqual(found("Fay"), [2]);
});
test("case doesn't matter — nobody types a capital at 2am", () => {
assert.deepEqual(found("fay"), [2]);
assert.deepEqual(found("FAY"), [2]);
});
test("a name inside a label with cards on it still matches", () => {
// The wizard writes the label as "Ann (A♠ K♠)", so the name is a substring
// rather than the whole cell.
assert.deepEqual(found("ann"), [1]);
});
test("matches what the row shows, not everyone who was in the hand", () => {
// Gus is in hand 2's ledger — he paid for it — but the row names the winner,
// and searching text the panel doesn't display is a filter that looks broken
// even when it's right. Measured on a seven-handed night where nobody folded,
// matching the ledger returned 60 of 60 for every name at the table.
assert.deepEqual(found("gus"), []);
});
test("a split pot is found by either winner", () => {
assert.deepEqual(found("cal"), [120]);
assert.deepEqual(found("dee"), [120]);
});
test("a name nobody has finds nothing rather than everything", () => {
assert.deepEqual(found("zed"), []);
});
});
describe("by amount", () => {
test("finds a pot", () => {
assert.deepEqual(found("190"), [2]);
});
test("a dollar sign and commas are ignored", () => {
assert.deepEqual(found("$190"), [2]);
assert.deepEqual(found("$1,90"), [2], "typed badly, still found");
});
test("finds a payout that isn't the whole pot", () => {
assert.deepEqual(found("38"), [120], "half of a chopped $76");
});
test("a partial amount narrows rather than missing", () => {
// Half remembering "something around forty" should still get there.
assert.deepEqual(found("4"), [1], "$40");
assert.deepEqual(found("19"), [2, 12], "the $190 pot and the $19 one");
});
test("a bare number is an exact hand number, not a prefix of one", () => {
// Amounts match on their leading digits, because half a remembered figure is
// still a lead. Hand numbers don't: typing 12 to mean the hand is a dealer who
// knows which hand they want, and dragging 120 and 128 along with it is noise.
// "#12" is there for when they do want the prefix.
assert.ok(!found("12").includes(120));
});
});
describe("by hand number", () => {
test("a bare number matches the hand number as well as amounts", () => {
assert.ok(found("12").includes(12));
});
test("a hash pins it to the hand number and nothing else", () => {
assert.deepEqual(found("#12"), [12, 120], "12 and 120 both start with 12");
assert.deepEqual(found("#2"), [2], "and not the $190 pot of hand 2's neighbours");
});
test("a hash with a number nobody played finds nothing", () => {
assert.deepEqual(found("#7"), []);
});
});
describe("odd input can't break it", () => {
test("punctuation on its own doesn't match everything", () => {
assert.deepEqual(found("$"), [], "no digits and no letters left to match on");
assert.deepEqual(found("#"), [1, 2, 12, 120], "an empty hand number is a prefix of them all");
});
test("an entry with pieces missing doesn't throw", () => {
const broken = { handNumber: 5, pot: 10 };
assert.doesNotThrow(() => Render.handMatchesFilter(broken, "ann"));
assert.equal(Render.handMatchesFilter(broken, "ann"), false);
assert.equal(Render.handMatchesFilter(broken, "10"), true, "the pot is still findable");
});
});
-415
View File
@@ -1,415 +0,0 @@
// What beats what.
//
// This is the one module in the tool that can pay the wrong person without anybody
// noticing. A pot wizard that asks "who won?" is only ever as wrong as the dealer
// ticking the box; one that answers the question itself is wrong on its own account,
// silently, and a table that has come to trust it will not check. So the ordering is
// tested from both ends: every category against every other, the traps that a
// hand-rolled evaluator gets wrong (the wheel, the counterfeited kicker, the board
// that plays), and then a lot of random seven-card hands against a second
// implementation written a different way.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HandRank } = require("./load");
const best = (...cards) => HandRank.best(cards.flat());
const beats = (a, b) => HandRank.compare(a, b) > 0;
const chops = (a, b) => HandRank.compare(a, b) === 0;
// A hand written as one string, for the tests that list a lot of them.
const hand = str => str.trim().split(/\s+/);
describe("the five-card hand", () => {
const of = str => HandRank.evaluate5(hand(str));
test("each category is recognised", () => {
const cases = [
["AS KS QS JS TS", HandRank.STRAIGHT_FLUSH, "Royal flush"],
["9H 8H 7H 6H 5H", HandRank.STRAIGHT_FLUSH, "Straight flush, nine high"],
["7C 7D 7H 7S 2C", HandRank.FOUR_OF_A_KIND, "Four of a kind, sevens"],
["KC KD KH 3S 3C", HandRank.FULL_HOUSE, "Full house, kings full of threes"],
["AD JD 8D 5D 2D", HandRank.FLUSH, "Flush, ace high"],
["9C 8D 7H 6S 5C", HandRank.STRAIGHT, "Straight, nine high"],
["QC QD QH 7S 2C", HandRank.THREE_OF_A_KIND, "Three of a kind, queens"],
["AC AD 8H 8S 4C", HandRank.TWO_PAIR, "Two pair, aces and eights"],
["QC QD 9H 5S 2C", HandRank.ONE_PAIR, "Pair of queens"],
["AC JD 8H 5S 2C", HandRank.HIGH_CARD, "Ace high"],
];
cases.forEach(([cards, category, described]) => {
const ranked = of(cards);
assert.equal(ranked.category, category, cards);
assert.equal(HandRank.describe(ranked), described, cards);
});
});
test("the categories are in the right order", () => {
// Listed weakest first, then every pair checked both ways round. The order
// itself is the thing being asserted, so it is written out rather than derived
// from the constants it is meant to be checking.
const ladder = [
"AC JD 8H 5S 2C", // ace high
"2C 2D 8H 5S 3C", // a pair of deuces
"AC AD 8H 8S 4C", // two pair
"3C 3D 3H 7S 2C", // trips
"9C 8D 7H 6S 5C", // straight
"AD JD 8D 5D 2D", // flush
"2C 2D 2H 3S 3C", // full house
"7C 7D 7H 7S 2C", // quads
"9H 8H 7H 6H 5H", // straight flush
];
for (let low = 0; low < ladder.length; low++) {
for (let high = low + 1; high < ladder.length; high++) {
assert.ok(beats(of(ladder[high]), of(ladder[low])),
`${ladder[high]} should beat ${ladder[low]}`);
assert.ok(!beats(of(ladder[low]), of(ladder[high])),
`${ladder[low]} should not beat ${ladder[high]}`);
}
}
});
test("the same hand in different suits is a chop", () => {
assert.ok(chops(of("AC KD 8H 5S 2C"), of("AS KH 8D 5C 2H")));
assert.ok(chops(of("QC QD 9H 5S 2C"), of("QH QS 9D 5C 2H")));
});
test("nothing but five real cards is a hand", () => {
assert.equal(HandRank.evaluate5(hand("AC KD 8H 5S")), null, "four");
assert.equal(HandRank.evaluate5(hand("AC KD 8H 5S 2C 3D")), null, "six");
assert.equal(HandRank.evaluate5(["AC", "KD", "8H", "5S", "ZZ"]), null, "nonsense");
assert.equal(HandRank.evaluate5(["AC", "KD", "8H", "5S", ""]), null, "an empty slot");
assert.equal(HandRank.evaluate5(null), null);
});
test("case does not matter, because the picker is not the only way cards get in", () => {
assert.ok(chops(of("ac kd 8h 5s 2c"), of("AC KD 8H 5S 2C")));
});
});
describe("the wheel", () => {
const of = str => HandRank.evaluate5(hand(str));
// The straight that runs through the ace at the bottom. An evaluator that scores a
// straight by its top card and lets the ace keep its usual value makes A-2-3-4-5
// the best straight there is instead of the worst — which pays the wrong player
// every time it comes up against a broadway.
test("A-2-3-4-5 is a straight", () => {
assert.equal(of("AC 2D 3H 4S 5C").category, HandRank.STRAIGHT);
assert.equal(HandRank.describe(of("AC 2D 3H 4S 5C")), "Straight, five high");
});
test("and it is the lowest one", () => {
assert.ok(beats(of("6C 5D 4H 3S 2C"), of("AC 2D 3H 4S 5C")),
"six high beats the wheel");
assert.ok(beats(of("AC KD QH JS TC"), of("AC 2D 3H 4S 5C")),
"broadway beats the wheel");
});
test("the same goes for a steel wheel", () => {
const steel = of("AH 2H 3H 4H 5H");
assert.equal(steel.category, HandRank.STRAIGHT_FLUSH);
assert.equal(HandRank.describe(steel), "Straight flush, five high");
assert.ok(beats(of("6H 5H 4H 3H 2H"), steel));
assert.ok(beats(of("AS KS QS JS TS"), steel));
});
test("an ace with a four-card run either side of it is not a straight", () => {
// K-A-2-3-4 does not wrap.
assert.equal(of("KC AD 2H 3S 4C").category, HandRank.HIGH_CARD);
assert.equal(of("QC KD AH 2S 3C").category, HandRank.HIGH_CARD);
});
});
describe("kickers", () => {
const of = str => HandRank.evaluate5(hand(str));
test("the fifth card settles two pair", () => {
assert.ok(beats(of("AC AD 8H 8S KC"), of("AH AS 8D 8C QC")));
assert.ok(chops(of("AC AD 8H 8S KC"), of("AH AS 8D 8C KD")));
});
test("and a pair, three kickers deep", () => {
assert.ok(beats(of("9C 9D AH 7S 2C"), of("9H 9S KD 7C 2D")), "first kicker");
assert.ok(beats(of("9C 9D AH 7S 2C"), of("9H 9S AD 6C 2D")), "second");
assert.ok(beats(of("9C 9D AH 7S 3C"), of("9H 9S AD 7C 2D")), "third");
});
test("the higher pair beats the better kicker", () => {
assert.ok(beats(of("TC TD 3H 2S 4C"), of("9C 9D AH KS QC")));
});
test("two pair is read by its higher pair first", () => {
assert.ok(beats(of("KC KD 2H 2S 3C"), of("QC QD JH JS AC")));
});
test("a full house is read by its trips first", () => {
assert.ok(beats(of("3C 3D 3H 2S 2C"), of("2D 2H 2C AS AD")));
});
test("a flush is read all the way down", () => {
assert.ok(beats(of("AD KD 8D 5D 3D"), of("AH KH 8H 5H 2H")));
assert.ok(chops(of("AD KD 8D 5D 3D"), of("AH KH 8H 5H 3H")));
});
});
describe("the best five out of seven", () => {
test("it finds the flush the two hole cards do not both belong to", () => {
const ranked = best(["AH", "2C"], ["KH", "QH", "7H", "3H", "9S"]);
assert.equal(ranked.category, HandRank.FLUSH);
assert.equal(HandRank.describe(ranked), "Flush, ace high");
});
test("it plays the board when the board is better than anything you hold", () => {
// Nobody can beat a royal on the board; both hands are the board itself.
const board = ["AS", "KS", "QS", "JS", "TS"];
const one = best(["2C", "3D"], board);
const two = best(["7H", "8H"], board);
assert.equal(HandRank.describe(one), "Royal flush");
assert.ok(chops(one, two), "the board plays, so it is a chop");
});
test("it does not use three hole cards, because there are only two", () => {
const ranked = best(["AC", "AD"], ["AH", "KS", "KD", "2C", "3H"]);
assert.equal(HandRank.describe(ranked), "Full house, aces full of kings");
});
test("a counterfeited two pair falls back on the board", () => {
// Holding 6-5 on a board of 8-8-K-K-A: the player's two pair is counterfeited —
// the best five are the board's two pair with the ace, and the sixes never play.
const ranked = best(["6C", "5D"], ["8H", "8S", "KC", "KD", "AC"]);
assert.equal(HandRank.describe(ranked), "Two pair, kings and eights");
assert.deepEqual([...ranked.cards].sort(), ["8H", "8S", "AC", "KC", "KD"].sort());
});
test("five, six and seven cards are all rankable; four is not", () => {
assert.ok(best(["AC", "KD"], ["QH", "JS", "TC"]), "five");
assert.ok(best(["AC", "KD"], ["QH", "JS", "TC", "2D"]), "six");
assert.ok(best(["AC", "KD"], ["QH", "JS", "TC", "2D", "3H"]), "seven");
assert.equal(best(["AC", "KD"], ["QH", "JS"]), null, "four");
});
test("the same card twice is not a hand", () => {
// A mis-entry, not a monster. Ranking it would mean ranking a deck that does
// not exist, and the answer would look exactly as confident as a real one.
assert.equal(best(["AC", "AC"], ["KH", "QS", "JD", "2C", "3H"]), null);
assert.equal(best(["AC", "KD"], ["KD", "QS", "JD", "2C", "3H"]), null);
});
});
describe("the showdown", () => {
const board = ["AH", "KD", "9C", "4S", "2H"];
test("it names one winner and says how it read every hand", () => {
const result = HandRank.showdown(board, [
{ id: "a", cards: ["AS", "KC"] }, // two pair, aces and kings
{ id: "b", cards: ["9H", "9S"] }, // trips
{ id: "c", cards: ["AC", "3D"] }, // a pair of aces
]);
assert.equal(result.complete, true);
assert.deepEqual(result.winners, ["b"]);
assert.deepEqual(result.players.map(p => p.place), [2, 1, 3]);
assert.deepEqual(result.players.map(p => HandRank.describe(p.hand)), [
"Two pair, aces and kings",
"Three of a kind, nines",
"Pair of aces",
]);
});
test("a chop comes back as two winners on the same place", () => {
const result = HandRank.showdown(board, [
{ id: "a", cards: ["AS", "QC"] },
{ id: "b", cards: ["AD", "QH"] },
{ id: "c", cards: ["7H", "5S"] },
]);
assert.deepEqual(result.winners.sort(), ["a", "b"]);
assert.deepEqual(result.players.map(p => p.place), [1, 1, 3],
"and the player behind them is third, not second");
});
test("an incomplete board is not a showdown", () => {
const result = HandRank.showdown(["AH", "KD", "9C"], [
{ id: "a", cards: ["AS", "KC"] },
{ id: "b", cards: ["9H", "9S"] },
]);
assert.equal(result.boardComplete, false);
assert.equal(result.complete, false);
assert.deepEqual(result.winners, [], "it must not name one");
});
test("one unknown hand and it will not say who won", () => {
// Who is *ahead* and who *won* are different claims, and the second one is the
// only one that can pay somebody. A player who never turned their cards over
// could have anything.
const result = HandRank.showdown(board, [
{ id: "a", cards: ["AS", "KC"] },
{ id: "b", cards: ["", ""] },
]);
assert.equal(result.complete, false);
assert.deepEqual(result.winners, []);
assert.deepEqual(result.unknown, ["b"]);
assert.ok(result.players[0].hand, "but it still reads the hands it can");
assert.equal(result.players[1].hand, null);
});
test("a card in two places stops it dead", () => {
const result = HandRank.showdown(board, [
{ id: "a", cards: ["AH", "KC"] }, // the ace of hearts is on the board
{ id: "b", cards: ["9H", "9S"] },
]);
assert.equal(result.duplicated, true);
assert.equal(result.complete, false);
assert.deepEqual(result.winners, []);
});
test("no players at all is not a showdown either", () => {
const result = HandRank.showdown(board, []);
assert.equal(result.complete, false);
assert.deepEqual(result.winners, []);
});
});
describe("against a second opinion", () => {
// The strongest check available without a poker library: a completely separate
// ranking, written the other way round — every hand turned into a sortable string
// by counting ranks, with no shared helper between it and the module. Where the two
// disagree, one of them is wrong and the test says which hand it was.
const VALUE = { T: 10, J: 11, Q: 12, K: 13, A: 14 };
const val = card => VALUE[card[0]] || Number(card[0]);
function reference5(cards) {
const ranks = cards.map(val).sort((x, y) => y - x);
const suited = new Set(cards.map(c => c[1])).size === 1;
const tally = {};
ranks.forEach(r => { tally[r] = (tally[r] || 0) + 1; });
const bySize = Object.keys(tally)
.map(Number)
.sort((x, y) => tally[y] - tally[x] || y - x);
const sizes = bySize.map(r => tally[r]).join("");
const unique = [...new Set(ranks)];
let run = null;
if (unique.length === 5) {
if (unique[0] - unique[4] === 4) run = unique[0];
else if (unique.join(",") === "14,5,4,3,2") run = 5;
}
// [category, ...tiebreak], the same shape, arrived at from the group sizes
// rather than from a chain of ifs about shape[0] and shape[1].
if (suited && run !== null) return [8, run];
if (sizes === "41") return [7, ...bySize];
if (sizes === "32") return [6, ...bySize];
if (suited) return [5, ...ranks];
if (run !== null) return [4, run];
if (sizes === "311") return [3, ...bySize];
if (sizes === "221") return [2, ...bySize];
if (sizes === "2111") return [1, ...bySize];
return [0, ...ranks];
}
const worse = (a, b) => {
for (let i = 0; i < Math.max(a.length, b.length); i++) {
if ((a[i] || 0) !== (b[i] || 0)) return (a[i] || 0) < (b[i] || 0);
}
return false;
};
function referenceBest(cards) {
let top = null;
for (let a = 0; a < 3; a++) for (let b = a + 1; b < 4; b++)
for (let c = b + 1; c < 5; c++) for (let d = c + 1; d < 6; d++)
for (let e = d + 1; e < 7; e++) {
const score = reference5([cards[a], cards[b], cards[c], cards[d], cards[e]]);
if (!top || worse(top, score)) top = score;
}
return top;
}
// A deck, and a deterministic shuffle — a failure has to be reproducible or it is
// just an anecdote about one CI run.
const DECK = [];
"23456789TJQKA".split("").forEach(r => "SHDC".split("").forEach(s => DECK.push(r + s)));
let seed = 20260904;
const random = () => {
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
return seed / 0x7fffffff;
};
test("twenty thousand random seven-card hands rank the same way", () => {
const deck = [...DECK];
for (let round = 0; round < 20000; round++) {
// Seven off the top of a shuffle of only what it needs.
const drawn = [];
for (let i = 0; i < 7; i++) {
const pick = i + Math.floor(random() * (deck.length - i));
[deck[i], deck[pick]] = [deck[pick], deck[i]];
drawn.push(deck[i]);
}
const mine = HandRank.best(drawn);
const theirs = referenceBest(drawn);
assert.deepEqual([mine.category, ...mine.tiebreak], theirs,
`disagreed on ${drawn.join(" ")}`);
}
});
test("and four thousand random pairs of hands are ordered the same way", () => {
// The categories agreeing is not the same as the comparison agreeing: this is
// the half that pays somebody.
const deck = [...DECK];
for (let round = 0; round < 4000; round++) {
const drawn = [];
for (let i = 0; i < 9; i++) {
const pick = i + Math.floor(random() * (deck.length - i));
[deck[i], deck[pick]] = [deck[pick], deck[i]];
drawn.push(deck[i]);
}
const board = drawn.slice(0, 5);
const one = [...board, drawn[5], drawn[6]];
const two = [...board, drawn[7], drawn[8]];
const mine = Math.sign(HandRank.compare(HandRank.best(one), HandRank.best(two)));
const a = referenceBest(one), b = referenceBest(two);
const theirs = worse(a, b) ? -1 : worse(b, a) ? 1 : 0;
assert.equal(mine, theirs,
`board ${board.join(" ")}: ${drawn[5]}${drawn[6]} vs ${drawn[7]}${drawn[8]}`);
}
});
});
describe("saying it in a sentence", () => {
// The verdict line reads "Alexandra wins $25 with ___", so the phrase has to carry
// its own article. Which article is not something the first letter can answer: it
// is "a full house" and "a flush", but "four of a kind" and "two pair" take none,
// and nobody has ever said "an ace high".
test("every category takes the article a table would give it", () => {
const said = str => HandRank.phrase(HandRank.evaluate5(hand(str)));
assert.deepEqual([
said("AS KS QS JS TS"),
said("9H 8H 7H 6H 5H"),
said("7C 7D 7H 7S 2C"),
said("KC KD KH 3S 3C"),
said("AD JD 8D 5D 2D"),
said("9C 8D 7H 6S 5C"),
said("QC QD QH 7S 2C"),
said("AC AD 8H 8S 4C"),
said("QC QD 9H 5S 2C"),
said("AC JD 8H 5S 2C"),
], [
"a royal flush",
"a straight flush, nine high",
"four of a kind, sevens",
"a full house, kings full of threes",
"a flush, ace high",
"a straight, nine high",
"three of a kind, queens",
"two pair, aces and eights",
"a pair of queens",
"ace high",
]);
});
test("with nothing to say it says something", () => {
assert.equal(HandRank.phrase(null), "the best hand");
});
});
-118
View File
@@ -1,118 +0,0 @@
// The hand-history panel is only rebuilt when its signature changes, which takes a
// full re-render from ~30ms to ~3ms. The whole saving depends on that signature
// noticing every way the log can actually change — a stale panel would have the
// dealer reading last hand's payouts while settling this one.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Render, HoldemState, makeTable } = require("./load");
// historySignature() reads Render.state, so point it at a table for each case.
const signatureOf = state => {
Render.state = state;
return Render.historySignature();
};
const tableWithHands = (count) => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
for (let i = 0; i < count; i++) {
state.seats[0].amountOverride = 2;
state.seats[1].amountOverride = 2;
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
}
return state;
};
describe("the history panel knows when to redraw", () => {
test("nothing changes while a hand is being played", () => {
const state = tableWithHands(3);
const before = signatureOf(state);
// A whole street of betting touches no part of the log.
state.seats[0].committed = 5;
state.seats[1].folded = true;
state.actingSeatIndex = 2;
state.street = "flop";
assert.equal(signatureOf(state), before, "betting must not force a rebuild");
});
test("settling a hand changes it", () => {
const state = tableWithHands(3);
const before = signatureOf(state);
HoldemState.recordHand(state, [{ id: state.seats[1].id, label: "Ben", amount: 12 }]);
assert.notEqual(signatureOf(state), before);
});
test("clearing the history changes it", () => {
const state = tableWithHands(5);
const before = signatureOf(state);
HoldemState.clearHistory(state);
assert.notEqual(signatureOf(state), before);
});
test("undoing back to a shorter log changes it", () => {
const state = tableWithHands(2);
const snapshot = JSON.parse(JSON.stringify(state));
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 30 }]);
const afterRecord = signatureOf(state);
// The undo path swaps the state's contents in place.
Object.keys(state).forEach(k => delete state[k]);
Object.assign(state, snapshot);
assert.notEqual(signatureOf(state), afterRecord, "an undone hand must disappear from the panel");
});
test("two hands that differ only in payout are told apart", () => {
const a = tableWithHands(1);
const b = tableWithHands(1);
// Same count and hand number; different pot.
b.handHistory[0].pot = a.handHistory[0].pot + 25;
assert.notEqual(signatureOf(a), signatureOf(b));
});
test("the hand counter moving on changes it", () => {
// The counter badge is drawn by the same function, so a new hand number has
// to invalidate even when the log itself is untouched.
const state = tableWithHands(2);
const before = signatureOf(state);
state.handNumber += 1;
assert.notEqual(signatureOf(state), before);
});
test("an empty log has a stable signature of its own", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1] });
const first = signatureOf(state);
assert.equal(signatureOf(state), first);
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
assert.notEqual(signatureOf(state), first, "the first hand ever must draw the panel");
});
});
describe("the hand-time cache", () => {
test("the same timestamp is only formatted once, and formats the same", () => {
Render.handTimeCache.clear();
const stamp = Date.UTC(2026, 8, 1, 15, 4);
const first = Render.formatHandTime(stamp);
assert.equal(Render.handTimeCache.size, 1);
const second = Render.formatHandTime(stamp);
assert.equal(second, first);
assert.equal(Render.handTimeCache.size, 1, "not re-formatted");
});
test("different timestamps still format differently", () => {
Render.handTimeCache.clear();
const a = Render.formatHandTime(Date.UTC(2026, 8, 1, 15, 4));
const b = Render.formatHandTime(Date.UTC(2026, 8, 1, 18, 47));
assert.notEqual(a, b);
assert.equal(Render.handTimeCache.size, 2);
});
test("a nonsense timestamp doesn't throw", () => {
Render.handTimeCache.clear();
assert.doesNotThrow(() => Render.formatHandTime(undefined));
assert.doesNotThrow(() => Render.formatHandTime("not a date"));
});
});
-213
View File
@@ -1,213 +0,0 @@
// Randomised whole-hand play against the invariants a dealer would notice being broken.
//
// These ran once, by hand, in a browser console while the betting engine was being
// fixed, and then went away with the tab. The bugs they caught (blinds posted to empty
// chairs, the button skipping players, heads-up acting out of order) are all cases you
// only hit on a particular table shape, so a fixed set of examples misses them. Keeping
// the generator means the next change gets checked against the same thousand tables.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, PotCalculator, HoldemState, Money, makeTable, chipsOnTable, contributions } = require("./load");
// Deterministic PRNG: a failure has to be reproducible from the seed printed with it,
// otherwise a randomised suite is just a flaky one.
function rng(seed) {
let s = seed >>> 0;
return () => {
s = (s * 1664525 + 1013904223) >>> 0;
return s / 4294967296;
};
}
// Plays one hand to completion with random but legal-ish dealer input.
function playHand(random) {
const seatCount = 2 + Math.floor(random() * 9);
const seatIndexes = [...Array(seatCount).keys()];
const seated = seatIndexes.filter(() => random() < 0.7);
if (seated.length < 2) seated.push(...seatIndexes.filter(i => !seated.includes(i)).slice(0, 2 - seated.length));
const bigBlind = [2, 5, 0.5][Math.floor(random() * 3)];
const state = makeTable({
seatCount,
seated,
stack: 0,
smallBlind: bigBlind / 2,
bigBlind,
dealerSeatIndex: Math.floor(random() * seatCount),
});
// Varied stack depths, so short stacks and side pots actually happen.
seated.forEach(i => {
state.seats[i].stack = Money.round(bigBlind * (1 + Math.floor(random() * 60)));
});
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
let guard = 0;
while (!Betting.isHandOver(state) && state.street !== "done" && guard++ < 400) {
if (state.actingSeatIndex === null) {
if (state.street === "river" || !Betting.canStillBet(state)) break;
Betting.closeStreet(state);
continue;
}
const index = state.actingSeatIndex;
const player = state.seats[index];
const toCall = Betting.toCall(state, player);
const roll = random();
if (roll < 0.15) Betting.fold(state, index);
else if (roll < 0.25) Betting.allIn(state, index);
else if (toCall > 0) Betting.call(state, index);
else if (roll < 0.75) Betting.check(state, index);
else Betting.raiseTo(state, index, Betting.minRaiseTo(state));
}
Betting.sweepToHandTotals(state);
return { state, startingChips, seated };
}
describe("randomised hands hold the dealer's invariants", () => {
const HANDS = 1000;
test(`${HANDS} hands never create or destroy a chip`, () => {
const random = rng(20260901);
for (let hand = 0; hand < HANDS; hand++) {
const { state, startingChips } = playHand(random);
assert.equal(
chipsOnTable(state),
startingChips,
`hand ${hand}: chips on the table changed during play`
);
}
});
test(`${HANDS} hands: pots plus uncalled returns always equal the money in`, () => {
const random = rng(778899);
let sidePotHands = 0;
let returnHands = 0;
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
const inThePot = players.reduce((sum, p) => sum + p.contribution, 0);
if (inThePot <= 0) continue;
// Fold flags can leave nobody live, which the calculator deliberately
// refuses to guess at — that's a dealer correction, not an invariant.
if (players.every(p => p.folded)) continue;
const layered = PotCalculator.layers(players).reduce((s, l) => s + l.amount, 0);
const returned = PotCalculator.uncalledReturns(players).reduce((s, r) => s + r.amount, 0);
assert.equal(
Money.toCents(layered + returned),
Money.toCents(inThePot),
`hand ${hand}: pot breakdown doesn't add up to what went in`
);
if (PotCalculator.layers(players).length > 1) sidePotHands++;
if (returned > 0) returnHands++;
}
assert.ok(sidePotHands > 20, `expected side pots to occur; saw ${sidePotHands}`);
assert.ok(returnHands > 20, `expected uncalled bets to occur; saw ${returnHands}`);
});
test(`${HANDS} hands: what's left after returns is money somebody actually matched`, () => {
// The rule the pot breakdown rests on: you are only called up to what somebody
// else was willing to put in. Once the uncalled chips are handed back, no
// player should still be sitting above every other player at the table.
//
// A single-eligible pot is *not* the thing to look for here — that's legitimate
// when a player called and then folded, leaving dead money one contender
// collects. The bug this guards against is subtler: chips nobody ever matched
// being dressed up as a pot to play for.
const random = rng(13579);
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
if (players.every(p => p.folded)) continue;
const returns = PotCalculator.uncalledReturns(players);
assert.ok(returns.length <= 1, `hand ${hand}: only the biggest bet can go uncalled`);
returns.forEach(r => {
const player = players.find(p => p.id === r.id);
assert.ok(r.amount <= player.contribution + 0.001, `hand ${hand}: returned more than was put in`);
});
const returned = new Map(returns.map(r => [r.id, r.amount]));
const capped = players.map(p => Money.toCents(p.contribution - (returned.get(p.id) || 0)));
capped.forEach((cents, index) => {
const others = capped.filter((_, i) => i !== index);
const mostAnyoneElsePaid = others.length ? Math.max(...others) : 0;
assert.ok(
cents <= mostAnyoneElsePaid,
`hand ${hand}: a player is still ${Money.fromCents(cents - mostAnyoneElsePaid)} ` +
`above everyone else after returns — that money was never matched`
);
});
}
});
test(`${HANDS} hands: paying the pot out settles it exactly`, () => {
const random = rng(24680);
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
if (players.every(p => p.folded)) continue;
// Take the uncalled money off first, the way the dealer would.
const returned = new Map(PotCalculator.uncalledReturns(players).map(r => [r.id, r.amount]));
const contested = players.map(p => ({
...p,
contribution: Money.round(p.contribution - (returned.get(p.id) || 0)),
}));
let entries = PotCalculator.buildEntries(contested);
const potBefore = PotCalculator.totalPot(entries);
let paidOut = 0;
let rounds = 0;
while (PotCalculator.getContenders(entries).length > 0 && rounds++ < 30) {
const contenders = PotCalculator.getContenders(entries);
const winner = contenders[Math.floor(random() * contenders.length)];
const result = PotCalculator.resolveRound(entries, [winner.id]);
paidOut += result.perWinner.reduce((s, w) => s + w.amount, 0);
entries = result.updatedEntries;
}
assert.equal(
Money.toCents(paidOut),
Money.toCents(potBefore),
`hand ${hand}: paying out the pot left ${potBefore - paidOut} unaccounted for`
);
}
});
test(`${HANDS} hands: the button and blinds land on real players`, () => {
const random = rng(112233);
for (let hand = 0; hand < HANDS; hand++) {
const seatCount = 2 + Math.floor(random() * 9);
const seated = [...Array(seatCount).keys()].filter(() => random() < 0.6);
if (seated.length < 2) continue;
const state = makeTable({ seatCount, seated, dealerSeatIndex: Math.floor(random() * seatCount) });
HoldemState.advanceButton(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand, `hand ${hand}: button on an empty chair`);
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand, `hand ${hand}: small blind on an empty chair`);
assert.ok(state.seats[bbIndex].inHand, `hand ${hand}: big blind on an empty chair`);
assert.notEqual(sbIndex, bbIndex, `hand ${hand}: both blinds on one player`);
if (seated.length === 2) {
assert.ok(headsUp, `hand ${hand}: two players should be heads-up`);
assert.equal(sbIndex, state.dealerSeatIndex, `hand ${hand}: heads-up button posts the small blind`);
}
}
});
});
-105
View File
@@ -1,105 +0,0 @@
// Loads the dealer's browser modules into Node so they can be tested directly.
//
// The modules are plain script-tag files: each one declares a `const` namespace and
// ends with a `module.exports` guard. In the browser they find each other as globals,
// so the same names have to exist on `globalThis` here or `Betting` can't reach
// `HoldemState`. Load order matches the <script> order in TexasHoldem.cshtml.
const path = require("path");
const SRC = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem");
function load(name) {
const mod = require(path.join(SRC, `${name}.js`));
globalThis[name.charAt(0).toUpperCase() + name.slice(1)] = mod;
return mod;
}
const Money = load("money");
const HandRank = load("handRank");
const PotCalculator = load("potCalculator");
const SplitCalculator = load("splitCalculator");
const Betting = load("betting");
const SettleUp = load("settleUp");
const HandHistoryExport = load("handHistoryExport");
// render.js exports { Render } rather than the namespace directly.
const Render = require(path.join(SRC, "render.js")).Render;
globalThis.Render = Render;
// state.js exports `HoldemState`, which doesn't match its filename.
const HoldemState = require(path.join(SRC, "state.js"));
globalThis.HoldemState = HoldemState;
// actionBar.js after state, since its own module-level code reaches for neither but
// its methods reach for both. Loaded last so nothing it touches is still undefined.
const ActionBar = load("actionBar");
// The picker's slot bookkeeping — which slots it is filling, what is already dealt —
// is plain state work and testable here. Only render() and open() touch the DOM.
const CardPicker = load("cardPicker");
// The wake lock's rule about when a table needs the screen is plain state work too.
// Its acquire/release bookkeeping is testable here as well, against a stand-in for
// navigator.wakeLock — see wakeLock.test.js.
const WakeLock = load("wakeLock");
// ---- Table builders ----------------------------------------------------------
// A table with `seatCount` chairs where `seated` (a list of seat indexes) are dealt
// in with `stack` chips each. Everything else is the app's own defaults, so a test
// that forgets to set a field gets whatever a real dealer would get.
function makeTable({ seatCount = 6, seated = null, stack = 100, smallBlind = 1, bigBlind = 2, dealerSeatIndex = 0 } = {}) {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, seatCount);
state.smallBlind = smallBlind;
state.bigBlind = bigBlind;
state.dealerSeatIndex = dealerSeatIndex;
const sitting = seated || state.seats.map((_, i) => i);
state.seats.forEach((player, index) => {
player.inHand = sitting.includes(index);
player.stack = sitting.includes(index) ? stack : null;
player.name = `P${index + 1}`;
});
return state;
}
// Total chips the table is accountable for: what's in front of everyone, plus what
// they've pushed in this street, plus what's already banked into the pot.
function chipsOnTable(state) {
return Money.round(
state.seats.reduce(
(sum, p) => sum + (Number(p.stack) || 0) + (Number(p.committed) || 0) + (Number(p.amountOverride) || 0),
0
)
);
}
// Contributions in the shape PotCalculator wants them.
function contributions(state) {
return state.seats
.filter(p => p.inHand)
.map(p => ({
id: p.id,
contribution: Betting.handTotal(p),
folded: p.folded,
}));
}
module.exports = {
Money,
HandRank,
Render,
HandHistoryExport,
PotCalculator,
SplitCalculator,
SettleUp,
Betting,
HoldemState,
ActionBar,
CardPicker,
WakeLock,
makeTable,
chipsOnTable,
contributions,
};
-114
View File
@@ -1,114 +0,0 @@
// What happens when the saved table can't be read.
//
// An unreadable save can only become an empty table. What it must not do is become
// one silently and then get written over by the first edit.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState } = require("./load");
function withStored(value, { readOnly = false } = {}) {
const store = new Map();
if (value !== undefined) store.set(HoldemState.STORAGE_KEY, value);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem(key, val) {
if (readOnly) throw new Error("QuotaExceededError");
store.set(key, val);
},
removeItem: key => store.delete(key),
};
return store;
}
test.beforeEach(() => {
HoldemState.loadFailed = false;
HoldemState.onLoadFailed = null;
});
test.after(() => {
delete globalThis.localStorage;
HoldemState.loadFailed = false;
HoldemState.onLoadFailed = null;
});
test("nothing stored is a new table, not a failure", () => {
withStored(undefined);
const state = HoldemState.load();
assert.equal(HoldemState.loadFailed, false);
assert.ok(Array.isArray(state.seats));
});
test("a good save loads and reports nothing", () => {
const store = withStored(undefined);
const original = HoldemState.createDefault();
original.handNumber = 34;
HoldemState.save(original);
const state = HoldemState.load();
assert.equal(HoldemState.loadFailed, false);
assert.equal(state.handNumber, 34);
assert.equal(store.has(HoldemState.RECOVERY_KEY), false);
});
test("a truncated save is reported rather than silently becoming an empty table", () => {
const good = JSON.stringify(HoldemState.createDefault());
withStored(good.slice(0, Math.floor(good.length * 0.7)));
const state = HoldemState.load();
assert.equal(HoldemState.loadFailed, true);
assert.ok(Array.isArray(state.seats), "it still hands back a usable table");
});
test("valid JSON of the wrong shape counts as unreadable too", () => {
withStored(JSON.stringify({ hello: "world" }));
HoldemState.load();
assert.equal(HoldemState.loadFailed, true);
});
test("the unreadable copy is kept instead of being written over", () => {
// This is the half that matters: whatever a person could have picked out of the
// raw JSON used to be gone the moment the dealer touched a seat.
const broken = '{"seats":[{"name":"Ann","stack":250},{"name":"Ben"';
const store = withStored(broken);
HoldemState.load();
assert.equal(store.get(HoldemState.RECOVERY_KEY), broken);
});
test("a later save doesn't touch the copy that was set aside", () => {
const broken = '{"seats":[{"name":"Ann"';
const store = withStored(broken);
const state = HoldemState.load();
state.handNumber = 2;
HoldemState.save(state);
assert.equal(store.get(HoldemState.RECOVERY_KEY), broken);
assert.notEqual(store.get(HoldemState.STORAGE_KEY), broken);
});
test("the listener fires once, not on every read", () => {
withStored("{not json");
let told = 0;
HoldemState.onLoadFailed = () => { told++; };
HoldemState.load();
HoldemState.load();
HoldemState.load();
assert.equal(told, 1);
});
test("no room to keep the copy is not a crash", () => {
// Storage that refuses writes is exactly the storage most likely to hand back a
// half-written value in the first place.
withStored("{not json", { readOnly: true });
let state;
assert.doesNotThrow(() => { state = HoldemState.load(); });
assert.ok(Array.isArray(state.seats));
assert.equal(HoldemState.loadFailed, true);
});
-260
View File
@@ -1,260 +0,0 @@
// Home games are messy. People walk up mid-hand, storm off mid-hand, argue about
// whose blind it is, and pass the button round three times before anyone deals.
// These are the cases the positional rules quietly get wrong.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, PotCalculator, Money, makeTable, chipsOnTable, contributions } = require("./load");
const potOf = state => HoldemState.totalPot(state);
describe("a player leaves in the middle of a hand", () => {
test("their chips stay in the pot", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const before = potOf(state);
assert.equal(before, 8);
state.seats[1].inHand = false; // dealer takes them out
assert.equal(potOf(state), before, "the pot must not shrink when a player is taken out");
});
test("they cannot be paid out of a pot they walked away from", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
state.seats[1].inHand = false;
const players = state.seats
.filter(p => HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount) > 0)
.map(p => ({
id: p.id,
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
folded: p.folded || HoldemState.isDeadMoney(p),
}));
const layers = PotCalculator.layers(players);
assert.ok(!layers[0].eligible.includes(state.seats[1].id), "a departed player can't win");
assert.equal(layers.reduce((s, l) => s + l.amount, 0), 6, "but their money is still being played for");
});
test("taking out the player who is to act moves the action on", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
const acting = state.actingSeatIndex;
state.seats[acting].inHand = false;
Betting.passAction(state, acting);
assert.notEqual(state.actingSeatIndex, acting, "the table can't wait on somebody who left");
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
});
test("an empty chair still contributes nothing, base pot or not", () => {
// The table-wide default must not be read as an ante from seats nobody is in.
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0 });
state.basePotAmount = 25;
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, 25), 0);
});
});
describe("a player joins in the middle of a hand", () => {
test("they sit the hand out rather than joining a pot they never paid into", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
// Walks up and is dealt in — the app marks them folded for this hand.
state.seats[4].inHand = true;
state.seats[4].stack = 100;
state.seats[4].folded = true;
assert.ok(!Betting.liveSeats(state).some(s => s.index === 4), "not live this hand");
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, state.basePotAmount), 0);
});
test("they are a full player again on the next hand", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
state.seats[4].inHand = true;
state.seats[4].stack = 100;
state.seats[4].folded = true;
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.seats[4].folded, false);
assert.ok(Betting.liveSeats(state).some(s => s.index === 4), "dealt in like anyone else");
});
});
describe("passing the button around before the cards come out", () => {
test("moving the button re-posts the blinds and keeps the chip count straight", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(state.seats[1].committed, 1);
assert.equal(state.seats[2].committed, 2);
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
assert.equal(state.seats[1].committed, 0, "the old small blind got their chip back");
assert.equal(state.seats[3].committed, 1, "and the new one has posted");
assert.equal(state.seats[0].committed, 2);
assert.equal(chipsOnTable(state), startingChips, "no chips created or lost in the shuffle");
});
test("passing it round many times still balances", () => {
const state = makeTable({ seatCount: 8, seated: [0, 2, 3, 5, 7], dealerSeatIndex: 0 });
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
[2, 5, 7, 3, 0, 5].forEach(seat => {
state.dealerSeatIndex = seat;
Betting.repostBlinds(state);
assert.equal(chipsOnTable(state), startingChips, `chips drifted after passing to seat ${seat}`);
});
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.equal(Betting.committed(state.seats[sbIndex]), 1);
assert.equal(Betting.committed(state.seats[bbIndex]), 2);
});
test("once somebody has acted, the blinds are settled", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(Betting.onlyBlindsIn(state), true, "nothing but blinds so far");
Betting.call(state, 3);
assert.equal(Betting.onlyBlindsIn(state), false, "a call means the blinds are set where they are");
});
});
describe("naming the blinds by hand", () => {
test("a named blind wins over the button order", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
assert.equal(sbIndex, 3);
assert.equal(bbIndex, 0);
assert.equal(manual, true);
Betting.beginHand(state);
assert.equal(state.seats[3].committed, 1);
assert.equal(state.seats[0].committed, 2);
assert.equal(state.seats[1].committed, 0, "the positional small blind posts nothing");
});
test("a named blind on a player who isn't dealt in is ignored", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 4, bbIndex: 0 }; // seat 4 is an empty chair
const { sbIndex, manual } = HoldemState.getBlindSeats(state);
assert.ok(!manual, "falls back to the button order rather than posting to nobody");
assert.ok(state.seats[sbIndex].inHand);
});
test("both blinds on one player is refused", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 1, bbIndex: 1 };
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.notEqual(sbIndex, bbIndex);
});
test("naming blinds heads-up still acts in the right order", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
state.blindOverride = { sbIndex: 5, bbIndex: 2 }; // deliberately the reverse
Betting.beginHand(state);
assert.equal(state.seats[5].committed, 1);
assert.equal(state.seats[2].committed, 2);
assert.equal(state.actingSeatIndex, 5, "the small blind acts first pre-flop heads-up");
Betting.call(state, 5);
Betting.check(state, 2);
Betting.closeStreet(state);
assert.equal(state.actingSeatIndex, 2, "and the big blind leads after the flop");
});
test("the naming only lasts the hand it was made for", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.equal(state.blindOverride, null, "blinds go back to following the button");
});
});
describe("the first hand on a fresh table", () => {
test("the button never starts on an empty chair", () => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
[4, 6, 7].forEach(i => { state.seats[i].inHand = true; state.seats[i].stack = 100; });
assert.equal(state.dealerSeatIndex, 0, "a fresh table starts the button on seat 1");
assert.equal(state.seats[0].inHand, false, "which nobody is sitting in");
Betting.beginHand(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand, "the button moved to a real player");
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand);
assert.ok(state.seats[bbIndex].inHand);
assert.notEqual(sbIndex, bbIndex);
});
test("a table that empties out around the button recovers", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 3 });
state.seats[3].inHand = false; // the player holding the button leaves
HoldemState.ensureButtonOnPlayer(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand);
});
test("two players left after everyone else walks is heads-up, blinds reversed", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
[2, 3].forEach(i => { state.seats[i].inHand = false; });
HoldemState.startNextHand(state);
Betting.beginHand(state);
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
});
});
describe("chips survive a messy table", () => {
test("joining, leaving and passing the button never changes the chip count", () => {
const state = makeTable({ seatCount: 8, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[6].stack = 100; // sitting down but not dealt in yet
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
state.seats[6].inHand = true; // walks up mid-hand
state.seats[6].folded = true;
assert.equal(chipsOnTable(state), startingChips);
Betting.call(state, state.actingSeatIndex);
state.seats[1].inHand = false; // and someone storms off
Betting.sweepToHandTotals(state);
assert.equal(chipsOnTable(state), startingChips, "every chip is still accounted for");
assert.equal(
Money.toCents(potOf(state) + state.seats.reduce((s, p) => s + (Number(p.stack) || 0), 0)),
Money.toCents(startingChips),
"and the pot plus the stacks is the whole table"
);
});
});
-155
View File
@@ -1,155 +0,0 @@
// Taking a hand back.
//
// The rulings sheet in this tool has told dealers to redeal since the day it was
// written — first card to the wrong seat, a seat entitled to a hand dealt out, one of
// the first two cards exposed — and the tool had no way to do it. The only control that
// ended a live hand was Next Hand, which says out loud that it takes the money off the
// table without paying anybody. That is right for an abandoned pot and wrong for a
// misdeal, where the blinds and the calls belong to the people who put them in.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Money, Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
const dealt = (extra = {}) => {
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10, dealerSeatIndex: 0, ...extra });
Betting.beginHand(state);
return state;
};
describe("the money", () => {
test("goes back to the people who put it in", () => {
const state = dealt();
const before = state.seats.map(p => Betting.stackOf(state, p) + Betting.committed(p));
Betting.takeHandBack(state);
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
});
test("including calls and raises, not just the blinds", () => {
const state = dealt();
Betting.raiseTo(state, state.actingSeatIndex, 40);
Betting.call(state, state.actingSeatIndex);
assert.ok(Betting.potSoFar(state) > 50, "there is real money in the middle");
const taken = Betting.takeHandBack(state);
assert.equal(taken.total, 95, "blinds and both wagers");
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), [200, 200, 200, 200, 200, 200]);
});
test("and across streets, once chips have been swept into hand totals", () => {
const state = dealt();
[3, 4, 5, 0, 1, 2].forEach(seat => {
if (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
});
Betting.closeStreet(state);
assert.ok(state.seats.some(p => (Number(p.amountOverride) || 0) > 0), "the flop's money is banked");
Betting.takeHandBack(state);
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), [200, 200, 200, 200, 200, 200]);
assert.deepEqual(state.seats.map(p => p.amountOverride), [null, null, null, null, null, null]);
});
test("the table has exactly the chips it started with", () => {
const fresh = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10 });
const total = chipsOnTable(fresh);
const state = dealt();
Betting.raiseTo(state, state.actingSeatIndex, 40);
Betting.takeHandBack(state);
assert.equal(chipsOnTable(state), total);
});
test("nothing is thrown away — the discard pile doesn't move", () => {
const state = dealt();
state.discarded = 8;
Betting.takeHandBack(state);
assert.equal(state.discarded, 8, "a misdeal is not an abandoned pot");
});
test("it says what went back and to whom", () => {
const state = dealt();
const taken = Betting.takeHandBack(state);
assert.equal(taken.returned.length, 2, "the two blinds");
assert.deepEqual(taken.returned.map(r => r.amount).sort((a, b) => a - b), [5, 10]);
assert.ok(taken.returned.every(r => r.name), "named, because the dealer says it out loud");
});
});
describe("the table afterwards", () => {
test("is waiting to deal the same hand again", () => {
const state = dealt();
Betting.takeHandBack(state);
assert.equal(state.bettingOpen, false, "the dealer says when");
assert.equal(state.street, "preflop");
assert.equal(state.actingSeatIndex, null);
assert.equal(state.currentBet, 0);
});
test("keeps the button where it was — a misdeal is not the next hand", () => {
const state = dealt({ dealerSeatIndex: 3 });
const handNumber = state.handNumber;
Betting.takeHandBack(state);
assert.equal(state.dealerSeatIndex, 3);
assert.equal(state.handNumber, handNumber, "no hand has been played");
assert.equal((state.handHistory || []).length, 0, "and none is logged");
});
test("keeps the straddle, which was announced and still stands", () => {
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10 });
state.straddleCount = 1;
Betting.beginHand(state);
assert.deepEqual(state.postedStraddles, [3]);
Betting.takeHandBack(state);
assert.equal(state.straddleCount, 1, "still on for the redeal");
assert.deepEqual(state.postedStraddles, [], "but nothing is out there yet");
Betting.beginHand(state);
assert.deepEqual(state.postedStraddles, [3], "and it goes out again");
});
test("clears the cards and the folds, because none of it happened", () => {
const state = dealt();
state.seats[3].cards = ["As", "Kd"];
Betting.fold(state, 3);
Betting.takeHandBack(state);
assert.deepEqual(state.seats[3].cards, ["", ""]);
assert.equal(state.seats[3].folded, false);
assert.ok(state.seats.every(p => !p.hasActed));
});
test("deals again cleanly, with the same blinds on the same players", () => {
const state = dealt();
const first = state.seats.map(p => Betting.committed(p));
Betting.takeHandBack(state);
Betting.beginHand(state);
assert.deepEqual(state.seats.map(p => Betting.committed(p)), first);
});
});
describe("the bank still balances", () => {
test("through a misdeal and the redeal after it", () => {
const state = dealt();
state.seats.forEach(p => { p.buyIns = 200; });
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
Betting.raiseTo(state, state.actingSeatIndex, 60);
Betting.takeHandBack(state);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
Betting.beginHand(state);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, true);
assert.equal(bank.cashIn, 1200);
});
});
describe("taking back a hand nobody had money in", () => {
test("is harmless: no blinds, nothing moves", () => {
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 0, bigBlind: 0 });
Betting.beginHand(state);
const taken = Betting.takeHandBack(state);
assert.equal(taken.total, 0);
assert.deepEqual(taken.returned, []);
assert.equal(state.bettingOpen, false);
});
});
-141
View File
@@ -1,141 +0,0 @@
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Money, HandHistoryExport } = require("./load");
describe("Money.format", () => {
test("whole amounts drop the pointless cents", () => {
assert.equal(Money.format(12), "$12");
assert.equal(Money.format(450), "$450");
assert.equal(Money.format(1250000), "$1,250,000");
assert.equal(Money.format(0), "$0");
});
test("amounts that carry cents still show them", () => {
assert.equal(Money.format(12.5), "$12.50");
assert.equal(Money.format(0.25), "$0.25");
assert.equal(Money.format(3.01), "$3.01");
});
test("a quarter-blind game reads exactly as it did", () => {
// The case that would be ruined by dropping cents unconditionally.
[0.25, 0.5, 1.75, 12.05].forEach(v => {
assert.match(Money.format(v), /\.\d\d$/, `${v} lost its cents`);
});
});
test("floating-point dust doesn't invent cents", () => {
assert.equal(Money.format(0.1 + 0.2), "$0.30");
assert.equal(Money.format(1.0000000001), "$1");
});
test("signed amounts put the sign out front, both scales", () => {
assert.equal(Money.formatSigned(87500), "+$87,500");
assert.equal(Money.formatSigned(-87500), "-$87,500");
assert.equal(Money.formatSigned(-12.5), "-$12.50");
assert.equal(Money.formatSigned(0), "$0");
});
test("rubbish in doesn't produce rubbish out", () => {
assert.equal(Money.format(null), "$0");
assert.equal(Money.format(undefined), "$0");
assert.equal(Money.format("nonsense"), "$0");
});
});
describe("Money.forSheet", () => {
test("a bare number a spreadsheet will add up", () => {
assert.equal(Money.forSheet(1250000), "1250000.00");
assert.equal(Money.forSheet(12.5), "12.50");
assert.equal(Money.forSheet(-87500), "-87500.00");
});
test("no currency symbol and no thousands separators", () => {
const written = Money.forSheet(1234567.89);
assert.ok(!written.includes("$"), "a $ makes the cell text");
assert.ok(!written.includes(","), "a comma makes the cell text");
assert.equal(Number(written), 1234567.89, "and it parses straight back to a number");
});
});
describe("the exported CSV", () => {
const history = [
{ handNumber: 2, timestamp: 0, pot: 1250000, payouts: [{ id: "a", label: "Alexandra", amount: 1250000 }] },
{ handNumber: 1, timestamp: 0, pot: 24.5, payouts: [{ id: "b", label: "Bob", amount: 24.5 }] },
];
const standings = [
{ id: "a", name: "Alexandra", in: 1250000, won: 1250000, net: 0, boughtIn: 3200000, chipsNow: 3200000, cashPosition: 0 },
{ id: "b", name: "Bob", in: 24.5, won: 0, net: -24.5, boughtIn: 100, chipsNow: 75.5, cashPosition: -24.5 },
];
// Splitting on commas isn't good enough: the timestamp column legitimately holds
// one ("1/1/1970, 5:00:00 PM") and is quoted for exactly that reason.
const splitRow = line => {
const fields = [];
let field = "";
let quoted = false;
for (let i = 0; i < line.length; i++) {
const c = line[i];
if (quoted) {
if (c === '"' && line[i + 1] === '"') { field += '"'; i++; }
else if (c === '"') quoted = false;
else field += c;
} else if (c === '"') quoted = true;
else if (c === ",") { fields.push(field); field = ""; }
else field += c;
}
fields.push(field);
return fields;
};
test("every money cell parses as a number", () => {
const csv = HandHistoryExport.toCsv(history, standings);
const lines = csv.split("\r\n");
lines.slice(1, 3).forEach(line => {
const cell = splitRow(line)[2]; // Pot
assert.ok(cell !== "" && !Number.isNaN(Number(cell)), `pot cell "${cell}" isn't a number`);
});
// Standings rows: the money columns have to be numeric. Named rather than
// "everything after the first", which is what this used to say — the row now
// ends with a Notes column carrying whatever the dealer typed against the seat,
// and that is text by definition. The point of this test is that a column
// somebody totals adds up, so it checks the columns somebody totals.
const standingsStart = lines.findIndex(l => l.startsWith("Player,"));
const header = splitRow(lines[standingsStart]);
const moneyColumns = ["Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down"]
.map(name => {
const index = header.indexOf(name);
assert.ok(index > 0, `the standings header should still have a ${name} column`);
return index;
});
lines.slice(standingsStart + 1).filter(Boolean).forEach(line => {
const cells = splitRow(line);
moneyColumns.forEach(index => {
const cell = cells[index];
assert.ok(cell !== "" && !Number.isNaN(Number(cell)),
`standings cell "${cell}" in column ${header[index]} isn't a number`);
});
});
});
test("a million-dollar pot doesn't need quoting any more", () => {
const csv = HandHistoryExport.toCsv(history, []);
assert.ok(csv.includes("1250000.00"), "written plainly");
assert.ok(!csv.includes('"$1,250,000'), "not as a quoted, unsummable string");
});
test("names and payout descriptions stay human", () => {
const csv = HandHistoryExport.toCsv(history, standings);
assert.ok(csv.includes("Alexandra"), "the name column is still a name");
assert.ok(csv.includes("Alexandra: $1,250,000"), "the payout column still reads like a sentence");
});
test("a name with a comma is still quoted properly", () => {
const csv = HandHistoryExport.toCsv([], [
{ id: "x", name: "Smith, John", in: 0, won: 0, net: 0, boughtIn: 0, chipsNow: 0, cashPosition: 0 },
]);
assert.ok(csv.includes('"Smith, John"'), "the CSV escaping still applies where it's needed");
});
});
-133
View File
@@ -1,133 +0,0 @@
// One question, one answer.
//
// The round before this found the bank check and the standings reading `seat.stack`
// where the felt reads the table's starting stack — two parts of the tool disagreeing
// about how much money is on the table. This is the sweep that followed: everywhere
// else the same two questions get asked, asked the same way.
//
// "What is this seat holding?" -> HoldemState.chipsHeldBy
// "Is anybody in this chair?" -> HoldemState.seatInPlay
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, SettleUp } = require("./load");
const openedOnTheDefault = (stack = 200) => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 6);
state.defaultStack = stack;
["Ann", "Ben", "Cal"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].buyIns = stack;
});
return state;
};
describe("what a seat is holding", () => {
test("is the same number the felt plays with", () => {
const state = openedOnTheDefault();
state.seats.forEach((player, i) => {
if (i > 2) return;
assert.equal(HoldemState.chipsHeldBy(state, player), Betting.stackOf(state, player));
});
});
test("and is nothing at all for an empty chair", () => {
const state = openedOnTheDefault();
// Betting's own answer for an empty chair is the table default, because it is
// only ever asked about seats that are in a hand. The money side has to ask
// about all ten chairs, so it checks whether anybody is in them first.
assert.equal(Betting.stackOf(state, state.seats[5]), 200);
assert.equal(HoldemState.chipsHeldBy(state, state.seats[5]), 0);
});
test("counts a stack the dealer typed over the table's default", () => {
const state = openedOnTheDefault();
state.seats[0].stack = 75;
assert.equal(HoldemState.chipsHeldBy(state, state.seats[0]), 75);
});
});
describe("is anybody in this chair", () => {
const empty = () => HoldemState.createDefault().seats[0];
test("an untouched chair is empty", () => {
assert.equal(HoldemState.seatInPlay(empty()), false);
assert.equal(HoldemState.seatInPlay(null), false);
});
test("a name, chips, cash, a bet or a dealt hand all count", () => {
[
["a name", p => { p.name = "Ann"; }],
["chips", p => { p.stack = 50; }],
["cash taken", p => { p.buyIns = 100; }],
["a bet in front of them", p => { p.committed = 5; }],
["money already swept in", p => { p.amountOverride = 20; }],
["a hand dealt to them", p => { p.inHand = true; }],
].forEach(([what, mark]) => {
const seat = empty();
mark(seat);
assert.equal(HoldemState.seatInPlay(seat), true, what);
});
});
test("whitespace is not a name", () => {
const seat = empty();
seat.name = " ";
assert.equal(HoldemState.seatInPlay(seat), false);
});
});
describe("the parts that used to disagree", () => {
test("the open seats and the seat count see the same empty chairs", () => {
const state = openedOnTheDefault();
// Three players, six chairs.
assert.deepEqual(HoldemState.openSeats(state), [3, 4, 5]);
const occupied = state.seats.filter(p => HoldemState.seatInPlay(p)).length;
assert.equal(occupied + HoldemState.openSeats(state).length, state.seats.length);
});
test("a chair holding only a dealt hand is not offered to the waiting list", () => {
// The old test looked at name, buy-ins and stack. A seat marked in-hand with
// none of those would have been handed to the next person in the queue, on top
// of whoever was already playing it.
const state = openedOnTheDefault();
state.seats[4].inHand = true;
assert.deepEqual(HoldemState.openSeats(state), [3, 5]);
HoldemState.addToWaitingList(state, "Priya");
const result = HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 4);
assert.equal(result.ok, false);
});
test("the bank, the standings and the settle-up all price the night the same way", () => {
const state = openedOnTheDefault();
state.seats[0].stack = 320; // Ann is up
state.seats[1].stack = 80; // Ben is down
const bank = HoldemState.bankReconciliation(state);
const standings = HoldemState.sessionStandings(state);
const chipsFromStandings = standings
.filter(row => !row.cashedOut)
.reduce((sum, row) => sum + row.chipsInFront, 0);
assert.equal(bank.chipsInPlay, chipsFromStandings, "same chips on the table");
assert.equal(bank.balanced, true);
// And the payments the dealer is told to make add up to the same money.
const plan = SettleUp.plan(standings);
const owed = standings.reduce((sum, row) => sum + Math.max(0, row.cashPosition), 0);
const paid = plan.payments.reduce((sum, row) => sum + row.amount, 0);
assert.equal(paid + (plan.shortBy || 0) - (plan.overBy || 0), owed);
});
test("a player still holding the table's starting stack is in all three", () => {
const state = openedOnTheDefault();
const standings = HoldemState.sessionStandings(state);
assert.equal(standings.length, 3);
assert.deepEqual(standings.map(row => row.chipsInFront), [200, 200, 200]);
assert.equal(HoldemState.bankReconciliation(state).chipsInPlay, 600);
assert.deepEqual(SettleUp.plan(standings).payments, [], "everyone is even, so nobody pays anybody");
});
});
-100
View File
@@ -1,100 +0,0 @@
// Noticing that the same table is open twice.
//
// Two tabs each hold their own copy in memory and each save writes the whole thing,
// so the second one to act throws the first one's work away. This doesn't merge them
// — replacing a table under a dealer's hands mid-hand would be its own hazard — it
// notices, which is what lets them decide.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState } = require("./load");
function withWindow() {
const listeners = [];
globalThis.window = {
addEventListener(type, fn) { if (type === "storage") listeners.push(fn); },
removeEventListener(type, fn) {
const i = listeners.indexOf(fn);
if (i >= 0) listeners.splice(i, 1);
},
};
return {
listeners,
fire(key) { listeners.forEach(fn => fn({ key })); },
};
}
test.beforeEach(() => {
HoldemState.otherTabActive = false;
HoldemState.onOtherTab = null;
HoldemState.tabWatcher = null;
});
test.after(() => {
delete globalThis.window;
HoldemState.otherTabActive = false;
HoldemState.onOtherTab = null;
HoldemState.tabWatcher = null;
});
test("a write to this table from elsewhere is noticed", () => {
const win = withWindow();
let told = 0;
HoldemState.onOtherTab = () => { told++; };
HoldemState.watchOtherTabs();
win.fire(HoldemState.STORAGE_KEY);
assert.equal(HoldemState.otherTabActive, true);
assert.equal(told, 1);
});
test("somebody else's storage key is not our business", () => {
const win = withWindow();
let told = 0;
HoldemState.onOtherTab = () => { told++; };
HoldemState.watchOtherTabs();
win.fire("some.other.app.state");
win.fire(HoldemState.RECOVERY_KEY);
assert.equal(HoldemState.otherTabActive, false);
assert.equal(told, 0);
});
test("told once, however many times the other tab acts", () => {
const win = withWindow();
let told = 0;
HoldemState.onOtherTab = () => { told++; };
HoldemState.watchOtherTabs();
for (let i = 0; i < 10; i++) win.fire(HoldemState.STORAGE_KEY);
assert.equal(told, 1);
});
test("watching twice doesn't listen twice", () => {
const win = withWindow();
HoldemState.watchOtherTabs();
HoldemState.watchOtherTabs();
HoldemState.watchOtherTabs();
assert.equal(win.listeners.length, 1);
});
test("no listener set is not an error", () => {
const win = withWindow();
HoldemState.onOtherTab = null;
HoldemState.watchOtherTabs();
assert.doesNotThrow(() => win.fire(HoldemState.STORAGE_KEY));
assert.equal(HoldemState.otherTabActive, true);
});
test("no window at all is not an error", () => {
// The same modules are loaded in Node by the test harness.
delete globalThis.window;
HoldemState.tabWatcher = null;
assert.doesNotThrow(() => HoldemState.watchOtherTabs());
assert.equal(HoldemState.otherTabActive, false);
});
-218
View File
@@ -1,218 +0,0 @@
// What a shut sidebar panel says about itself.
//
// The sidebar is eight <details>, every one exactly 60px tall with nothing in it but
// its own name — 480px of a phone's screen and 480px of a 660px desktop column, saying
// "Standings", "Hands", "Waiting list" and nothing else. Whether the box balances,
// whether anyone is waiting for a seat, how many hands have been played: the page had
// all three worked out and charged a tap for each of them, on rows two thirds empty.
//
// So each one now carries the fact you would have opened it for. Two rules hold this
// together, and both are checked here.
//
// A glance appears only when it has something a dealer would act on. Eight rows that
// always say something are eight rows that say nothing again, and a row reading
// "Nobody waiting" all night is the clutter this went in to remove.
//
// And a glance never says something the panel under it would contradict. It is the
// panel's own sentence with the explanation taken off, so it has to be read off the
// same state — never off the panel's DOM, which for a shut <details> isn't rendered
// at all.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render, HoldemState, makeTable } = require("./load");
const glances = state => Render.panelGlances(state);
const textOf = (state, id) => (glances(state)[id] || {}).text;
// A table part-way through a night: money on it, so the bank check has an opinion.
const night = () => {
const state = makeTable({ seatCount: 9, seated: [0, 1, 2, 3, 4], stack: 200,
smallBlind: 5, bigBlind: 10 });
state.seats.slice(0, 5).forEach(p => { p.buyIns = 200; });
return state;
};
describe("the rows that always have something to say", () => {
test("the table's own shape and stakes", () => {
assert.equal(textOf(night(), "glanceTableSetup"), "9 seats · $5/$10");
});
test("and the stakes drop out rather than reading as free", () => {
// A table set up with no blinds yet is a real state — it is what the panel
// opens on — and "9 seats · $0/$0" would be a claim about the game rather
// than an admission that nobody has said yet.
const state = night();
state.smallBlind = 0;
state.bigBlind = 0;
assert.equal(textOf(state, "glanceTableSetup"), "9 seats");
});
test("the chip values, as a range rather than a count of rows", () => {
// "Are the values right for tonight's set" is the question this answers.
// Five colours is the answer to a different one.
assert.equal(textOf(night(), "glanceChips"), "5 colours · $1–$500");
});
test("with a chip nobody has priced yet left out of the range", () => {
// A blank row in the legend is a chip the dealer hasn't got to, not a
// zero-dollar chip — and letting it in would read the range as starting at $0.
const state = night();
state.chipLegend.push({ id: "pink", color: "#ff88aa", value: 0 });
assert.equal(textOf(state, "glanceChips"), "5 colours · $1–$500");
});
test("and one chip is a value, not a range of one", () => {
const state = night();
state.chipLegend = [{ id: "red", color: "#c0392b", value: 5 }];
assert.equal(textOf(state, "glanceChips"), "1 colour · $5");
});
});
describe("the bank check, which is the one worth a colour", () => {
test("says so when the cash covers the chips", () => {
const state = night();
const { text, tone } = glances(state).glanceStandings;
assert.equal(text, "Balanced");
assert.equal(tone, "ok");
});
test("and names the gap when it doesn't", () => {
// Chips on the table that nobody paid for. The glance is the alarm and the
// amount; which seat is holding them is a paragraph, and that is the half
// that stays behind the tap.
const state = night();
state.seats[0].buyIns = 100;
const { text, tone } = glances(state).glanceStandings;
assert.equal(text, "Off by $100");
assert.equal(tone, "warn");
});
test("the same way round when the cash is the side that's over", () => {
// One word covers both signs on purpose: the number and the alarm are what a
// dealer acts on, and "short" against "over" is a direction they would have to
// hold in their head to read. The panel says which way in a sentence.
const state = night();
state.seats[0].buyIns = 400;
const { text, tone } = glances(state).glanceStandings;
assert.equal(text, "Off by $200");
assert.equal(tone, "warn");
});
test("and stays quiet over a table nobody has bought into", () => {
// The panel hides its own check here for the same reason. A glance reading
// "Balanced" over an empty table is answering for a count never taken.
const state = makeTable({ seatCount: 9, seated: [], smallBlind: 5, bigBlind: 10 });
state.seats.forEach(p => { p.stack = null; p.buyIns = 0; });
assert.equal(textOf(state, "glanceStandings"), "");
assert.equal(glances(state).glanceStandings.tone, "");
});
test("and agrees with the sentence the panel would print", () => {
// The two are read off one call apiece and must never disagree — a glance
// saying "Balanced" over a panel saying "$40 more in chips than cash taken"
// is worse than no glance at all.
[0, 100, 400].forEach(buyIn => {
const state = night();
state.seats[0].buyIns = buyIn;
const bank = HoldemState.bankReconciliation(state);
const { text, tone } = glances(state).glanceStandings;
assert.equal(tone === "ok", bank.balanced, `buy-in ${buyIn}`);
if (!bank.balanced) {
assert.ok(text.includes(String(Math.abs(bank.difference))),
`${text} doesn't carry the panel's own ${bank.difference}`);
}
});
});
});
describe("the rows that stay quiet until they have news", () => {
test("nobody waiting, no note, no hands played yet", () => {
const state = night();
assert.equal(textOf(state, "glanceWaiting"), "");
assert.equal(textOf(state, "glanceHands"), "");
assert.equal(textOf(state, "glanceNotes"), "");
});
test("and speak up the moment they do", () => {
const state = night();
state.waitingList = [{ id: "w1", name: "Nadia" }, { id: "w2", name: "Owen" }];
state.handHistory = [{ handNumber: 1, pot: 120, payouts: [], ledger: [] }];
assert.equal(textOf(state, "glanceWaiting"), "2 waiting");
assert.equal(textOf(state, "glanceHands"), "1 hand");
});
test("counting one of something as one of it", () => {
const state = night();
state.waitingList = [{ id: "w1", name: "Nadia" }];
state.handHistory = [{ handNumber: 1, pot: 120, payouts: [], ledger: [] },
{ handNumber: 2, pot: 80, payouts: [], ledger: [] }];
assert.equal(textOf(state, "glanceWaiting"), "1 waiting");
assert.equal(textOf(state, "glanceHands"), "2 hands");
});
test("and a note shows which note it is, not that there is one", () => {
// "Has notes" costs a tap to learn anything, which is the whole failure this
// is fixing. The text is what identifies it; the row's own width ellipsises.
const state = night();
state.notes = "Sam owes Dee $20 from last night";
assert.equal(textOf(state, "glanceNotes"), "Sam owes Dee $20 from last night");
});
test("reading past the blank lines a note gets typed under", () => {
// Notes get written as a list — a heading, a blank line, then the thing. The
// first line of the string is regularly not the first line of the note.
const state = night();
state.notes = "\n \n Sam owes Dee $20\nand Ted owes Al $5";
assert.equal(textOf(state, "glanceNotes"), "Sam owes Dee $20");
});
test("and a note of nothing but whitespace is no note", () => {
const state = night();
state.notes = "\n\n \t \n";
assert.equal(textOf(state, "glanceNotes"), "");
});
});
describe("what the row is allowed to be", () => {
const ROWS = ["glanceTableSetup", "glanceStandings", "glanceWaiting",
"glanceHands", "glanceChips", "glanceNotes"];
test("every glance the sidebar renders is one this knows about", () => {
// The list drives the DOM writes, so a glance computed and never listed is a
// row that silently keeps its old text for the rest of the night.
const state = night();
assert.deepEqual(Object.keys(glances(state)).sort(), [...ROWS].sort());
assert.deepEqual([...Render.PANEL_GLANCES].sort(), [...ROWS].sort());
});
test("and none of them is a paragraph", () => {
// The row is 44px of a 320px column with a label already on it. Anything
// long enough to need the panel's room belongs in the panel.
const state = night();
state.waitingList = [{ id: "w1", name: "Nadia" }];
state.handHistory = [{ handNumber: 1, pot: 120, payouts: [], ledger: [] }];
ROWS.filter(id => id !== "glanceNotes").forEach(id => {
const text = textOf(state, id);
assert.ok(text.length <= 24, `${id} is ${text.length} chars: "${text}"`);
assert.ok(!text.includes("\n"), `${id} has a line break in it`);
});
});
test("including a note, which is trimmed to one line and left to the ellipsis", () => {
// The one glance whose length isn't ours to choose. It must still be a single
// line — a second one would make the row taller, and the row is what holds the
// sidebar to eight equal slabs.
const state = night();
state.notes = "x".repeat(400) + "\nsecond line";
const text = textOf(state, "glanceNotes");
assert.ok(!text.includes("\n"));
assert.equal(text, "x".repeat(400));
});
test("and a state that isn't there yet asks for nothing", () => {
// renderAll runs before the first load has finished on a cold open.
assert.deepEqual(Render.panelGlances(null), {});
assert.deepEqual(Render.panelGlances(undefined), {});
});
});
-100
View File
@@ -1,100 +0,0 @@
// Just enough PNG to read pixels back out of a screenshot.
//
// The contrast audit needs to know what colour is actually behind a piece of text, and
// the only honest answer is the one the browser painted. Walking the DOM and
// compositing `background-color` up the ancestors gets it wrong wherever a gradient,
// a shadow or a border is doing the painting: tried that first, and it reported the
// gold dealer button as black-on-black at Lc 0.4 — a fault that does not exist, on an
// element anyone can see is legible. Sampling the screenshot cannot make that mistake.
//
// zlib is in Node, so this needs no dependency. Screenshots are 8-bit and
// non-interlaced; anything else throws rather than returning quietly wrong pixels.
const zlib = require("node:zlib");
const SIGNATURE = Buffer.from([0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]);
function paeth(a, b, c) {
const p = a + b - c;
const pa = Math.abs(p - a), pb = Math.abs(p - b), pc = Math.abs(p - c);
if (pa <= pb && pa <= pc) return a;
return pb <= pc ? b : c;
}
function decode(buffer) {
if (!buffer.subarray(0, 8).equals(SIGNATURE)) throw new Error("not a PNG");
let width = 0, height = 0, depth = 0, colorType = 0, interlace = 0;
const idat = [];
let at = 8;
while (at < buffer.length) {
const length = buffer.readUInt32BE(at);
const type = buffer.toString("ascii", at + 4, at + 8);
const data = buffer.subarray(at + 8, at + 8 + length);
at += 12 + length;
if (type === "IHDR") {
width = data.readUInt32BE(0);
height = data.readUInt32BE(4);
depth = data[8];
colorType = data[9];
interlace = data[12];
} else if (type === "IDAT") {
idat.push(data);
} else if (type === "IEND") {
break;
}
}
if (depth !== 8) throw new Error(`unsupported bit depth ${depth}`);
if (interlace !== 0) throw new Error("interlaced PNG not supported");
if (colorType !== 2 && colorType !== 6) throw new Error(`unsupported colour type ${colorType}`);
const channels = colorType === 6 ? 4 : 3;
const raw = zlib.inflateSync(Buffer.concat(idat));
const stride = width * channels;
const out = Buffer.alloc(width * height * 4);
let prior = Buffer.alloc(stride);
for (let y = 0; y < height; y++) {
const filter = raw[y * (stride + 1)];
const line = Buffer.from(raw.subarray(y * (stride + 1) + 1, (y + 1) * (stride + 1)));
for (let i = 0; i < stride; i++) {
const left = i >= channels ? line[i - channels] : 0;
const up = prior[i];
const upLeft = i >= channels ? prior[i - channels] : 0;
switch (filter) {
case 0: break;
case 1: line[i] = (line[i] + left) & 0xff; break;
case 2: line[i] = (line[i] + up) & 0xff; break;
case 3: line[i] = (line[i] + ((left + up) >> 1)) & 0xff; break;
case 4: line[i] = (line[i] + paeth(left, up, upLeft)) & 0xff; break;
default: throw new Error(`unknown filter ${filter} on row ${y}`);
}
}
for (let x = 0; x < width; x++) {
const from = x * channels;
const to = (y * width + x) * 4;
out[to] = line[from];
out[to + 1] = line[from + 1];
out[to + 2] = line[from + 2];
out[to + 3] = channels === 4 ? line[from + 3] : 255;
}
prior = line;
}
return { width, height, data: out };
}
// Nearest pixel, clamped. A rect can sit a hair outside the shot after rounding, and
// clamping is the right answer there rather than an exception or a black pixel.
function pixelAt(image, x, y) {
const px = Math.min(image.width - 1, Math.max(0, Math.round(x)));
const py = Math.min(image.height - 1, Math.max(0, Math.round(y)));
const at = (py * image.width + px) * 4;
return [image.data[at], image.data[at + 1], image.data[at + 2]];
}
module.exports = { decode, pixelAt };
-178
View File
@@ -1,178 +0,0 @@
// The screenshot reader, tested by building PNGs whose pixels are already known.
//
// This matters more than it looks. If a filter is decoded wrong the pixels are still
// plausible colours — slightly off greys and greens, not obvious garbage — and the
// contrast audit would report confident, wrong numbers about a page nobody would think
// to re-check. So every filter type gets encoded here and read back.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const zlib = require("node:zlib");
const { decode, pixelAt } = require("./png");
const CRC_TABLE = (() => {
const table = new Int32Array(256);
for (let n = 0; n < 256; n++) {
let c = n;
for (let k = 0; k < 8; k++) c = c & 1 ? 0xedb88320 ^ (c >>> 1) : c >>> 1;
table[n] = c;
}
return table;
})();
function crc32(buf) {
let c = 0xffffffff;
for (const b of buf) c = CRC_TABLE[(c ^ b) & 0xff] ^ (c >>> 8);
return (c ^ 0xffffffff) >>> 0;
}
function chunk(type, data) {
const head = Buffer.alloc(8);
head.writeUInt32BE(data.length, 0);
head.write(type, 4, "ascii");
const crc = Buffer.alloc(4);
crc.writeUInt32BE(crc32(Buffer.concat([Buffer.from(type, "ascii"), data])), 0);
return Buffer.concat([head, data, crc]);
}
function paeth(a, b, c) {
const p = a + b - c;
const pa = Math.abs(p - a), pb = Math.abs(p - b), pc = Math.abs(p - c);
if (pa <= pb && pa <= pc) return a;
return pb <= pc ? b : c;
}
// pixels: [y][x] = [r,g,b(,a)]. filter is applied to every row, which is legal PNG and
// is exactly how each decoder branch gets exercised.
function encode(pixels, filter = 0, channels = 4) {
const height = pixels.length, width = pixels[0].length;
const stride = width * channels;
const rows = [];
let prior = Buffer.alloc(stride);
for (let y = 0; y < height; y++) {
const raw = Buffer.alloc(stride);
for (let x = 0; x < width; x++) {
for (let c = 0; c < channels; c++) {
raw[x * channels + c] = pixels[y][x][c] !== undefined ? pixels[y][x][c] : 255;
}
}
const filtered = Buffer.alloc(stride);
for (let i = 0; i < stride; i++) {
const left = i >= channels ? raw[i - channels] : 0;
const up = prior[i];
const upLeft = i >= channels ? prior[i - channels] : 0;
switch (filter) {
case 0: filtered[i] = raw[i]; break;
case 1: filtered[i] = (raw[i] - left) & 0xff; break;
case 2: filtered[i] = (raw[i] - up) & 0xff; break;
case 3: filtered[i] = (raw[i] - ((left + up) >> 1)) & 0xff; break;
case 4: filtered[i] = (raw[i] - paeth(left, up, upLeft)) & 0xff; break;
default: throw new Error("bad filter");
}
}
rows.push(Buffer.concat([Buffer.from([filter]), filtered]));
prior = raw;
}
const ihdr = Buffer.alloc(13);
ihdr.writeUInt32BE(width, 0);
ihdr.writeUInt32BE(height, 4);
ihdr[8] = 8;
ihdr[9] = channels === 4 ? 6 : 2;
return Buffer.concat([
Buffer.from([0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a]),
chunk("IHDR", ihdr),
chunk("IDAT", zlib.deflateSync(Buffer.concat(rows))),
chunk("IEND", Buffer.alloc(0)),
]);
}
// Deliberately awkward: neighbouring values that differ, so a filter decoded with the
// wrong neighbour produces a different answer rather than the same one by luck.
const PIXELS = [
[[20, 30, 40], [200, 10, 90], [18, 18, 18], [255, 255, 255]],
[[0, 0, 0], [28, 108, 60], [108, 68, 39], [1, 2, 3]],
[[240, 217, 168], [47, 122, 77], [200, 200, 200], [17, 17, 17]],
];
describe("every filter type reads back exactly", () => {
[0, 1, 2, 3, 4].forEach(filter => {
test(`filter ${filter}`, () => {
const image = decode(encode(PIXELS, filter));
assert.equal(image.width, 4);
assert.equal(image.height, 3);
for (let y = 0; y < PIXELS.length; y++) {
for (let x = 0; x < PIXELS[y].length; x++) {
assert.deepEqual(pixelAt(image, x, y), PIXELS[y][x],
`pixel ${x},${y} under filter ${filter}`);
}
}
});
});
test("and a three-channel image reads back too", () => {
const image = decode(encode(PIXELS, 4, 3));
assert.deepEqual(pixelAt(image, 1, 2), [47, 122, 77]);
});
test("including where Paeth has to choose between close neighbours", () => {
// Written first to catch paeth(left, up, ...) decoded as paeth(up, left, ...),
// on the assumption that the two differ on a tie. They don't, anywhere: the
// predictor is symmetric in its first two arguments, checked over all 16,777,216
// byte triples. The reason is that a tie between pa and pb requires
// left + up == 2 * upLeft, and that is exactly the condition making pc zero — so
// every tie is resolved by returning upLeft, whichever order the other two
// arrived in. Swapping them is a no-op and no test can catch it, which is worth
// knowing rather than papering over with a fixture that appears to.
//
// What this does catch is the mistake that is actually available: reading the
// wrong neighbour. The values sit close together so a predictor that reaches one
// pixel off produces a different answer rather than the same one by luck.
const CLOSE = [
[[100, 10, 20], [110, 40, 25]],
[[90, 70, 30], [55, 95, 35]],
];
const image = decode(encode(CLOSE, 4));
assert.deepEqual(pixelAt(image, 1, 1), [55, 95, 35]);
assert.deepEqual(pixelAt(image, 0, 1), [90, 70, 30]);
assert.deepEqual(pixelAt(image, 1, 0), [110, 40, 25]);
});
});
describe("sampling", () => {
const image = decode(encode(PIXELS, 0));
test("rounds to the nearest pixel", () => {
assert.deepEqual(pixelAt(image, 0.4, 0.4), [20, 30, 40]);
assert.deepEqual(pixelAt(image, 0.6, 0.4), [200, 10, 90]);
});
test("clamps rather than throwing or reading black", () => {
// A rect can sit a hair outside the shot once it's been rounded, and a silent
// black pixel there would read as a contrast failure that isn't one.
assert.deepEqual(pixelAt(image, -5, -5), [20, 30, 40]);
assert.deepEqual(pixelAt(image, 999, 999), [17, 17, 17]);
});
});
describe("what it refuses", () => {
test("something that isn't a PNG at all", () => {
assert.throws(() => decode(Buffer.from("not a png at all, honestly")), /not a PNG/);
});
test("an interlaced one, rather than returning scrambled pixels", () => {
const png = encode(PIXELS, 0);
// Byte 12 of the IHDR data: 8 signature + 8 chunk header + 12 = interlace flag.
const broken = Buffer.from(png);
broken[8 + 8 + 12] = 1;
assert.throws(() => decode(broken), /interlaced/);
});
test("a colour type it cannot read", () => {
const broken = Buffer.from(encode(PIXELS, 0));
broken[8 + 8 + 9] = 3; // palette
assert.throws(() => decode(broken), /colour type/);
});
});
-238
View File
@@ -1,238 +0,0 @@
// Somebody who walks up and sits down after the blinds have gone past them.
//
// Dealing them straight in is a free hand in late position — which is what posting
// exists to stop, and it comes out of everybody else's night a couple of dollars at a
// time. The tool used to do it silently. It now says so, and takes the post if the
// dealer says to.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, makeTable } = require("./load");
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
const table = (dealerSeatIndex = 0) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex });
NAMES.forEach((name, i) => { state.seats[i].name = name; });
return state;
};
// Eve walks up and takes seat 5 while the table is running.
const seatEve = state => {
state.seats[4].name = "Eve";
state.seats[4].inHand = true;
state.seats[4].stack = 200;
state.seats[4].buyIns = 200;
return 4;
};
const debtors = state => {
const { bbIndex } = HoldemState.getBlindSeats(state);
return HoldemState.blindDebtors(state, bbIndex).map(i => state.seats[i].name);
};
describe("who is owed a blind", () => {
test("nobody, at a table that hasn't dealt a hand yet", () => {
// Everyone is new on the first hand. Asking the whole table to post would be
// the tool mistaking the start of the night for five people walking up late.
const state = table();
assert.deepEqual(debtors(state), []);
});
test("nobody, on an ordinary hand where the same people are still sitting there", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.deepEqual(debtors(state), []);
});
test("the player who has just sat down", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
seatEve(state);
assert.deepEqual(debtors(state), ["Eve"]);
});
test("not once they've been dealt a hand", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
seatEve(state);
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.deepEqual(debtors(state), [], "she's one of the regulars now");
});
test("not somebody who is the big blind this hand — they're paying already", () => {
const state = table(0); // blinds Ben and Cal
Betting.beginHand(state);
HoldemState.startNextHand(state); // blinds move to Cal and Dee
// Dee sits out for a hand and comes straight back into her own big blind.
state.seats[3].inHand = false;
Betting.beginHand(state);
HoldemState.startNextHand(state);
state.seats[3].inHand = true;
const { bbIndex } = HoldemState.getBlindSeats(state);
assert.ok(!HoldemState.blindDebtors(state, bbIndex).includes(bbIndex),
"the big blind is never asked to post on top of their blind");
});
test("somebody back from sitting out is owed one just like a newcomer", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
state.seats[3].inHand = false; // Dee stands up for a hand
Betting.beginHand(state);
HoldemState.startNextHand(state);
state.seats[3].inHand = true; // and sits back down
assert.ok(debtors(state).includes("Dee"), "the blinds went past her while she was up");
});
test("a seat sat out for having no chips isn't owed anything", () => {
// They aren't being dealt in, so there's no free hand to charge for.
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.seats[eve].stack = 0;
const preview = Betting.blindPreview(state);
assert.ok(!preview.debtors.includes(eve), "she's sitting out until she buys chips");
});
});
describe("posting to come in", () => {
test("the post goes in the middle and buys a hand", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
const before = Betting.stackOf(state, state.seats[eve]);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[eve]), state.bigBlind, "she's posted a big blind");
assert.equal(Betting.stackOf(state, state.seats[eve]), before - state.bigBlind,
"out of her own stack, not conjured");
assert.equal(state.currentBet, state.bigBlind, "and it doesn't raise the hand");
});
test("not posting leaves her stack alone", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
const before = Betting.stackOf(state, state.seats[eve]);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[eve]), 0);
assert.equal(Betting.stackOf(state, state.seats[eve]), before);
});
test("the pot is what the blinds and the post add up to", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
Betting.beginHand(state);
const middle = state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
assert.equal(middle, state.smallBlind + state.bigBlind + state.bigBlind);
});
test("it's spent after the hand, not a standing charge", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.deepEqual(state.postingIn, [], "or she'd pay an extra blind every hand all night");
Betting.beginHand(state);
assert.ok(Betting.committed(state.seats[eve]) === 0 ||
state.seats[eve].id === state.seats[HoldemState.getBlindSeats(state).bbIndex]?.id,
"she pays nothing extra on the next hand");
});
test("moving the button after a post doesn't lose it", () => {
// repostBlinds takes every posted chip back and deals again. A post that
// cleared itself on the way in would be refunded and never retaken.
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
Betting.beginHand(state);
const chips = () => state.seats.reduce(
(sum, p) => sum + Betting.stackOf(state, p) + Betting.handTotal(p), 0);
const before = chips();
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
assert.equal(Betting.committed(state.seats[eve]), state.bigBlind, "still posted");
assert.equal(chips(), before, "and no chips made or lost in the shuffle");
});
test("a post from somebody who isn't owed one is not taken", () => {
// Only seats actually being dealt in can post, and only for their own chips.
const state = table();
state.postingIn = [state.seats[3].id];
state.seats[3].inHand = false;
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[3]), 0, "she isn't even in the hand");
});
});
describe("what the dealer is shown", () => {
test("the prompt has something to say about it, and something to press", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
const preview = Betting.blindPreview(state);
assert.deepEqual(preview.debtors, [eve]);
assert.deepEqual(preview.posting, [], "not posting until the dealer says so");
state.postingIn = [state.seats[eve].id];
assert.deepEqual(Betting.blindPreview(state).posting, [state.seats[eve].id]);
});
test("an old save reads as a table nobody has just walked up to", () => {
const state = table();
Betting.beginHand(state);
const parsed = JSON.parse(JSON.stringify(state));
delete parsed.dealtLastHand;
delete parsed.postingIn;
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem: (key, value) => store.set(key, value),
removeItem: key => store.delete(key),
};
const loaded = HoldemState.load();
assert.deepEqual(loaded.dealtLastHand, []);
assert.deepEqual(loaded.postingIn, []);
assert.deepEqual(debtors(loaded), [],
"reopening the tab doesn't ask the whole table to post");
delete globalThis.localStorage;
});
});
-127
View File
@@ -1,127 +0,0 @@
// Who can win each pot, said in the fewest names that answer it.
//
// The breakdown used to list every eligible player for every pot. Pot eligibility is
// nested — potCalculator.test.js checks that across 20,000 tables — so the main pot's
// line was every name at the table and each side pot repeated it minus one. The lines
// that were too long to fit were exactly the ones nobody needed spelled out, and the
// short ones at the bottom were the side pots a dealer actually announces by name.
//
// Measured on an iPhone 14 before this: one all-in five-handed already clipped the main
// pot, and twelve-handed the first row wanted 521px of a 254px slot, with no count and
// no title — a dealer reading "Alexandra…" could not tell whether three people or
// eleven were eligible, which is the number the showdown turns on.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render } = require("./load");
// Names are "P<id>" so a test reads as ids and the joining is still exercised.
const nameFor = id => `P${id}`;
const say = (eligible, everyone) => Render.describeEligible(eligible, everyone, nameFor);
describe("the eligible line", () => {
test("says so plainly when the whole table can win it", () => {
// The main pot, every hand. Twelve names to say "nobody is excluded yet" was
// the single longest line in the component and the least informative.
assert.equal(say(["a", "b", "c"], ["a", "b", "c"]), "all 3");
assert.equal(say(["a"], ["a"]), "all 1");
});
test("names who is out when that is the shorter list", () => {
const table = ["a", "b", "c", "d", "e", "f", "g", "h"];
assert.equal(say(["b", "c", "d", "e", "f", "g", "h"], table), "7 in, not Pa");
assert.equal(say(["c", "d", "e", "f", "g", "h"], table), "6 in, not Pa and Pb");
assert.equal(say(["d", "e", "f", "g", "h"], table), "5 in, not Pa, Pb and Pc");
});
test("names who is in when that is the shorter list", () => {
// The far side pots, which are the ones a dealer announces by name: "side pot
// is 80 between Ben and Carlos".
const table = ["a", "b", "c", "d", "e", "f", "g", "h"];
assert.equal(say(["g", "h"], table), "2 in, Pg and Ph");
assert.equal(say(["h"], table), "1 in, Ph");
assert.equal(say(["f", "g", "h"], table), "3 in, Pf, Pg and Ph");
});
test("and when the two are the same length, says who is in", () => {
// A tie is not a reason to make the dealer do the subtraction: "who can win
// this" is the question, so answer it directly when it costs nothing.
const table = ["a", "b", "c", "d"];
assert.equal(say(["c", "d"], table), "2 in, Pc and Pd");
});
test("leads with the count, because it is the tail that gets cut off", () => {
// .potLayerWho is right-aligned with an ellipsis, so a line too long for a phone
// loses its end. Every form has to begin with the number of hands to ask for.
const table = ["a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l"];
[table, ["c", "d", "e", "f", "g", "h", "i", "j", "k", "l"], ["k", "l"]]
.forEach(eligible => assert.match(say(eligible, table), /^(all \d+|\d+ in,)/,
`"${say(eligible, table)}" buries the count where a narrow screen can eat it`));
});
test("never spells out more than half the table", () => {
// The point of picking the shorter side. Nested eligibility makes the two lists
// complements, so this is a guarantee rather than a hope.
const table = Array.from({ length: 12 }, (_, i) => `s${i}`);
for (let inCount = 1; inCount <= 12; inCount++) {
const line = say(table.slice(0, inCount), table);
const named = (line.match(/P/g) || []).length;
assert.ok(named <= 6, `${inCount} of 12 named ${named} people: "${line}"`);
}
});
});
// A stub rather than a DOM: the file has no jsdom and does not want one. Enough of an
// element to answer what the row is made of.
const fakeDom = () => {
const make = () => ({
className: "", textContent: "", title: "", children: [],
classList: { add() {} },
appendChild(child) { this.children.push(child); return child; },
});
global.document = { createElement: make };
return () => { delete global.document; };
};
describe("the row it builds", () => {
const pots = [
{ label: "Main pot", amount: 300, eligible: ["a", "b", "c", "d"] },
{ label: "Side pot 1", amount: 150, eligible: ["c", "d"] },
];
const textOf = row => row.children.map(c => c.textContent);
test("carries the full list in a title, for anyone with a pointer", () => {
const undo = fakeDom();
try {
const wrap = Render.buildPotBreakdown(pots, [], nameFor);
const who = wrap.children.map(row => row.children[2]);
assert.equal(who[0].title, "Pa, Pb, Pc, Pd");
assert.equal(who[1].title, "Pc, Pd");
// The visible text is the short form; the title is the long one. A tooltip
// is not a mechanism a keyboard reaches, which is why it is the extra and
// not the answer.
assert.equal(who[0].textContent, "all 4");
assert.equal(who[1].textContent, "2 in, Pc and Pd");
} finally { undo(); }
});
test("puts the label, the money and the people in that order", () => {
const undo = fakeDom();
try {
const wrap = Render.buildPotBreakdown(pots, [], nameFor);
assert.deepEqual(textOf(wrap.children[0]), ["Main pot", "$300", "all 4"]);
} finally { undo(); }
});
test("and an uncalled bet still reads as money going back", () => {
// Not an eligibility question — nobody is competing for it — so it keeps its
// own wording and gets no title to expand.
const undo = fakeDom();
try {
const wrap = Render.buildPotBreakdown(pots, [{ id: "a", amount: 25 }], nameFor);
const row = wrap.children[2];
assert.deepEqual(textOf(row), ["Uncalled", "$25", "back to Pa"]);
assert.equal(row.children[2].title, "");
} finally { undo(); }
});
});
-229
View File
@@ -1,229 +0,0 @@
// The bar's pot list is not allowed to grow with the table.
//
// #actionBar is fixed over the felt, so every pixel it takes is a pixel the table
// loses — and this list took one row per all-in with no ceiling. Measured on a 360x640
// phone, five players idle: bar 151px. Six all-in: 303px. Twelve all-in: 411px, which
// is 64% of the screen, leaving 96px of felt to draw twelve seats in. A fixed overlay
// whose height depends on the state is a fault whatever it is showing, so the cap is
// checked here rather than left to whoever next adds an all-in to the audit sweep.
//
// The two ends survive because they are the two that are live. Side pots are paid from
// the newest one back down to the main pot, so the top layer is the next thing that
// happens and the main pot is the last, and those are the two a dealer says out loud
// while the chips are stacked — "main pot 7,200, side pot 4,500". The layers between
// are the middle of that count-down, wanted at showdown, which is the pot wizard, which
// passes no cap and still lists all of them.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render, Money, PotCalculator } = require("./load");
const nameFor = id => `P${id}`;
// The same stub potBreakdown.test.js uses — enough of an element to say what the row
// is made of, and no jsdom in a suite that runs in a second.
const fakeDom = () => {
const make = () => ({
className: "", textContent: "", title: "", children: [],
classList: { add() {} },
appendChild(child) { this.children.push(child); return child; },
});
global.document = { createElement: make };
return () => { delete global.document; };
};
// A table where everyone is all-in for a different amount, which is the shape that
// makes the most pot layers — the worst case and the one that was measured. `count`
// players ladder into `count - 1` layers: two of them share a single undivided pot and
// the breakdown declines to draw at all, which is why nothing below three appears here.
const laddered = count => PotCalculator.layers(
Array.from({ length: count }, (_, i) => ({
id: `s${i}`, contribution: 100 + i * 130, folded: false,
})));
const build = (pots, options) => {
const undo = fakeDom();
try {
const wrap = Render.buildPotBreakdown(pots, [], nameFor, null, options);
return wrap.children.map(row => ({
className: row.className,
label: row.children[0].textContent,
amount: row.children[1].textContent,
who: row.children[2].textContent,
title: row.children[2].title,
}));
} finally { undo(); }
};
describe("the bar's copy of the pot list", () => {
test("stops growing once there are more pots than it has room for", () => {
// The property that matters: rows are a function of the cap, not of the table.
// Twelve-handed and six-handed have to render the same number of lines.
for (let players = 3; players <= 12; players++) {
const rows = build(laddered(players), { maxLayers: 4 });
assert.ok(rows.length <= 4,
`${players} all-in drew ${rows.length} rows; the bar is sized for 4`);
}
});
test("and the number of rows never depends on how many people are all-in", () => {
const wide = [8, 9, 10, 11, 12].map(n => build(laddered(n), { maxLayers: 4 }).length);
assert.deepEqual(wide, [3, 3, 3, 3, 3],
"past the cap every table should draw main, the elision and the top pot");
});
test("keeps the two pots a dealer actually announces", () => {
const pots = laddered(12);
const rows = build(pots, { maxLayers: 4 });
assert.equal(rows[0].label, pots[0].label, "the main pot is the last one paid");
assert.equal(rows[rows.length - 1].label, pots[pots.length - 1].label,
"the newest side pot is the first one paid");
});
test("and leaves them in the order the pots were made", () => {
const rows = build(laddered(12), { maxLayers: 4 });
assert.match(rows[1].className, /potLayerMore/,
"the elision belongs where the gap is, not appended after the list");
});
});
describe("the money in the rows that were elided", () => {
test("is still on the screen, added up", () => {
// The one thing a summary row must not do is lose chips. Whatever is drawn has
// to account for every pot, or a dealer counting the announcement against the
// chips in the middle finds a shortfall the tool caused.
for (let players = 3; players <= 12; players++) {
const pots = laddered(players);
const total = pots.reduce((sum, pot) => sum + pot.amount, 0);
const drawn = build(pots, { maxLayers: 4 })
.reduce((sum, row) => sum + Number(row.amount.replace(/[^0-9.]/g, "")), 0);
assert.equal(drawn, total,
`${players} all-in: rows add to ${drawn}, the pots add to ${total}`);
}
});
test("and says how many it stands for", () => {
const rows = build(laddered(12), { maxLayers: 4 });
const pots = laddered(12);
assert.equal(rows[1].label, `${pots.length - 2} more side pots`);
});
test("with the list itself in a title, for anyone with a pointer", () => {
const pots = laddered(12);
const rows = build(pots, { maxLayers: 4 });
pots.slice(1, -1).forEach(pot => {
assert.ok(rows[1].title.includes(pot.label),
`${pot.label} vanished without trace`);
assert.ok(rows[1].title.includes(Money.format(pot.amount)),
`${pot.label}'s amount vanished without trace`);
});
});
test("and points at where the whole list is", () => {
// The title is a pointer affordance, so it cannot be the answer on a phone. The
// visible text has to say where the rest lives.
assert.match(build(laddered(12), { maxLayers: 4 })[1].who, /resolve/i);
});
});
describe("when eliding would not buy anything", () => {
test("a list that fits is left alone", () => {
for (let players = 3; players <= 5; players++) {
const pots = laddered(players);
assert.ok(pots.length <= 4, "this loop is meant to cover the fitting sizes");
const rows = build(pots, { maxLayers: 4 });
assert.equal(rows.length, pots.length);
assert.deepEqual(rows.map(r => r.label), pots.map(p => p.label));
}
});
test("and a single middle layer is not replaced by a line saying there is one", () => {
// At exactly the cap the middle is one row, and swapping one row for one row is
// pure indirection: the dealer loses an amount and gains a sentence.
const pots = laddered(5);
assert.equal(pots.length, 4, "five all-in ladder into exactly the cap");
const rows = build(pots, { maxLayers: 4 });
assert.equal(rows.length, 4);
assert.ok(!rows.some(r => /potLayerMore/.test(r.className)));
});
});
describe("the wizard, which has room", () => {
test("still gets every layer", () => {
// Same builder, no cap — this is the announcement read out before anybody shows
// a hand, and it is in a dialog that scrolls. Capping it there would hide the
// pots at the moment they are being paid.
const pots = laddered(12);
const rows = build(pots, undefined);
assert.equal(rows.length, pots.length);
assert.ok(!rows.some(r => /potLayerMore/.test(r.className)));
});
});
// ---- And smaller still once nobody can act -----------------------------------
//
// The list is decision support. A player working out whether to call is owed the side
// pot they would be calling into, and that is worth three rows of a fixed bar.
//
// Once everyone is all-in there is no decision left to support: the only thing that
// happens for the rest of the hand is the dealer turning cards. The list went on
// standing there anyway, and it is not free — measured at 360x640 with twelve players
// all-in, the bar was 267px of a 640px window. That is 42%, against the sweep's own
// "persistent chrome under 30%", and the felt pays it on the exact table shape that has
// the most seats to fit into what is left.
//
// So during a run-out it collapses to the main pot and one line for everything else.
// The main pot stays because it is the number a dealer says out loud; the layering is
// what the pot wizard is for, and the summary row has always said so in as many words.
describe("the list during a run-out, when nobody has a decision left", () => {
test("is two rows however many people are all-in", () => {
const rows = [3, 6, 9, 12].map(n => build(laddered(n), { maxLayers: 4, summarise: true }).length);
assert.deepEqual(rows, [2, 2, 2, 2]);
});
test("and that is fewer than the same table gets while the betting is live", () => {
// The point of the change, stated as a comparison rather than a constant, so it
// still means something if the ordinary cap is ever retuned.
const live = build(laddered(12), { maxLayers: 4 }).length;
const runout = build(laddered(12), { maxLayers: 4, summarise: true }).length;
assert.ok(runout < live, `a run-out should be shorter than live betting (${runout} vs ${live})`);
});
test("still names the main pot, which is the one said out loud", () => {
const pots = laddered(12);
const rows = build(pots, { maxLayers: 4, summarise: true });
assert.equal(rows[0].label, pots[0].label);
assert.equal(rows[0].amount, Money.format(pots[0].amount));
});
test("and still accounts for every chip", () => {
// The same rule as the elision above, and the one a summary row must not break:
// a dealer counting the announcement against the chips in the middle must not
// find a shortfall the tool invented.
for (let players = 3; players <= 12; players++) {
const pots = laddered(players);
const total = pots.reduce((sum, pot) => sum + pot.amount, 0);
const drawn = build(pots, { maxLayers: 4, summarise: true })
.reduce((sum, row) => sum + Number(row.amount.replace(/[^0-9.]/g, "")), 0);
assert.equal(drawn, total,
`${players} all-in: rows add to ${drawn}, the pots add to ${total}`);
}
});
test("says how many side pots it stands for, and counts them properly at one", () => {
const many = build(laddered(12), { maxLayers: 4, summarise: true });
assert.equal(many[1].label, `${laddered(12).length - 1} side pots`);
// Three players ladder into two pots: a main and exactly one side.
const one = build(laddered(3), { maxLayers: 4, summarise: true });
assert.equal(one[1].label, "1 side pot", "a single side pot is not '1 side pots'");
});
test("and points at where the full list actually is", () => {
const rows = build(laddered(12), { maxLayers: 4, summarise: true });
assert.match(rows[1].who, /resolve/,
"the row that hides the layers has to say where they went");
assert.match(rows[1].title, /Side pot/,
"and a pointer still gets the full list without resolving anything");
});
});
-184
View File
@@ -1,184 +0,0 @@
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { PotCalculator } = require("./load");
const p = (id, contribution, folded = false) => ({ id, contribution, folded });
describe("PotCalculator.layers", () => {
test("one pot when everyone put in the same", () => {
const layers = PotCalculator.layers([p("a", 50), p("b", 50), p("c", 50)]);
assert.equal(layers.length, 1);
assert.equal(layers[0].amount, 150);
assert.equal(layers[0].label, "Main pot");
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c"]);
});
test("a short all-in opens a side pot only the deeper players can win", () => {
// a is all-in for 20, b and c keep betting to 60.
const layers = PotCalculator.layers([p("a", 20), p("b", 60), p("c", 60)]);
assert.equal(layers.length, 2);
assert.equal(layers[0].amount, 60); // 20 x 3
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c"]);
assert.equal(layers[1].amount, 80); // 40 x 2
assert.deepEqual(layers[1].eligible.sort(), ["b", "c"]);
assert.equal(layers[1].label, "Side pot 1");
});
test("folded money stays in the pot as dead money but wins nothing", () => {
const layers = PotCalculator.layers([p("a", 50), p("b", 50), p("folder", 50, true)]);
assert.equal(layers.length, 1);
assert.equal(layers[0].amount, 150, "the folder's chips are still in the middle");
assert.ok(!layers[0].eligible.includes("folder"));
});
test("layers with the same eligible players are announced as one pot", () => {
// Two folders at different heights would each open a band, but a dealer
// announces one pot between the two players who can actually win it.
const layers = PotCalculator.layers([
p("a", 100),
p("b", 100),
p("f1", 20, true),
p("f2", 40, true),
]);
const eligibleSets = layers.map(l => l.eligible.slice().sort().join(","));
assert.deepEqual(eligibleSets, ["a,b"], "one announceable pot, not three");
assert.equal(layers[0].amount, 260);
});
test("layer amounts always sum to the contested money", () => {
const players = [p("a", 12.5), p("b", 33.25), p("c", 33.25), p("d", 5, true)];
const total = players.reduce((s, x) => s + x.contribution, 0);
const uncalled = PotCalculator.uncalledReturns(players).reduce((s, r) => s + r.amount, 0);
const layered = PotCalculator.layers(players).reduce((s, l) => s + l.amount, 0);
assert.equal(Math.round((layered + uncalled) * 100), Math.round(total * 100));
});
test("nobody contributed means no pots, not an empty main pot", () => {
assert.deepEqual(PotCalculator.layers([p("a", 0), p("b", 0)]), []);
});
});
describe("PotCalculator.uncalledReturns", () => {
test("an overbet nobody called goes back to whoever bet it", () => {
// b shoves 200, a calls only 50 and everyone else folds.
const returns = PotCalculator.uncalledReturns([p("a", 50), p("b", 200)]);
assert.deepEqual(returns, [{ id: "b", amount: 150 }]);
});
test("a called bet leaves nothing to return", () => {
assert.deepEqual(PotCalculator.uncalledReturns([p("a", 50), p("b", 50)]), []);
});
test("the cap is the biggest live contribution, so a folder's overbet comes back", () => {
const returns = PotCalculator.uncalledReturns([p("live", 30), p("bully", 90, true)]);
assert.deepEqual(returns, [{ id: "bully", amount: 60 }]);
});
test("with nobody live it stays quiet rather than refunding the table", () => {
// Every fold flag set is a dealer mistake to correct, not a signal that
// every chip on the felt was uncalled.
assert.deepEqual(PotCalculator.uncalledReturns([p("a", 10, true), p("b", 20, true)]), []);
});
});
describe("PotCalculator.resolveRound", () => {
test("a single winner takes the layer they were matched for", () => {
const entries = PotCalculator.buildEntries([p("a", 50), p("b", 50)]);
const result = PotCalculator.resolveRound(entries, ["a"]);
assert.equal(result.payoutPool, 100);
assert.deepEqual(result.perWinner, [{ id: "a", amount: 100 }]);
assert.equal(result.remainingContenders.length, 0);
});
test("an all-in winner only takes what everyone matched, the rest rolls forward", () => {
const entries = PotCalculator.buildEntries([p("short", 20), p("b", 60), p("c", 60)]);
const result = PotCalculator.resolveRound(entries, ["short"]);
assert.equal(result.capApplied, 20);
assert.equal(result.payoutPool, 60, "20 from each of three players");
// b and c still have 40 each left to play for.
assert.deepEqual(result.remainingContenders.map(e => e.id).sort(), ["b", "c"]);
assert.equal(PotCalculator.totalPot(result.updatedEntries), 80);
});
test("a chopped pot splits evenly", () => {
const entries = PotCalculator.buildEntries([p("a", 30), p("b", 30)]);
const result = PotCalculator.resolveRound(entries, ["a", "b"]);
assert.deepEqual(result.perWinner, [{ id: "a", amount: 30 }, { id: "b", amount: 30 }]);
});
test("odd cents go to the winners in selection order and nothing is lost", () => {
// A $10.01 pot three ways doesn't divide: 3.34 / 3.34 / 3.33.
const entries = PotCalculator.buildEntries([p("a", 3.34), p("b", 3.34), p("c", 3.33)]);
const result = PotCalculator.resolveRound(entries, ["a", "b", "c"]);
const paid = result.perWinner.reduce((s, w) => s + w.amount, 0);
assert.equal(Math.round(paid * 100), Math.round(result.payoutPool * 100), "no chips lost to rounding");
assert.ok(result.perWinner[0].amount >= result.perWinner[2].amount, "odd cent goes to the first selected");
});
test("selecting nobody who can win is an error, not a silent no-op", () => {
const entries = PotCalculator.buildEntries([p("a", 50), p("b", 50)]);
assert.throws(() => PotCalculator.resolveRound(entries, ["ghost"]), /No valid winners/);
});
});
// The pots come out of layers() in one order and with one relationship between them,
// and the action bar's wording now depends on both. If eligibility were not nested,
// "8 in, not Mike and Bob" would be a lie — there would be someone eligible for a side
// pot who was never eligible for the main one, and naming the complement would hide
// them. It is a property of how the layers are built rather than an accident of the
// examples above, so it is checked as one.
describe("pot eligibility is nested", () => {
function rng(seed) {
let s = seed >>> 0;
return () => {
s = (s * 1664525 + 1013904223) >>> 0;
return s / 4294967296;
};
}
test("every side pot's players are a strict subset of the pot below it", () => {
const random = rng(20260905);
let multiPotTables = 0;
let pairs = 0;
for (let table = 0; table < 20000; table++) {
const n = 2 + Math.floor(random() * 11);
const players = Array.from({ length: n }, (_, i) => p(
`p${i}`,
// A sixth of the table never puts anything in, which is a table mid-deal.
random() < 1 / 6 ? 0 : (1 + Math.floor(random() * 8)) * 25,
random() < 0.2));
const layers = PotCalculator.layers(players);
if (layers.length > 1) multiPotTables++;
for (let i = 1; i < layers.length; i++) {
const below = layers[i - 1].eligible;
const belowSet = new Set(below);
const here = layers[i].eligible;
pairs++;
assert.ok(here.every(id => belowSet.has(id)),
`table ${table}: ${layers[i].label} has a player ${layers[i - 1].label} does not\n` +
JSON.stringify(players));
assert.ok(here.length < below.length,
`table ${table}: ${layers[i].label} is no smaller than ${layers[i - 1].label} — ` +
`layers with the same eligibility are supposed to be merged into one pot\n` +
JSON.stringify(players));
}
}
// Guards the generator rather than the code: a shape that stopped producing side
// pots would make every assertion above vacuous and the test would still pass.
assert.ok(multiPotTables > 10000, `only ${multiPotTables} tables had a side pot`);
assert.ok(pairs > 20000, `only ${pairs} adjacent pairs to check`);
});
test("so the main pot is everyone still live, and it is the widest", () => {
const layers = PotCalculator.layers([p("a", 100), p("b", 40), p("c", 100), p("d", 25)]);
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c", "d"]);
layers.slice(1).forEach(layer =>
assert.ok(layer.eligible.length < layers[0].eligible.length));
});
});
-180
View File
@@ -1,180 +0,0 @@
// What a pot-sized raise actually is.
//
// The raise pad worked it out as "the current bet plus the pot as it stands", which
// leaves out the fact that the raiser calls first and their call is in the pot before
// the raise is measured off it. Every quick amount came out short — pre-flop at 1/2 it
// offered "Pot $5" where a pot raise is $7. Players say "pot" out loud meaning a
// definite number, and a dealer tapping the button that claims to be it should record
// what was actually said.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Betting, Money, makeTable } = require("./load");
describe("pre-flop at 1/2", () => {
const dealt = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex: 0 });
Betting.beginHand(state);
return state;
};
test("a pot raise from the first player to act is $7", () => {
// Call the $2, which makes the pot $5, then raise $5.
const state = dealt();
assert.equal(Betting.potSoFar(state), 3, "the blinds");
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 7);
});
test("half pot is $5 — $4.50 rounded up to something the chips can make", () => {
// The old arithmetic gave $3.50, which clamped up to the minimum and put the
// same $4 on two buttons side by side. The honest half-pot is $4.50, and the
// smallest chip in the default legend is a dollar, so the button would have
// offered an amount the dealer had to round themselves every single time.
const state = dealt();
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 5);
assert.notEqual(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5),
Betting.minRaiseTo(state), "the two quick buttons say different things");
});
test("the small blind owes less, so their pot raise is smaller", () => {
// They have $1 in already: call $1, pot becomes $4, raise $4, total $6.
const state = dealt();
const { sbIndex } = require("./load").HoldemState.getBlindSeats(state);
assert.equal(Betting.toCall(state, state.seats[sbIndex]), 1);
assert.equal(Betting.potRaiseTo(state, sbIndex), 6);
});
test("the big blind owes nothing, so it is just the pot", () => {
const state = dealt();
const { bbIndex } = require("./load").HoldemState.getBlindSeats(state);
assert.equal(Betting.toCall(state, state.seats[bbIndex]), 0);
assert.equal(Betting.potRaiseTo(state, bbIndex), 5, "the $2 bet plus the $3 pot");
});
});
describe("after the flop", () => {
const flopWithBet = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 500, dealerSeatIndex: 0 });
Betting.beginHand(state);
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
Betting.closeStreet(state);
return state;
};
test("a pot raise facing a bet is three times the bet plus the dead money", () => {
const state = flopWithBet();
const potBefore = Betting.potSoFar(state); // $6 carried over
const bettor = state.actingSeatIndex;
Betting.raiseTo(state, bettor, 10);
const raiser = state.actingSeatIndex;
// Call $10, pot becomes $26, raise $26 → $36. Which is 3×10 + 6.
assert.equal(Betting.potRaiseTo(state, raiser), 36);
assert.equal(Betting.potRaiseTo(state, raiser), 3 * 10 + potBefore);
});
test("half pot facing that bet is $23", () => {
const state = flopWithBet();
Betting.raiseTo(state, state.actingSeatIndex, 10);
// Call $10, pot becomes $26, raise $13 → $23.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 23);
});
test("facing no bet at all it is a plain pot-sized bet", () => {
const state = flopWithBet();
assert.equal(state.currentBet, 0, "nobody has bet the flop");
assert.equal(Betting.toCall(state, state.seats[state.actingSeatIndex]), 0);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), Betting.potSoFar(state));
});
});
describe("it stays sane at the edges", () => {
test("a seat that doesn't exist gets zero rather than throwing", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
assert.equal(Betting.potRaiseTo(state, 99), 0);
});
test("the amount is always at least a call", () => {
// A raise-to below the current bet would be nonsense to offer. Every fraction
// from a tenth up lands at or above what the player owes.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
Betting.beginHand(state);
const index = state.actingSeatIndex;
[0.1, 0.25, 0.5, 0.75, 1].forEach(fraction => {
assert.ok(Betting.potRaiseTo(state, index, fraction) >= state.currentBet,
`${fraction} of the pot should still cover the bet`);
});
});
test("cent-sized blinds don't drift", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 20, smallBlind: 0.05, bigBlind: 0.1 });
Betting.beginHand(state);
// Pot $0.15, owes $0.10: call to $0.25, raise $0.25 → $0.35.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
});
});
describe("the amounts are ones the table can actually build", () => {
const CENTS = [{ value: 0.25 }, { value: 0.05 }, { value: 0.01 }];
const DOLLARS = [{ value: 1 }, { value: 5 }, { value: 25 }, { value: 100 }];
const table = (legend, smallBlind, bigBlind, stack = 200) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack, smallBlind, bigBlind });
state.chipLegend = legend;
Betting.beginHand(state);
return state;
};
test("a half-pot that lands on a half chip is rounded up, not offered as it is", () => {
const state = table(DOLLARS, 1, 2);
// Honestly $4.50. No dollar chip makes fifty cents.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 5);
assert.equal(Money.chipBreakdown(5, DOLLARS).remainder, 0);
});
test("up rather than down — a shaved pot bet is not a pot bet", () => {
const state = table(DOLLARS, 1, 2);
assert.ok(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5) > 4.5);
});
test("an amount the chips already make is left exactly alone", () => {
const state = table(DOLLARS, 1, 2);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 7, "the pot raise was already whole");
});
test("a cent table keeps its cents", () => {
const state = table(CENTS, 0.05, 0.1);
// Pot $0.15, owes $0.10: call to $0.25, raise $0.25 → $0.35, which cent chips make.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
assert.equal(Money.chipBreakdown(0.35, CENTS).remainder, 0);
});
test("a legend that plainly isn't for these stakes is not applied", () => {
// Dollar chips on a 5c/10c game means somebody never filled the legend in.
// Rounding those blinds up to whole dollars would be the tool doing real
// damage on the strength of a stale field, so the amounts stay exact and the
// wrong legend stays visible.
const state = table(DOLLARS, 0.05, 0.1);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
});
test("a table with no legend at all gets exact amounts", () => {
const state = table([], 1, 2);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 4.5);
});
test("every fraction comes out buildable, and never shaved", () => {
const state = table(DOLLARS, 1, 2);
const index = state.actingSeatIndex;
const potAfterCall = Betting.potSoFar(state) + Betting.toCall(state, state.seats[index]);
[0.1, 0.25, 0.5, 0.75, 1].forEach(fraction => {
const value = Betting.potRaiseTo(state, index, fraction);
const exact = state.currentBet + potAfterCall * fraction;
assert.ok(value >= exact, `${fraction} of the pot should never be rounded down`);
assert.ok(value - exact < 1, `${fraction} of the pot should round by less than a chip`);
assert.equal(Money.chipBreakdown(value, DOLLARS).remainder, 0,
`${fraction} of the pot should be buildable from the table's chips`);
});
});
});
-103
View File
@@ -1,103 +0,0 @@
// Chips only ever leave this tool because a dealer meant them to. Starting the next
// hand clears every seat's contribution, so an unresolved pot is simply destroyed —
// the UI now asks first, and the number it quotes has to be exactly what goes.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, Money, makeTable, chipsOnTable } = require("./load");
// The same measure the confirmation uses.
const unresolvedPot = state => HoldemState.unresolvedContributions(state);
describe("what starting the next hand destroys", () => {
test("the quoted amount is exactly what leaves the table", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const before = chipsOnTable(state);
const quoted = unresolvedPot(state);
assert.ok(quoted > 0, "there is a pot to warn about");
HoldemState.startNextHand(state);
assert.equal(
Money.toCents(chipsOnTable(state)),
Money.toCents(before - quoted),
"the dealer must be told the real number, not an approximation"
);
});
test("chips still in front of players on the current street are counted too", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state); // blinds are `committed`, not yet banked
Betting.raiseTo(state, 0, 25); // and so is a raise mid-street
const before = chipsOnTable(state);
const quoted = unresolvedPot(state);
HoldemState.startNextHand(state);
assert.equal(Money.toCents(chipsOnTable(state)), Money.toCents(before - quoted));
assert.ok(quoted >= 25, `a live raise has to be included; quoted ${quoted}`);
});
test("a hand that was paid out properly leaves nothing to warn about", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const payouts = [{ id: state.seats[0].id, label: "Ann", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(unresolvedPot(state), 0, "nothing left over after a settled hand");
});
test("settling then dealing on conserves every chip", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
for (let hand = 0; hand < 5; hand++) {
Betting.beginHand(state);
const live = Betting.liveSeats(state);
live.forEach(s => { if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index); });
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const winner = Betting.liveSeats(state)[0];
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), start, `chips drifted on hand ${hand + 1}`);
}
});
test("an empty table has no phantom pot to warn about", () => {
const state = makeTable({ seatCount: 6, seated: [] });
assert.equal(unresolvedPot(state), 0);
});
test("a standing ante is never warned about, because it isn't lost", () => {
// The table default is a stand-in for "everyone puts the same in every hand",
// used by a dealer not tracking stacks at all. It re-applies to the next hand
// rather than going anywhere, so counting it would nag this dealer before
// every single hand — which is why the warning measures the fields
// startNextHand actually clears rather than the pot badge.
const state = makeTable({ seatCount: 9, seated: [0, 1] });
state.basePotAmount = 25;
state.seats.forEach(p => { p.amountOverride = null; });
// The base pot carries into the next hand, so nothing is being thrown away
// and the dealer must not be asked to confirm anything.
assert.equal(HoldemState.totalPot(state), 50, "the badge still shows a pot");
assert.equal(unresolvedPot(state), 0, "but none of it is at risk, so no warning");
HoldemState.startNextHand(state);
assert.equal(HoldemState.totalPot(state), 50, "the standing ante applies to the new hand too");
});
});
-230
View File
@@ -1,230 +0,0 @@
// The house's cut.
//
// A game that rakes has chips leaving the table every hand, and the bank check used to
// call them missing: buy-ins in, chips on the felt, and a dealer told somebody had been
// paid for chips they never got. The cut is the one thing here that is supposed to go
// and not come back.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Money, HoldemState, Betting, makeTable, chipsOnTable } = require("./load");
const raking = (rake, extra = {}) => {
const state = makeTable({ seatCount: 6, stack: 200, ...extra });
state.rake = { percent: 0, cap: null, noFlopNoDrop: true, ...rake };
return state;
};
describe("what the house takes", () => {
test("nothing, unless somebody says otherwise", () => {
const state = makeTable({ seatCount: 6 });
assert.equal(state.rake.percent, 0);
assert.equal(HoldemState.rakeOn(state, 100), 0);
});
test("a percentage of the pot", () => {
assert.equal(HoldemState.rakeOn(raking({ percent: 5 }), 100), 5);
assert.equal(HoldemState.rakeOn(raking({ percent: 10 }), 60), 6);
});
test("no more than the cap", () => {
const state = raking({ percent: 5, cap: 5 });
assert.equal(HoldemState.rakeOn(state, 100), 5);
assert.equal(HoldemState.rakeOn(state, 400), 5, "still five on a pot four times the size");
assert.equal(HoldemState.rakeOn(state, 40), 2, "under the cap it is just the percentage");
});
test("no flop, no drop", () => {
const state = raking({ percent: 5 });
assert.equal(HoldemState.rakeOn(state, 100, false), 0, "hand ended before the flop");
assert.equal(HoldemState.rakeOn(state, 100, true), 5);
});
test("unless the house rakes every pot", () => {
const state = raking({ percent: 5, noFlopNoDrop: false });
assert.equal(HoldemState.rakeOn(state, 100, false), 5);
});
test("nothing it can't make out of the table's chips, rounded the players' way", () => {
// 5% of $30 is $1.50, and this table's smallest chip is a dollar.
const state = raking({ percent: 5 });
assert.equal(HoldemState.rakeOn(state, 30), 1);
// 5% of $10 is 50c — under a chip, so the house takes nothing at all.
assert.equal(HoldemState.rakeOn(state, 10), 0);
});
test("never more than the pot, whatever gets typed in", () => {
assert.equal(HoldemState.rakeOn(raking({ percent: 100 }), 20), 20);
assert.equal(HoldemState.rakeOn(raking({ percent: 5, cap: 500 }), 20), 1);
});
test("nothing out of an empty pot", () => {
assert.equal(HoldemState.rakeOn(raking({ percent: 5 }), 0), 0);
});
});
describe("taking it out of the pot", () => {
const winner = amount => [{ id: "a", label: "Ann", amount }];
test("one winner just gets the pot less the cut", () => {
const { payouts, rake } = HoldemState.applyRake(winner(100), 5);
assert.equal(rake, 5);
assert.deepEqual(payouts.map(p => p.amount), [95]);
});
test("a split pot shares what's left, in proportion", () => {
const { payouts } = HoldemState.applyRake(
[{ id: "a", label: "Ann", amount: 60 }, { id: "b", label: "Ben", amount: 40 }], 10);
assert.deepEqual(payouts.map(p => p.amount), [54, 36]);
});
test("the rounding leftovers go back to the players, not to the house", () => {
// $100 split three ways less $7: 93 doesn't divide evenly, and every cent of
// it has to land on somebody.
const { payouts, rake } = HoldemState.applyRake([
{ id: "a", label: "Ann", amount: 34 },
{ id: "b", label: "Ben", amount: 33 },
{ id: "c", label: "Cal", amount: 33 },
], 7);
assert.equal(rake, 7);
assert.equal(Money.round(payouts.reduce((sum, p) => sum + p.amount, 0)), 93);
});
test("what goes out plus what the house keeps is what was in the middle", () => {
[[100, 5], [37.5, 1.25], [1000, 0], [9, 9]].forEach(([pot, rake]) => {
const result = HoldemState.applyRake(winner(pot), rake);
assert.equal(Money.round(result.payouts[0].amount + result.rake), pot, `${pot} less ${rake}`);
});
});
test("asking for more than the pot takes the pot, not more", () => {
const { payouts, rake } = HoldemState.applyRake(winner(20), 50);
assert.equal(rake, 20);
assert.deepEqual(payouts.map(p => p.amount), [0]);
});
test("no rake, no change — the same payouts come back", () => {
const { payouts, rake } = HoldemState.applyRake(winner(80), 0);
assert.equal(rake, 0);
assert.deepEqual(payouts.map(p => p.amount), [80]);
});
});
describe("what the box is checked against", () => {
test("raked chips are gone but not missing", () => {
const state = raking({ percent: 5 });
state.seats.forEach(p => { p.buyIns = 200; });
const before = HoldemState.bankReconciliation(state);
assert.equal(before.balanced, true);
// The house takes $10 out of the middle: somebody's stack is $10 lighter.
state.seats[0].stack = 190;
state.rakeTaken = 10;
const after = HoldemState.bankReconciliation(state);
assert.equal(after.raked, 10);
assert.equal(after.balanced, true, "the check still balances");
});
test("and are told apart from the ones that went astray", () => {
const state = raking({ percent: 5 });
state.seats.forEach(p => { p.buyIns = 200; });
state.seats[0].stack = 180;
state.rakeTaken = 10;
const check = HoldemState.bankReconciliation(state);
assert.equal(check.raked, 10);
assert.equal(check.difference, -10, "ten dollars really are missing");
assert.equal(check.balanced, false);
});
test("a table that has never raked reads exactly as it did before", () => {
const state = makeTable({ seatCount: 6 });
state.seats.forEach(p => { p.buyIns = 100; p.stack = 100; });
const check = HoldemState.bankReconciliation(state);
assert.equal(check.raked, 0);
assert.equal(check.balanced, true);
});
});
describe("the record of it", () => {
test("the hand log keeps the pot as the table saw it, and the cut beside it", () => {
const state = raking({ percent: 5 });
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 95 }], 5);
const [entry] = state.handHistory;
assert.equal(entry.pot, 100, "the pot in the middle");
assert.equal(entry.rake, 5);
assert.equal(entry.payouts[0].amount, 95, "what the winner actually took");
});
test("a hand with no rake records a zero rather than nothing", () => {
const state = makeTable({ seatCount: 6 });
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 40 }]);
assert.equal(state.handHistory[0].rake, 0);
assert.equal(state.handHistory[0].pot, 40);
});
test("a table saved before the house took anything takes nothing", () => {
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
delete parsed.rake;
delete parsed.rakeTaken;
const migrated = HoldemState.migrate(parsed);
assert.equal(migrated.rake.percent, 0);
assert.equal(migrated.rake.noFlopNoDrop, true);
assert.equal(migrated.rakeTaken, 0);
});
test("nonsense in a saved rake is cleaned up rather than trusted", () => {
const parsed = JSON.parse(JSON.stringify(makeTable({ seatCount: 6 })));
parsed.rake = { percent: -5, cap: -1, noFlopNoDrop: false };
parsed.rakeTaken = -20;
const migrated = HoldemState.migrate(parsed);
assert.equal(migrated.rake.percent, 0);
assert.equal(migrated.rake.cap, null);
assert.equal(migrated.rake.noFlopNoDrop, false, "that one is a real choice");
assert.equal(migrated.rakeTaken, 0);
});
});
describe("the file the dealer hands over", () => {
const { HandHistoryExport } = require("./load");
test("has a column for what the house took", () => {
const state = raking({ percent: 5 });
HoldemState.recordHand(state, [{ id: "a", label: "Ann", amount: 95 }], 5);
HoldemState.recordHand(state, [{ id: "b", label: "Ben", amount: 40 }], 0);
// Oldest hand first, and money as bare numbers so a spreadsheet can total it.
const csv = HandHistoryExport.toCsv(state.handHistory);
const [header, raked, unraked] = csv.split("\n");
assert.match(header, /Pot,House take,Payouts/);
assert.match(raked, /,100\.00,5\.00,/, "the raked hand says how much was taken");
assert.match(unraked, /,40\.00,0\.00,/, "and the unraked one says nothing was");
});
});
describe("a raked hand, end to end", () => {
test("the chips add up: stacks plus the house's cut equal what was bought in", () => {
// 5/10 blinds, so six callers make a pot big enough for 5% to be a whole chip.
// At 1/2 the same hand makes $12, 5% of which is 60c and rounds away to
// nothing — which is the rule working, not a hand worth testing the bank on.
const state = raking({ percent: 5, cap: 5 }, { smallBlind: 5, bigBlind: 10 });
state.seats.forEach(p => { p.buyIns = 200; });
Betting.beginHand(state);
// Everyone calls the big blind, then it is checked down.
state.seats.forEach((p, i) => { if (p.inHand) Betting.putIn(state, i, Betting.toCall(state, p)); });
Betting.sweepToHandTotals(state);
const pot = state.seats.reduce((sum, p) => sum + (Number(p.amountOverride) || 0), 0);
const rake = HoldemState.rakeOn(state, pot, true);
assert.equal(pot, 60);
assert.equal(rake, 3);
const { payouts } = HoldemState.applyRake([{ id: state.seats[0].id, label: "P1", amount: pot }], rake);
state.rakeTaken = rake;
HoldemState.recordHand(state, payouts, rake);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(Money.round(chipsOnTable(state) + state.rakeTaken), 1200);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
});
-274
View File
@@ -1,274 +0,0 @@
// Reading the showdown: the picker that takes the cards in, and the pot maths that
// pays somebody on the strength of them.
//
// The evaluator is tested to death next door in handRank.test.js. What is tested here
// is the join — the two places where a correct ranking can still pay the wrong player:
// a side pot, where the question is asked again of a smaller field, and a card entered
// in two places, where the ranking is of a deck that does not exist.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { CardPicker, HandRank, HoldemState, PotCalculator, Money, makeTable } = require("./load");
describe("the picker, filling the board", () => {
const table = (board = ["", "", "", "", ""]) => {
const state = makeTable({ seatCount: 4, stack: 100 });
state.board = board;
return state;
};
// The sheet's own drawing is the DOM's business; the slot bookkeeping under it is
// not, and that is what these ask about.
const headless = () => { CardPicker.render = () => {}; CardPicker.close = () => {}; };
const onBoard = (state, cardIndex = 0, limit = 5) => {
headless();
CardPicker.state = state;
CardPicker.hooks = { onPick: () => {} };
CardPicker.target = "board";
CardPicker.boardLimit = limit;
CardPicker.cardIndex = cardIndex;
return CardPicker;
};
const onSeat = (state, seatIndex, cardIndex = 0) => {
headless();
CardPicker.state = state;
CardPicker.hooks = { onPick: () => {} };
CardPicker.target = "seat";
CardPicker.seatIndex = seatIndex;
CardPicker.cardIndex = cardIndex;
return CardPicker;
};
test("it only offers the slots that have actually been turned", () => {
const state = table();
assert.equal(onBoard(state, 0, 3).slotValues().length, 3, "the flop is three");
assert.equal(onBoard(state, 0, 4).slotValues().length, 4, "the turn makes four");
assert.equal(onBoard(state, 0, 5).slotValues().length, 5);
});
test("a card goes into the board, not into a seat", () => {
const state = table();
onBoard(state, 1, 3).assign("KD");
assert.deepEqual(state.board, ["", "KD", "", "", ""]);
assert.deepEqual(state.seats[0].cards, ["", ""]);
});
test("it walks on to the next empty slot, so a flop is three taps", () => {
const state = table();
const picker = onBoard(state, 0, 3);
picker.assign("KD");
assert.equal(picker.cardIndex, 1);
picker.assign("9C");
assert.equal(picker.cardIndex, 2);
picker.assign("4S");
assert.deepEqual(state.board.slice(0, 3), ["KD", "9C", "4S"]);
});
test("and it does not walk past the slots it was given", () => {
// Filling the turn must not run on to the river: that card is still in the deck.
const state = table(["KD", "9C", "4S", "", ""]);
const picker = onBoard(state, 3, 4);
picker.assign("AH");
assert.deepEqual(state.board, ["KD", "9C", "4S", "AH", ""]);
});
test("clearing a slot empties that one and nothing else", () => {
const state = table(["KD", "9C", "4S", "", ""]);
onBoard(state, 1, 3).clearSlot();
assert.deepEqual(state.board, ["KD", "", "4S", "", ""]);
});
});
describe("a card cannot be in two places", () => {
const table = () => {
const state = makeTable({ seatCount: 4, stack: 100 });
state.board = ["KD", "9C", "4S", "", ""];
state.seats[0].cards = ["AH", "AS"];
state.seats[1].cards = ["", ""];
return state;
};
const picker = (state, setup) => {
CardPicker.state = state;
CardPicker.hooks = { onPick: () => {} };
setup();
return CardPicker;
};
test("the board's cards are unavailable to a hand", () => {
// The half of this that did not exist before: the picker knew about every
// player's cards and nothing about the middle of the table, so the king of
// diamonds on the flop could be dealt to somebody as well.
const state = table();
const used = picker(state, () => {
CardPicker.target = "seat";
CardPicker.seatIndex = 1;
CardPicker.cardIndex = 0;
}).cardsInUse();
assert.equal(used.get("KD"), "the board");
assert.equal(used.get("9C"), "the board");
assert.ok(used.has("AH"), "and the other players' are still in there");
});
test("and a hand's cards are unavailable to the board", () => {
const state = table();
const used = picker(state, () => {
CardPicker.target = "board";
CardPicker.boardLimit = 5;
CardPicker.cardIndex = 3;
}).cardsInUse();
assert.ok(used.has("AH"), "the ace in seat 1's hand");
assert.ok(used.has("KD"), "and the rest of the board");
});
test("but the slot being edited is not competing with itself", () => {
const state = table();
const used = picker(state, () => {
CardPicker.target = "board";
CardPicker.boardLimit = 3;
CardPicker.cardIndex = 0;
}).cardsInUse();
assert.equal(used.has("KD"), false, "re-picking what is already there is not a duplicate");
assert.equal(used.has("9C"), true);
});
test("the same goes for a seat's own slot", () => {
const state = table();
const used = picker(state, () => {
CardPicker.target = "seat";
CardPicker.seatIndex = 0;
CardPicker.cardIndex = 0;
}).cardsInUse();
assert.equal(used.has("AH"), false);
assert.equal(used.has("AS"), true, "the player's other card still is");
});
});
describe("who wins a side pot", () => {
// The case a single ranking of the whole table gets wrong. The best hand takes the
// main pot and is then out of the question: the side pot goes to the best of who is
// left, which is a different answer, and it is the answer the wizard has to ask for
// again each round rather than reading off one list.
//
// Three players, and the short stack has the best hand of the three.
const board = ["KD", "9C", "4S", "AH", "2H"];
const hands = {
short: ["9H", "9S"], // trips — the best hand at the table
big: ["AS", "KC"], // two pair, aces and kings
other: ["AC", "3D"], // a pair of aces
};
const entries = () => PotCalculator.buildEntries([
{ id: "short", contribution: 20, folded: false },
{ id: "big", contribution: 100, folded: false },
{ id: "other", contribution: 100, folded: false },
]);
// What the wizard does: read the hands still in for *this* round.
const readRound = state => HandRank.showdown(board,
PotCalculator.getContenders(state).map(c => ({ id: c.id, cards: hands[c.id] })));
test("the short stack takes the main pot with the best hand", () => {
const round = readRound(entries());
assert.equal(round.complete, true);
assert.deepEqual(round.winners, ["short"]);
});
test("and the side pot goes to the best of the two who are left", () => {
const first = PotCalculator.resolveRound(entries(), ["short"]);
// 20 from each of three: the short stack is paid 60 and is out of it.
assert.equal(Money.round(first.perWinner[0].amount), 60);
const round = readRound(first.updatedEntries);
assert.deepEqual(round.winners, ["big"],
"not the trips, which are no longer eligible for this money");
assert.equal(round.players.length, 2, "and the short stack is not even offered");
const second = PotCalculator.resolveRound(first.updatedEntries, ["big"]);
assert.equal(Money.round(second.perWinner[0].amount), 160);
});
test("every chip is accounted for across the two rounds", () => {
const first = PotCalculator.resolveRound(entries(), ["short"]);
const second = PotCalculator.resolveRound(first.updatedEntries, ["big"]);
assert.equal(Money.round(first.payoutPool + second.payoutPool), 220);
assert.equal(PotCalculator.getContenders(second.updatedEntries).length, 0);
});
});
describe("what it refuses to answer", () => {
const board = ["KD", "9C", "4S", "AH", "2H"];
test("a folded player's cards are not in the running", () => {
// They are not a contender, so they are never handed in — which means a hand
// that would have won cannot take a pot its owner threw away.
const table = PotCalculator.buildEntries([
{ id: "live", contribution: 50, folded: false },
{ id: "mucked", contribution: 50, folded: true },
]);
const contenders = PotCalculator.getContenders(table);
assert.deepEqual(contenders.map(c => c.id), ["live"]);
const round = HandRank.showdown(board, contenders.map(c => ({ id: c.id, cards: ["7C", "5D"] })));
assert.deepEqual(round.winners, ["live"], "even holding nothing");
});
test("one hand not turned over and it hands the question back", () => {
const round = HandRank.showdown(board, [
{ id: "a", cards: ["9H", "9S"] },
{ id: "b", cards: ["", ""] },
]);
assert.equal(round.complete, false);
assert.deepEqual(round.winners, []);
assert.deepEqual(round.unknown, ["b"]);
});
test("a board still being dealt is not a showdown", () => {
const round = HandRank.showdown(["KD", "9C", "4S", "", ""], [
{ id: "a", cards: ["9H", "9S"] },
{ id: "b", cards: ["AS", "KC"] },
]);
assert.equal(round.complete, false);
assert.deepEqual(round.winners, []);
});
test("a card entered twice stops it rather than guessing", () => {
// The failure mode that matters: a mis-typed card produces a hand that ranks
// perfectly well and is not the one on the table. Refusing is the only honest
// answer, and the dealer picks the winner the way they always could.
const round = HandRank.showdown(board, [
{ id: "a", cards: ["9H", "9S"] },
{ id: "b", cards: ["KD", "QC"] }, // the king of diamonds is on the board
]);
assert.equal(round.duplicated, true);
assert.equal(round.complete, false);
assert.deepEqual(round.winners, []);
});
test("and two players holding the same card is caught as well", () => {
const round = HandRank.showdown(board, [
{ id: "a", cards: ["QH", "QS"] },
{ id: "b", cards: ["QH", "JC"] },
]);
assert.equal(round.duplicated, true);
assert.equal(round.complete, false);
});
});
describe("a table that never asked for any of this", () => {
test("has no board, tracks nothing, and reads no showdown", () => {
const state = HoldemState.createDefault();
assert.equal(state.trackBoard, false);
// Which is what the wizard checks before it reads anything at all — see
// readShowdown() in potWizard.js. With it off, an empty board would decline
// anyway, so the tool cannot start answering a question nobody asked.
const round = HandRank.showdown(state.board, [
{ id: "a", cards: ["9H", "9S"] },
{ id: "b", cards: ["AS", "KC"] },
]);
assert.equal(round.complete, false);
assert.deepEqual(round.winners, []);
});
});
-282
View File
@@ -1,282 +0,0 @@
// Motion, for the people who asked for less of it.
//
// The stylesheet had honoured `prefers-reduced-motion` for a while, and all three places
// it did were the wrong size of thing: a 2px press-down on a button, a checkbox tick,
// and the acting seat's pulse. What none of them covered was motion that moves something
// across the screen — and for anyone with a vestibular disorder that is the part that
// matters. A button dipping under a thumb is not what makes people ill.
//
// Four things were doing it. A seat editor that slides the full height of itself up from
// off-screen, every time a dealer taps a chair. A toast that slides in from below. And
// three `scrollIntoView({ behavior: "smooth" })` calls, which are the most provocative of
// the lot, because what moves is the whole viewport rather than one control.
//
// The scripts are checked here against a stand-in for matchMedia; the stylesheet is
// checked against its own text, the way the seat footprint rules already are.
const test = require("node:test");
const { describe, afterEach } = require("node:test");
const assert = require("node:assert");
const fs = require("fs");
const path = require("path");
const { Render } = require("./load");
const CSS = fs.readFileSync(
path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css"), "utf8");
// ---- The scripts ------------------------------------------------------------
// Node has no matchMedia at all, so this installs one rather than replacing one. It is
// defined as a plain value here for the same reason `navigator` had to be defined with
// defineProperty in wakeLock.test.js: assigning to a global the runtime owns can be a
// silent no-op, and a test that thinks it installed a fake and didn't passes for the
// wrong reason.
const setReducedMotion = wanted => {
Object.defineProperty(globalThis, "matchMedia", {
value: query => ({
matches: wanted && /prefers-reduced-motion:\s*reduce/.test(query),
media: query,
}),
configurable: true,
writable: true,
});
};
const unsetMatchMedia = () => { delete globalThis.matchMedia; };
// An element that records what it was asked to do, and nothing else.
const fakeElement = () => {
const calls = [];
return { calls, scrollIntoView(options) { calls.push(options); } };
};
afterEach(unsetMatchMedia);
describe("what the tool reads off the setting", () => {
test("a browser asking for less motion is heard", () => {
setReducedMotion(true);
assert.equal(Render.prefersReducedMotion(), true);
});
test("and one that isn't, isn't", () => {
setReducedMotion(false);
assert.equal(Render.prefersReducedMotion(), false);
});
test("a browser too old to have the question is not assumed to be answering it", () => {
// No matchMedia at all. The safe reading is "no preference stated", which leaves
// the tool behaving exactly as it did — not "reduce", which would quietly take
// the animation away from everybody on an old browser.
unsetMatchMedia();
assert.equal(Render.prefersReducedMotion(), false);
});
});
describe("bringing something into view", () => {
test("scrolls smoothly when nobody has asked otherwise", () => {
setReducedMotion(false);
const el = fakeElement();
Render.bringIntoView(el, { block: "center" });
assert.deepEqual(el.calls, [{ block: "center", behavior: "smooth" }]);
});
test("and jumps when they have", () => {
setReducedMotion(true);
const el = fakeElement();
Render.bringIntoView(el, { block: "center" });
assert.deepEqual(el.calls, [{ block: "center", behavior: "auto" }]);
});
test("the caller still chooses where it lands, only not how it gets there", () => {
// Each of the three callers wants a different alignment — the raise field
// centred, the seat sheet nearest, the sidebar section at the top — and the
// helper must not flatten that into one answer.
setReducedMotion(true);
for (const block of ["center", "nearest", "start"]) {
const el = fakeElement();
Render.bringIntoView(el, { block });
assert.equal(el.calls[0].block, block);
}
});
test("a caller that never chose gets a plain scroll rather than an exception", () => {
setReducedMotion(false);
const el = fakeElement();
Render.bringIntoView(el);
assert.equal(el.calls[0].behavior, "smooth");
});
test("nothing to scroll is not an error", () => {
// main.js reaches for #seatEditorPanel by id and passes whatever it finds.
setReducedMotion(true);
assert.doesNotThrow(() => Render.bringIntoView(null));
assert.doesNotThrow(() => Render.bringIntoView(undefined));
assert.doesNotThrow(() => Render.bringIntoView({}));
});
test("the setting is re-read every time, not remembered from page load", () => {
// A dealer who turns reduced motion on mid-session should be taken seriously
// without reloading the table — and the table is a thing they cannot afford to
// reload lightly.
setReducedMotion(false);
const el = fakeElement();
Render.bringIntoView(el, { block: "start" });
setReducedMotion(true);
Render.bringIntoView(el, { block: "start" });
assert.deepEqual(el.calls.map(c => c.behavior), ["smooth", "auto"]);
});
});
// ---- The stylesheet ---------------------------------------------------------
// Everything inside the @media block whose condition matches, concatenated — there is
// more than one reduced-motion block in the file and they govern different things.
const reducedMotionBlocks = (extraCondition = null) => {
const found = [];
const needle = "@media ";
for (let at = CSS.indexOf(needle); at >= 0; at = CSS.indexOf(needle, at + 1)) {
const open = CSS.indexOf("{", at);
const condition = CSS.slice(at + needle.length, open).trim();
if (!/prefers-reduced-motion:\s*reduce/.test(condition)) continue;
if (extraCondition && !condition.includes(extraCondition)) continue;
let depth = 0;
let i = open;
for (; i < CSS.length; i++) {
if (CSS[i] === "{") depth++;
else if (CSS[i] === "}" && --depth === 0) break;
}
found.push(CSS.slice(open + 1, i));
}
return found;
};
describe("the stylesheet stops the things that actually travel", () => {
test("there is more than one reduced-motion block, and one of them is for the sheet", () => {
assert.ok(reducedMotionBlocks().length >= 2,
"the press-down block alone was never the whole job");
assert.equal(reducedMotionBlocks("max-width").length, 1,
"the seat sheet's override has to carry the same width condition as the rule it beats");
});
test("the toast keeps its fade and loses its travel", () => {
const all = reducedMotionBlocks().join("\n");
const toast = all.slice(all.indexOf(".toast"));
assert.match(toast, /transform:\s*none/,
"a toast sliding up from the bottom edge is exactly the motion being asked about");
// The guidance is not "delete the animation": something that appears already in
// place reads as a rendering glitch rather than as news. Opacity survives.
assert.match(toast, /transition:\s*opacity/,
"the fade has to stay, or the toast stops reading as something that just happened");
});
test("the seat sheet stops sliding, and stops being painted after it has gone", () => {
const [sheet] = reducedMotionBlocks("max-width");
assert.ok(sheet, "the sheet override should exist");
assert.doesNotMatch(sheet, /transition:[^;]*transform/,
"the transform transition is the slide, and it is the largest movement here");
// The delay is what kept the slide-out on screen for its own quarter second.
// With the slide gone it would leave a sheet that has already jumped away still
// painted, which is a flicker rather than a courtesy.
const flips = sheet.match(/transition:\s*visibility\s+0s[^;]*/g) || [];
assert.equal(flips.length, 2,
"both directions need saying: the rule that puts the sheet away and the one that opens it");
assert.ok(flips.every(rule => /^transition:\s*visibility\s+0s(\s+linear\s+0s)?\s*$/.test(rule.trim())),
`visibility has to flip at once in both directions once there is no slide to cover: ${flips}`);
assert.doesNotMatch(sheet, /linear\s+0\.\d+s/,
"no leftover delay measured against an animation that no longer runs");
});
});
// ---- And the same rule, applied to whatever the file grows next --------------
//
// The three checks above name the things that were wrong. This one is the general
// version, and it is the one that will still be doing work in a year: it scans the
// stylesheet for every `:hover` and `:active` transform there is and insists each one
// has an off switch.
//
// Written because the existing block's membership had gone wrong in a way no
// enumerated test would have caught. It held nine `:active` selectors and looked
// deliberate, but it had been written to stop a *stuck press state* when a tap turns
// into a scroll — reaching for the reduced-motion query as the nearest proxy — and
// solving one problem with another's tool is how it came to cover `.dealerChip` and
// `.raiseQuickBtn` while missing `.actionBtn`, the class on every button in the action
// bar, and every `:hover` in the file.
describe("every hover and press in the file has an off switch", () => {
// Selectors that move something under the pointer.
//
// Parsed as blocks rather than scanned line by line, and that distinction is not
// pedantry — the line-by-line version was written first and a fault injection walked
// straight past it. A rule written on one line puts its selector and its declaration
// in the same string, so neither "this line opens a rule" nor "this line is a
// transform" matched, and the scan reported a clean file while the lift it was meant
// to find sat in plain sight.
//
// The pattern matches innermost blocks only: a selector cannot contain braces, so an
// @media wrapper's body never matches and its contents are reached individually.
const pointerTransforms = () => {
const withoutComments = CSS.replace(/\/\*[\s\S]*?\*\//g, "");
const found = [];
for (const [, selector, body] of withoutComments.matchAll(/([^{}]+)\{([^{}]*)\}/g)) {
const name = selector.trim();
if (name.startsWith("@")) continue;
if (!name.includes(":hover") && !name.includes(":active")) continue;
const moves = body.match(/(^|[;{\s])transform\s*:\s*([^;]+)/);
if (!moves || /^none\b/.test(moves[2].trim())) continue;
// Split the group. A comma-separated rule is nine separate promises, and
// checking the joined string against the reduce block is a test that can only
// pass if both lists happen to be written in the same order — which is to say
// a test that passes by luck. It also hid three selectors outright: the
// line-scanning version kept only the last line of a multi-line group, so
// .toastAction, .toastClose and .potWizardChoice were never looked at.
for (const one of name.split(",")) {
const selector = one.trim().replace(/\s+/g, " ");
if (!selector.includes(":hover") && !selector.includes(":active")) continue;
found.push({ selector, declaration: moves[2].trim() });
}
}
return found;
};
const reduceText = () => reducedMotionBlocks().join("\n");
test("there are some to check, or this test is measuring nothing", () => {
// The guard the accent check taught us to write: a scan that finds nothing
// passes just as green as a scan that finds everything covered.
assert.ok(pointerTransforms().length >= 4,
"the file should still have hover/press transforms in it");
});
test("and every one of them is turned off under reduced motion", () => {
const text = reduceText();
// A selector counts as covered when it appears in a reduce block, comma-separated
// list and all. Compared with whitespace flattened, because the reduce block puts
// each selector on its own line and the rule it answers may not.
const flat = text.replace(/\s+/g, " ");
const missing = pointerTransforms()
.filter(rule => !flat.includes(rule.selector))
.map(rule => `${rule.selector} { transform: ${rule.declaration} }`);
assert.deepEqual(missing, [],
`these move under the pointer with no reduced-motion escape:\n ${missing.join("\n ")}`);
});
test("including the one a dealer touches most", () => {
// Named on its own as well as caught by the scan, because this is the specific
// omission that prompted the scan: Fold, Call, Raise and Post blinds & deal all
// carry .actionBtn, and it was the one control missing from a list of nine.
assert.match(reduceText(), /\.actionBtn:active/,
"the action bar's own buttons are the most-pressed thing in the tool");
});
test("a looping animation only runs where motion is welcome", () => {
// The acting seat breathes. An infinite animation is the one kind that cannot be
// waited out, so it has to be inside a no-preference block rather than merely
// overridden in a reduce one.
const noPreference = CSS.indexOf("@media (prefers-reduced-motion: no-preference)");
assert.ok(noPreference > 0, "the pulse should sit behind a no-preference query");
const infinite = [...CSS.matchAll(/animation:[^;]*infinite/g)].map(m => m.index);
assert.ok(infinite.length > 0, "there should still be a looping animation to check");
assert.ok(infinite.every(at => at > noPreference),
"every looping animation has to sit inside the no-preference block");
});
});
-143
View File
@@ -1,143 +0,0 @@
// When does a bet reopen the action? The most misread rule in poker, and the one a
// home game argues about longest: a player shoving in less than a full raise does not
// give everybody behind them another go.
//
// TDA Rule 44 — an all-in wager of less than a full raise does not reopen the betting
// to a player who has already acted and is not facing a full raise.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, makeTable, chipsOnTable } = require("./load");
const actedFlags = state => state.seats
.map((p, i) => ({ seat: i, acted: p.hasActed, live: p.inHand && !p.folded }))
.filter(s => s.live);
describe("a short all-in does not reopen the betting", () => {
// Blinds 1/2. Seat 4 raises to 10 (a full raise of 8). Seat 1 calls.
// Seat 2 is all-in for 13 — three more, where a full raise needs eight.
const shortAllInTable = () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 13;
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
return state;
};
test("players who already acted are not asked to act again", () => {
const state = shortAllInTable();
assert.equal(state.seats[0].hasActed, true, "seat 1 has called");
assert.equal(state.seats[3].hasActed, true, "seat 4 has raised");
Betting.allIn(state, 1);
assert.equal(state.seats[0].hasActed, true, "seat 1 must not be reopened");
assert.equal(state.seats[3].hasActed, true, "seat 4 must not be reopened");
});
test("but they do still owe the difference", () => {
const state = shortAllInTable();
Betting.allIn(state, 1);
assert.equal(Betting.toCall(state, state.seats[0]), 3, "seat 1 owes the extra 3");
assert.equal(Betting.isStreetComplete(state), false, "so the street isn't over");
});
test("a player who had not acted yet keeps full rights", () => {
const state = shortAllInTable();
assert.equal(state.seats[2].hasActed, false, "seat 3 hasn't acted");
Betting.allIn(state, 1);
assert.equal(state.seats[2].hasActed, false, "and still hasn't — they may still raise");
});
test("the minimum raise is not shrunk by the short all-in", () => {
const state = shortAllInTable();
assert.equal(state.lastRaiseSize, 8);
Betting.allIn(state, 1);
assert.equal(state.lastRaiseSize, 8, "still the last *full* raise");
assert.equal(Betting.minRaiseTo(state), 21, "13 to call plus a full raise of 8");
});
test("calling the short all-in ends the street", () => {
const state = shortAllInTable();
Betting.allIn(state, 1);
Betting.call(state, 2); // seat 3, who had full rights, just calls
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(Betting.isStreetComplete(state), true);
});
test("no chips are created or lost by any of it", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 13;
const start = chipsOnTable(state);
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
Betting.allIn(state, 1);
Betting.call(state, 2);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(chipsOnTable(state), start);
});
});
describe("a full raise still reopens the betting", () => {
test("an all-in that is a full raise or more reopens everyone", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 40;
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
Betting.allIn(state, 1); // to 40: an increase of 30, well over the 8 needed
assert.equal(state.seats[0].hasActed, false, "seat 1 gets another go");
assert.equal(state.seats[3].hasActed, false, "and so does seat 4");
assert.equal(state.lastRaiseSize, 30);
assert.equal(Betting.minRaiseTo(state), 70);
});
test("an ordinary raise reopens everyone", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(state.seats[3].hasActed, true);
Betting.raiseTo(state, 1, 10);
assert.equal(state.seats[3].hasActed, false);
assert.equal(state.seats[0].hasActed, false);
});
test("a raise exactly the size of the last one counts as full", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10); // raise of 8
Betting.call(state, 0);
Betting.raiseTo(state, 1, 18); // exactly 8 more — a legal minimum raise
assert.equal(state.seats[0].hasActed, false, "a minimum raise still reopens");
assert.equal(state.lastRaiseSize, 8);
});
test("the first raise of a street is measured against the big blind", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
Betting.check(state, 2);
Betting.closeStreet(state); // to the flop, no bet yet
const first = Betting.nextToAct(state, state.dealerSeatIndex);
Betting.raiseTo(state, first, 2); // a bet of exactly one big blind
const others = state.seats.filter((p, i) => p.inHand && !p.folded && i !== first);
assert.ok(others.every(p => p.hasActed === false), "a full-sized opening bet reopens everyone");
});
});
-144
View File
@@ -1,144 +0,0 @@
// Values a dealer can actually produce with a typo, and the ones a corrupted save
// can produce on its own. None of these should be able to move chips.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
describe("a stack can never go negative", () => {
test("a mistyped negative stack reads as empty, not as owing chips", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats[0].stack = -50;
assert.equal(Betting.stackOf(state, state.seats[0]), 0);
});
test("a negative stack can't be bet with", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats[0].stack = -50;
const before = state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0);
const moved = Betting.putIn(state, 0, 25);
assert.equal(moved, 0, "nothing moves out of an empty stack");
assert.ok(Betting.stackOf(state, state.seats[0]) >= 0);
assert.equal(state.seats[0].committed, 0, "and nothing appears in front of them");
assert.ok(state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0) <= before);
});
test("a negative table default doesn't hand everyone a negative stack", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats.forEach(p => { p.stack = null; });
state.defaultStack = -100;
state.seats.forEach(p => assert.equal(Betting.stackOf(state, p), 0));
});
test("a negative stack doesn't make a player look like they can still bet", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats[0].stack = -50;
assert.ok(!Betting.seatsWithChips(state).some(s => s.index === 0));
});
});
describe("blinds that can't be posted", () => {
test("negative blinds post nothing rather than paying players to sit down", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.smallBlind = -5;
state.bigBlind = -10;
const before = chipsOnTable(state);
Betting.beginHand(state);
state.seats.forEach(p => assert.equal(p.committed, 0));
assert.equal(chipsOnTable(state), before);
});
test("an unreadable blind doesn't wedge the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.bigBlind = NaN;
state.smallBlind = 1;
Betting.beginHand(state);
assert.ok(Number.isFinite(state.currentBet), "the bet to match is still a number");
assert.ok(!Number.isNaN(Betting.potSoFar(state)));
});
test("blinds nobody can cover put those players all-in and move on", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 10 });
state.smallBlind = 500;
state.bigBlind = 1000;
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(chipsOnTable(state), before, "no chips invented covering a blind");
state.seats.forEach(p => assert.ok((Number(p.stack) || 0) >= 0));
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
});
});
describe("a saved table that comes back damaged", () => {
test("unreadable storage falls back to a fresh table", () => {
// load() has to survive whatever is in localStorage, because the alternative
// is a dealer opening the tool mid-session to a blank screen.
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => "{not json at all",
setItem: () => {},
removeItem: () => {},
};
const state = HoldemState.load();
globalThis.localStorage = original;
assert.equal(state.seats.length, HoldemState.DEFAULT_SEAT_COUNT);
assert.equal(state.handNumber, 1);
});
test("a save missing its seats is treated as no save at all", () => {
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => JSON.stringify({ handNumber: 7, smallBlind: 3 }),
setItem: () => {},
removeItem: () => {},
};
const state = HoldemState.load();
globalThis.localStorage = original;
assert.ok(Array.isArray(state.seats) && state.seats.length > 0);
});
test("a save from before a field existed gets the field, not undefined", () => {
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => JSON.stringify({
seats: [{ id: "a", name: "Ann", inHand: true }, { id: "b", name: "Ben", inHand: true }],
handNumber: 4,
}),
setItem: () => {},
removeItem: () => {},
};
const state = HoldemState.load();
globalThis.localStorage = original;
assert.equal(state.blindOverride, null);
assert.equal(state.street, "preflop");
state.seats.forEach(p => {
assert.equal(p.committed, 0);
assert.equal(p.hasActed, false);
assert.equal(p.buyIns, 0);
});
// And it has to be playable, not just parseable.
assert.doesNotThrow(() => Betting.beginHand(state));
});
test("storage that refuses to be written doesn't take the table down", () => {
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => null,
setItem: () => { throw new Error("QuotaExceededError"); },
removeItem: () => {},
};
const state = HoldemState.createDefault();
assert.doesNotThrow(() => HoldemState.save(state), "a full disk must not break the hand in progress");
globalThis.localStorage = original;
});
});
-287
View File
@@ -1,287 +0,0 @@
// Reads every piece of text on the dealer's page and asks whether it can actually be
// read, at the size and weight it is actually drawn.
//
// node tests/holdem/runContrastAudit.js [baseUrl]
//
// Needs Playwright and a running site, like runUiAudit.js, and is deliberately kept
// out of the unit suite for the same reason.
//
// Why this exists next to the contrast check already in uiAudit.js: that one measures
// WCAG 2 contrast ratio and the page passes it. WCAG 2's ratio is a luminance gap, and
// a luminance gap overstates readability once one colour is near black — which is
// every reading taken on a page whose background is #141414. APCA asks the question
// the ratio can't. Both numbers are reported, because "passes AA, fails APCA" is the
// interesting row and hiding either number would hide it.
//
// How the background is obtained matters more than the arithmetic. The first version
// walked the DOM compositing `background-color` up the ancestors, and reported the gold
// dealer button as black text on a black background at Lc 0.4 — a fault that does not
// exist on an element anyone can see is legible, because a gradient was doing the
// painting and `background-color` knew nothing about it. So: paint the page with its
// text made transparent, screenshot it, and read the background out of the pixels. The
// text's own client rects come from a Range, not the element box, so a label inside a
// wide row is sampled where the glyphs are rather than wherever the row happens to end.
const fs = require("node:fs");
const os = require("node:os");
const path = require("node:path");
const { lc, requiredLc } = require("./apca");
const { decode, pixelAt } = require("./png");
const BASE = process.argv[2] || "http://localhost:5199";
const VIEWPORTS = [
[390, 844, "iPhone 14"],
[768, 1024, "iPad"],
[1280, 900, "desktop"],
];
// WCAG 2 relative luminance — the piecewise curve, which is not the one APCA uses.
function wcagLuminance([r, g, b]) {
const f = c => {
c /= 255;
return c <= 0.04045 ? c / 12.92 : Math.pow((c + 0.055) / 1.055, 2.4);
};
return 0.2126 * f(r) + 0.7152 * f(g) + 0.0722 * f(b);
}
function wcagRatio(fg, bg) {
const a = wcagLuminance(fg), b = wcagLuminance(bg);
return (Math.max(a, b) + 0.05) / (Math.min(a, b) + 0.05);
}
function seedTable() {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
[["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500],
["Bob", 250], ["Dee", 600]].forEach(([name, cash], i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].buyIns = cash;
state.seats[i].stack = cash;
});
state.smallBlind = 5;
state.bigBlind = 10;
state.handNumber = 5;
state.handHistory.push({
handNumber: 4, timestamp: Date.now(), pot: 120,
payouts: [{ id: state.seats[0].id, label: "Christopher", amount: 120 }],
ledger: state.seats.slice(0, 5).map(p => ({ id: p.id, name: p.name, in: 30, won: 0 })),
});
HoldemState.save(state);
}
// Every text node that is actually painted, with the rect its glyphs occupy.
function collectText() {
const out = [];
const walker = document.createTreeWalker(document.body, NodeFilter.SHOW_TEXT);
let node;
while ((node = walker.nextNode())) {
const text = node.textContent.trim();
if (!text) continue;
const el = node.parentElement;
if (!el || el.closest("[hidden]")) continue;
const cs = getComputedStyle(el);
if (cs.visibility === "hidden" || cs.display === "none") continue;
// Anything faded is faded onto what is behind it, and the screenshot already
// shows that — but fully transparent text is not text.
let opacity = 1;
for (let n = el; n && n.nodeType === 1; n = n.parentElement) {
opacity *= parseFloat(getComputedStyle(n).opacity);
}
if (opacity < 0.05) continue;
const range = document.createRange();
range.selectNodeContents(node);
const rects = [...range.getClientRects()].filter(r => r.width > 1 && r.height > 1);
if (!rects.length) continue;
const r = rects[0];
if (r.bottom < 0 || r.top > innerHeight || r.right < 0 || r.left > innerWidth) continue;
const m = cs.color.match(/[\d.]+/g);
if (!m) continue;
out.push({
text: text.slice(0, 40),
color: [+m[0], +m[1], +m[2]],
alpha: m[3] !== undefined ? +m[3] : 1,
opacity,
px: parseFloat(cs.fontSize),
weight: +cs.fontWeight || 400,
cls: (el.className && el.className.toString().trim().split(/\s+/)[0]) || el.tagName.toLowerCase(),
tag: el.tagName.toLowerCase(),
disabled: !!el.closest(":disabled, [disabled], [aria-disabled='true']"),
// Sample points along the glyph run, avoiding the very edges where a
// border or the next box over would be sampled instead.
points: [0.25, 0.5, 0.75].map(t => [r.left + r.width * t, r.top + r.height / 2]),
});
}
return out;
}
const HIDE_TEXT = `*, *::before, *::after {
color: transparent !important;
text-shadow: none !important;
-webkit-text-stroke-color: transparent !important;
caret-color: transparent !important;
}`;
async function main() {
let chromium;
try {
({ chromium } = require("playwright"));
} catch {
console.error("This script needs Playwright: npm i -D playwright && npx playwright install chromium");
process.exit(2);
}
const shotDir = fs.mkdtempSync(path.join(os.tmpdir(), "holdem-contrast-"));
const browser = await chromium.launch();
const context = await browser.newContext({ deviceScaleFactor: 1 });
const page = await context.newPage();
const rows = [];
for (const [width, height, label] of VIEWPORTS) {
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/casino/texasholdem`);
await page.evaluate(seedTable);
await page.goto(`${BASE}/casino/texasholdem`);
await page.click("#nextHandBtn");
await page.waitForTimeout(300);
await page.evaluate(() => {
const deal = [...document.querySelectorAll("#actionBar button")]
.find(b => /post blinds/i.test(b.textContent));
if (deal) deal.click();
});
await page.waitForTimeout(250);
// Open every panel, or the sidebar's hint text — the smallest, faintest text on
// the page, and so the most likely to be the thing worth finding — is never
// measured at all.
await page.evaluate(() => {
document.querySelectorAll("details").forEach(d => { d.open = true; });
});
await page.waitForTimeout(200);
const items = await page.evaluate(collectText);
const shot = path.join(shotDir, `${width}x${height}.png`);
await page.addStyleTag({ content: HIDE_TEXT });
await page.waitForTimeout(120);
await page.screenshot({ path: shot });
// Undo, so the next viewport starts from a page that still has its text.
await page.evaluate(() => {
const tags = [...document.querySelectorAll("style")];
const injected = tags[tags.length - 1];
if (injected && injected.textContent.includes("caret-color: transparent")) injected.remove();
});
const image = decode(fs.readFileSync(shot));
for (const item of items) {
// Most common sampled colour along the run: a median would invent a colour
// that is on no pixel, and the mode lands on the flat background wherever
// there is one.
const tally = new Map();
for (const [x, y] of item.points) {
const key = pixelAt(image, x, y).join(",");
tally.set(key, (tally.get(key) || 0) + 1);
}
const bg = [...tally.entries()].sort((a, b) => b[1] - a[1])[0][0]
.split(",").map(Number);
// The text's painted colour: its own alpha, and any inherited opacity, both
// land it on the background behind it.
const a = item.alpha * item.opacity;
const fg = item.color.map((c, i) => c * a + bg[i] * (1 - a));
const measured = Math.abs(lc(fg, bg));
const needed = requiredLc(item.px, item.weight);
rows.push({
viewport: label,
...item,
bg, fg: fg.map(Math.round),
lc: +measured.toFixed(1),
need: +needed.toFixed(0),
short: +(needed - measured).toFixed(1),
wcag: +wcagRatio(fg, bg).toFixed(2),
});
}
}
await browser.close();
fs.rmSync(shotDir, { recursive: true, force: true });
// One row per distinct piece of text, worst viewport kept.
const byKey = new Map();
for (const row of rows) {
const key = `${row.cls}|${row.px}|${row.weight}|${row.text}`;
const prev = byKey.get(key);
if (!prev || row.short > prev.short) byKey.set(key, row);
}
const all = [...byKey.values()].sort((a, b) => b.short - a.short);
const live = all.filter(r => !r.disabled);
const failing = live.filter(r => r.short > 0);
const passesAaFailsApca = failing.filter(r => r.wcag >= 4.5);
// Two numbers, because they answer different questions and only one of them is a
// target anyone can hit here.
//
// The strict count is every piece of text below the published level for the size and
// weight it is drawn at. APCA asks Lc 90 of anything at 12px/400 or below, and this
// page is full of 10px and 11px labels that live inside a 58px seat puck. Reaching
// Lc 90 there means white on black for micro-labels and a flat, shoutier page; the
// honest way to clear it is bigger type, and bigger type is a layout change that
// belongs to its own round. So the strict count is reported and not chased.
//
// The floors are what this page holds itself to: nothing below Lc 60, which is the
// published minimum for content text that is not a column, and Lc 75 for a column of
// body text. Those are checkable and they are the numbers that moved.
const FLOOR = 60, BODY_FLOOR = 75;
const belowFloor = live.filter(r => r.lc < FLOOR);
const belowBody = live.filter(r => r.lc < BODY_FLOOR);
const aaFails = live.filter(r => r.wcag < 4.5);
const worst = live.reduce((min, r) => Math.min(min, r.lc), Infinity);
console.log(`${rows.length} readings, ${all.length} distinct pieces of text`);
console.log(`worst contrast anywhere on the page: Lc ${worst.toFixed(1)}`);
console.log(`below the Lc ${FLOOR} floor: ${belowFloor.length}`);
console.log(`below Lc ${BODY_FLOOR}: ${belowBody.length}`);
console.log(`still failing WCAG AA 4.5:1: ${aaFails.length}`);
console.log(`below the strict APCA level for their size/weight: ${failing.length}`
+ ` (${passesAaFailsApca.length} of them pass AA)\n`);
if (belowFloor.length) {
console.log(`=== below the Lc ${FLOOR} floor ===`);
belowFloor.sort((a, b) => a.lc - b.lc).forEach(r =>
console.log(` Lc ${String(r.lc).padStart(5)} ${r.px}px/${r.weight} ${r.cls} "${r.text}"`));
console.log("");
}
if (aaFails.length) {
console.log("=== still failing WCAG AA ===");
aaFails.sort((a, b) => a.wcag - b.wcag).forEach(r =>
console.log(` ${String(r.wcag).padStart(5)}:1 ${r.px}px/${r.weight} ${r.cls} "${r.text}"`));
console.log("");
}
const show = r => ` Lc ${String(r.lc).padStart(5)} (needs ${String(r.need).padStart(2)},`
+ ` short ${String(r.short).padStart(5)}) WCAG ${String(r.wcag).padStart(5)}:1`
+ ` ${r.px}px/${r.weight} ${r.cls.padEnd(22)} rgb(${r.fg.join(",")}) on rgb(${r.bg.join(",")})`
+ ` "${r.text}"`;
console.log("=== worst 30 ===");
failing.slice(0, 30).forEach(r => console.log(show(r)));
const byClass = new Map();
failing.forEach(r => {
const cur = byClass.get(r.cls);
if (!cur || r.short > cur.short) byClass.set(r.cls, r);
});
console.log(`\n=== ${byClass.size} distinct classes below level ===`);
[...byClass.values()].sort((a, b) => b.short - a.short)
.forEach(r => console.log(` ${String(r.short).padStart(5)} short ${r.px}px/${r.weight} ${r.cls}`));
}
main().catch(err => { console.error(err); process.exit(1); });
-294
View File
@@ -1,294 +0,0 @@
// Drives uiAudit.js over the dealer's surfaces at every viewport worth caring about.
//
// node tests/holdem/runUiAudit.js [baseUrl]
//
// Needs Playwright available (`npx playwright install chromium` once). It is
// deliberately NOT wired into the unit-test suite or CI, because that suite is
// dependency-free and runs in a second — this one needs a browser and a running
// site. Run it after any change that adds or resizes a control.
//
// No Playwright to hand? Open the page, paste tests/holdem/uiAudit.js into devtools,
// and call LayoutAudit.runAll(). Same checks, one viewport.
const path = require("path");
const BASE = process.argv[2] || "http://localhost:5299";
const AUDIT = path.join(__dirname, "uiAudit.js");
// Portrait phones, tablets, desktops, then the same phones on their side — landscape
// is where this layout has broken most often, because the table is sized from width
// and the action bar is fixed to a very short viewport.
const VIEWPORTS = [
[360, 640, "Galaxy S8"], [375, 667, "iPhone SE"], [390, 844, "iPhone 14"],
[412, 915, "Pixel 7"], [430, 932, "iPhone Pro Max"],
[768, 1024, "iPad"], [834, 1112, "iPad Air"], [1024, 1366, "iPad Pro"],
[1280, 900, "desktop"], [1600, 1000, "wide desktop"],
[640, 360, "S8 landscape"], [667, 375, "SE landscape"], [844, 390, "iPhone landscape"],
];
const OVERLAYS = [
["rulings", () => document.getElementById("openRulingsBtn").click()],
["seat menu", () => SeatMenu.open(HoldemState.load(), {}, 0)],
["card picker", () => { document.getElementById("cardPickerOverlay").hidden = false; }],
["add chips", () => AddChips.open(HoldemState.load(), 0, () => {})],
["pot wizard", () => document.getElementById("resolvePotBtn").click()],
];
// A table part-way through a real night: long names, uneven stacks, a hand log.
//
// Two of them. The sweep ran on one table shape for its whole life — five players at a
// nine-handed table — and how much room the felt has depends on how many people are
// sitting down more than on anything a viewport can tell you. A full table is where the
// seats crowd, and it was never once looked at: measured when it finally was, seventeen
// of fifty-four tables had one player's name or stack painted under another.
const PACKED = [["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500],
["Bob", 250], ["Dee", 600], ["Sam", 900], ["Priya", 1100], ["Jonathan", 480],
["Al", 2000], ["Katarzyna", 340], ["Ted", 760], ["Wes", 1300]];
const TABLES = [
["half full", 9, [["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500],
["Bob", 250], ["Dee", 600]], false],
["packed", 12, PACKED],
// The same twelve, every one of them all-in for a different amount. This is the
// shape that makes a pot layer per player, and the sweep had never reached it:
// every table here was driven with Call and Check, so the side-pot breakdown — the
// one thing on the bar whose height depends on the table — was empty at all 294
// audits. Measured when it finally was: the bar took 411px of a 640px phone and
// left 96px of felt for twelve seats.
["all in", 12, PACKED, false, 12],
// The half-full table again, with the board turned on and five cards on it. The
// board is furniture in the middle of the felt that nothing else was ever measured
// against — and where the middle cannot hold it, it moves to a strip above the
// table and takes the felt's height with it, which is the seats' problem too.
//
// Deliberately the same five players in the same nine chairs as the shape above, so
// the only thing that differs between them is the board. A seventh player would have
// told us that a seven-handed table crowds, which is true, already known, and not
// what this row is here to find out.
["board", 9, [["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500],
["Bob", 250], ["Dee", 600]], true],
];
function seedTable([seats, players, board]) {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, seats);
players.forEach(([name, cash], i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].buyIns = cash;
state.seats[i].stack = cash;
});
state.smallBlind = 5;
state.bigBlind = 10;
for (let hand = 1; hand <= 4; hand++) {
state.handHistory.push({
handNumber: hand, timestamp: Date.now(), pot: 120,
payouts: [{ id: state.seats[hand % players.length].id, label: "P", amount: 120 }],
ledger: state.seats.slice(0, players.length)
.map(p => ({ id: p.id, name: p.name, in: 30, won: 0 })),
});
}
state.handNumber = 5;
if (board) {
state.trackBoard = true;
state.board = ["KD", "9C", "4S", "AH", "2H"];
}
HoldemState.save(state);
}
async function main() {
let chromium;
try {
({ chromium } = require("playwright"));
} catch {
console.error("This script needs Playwright: npm i -D playwright && npx playwright install chromium");
console.error("Or paste tests/holdem/uiAudit.js into devtools and call LayoutAudit.runAll().");
process.exit(2);
}
const browser = await chromium.launch();
const failures = [];
const warnings = [];
let checks = 0;
// Twice over: once with a mouse, once with a thumb. The 44px rule stands itself
// down where `hover: hover` says there's a pointer, and a headless desktop browser
// is a pointer — so a single pass here has never once measured a touch target,
// however many viewports it visited. The phone-sized ones are exactly the pass that
// needs it.
for (const touch of [false, true]) {
const context = await browser.newContext(touch
? { hasTouch: true, isMobile: true, deviceScaleFactor: 3 }
: {});
const page = await context.newPage();
const hand = touch ? "touch" : "mouse";
for (const [width, height, rawLabel] of VIEWPORTS) {
await page.setViewportSize({ width, height });
for (const [shape, seats, players, board, shoves] of TABLES) {
const label = `${rawLabel} · ${shape} · ${hand}`;
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.evaluate(seedTable, [seats, players, board]);
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.click("#nextHandBtn");
await page.waitForTimeout(300);
// Deal it, and get chips in front of a few players. The sweep used to
// audit a table that had never had a bet on it, so the bets layer was
// empty at every viewport it visited and nothing it drew was ever looked
// at — which is a third of what is on the felt during a hand.
await page.evaluate(() => {
const deal = [...document.querySelectorAll("#actionBar button")]
.find(b => /post blinds/i.test(b.textContent));
if (deal) deal.click();
});
await page.waitForTimeout(220);
// Everyone's whole stack in, which is what stacks up the side pots.
// There is no one-tap shove: a player who can't cover the bet gets
// "Call all-in", and anyone else has to open the raise pad, take its
// All-in preset and confirm.
for (let i = 0; i < (shoves || 0); i++) {
const step = await page.evaluate(() => {
const find = re => [...document.querySelectorAll("#actionBar button")]
.find(b => !b.disabled && re.test(b.textContent.trim()));
const short = find(/^Call all-in/);
if (short) { short.click(); return "done"; }
const open = find(/^Raise|^Bet/);
if (!open) return null;
open.click();
return "pad";
});
if (!step) break;
await page.waitForTimeout(120);
if (step === "pad") {
await page.evaluate(() => {
const find = re => [...document.querySelectorAll("#actionBar button")]
.find(b => !b.disabled && re.test(b.textContent.trim()));
const max = find(/^All-in/);
if (max) max.click();
const go = find(/^Raise to|^Bet/);
if (go) go.click();
});
await page.waitForTimeout(120);
}
}
for (let i = 0; i < (shoves ? 0 : 3); i++) {
const acted = await page.evaluate(() => {
const btn = [...document.querySelectorAll("#actionBar button")]
.find(b => /^(Call|Check)/.test(b.textContent.trim()) && !b.disabled);
if (!btn) return false;
btn.click();
return true;
});
if (!acted) break;
await page.waitForTimeout(120);
}
if (board) {
await page.evaluate(() => {
const s = HoldemState.load();
s.street = "river";
s.board = ["KD", "9C", "4S", "AH", "2H"];
s.seats.filter(p => p.inHand).forEach((p, i) => {
p.cards = [["AS", "KC"], ["AC", "3D"], ["9H", "9S"],
["7C", "5D"], ["JD", "TS"]][i] || ["", ""];
});
HoldemState.save(s);
});
await page.reload();
await page.waitForTimeout(300);
}
await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
await page.addScriptTag({ path: AUDIT });
const table = await page.evaluate(() => LayoutAudit.runAll());
checks++;
if (!table.clean) failures.push({ where: `table · ${label} ${width}x${height}`, offenders: table.failed.flatMap(f => f.offenders) });
table.warnings.forEach(w => warnings.push(`${label}: ${w}`));
// The raise pad, which is part of the bar rather than an overlay and so
// was never once measured by any of this. It is the tallest thing the
// bar ever holds and the only place in the tool a dealer types an
// amount, and it had a 36px-tall field on every phone in the list: the
// `hover: none` rule that sizes fields for a thumb names the settings
// panels and the seat form, and the one field on the thumb surface was
// not in the list. Nothing here could see that, because nothing here
// ever opened it.
if (await page.evaluate(() => {
const btn = [...document.querySelectorAll("#actionBar button")]
.find(b => /^Raise|^Bet/.test(b.textContent.trim()) && !b.disabled);
if (!btn) return false;
btn.click();
return true;
})) {
await page.waitForTimeout(200);
checks++;
const pad = await page.evaluate(() => LayoutAudit.runAll({
occlusionSelector: "#actionBar button, #actionBar input",
}));
if (!pad.clean) {
failures.push({
where: `raise pad · ${label} ${width}x${height}`,
offenders: pad.failed.flatMap(f => f.offenders),
});
}
await page.evaluate(() => {
const cancel = [...document.querySelectorAll("#actionBar button")]
.find(b => /^Cancel/.test(b.textContent.trim()));
if (cancel) cancel.click();
});
await page.waitForTimeout(150);
}
// The overlays don't change with the table's shape, so they are only
// opened over the half-full one — twice the viewports is enough time
// spent already.
if (shape !== TABLES[0][0]) continue;
for (const [name, open] of OVERLAYS) {
await page.evaluate(open);
await page.waitForTimeout(180);
checks++;
const result = await page.evaluate(() => {
const overlay = [...document.querySelectorAll("[id$='Overlay']")].find(o => !o.hidden);
if (!overlay) return { offenders: [] };
return LayoutAudit.occlusion(`#${overlay.id} button, #${overlay.id} a, #${overlay.id} input`);
});
await page.evaluate(() => document.querySelectorAll("[id$='Overlay']").forEach(o => { o.hidden = true; }));
if (result.offenders.length) failures.push({ where: `${name} · ${label} ${width}x${height}`, offenders: result.offenders });
}
}
}
for (const [width, height, rawLabel] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
const label = `${rawLabel} · ${hand}`;
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
await page.evaluate(() => {
const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
if (button) button.click();
});
await page.addScriptTag({ path: AUDIT });
checks++;
const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
result.warnings.forEach(w => warnings.push(`quick split · ${label}: ${w}`));
}
await context.close();
}
await browser.close();
console.log(`${checks} audits across ${VIEWPORTS.length} viewports, with a mouse and with a thumb`);
warnings.forEach(w => console.log(` note: ${w}`));
if (failures.length === 0) {
console.log("clean");
return;
}
failures.forEach(f => {
console.log(`\nFAIL ${f.where}`);
f.offenders.forEach(o => console.log(` ${o}`));
});
process.exit(1);
}
main();
-95
View File
@@ -1,95 +0,0 @@
// What happens when the browser refuses to save.
//
// The table keeps working — that was always true and is still the right behaviour.
// What was missing is anybody being told, which is the same shape of fault the bank
// check exists for: silent until it's too late to act on.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState, makeTable } = require("./load");
function withStorage(behaviour) {
const calls = [];
globalThis.localStorage = {
setItem(key, value) {
calls.push({ key, value });
if (behaviour === "throw") {
const error = new Error("QuotaExceededError");
error.name = "QuotaExceededError";
throw error;
}
},
getItem: () => null,
removeItem() {},
};
return calls;
}
test.beforeEach(() => {
HoldemState.saveFailed = false;
HoldemState.onSaveFailed = null;
});
test.after(() => {
delete globalThis.localStorage;
HoldemState.saveFailed = false;
HoldemState.onSaveFailed = null;
});
test("a save that works says so and leaves no mark", () => {
withStorage("ok");
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
assert.equal(HoldemState.save(state), true);
assert.equal(HoldemState.saveFailed, false);
});
test("a save that fails says so rather than throwing", () => {
withStorage("throw");
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
assert.equal(HoldemState.save(state), false);
assert.equal(HoldemState.saveFailed, true);
});
test("the table is told once, not on every action", () => {
// A dealer taps the bar thirty times a hand and doesn't need thirty warnings.
withStorage("throw");
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
let told = 0;
HoldemState.onSaveFailed = () => { told++; };
for (let i = 0; i < 20; i++) HoldemState.save(state);
assert.equal(told, 1);
});
test("the failure is handed the error, so the reason can be reported later", () => {
withStorage("throw");
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
let seen = null;
HoldemState.onSaveFailed = error => { seen = error; };
HoldemState.save(state);
assert.equal(seen && seen.name, "QuotaExceededError");
});
test("a failing save still doesn't stop the table", () => {
// The chips have already moved in memory; refusing to continue would be worse
// than not persisting.
withStorage("throw");
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[0].stack = 175;
assert.doesNotThrow(() => HoldemState.save(state));
assert.equal(state.seats[0].stack, 175);
});
test("no listener is not an error", () => {
withStorage("throw");
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
HoldemState.onSaveFailed = null;
assert.doesNotThrow(() => HoldemState.save(state));
assert.equal(HoldemState.saveFailed, true);
});
-226
View File
@@ -1,226 +0,0 @@
// Whether two seats can end up wanting the same pixels.
//
// The felt used to decide this from one number: the straight-line distance between the
// closest two *neighbouring* seats, judged against a fraction of a puck's width. Both
// halves of that were wrong, and the running page showed it. Measured across nine
// viewports and six table sizes:
//
// seventeen of fifty-four tables had one seat's name or stack painted under another
// ten of them had the collision between two seats that are not neighbours
//
// The second number is the interesting one. On a phone held sideways the felt is 528px
// wide and 87 tall, the ring is very nearly a straight line, and the seat that lands on
// top of you is the one across the table — seats 1 and 7, overlapping by 68px, while
// every neighbouring pair was fine and the check said the table was clean.
//
// The first is what a distance test can't fix even looking at every pair: distance has
// one number in it, and a puck is half again as wide as it is tall. 84px between centres
// is generous side by side and nowhere near enough on the diagonal.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const fs = require("fs");
const path = require("path");
const { Render } = require("./load");
const CSS = fs.readFileSync(
path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css"), "utf8");
describe("two boxes on a ring", () => {
// A phone held sideways, once the action bar has taken its share: a felt far wider
// than it is tall, on which the ring is very nearly a straight line.
const felt = { width: 400, height: 70 };
const flat = { rx: 44, ry: 42 };
test("a pair that is not neighbours still counts", () => {
// Eight seats, a 48x60 puck. Every neighbouring pair is clear. Seats 1 and 5 are
// on top of each other, and so are 2 and 4, and 6 and 8 — the seat that lands on
// you here is the one across the table, because the rim doubles back at the ends
// of a shape this flat and a long walk apart is no distance at all.
assert.equal(Render.seatsCollide(8, felt, flat, 48, 60), true);
const neighbours = (count, w, h) => {
const points = Render.ringPositions(count, flat.rx, flat.ry, felt.width / felt.height)
.map(s => ({ x: (s.left / 100) * felt.width, y: (s.top / 100) * felt.height }));
return points.some((point, i) => {
const next = points[(i + 1) % points.length];
return Math.abs(point.x - next.x) < w && Math.abs(point.y - next.y) < h;
});
};
assert.equal(neighbours(8, 48 + Render.SEAT_CLEARANCE_PX, 60 + Render.SEAT_CLEARANCE_PX), false,
"no neighbouring pair overlaps, which is exactly why this had to look at all of them");
});
test("and the answer is the box, not a radius", () => {
// Two seats 60px apart across and 35px down, with a 64x40 puck. The distance
// between them is 69px, so the test this replaces — "are these two further apart
// than a puck is wide?" — called it clear. The boxes overlap by 4px by 5px.
const boxes = { width: 200, height: 100 };
const twoSeats = (dx, dy) => {
const original = Render.ringPositions;
Render.ringPositions = () => [
{ left: 50 - (dx / 2 / boxes.width) * 100, top: 50 - (dy / 2 / boxes.height) * 100 },
{ left: 50 + (dx / 2 / boxes.width) * 100, top: 50 + (dy / 2 / boxes.height) * 100 },
];
try {
return Render.seatsCollide(2, boxes, flat, 64, 40, 0);
} finally {
Render.ringPositions = original;
}
};
assert.ok(Math.hypot(60, 35) > 64, "and a distance test would have passed it");
assert.equal(twoSeats(60, 35), true, "60 across and 35 down, with a 64x40 puck");
assert.equal(twoSeats(60, 45), false, "far enough apart vertically");
assert.equal(twoSeats(66, 10), false, "far enough apart horizontally");
});
test("with daylight, so rounded corners don't read as touching", () => {
assert.ok(Render.SEAT_CLEARANCE_PX > 0);
});
test("a table nobody is sitting at can't collide with itself", () => {
assert.equal(Render.seatsCollide(1, felt, flat, 96, 60), false);
assert.equal(Render.seatsCollide(9, null, flat, 96, 60), false);
});
});
describe("the widths the felt may choose from", () => {
test("run widest first, because the widest that fits is the one wanted", () => {
const widths = Render.seatWidthCandidates();
widths.slice(1).forEach((w, i) => assert.ok(w < widths[i], `${widths[i]} then ${w}`));
});
test("and span the whole declared range", () => {
const widths = Render.seatWidthCandidates();
assert.equal(widths[0], Render.SEAT_WIDTH_MAX);
assert.equal(widths[widths.length - 1], Render.SEAT_WIDTH_MIN);
});
test("the floor is still a name, not a smudge", () => {
// At 44px the tight layout shows about five characters and an ellipsis. Below
// that a puck stops telling the dealer who is sitting there, which is the one
// thing on the felt it exists to say.
assert.ok(Render.SEAT_WIDTH_MIN >= 44);
assert.ok(Render.SEAT_TIGHT_BELOW_PX > Render.SEAT_WIDTH_MIN);
assert.ok(Render.SEAT_TIGHT_BELOW_PX < Render.SEAT_WIDTH_MAX);
});
test("and there are few enough of them to measure after every tap", () => {
// Each one costs a forced layout. Ten is the budget; the cache carries the rest.
assert.ok(Render.seatWidthCandidates().length <= 12);
});
});
describe("what the stylesheet has to keep holding up", () => {
test("the puck's width comes from the property, not from a breakpoint", () => {
// Three media queries used to declare it — 78px, 64px and 62px — three guesses
// at a number that depends on how many people are sitting down, which no media
// query can see. The same 390px phone has room for 90px at four seats and 61 at
// nine.
const declarations = CSS.replace(/\/\*[\s\S]*?\*\//g, "");
const seatRules = [...declarations.matchAll(/(^|[,}])\s*(\.seat)\s*\{([^}]*)\}/g)]
.map(m => m[3]);
const hardWidths = seatRules
.flatMap(body => body.match(/(?<![\w-])width:\s*[^;]+/g) || [])
.filter(decl => !decl.includes("var(--seatPuckW"));
assert.deepEqual(hardWidths, []);
});
test("the puck measures what it says it measures", () => {
// As content-box a 64px puck came out 74 across once its padding and border were
// counted, and the search compares that number against distances on the felt.
const rule = CSS.match(/\n\.seat \{[^}]*\}/);
assert.ok(rule, ".seat rule not found");
assert.match(rule[0], /box-sizing:\s*border-box/);
});
test("and a blind badge never reaches sideways off its own puck", () => {
// This is what makes the footprint the puck and nothing more. The badge's
// remaining overhang is vertical, and it points away from the table at both ends
// — `top` on the upper arc, `bottom` on the lower — so two seats facing each
// other across the felt wear their badges back to back.
//
// It was not always so: at `left: -6px` the small blind hung off the puck's left
// corner, and on an iPhone Pro Max at six seats — pucks not touching at all —
// "SB" was painted across the next player's $1,137.
const badges = [...CSS.matchAll(/\.(sb|bb|str)Badge\s*\{([^}]*)\}/g)];
assert.equal(badges.length, 3, "expected all three blind badges");
badges.forEach(([, which, body]) => {
const left = body.match(/(?<![\w-])left:\s*(-?[\d.]+)px/);
assert.ok(left, `.${which}Badge should place itself horizontally`);
assert.ok(Number(left[1]) >= 0,
`.${which}Badge sits at ${left[1]}px, off the left of its own puck`);
});
});
test("and all three sit in the same place, so there is one spot to look at", () => {
// Two badges in two positions means the dealer's eye has to find which of them
// this seat is using before it can read which blind it is, forty times a night.
// A seat only ever wears one: the blinds are different players by construction,
// and the straddle chain starts left of the big blind and stops short of the
// small one.
const lefts = [...CSS.matchAll(/\.(sb|bb|str)Badge\s*\{([^}]*)\}/g)]
.map(([, , body]) => (body.match(/(?<![\w-])left:\s*(-?[\d.]+px)/) || [])[1]);
assert.equal(new Set(lefts).size, 1, `badges sit at ${lefts.join(", ")}`);
});
});
describe("the blind badge counts", () => {
// It didn't, for a while, and the reasoning had one hole in it. The badge hangs 9px
// off the puck and always points away from the table — `top: -9px` on the upper arc,
// `bottom: -9px` on the lower — so two seats facing each other across the felt wear
// them back to back and it costs nothing. That much is true.
//
// What was also claimed is that two seats on the *same* arc "wear them at the same
// height, offset by exactly as much as the pucks are". True of a straight rail,
// false of a ring: neighbours on a curve sit at different heights, so the badge
// pointing away from the table on one of them points at the corner of the other.
// Measured on the running page, three tables in the sweep had a player's stack
// painted under the next player's SB or BB — and the badge outranks everything else
// on the felt, so what the dealer reads in that spot is the wrong number entirely.
test("a seat needs room for the badge it might be wearing", () => {
const puck = { width: 64, height: 40 };
assert.deepEqual(Render.seatFootprint(puck),
{ width: 64, height: 40 + Render.SEAT_BADGE_OVERHANG_PX });
});
test("sideways it costs nothing, because the badge doesn't go sideways", () => {
// It sits inside the puck's own width — see "all three sit in the same place"
// above, which holds the stylesheet to it.
assert.equal(Render.seatFootprint({ width: 64, height: 40 }).width, 64);
});
test("the number here is the number the stylesheet draws", () => {
// Two files have to agree about one distance: holdem.css hangs the badge off the
// puck by it, render.js charges every chair in the ring for it. They are wired
// together by nothing but this test. Drift either way is silent — too small and
// badges land on neighbours again, too large and every puck on a nine-handed
// phone gives up a size step for clearance nothing needs.
const top = CSS.match(/\.blindBadge \{[^}]*?(?<![\w-])top:\s*(-?[\d.]+)px/);
const bottom = CSS.match(/\.seat\.seatBelowCentre \.blindBadge \{[^}]*?(?<![\w-])bottom:\s*(-?[\d.]+)px/);
assert.ok(top && bottom, "the badge should hang off both arcs");
assert.equal(Math.abs(Number(top[1])), Render.SEAT_BADGE_OVERHANG_PX);
assert.equal(Math.abs(Number(bottom[1])), Render.SEAT_BADGE_OVERHANG_PX,
"the same distance at both ends, or one arc is charged for the other's badge");
});
test("and it is counted once, not once per seat", () => {
// seatsCollide is given one box and compares centres against it, so the
// separation it asks for is one puck plus one badge. That is exactly right for
// two seats on the same arc each wearing one, and generous for the far commoner
// case where only one of the two is in the blinds at all. Counting it on both
// sides is what made a landscape table unsatisfiable the first time this was
// tried, back when that felt was 87px tall.
const puck = { width: 64, height: 40 };
const grew = Render.seatFootprint(puck).height - puck.height;
assert.equal(grew, Render.SEAT_BADGE_OVERHANG_PX);
assert.ok(grew < 2 * Render.SEAT_BADGE_OVERHANG_PX);
});
});
describe("with no browser to measure", () => {
test("nothing here throws", () => {
assert.equal(Render.measuredSeatBox(), null);
assert.equal(Render.seatFootprint(null), null);
});
});
-125
View File
@@ -1,125 +0,0 @@
// What the ring is allowed to be sized from.
//
// Two rows in every seat puck are usually empty — the hole-card line, and the pill that
// shows what a player has put in. Both used to hold their space anyway, and the pill,
// which has a background and a pill radius and side padding, painted an 8x11px green
// lozenge when it had nothing to say: measured on seven of nine seats at an ordinary
// table, a coloured mark on almost every seat standing for nothing.
//
// The space was not free either. seatRingRadii sizes the ring from the tallest puck on
// it, so two rows nobody had filled were setting how far apart the seats had to sit. On
// an iPhone 14 nine-handed the puck measured 78x88 with 25px of that reserved for
// nothing; collapsed, the width search settles on 78x63. Twelve-handed on a Galaxy S8
// the seats overlapped by 1556px² and now overlap by 87px².
//
// The collapse is only safe if the layout re-measures when one of those rows fills,
// because resolveSeatLayout caches its ten forced layouts against this signature. That
// is what is checked here: the cache key has to move when the puck's shape can, and
// stay still when it cannot — a signature that changed on every action would throw the
// cache away on every tap, which is the cost it exists to avoid.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render, HoldemState, makeTable } = require("./load");
// seatShapeSignature reads Render.state, so a table has to be hung on it first.
const signatureOf = state => {
const before = Render.state;
Render.state = state;
try { return Render.seatShapeSignature(); } finally { Render.state = before; }
};
const table = () => makeTable({ seatCount: 6, stack: 200 });
describe("the signature the ring layout is cached against", () => {
test("moves when the first chips go in", () => {
// Before the blinds every pill is empty and the pucks are short; after them two
// seats are ~15px taller. A ring still sized from the first measurement is sized
// for a puck that no longer exists.
const state = table();
const empty = signatureOf(state);
state.seats[1].committed = 10;
assert.notEqual(signatureOf(state), empty,
"the ring would still be sized for pucks with no amount on them");
});
test("and when a hole card is entered", () => {
const state = table();
const none = signatureOf(state);
state.seats[0].cards = ["AS", "KC"];
assert.notEqual(signatureOf(state), none);
});
test("but not again for the second player to put chips in", () => {
// The whole point of a boolean over the table. The ring is sized from the
// tallest puck on it, so once anybody has an amount the answer cannot change —
// and re-measuring here would mean ten forced layouts on every single action.
const state = table();
state.seats[1].committed = 10;
const first = signatureOf(state);
state.seats[2].committed = 10;
assert.equal(signatureOf(state), first);
state.seats[3].committed = 250;
assert.equal(signatureOf(state), first);
});
test("nor when an amount merely changes size", () => {
const state = table();
state.seats[1].committed = 10;
const small = signatureOf(state);
state.seats[1].committed = 999999;
assert.equal(signatureOf(state), small,
"a wider number is the amount fitter's problem, not the ring's");
});
test("and it still moves for the things it always moved for", () => {
// Renaming can wrap a name onto a second line, and the button's chip floats
// into the name's first line, so both change how tall a puck measures.
const state = table();
const base = signatureOf(state);
state.seats[0].name = "Bartholomew Fairweather";
const renamed = signatureOf(state);
assert.notEqual(renamed, base);
state.dealerSeatIndex = (state.dealerSeatIndex + 1) % state.seats.length;
assert.notEqual(signatureOf(state), renamed);
});
test("and two tables that differ only in where a name is split stay different", () => {
// The names are joined on a control character no name can contain. Joined on
// nothing, "ann" + "abel" and "anna" + "bel" are both "annabel" and one of those
// tables would be laid out with the other's measurements — different names, so
// different wrapping, so different puck heights.
//
// The first version of this used "Ann"/"Abel" against "Anna"/"Bel", which can
// never collide: the capital letters land in different places, so it passed with
// the separator taken out and proved nothing at all. Lower case is what makes it
// a real test.
const a = table();
const b = table();
a.seats[0].name = "ann"; a.seats[1].name = "abel";
b.seats[0].name = "anna"; b.seats[1].name = "bel";
assert.notEqual(signatureOf(a), signatureOf(b));
});
});
describe("a table nobody has sat down at", () => {
test("has no amounts and no cards on it", () => {
// The empty-table case is the one the collapse is most visible on, and it is
// also the one where a stray default could quietly keep both rows open forever.
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
assert.match(signatureOf(state), /\|$/,
"an untouched table should carry neither flag");
});
test("but a table with an ante on it does have an amount", () => {
// computeContribution answers for a seat that has never been given a stack —
// the table's base pot stands in for it — so a table dealt with "everyone antes
// 5" has amounts on its pucks before anybody acts, and the ring has to know.
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 6);
state.basePotAmount = 5;
state.seats.forEach(p => { p.inHand = true; });
assert.match(signatureOf(state), /a$/);
});
});
-241
View File
@@ -1,241 +0,0 @@
// Where the seats sit on the rim.
//
// The ring used to space seats by angle, which is only the same as spacing them evenly
// when the felt is a circle. On a phone held sideways the felt is 601x126, and equal
// angles put four seats down each steep end, 20px apart, with pucks 72px tall — so a
// seat's centre belonged to its neighbour and tapping a player got the wrong one.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render } = require("./load");
// The seats as a dealer sees them: pixels on a felt of a given size.
const ringPixels = (count, width, height, rx = 44, ry = 42) => {
const aspect = width / height;
return Array.from({ length: count }, (_, i) => {
const pos = Render.positionOnRing(i, count, rx, ry, aspect);
return { x: (pos.left / 100) * width, y: (pos.top / 100) * height };
});
};
const gaps = (points) => points.map((p, i) => {
const next = points[(i + 1) % points.length];
return Math.hypot(next.x - p.x, next.y - p.y);
});
// What the ring did before: one turn cut into equal angles.
const byAngle = (index, count, rx, ry) => {
const radians = ((-90 + (360 / count) * index) * Math.PI) / 180;
return { left: 50 + rx * Math.cos(radians), top: 50 + ry * Math.sin(radians) };
};
describe("a round table", () => {
test("still spaces seats by angle, because on a circle that is the same thing", () => {
for (let seat = 0; seat < 9; seat++) {
const now = Render.positionOnRing(seat, 9, 40, 40, 1);
const before = byAngle(seat, 9, 40, 40);
assert.ok(Math.abs(now.left - before.left) < 0.2, `seat ${seat} left`);
assert.ok(Math.abs(now.top - before.top) < 0.2, `seat ${seat} top`);
}
});
test("seat one is at the top, whatever shape the felt is", () => {
[[600, 600], [601, 126], [351, 351], [949, 683]].forEach(([w, h]) => {
const first = Render.positionOnRing(0, 10, 44, 42, w / h);
assert.ok(Math.abs(first.left - 50) < 0.01, `${w}x${h} left`);
assert.ok(first.top < 50, `${w}x${h} is above the middle`);
});
});
});
describe("a felt wider than it is tall", () => {
// 640x360 landscape: the size the audit was failing at.
const wide = () => ringPixels(10, 601, 126);
const byAnglePixels = () => Array.from({ length: 10 }, (_, i) => {
const pos = byAngle(i, 10, 44, 42);
return { x: (pos.left / 100) * 601, y: (pos.top / 100) * 126 };
});
// The two seats at the right-hand end, which is where they crowd.
const endPairApart = (seats) => {
const rightmost = [...seats].sort((a, b) => b.x - a.x).slice(0, 2);
return Math.abs(rightmost[0].y - rightmost[1].y);
};
test("pulls the pair at each end apart", () => {
// They still share the end — ten seats on a rim this flat have nowhere else to
// be — but they stop sitting on top of each other.
const now = endPairApart(wide());
const before = endPairApart(byAnglePixels());
assert.ok(now > before * 1.4, `${now.toFixed(1)}px now, ${before.toFixed(1)}px before`);
});
test("nearly doubles the room between the closest two neighbours", () => {
// Not equal spacing in a straight line — at the ends the rim turns back on
// itself, so the same walk along it covers less ground across. Even there the
// gap goes from a third of a puck to most of one.
const now = Math.min(...gaps(wide()));
const before = Math.min(...gaps(byAnglePixels()));
assert.ok(now > before * 1.7, `${now.toFixed(1)}px now, ${before.toFixed(1)}px before`);
assert.ok(now > 55, `${now.toFixed(1)}px`);
});
test("never sits two seats on the same spot", () => {
const seats = wide();
seats.forEach((seat, i) => {
seats.slice(i + 1).forEach((other, j) => {
const apart = Math.hypot(seat.x - other.x, seat.y - other.y);
assert.ok(apart > 50, `seats ${i + 1} and ${i + j + 2} are ${apart.toFixed(1)}px apart`);
});
});
});
});
describe("how close the closest two seats come", () => {
// What decides whether the pucks shrink. Rim length per seat was the first answer
// and it is the wrong question: it measures the walk between two seats, not the
// gap. On a long oval the rim doubles back at the ends, so two seats a long walk
// apart end up stacked one above the other.
const gap = (count, width, height) => Render.closestSeatGapPx(count, { width, height });
test("a flat table no longer stacks two seats at each end", () => {
// 616x96: the landscape felt on a 640x360 phone once the bar has grown. On an
// ellipse that flat the end pair came out 25px apart with 64px pucks. The rim
// is a stadium at this shape, so an end holds one seat.
assert.ok(gap(6, 616, 96) > 70, `${gap(6, 616, 96).toFixed(0)}px apart`);
assert.ok(gap(12, 616, 96) > 40, `${gap(12, 616, 96).toFixed(0)}px apart at twelve seats`);
});
test("an ellipse's ends are still closer than its rim suggests, which is why the shape changes", () => {
// Same felt, forced through the ellipse the tool uses for rounder tables.
const asEllipse = Render.ringAngles(6, 44, 42, 616 / 96).map(angle => ({
x: ((50 + 44 * Math.cos(angle)) / 100) * 616,
y: ((50 + 42 * Math.sin(angle)) / 100) * 96,
}));
const closest = asEllipse.reduce((least, point, i) => {
const next = asEllipse[(i + 1) % asEllipse.length];
return Math.min(least, Math.hypot(point.x - next.x, point.y - next.y));
}, Infinity);
assert.ok(closest < 70, `${closest.toFixed(0)}px`);
assert.ok(gap(6, 616, 96) > closest * 1.3,
`stadium ${gap(6, 616, 96).toFixed(0)}px against ellipse ${closest.toFixed(0)}px`);
});
test("a round table's neighbours are about as far apart as the rim says", () => {
const rim = (Math.PI * 2 * 0.43 * 400) / 9;
assert.ok(Math.abs(gap(9, 400, 400) - rim) < rim * 0.15);
});
test("more seats, less room, in that order", () => {
assert.ok(gap(12, 400, 400) < gap(9, 400, 400));
assert.ok(gap(9, 400, 400) < gap(6, 400, 400));
assert.ok(gap(6, 400, 400) < gap(6, 800, 800), "and a bigger table gives more");
});
test("nothing to measure between fewer than two seats", () => {
assert.equal(gap(1, 400, 400), Infinity);
assert.equal(gap(9, 0, 0), Infinity);
});
});
describe("which rim a table gets", () => {
// An ellipse until the table is much wider than tall, then a stadium: two rails
// and a half-round cap at each end, which is how a real poker table is built.
const shape = (width, height) => {
const aspect = width / height;
return 44 * aspect > 42 * Render.STADIUM_RATIO ? "stadium" : "ellipse";
};
test("every layout the tool had keeps the ellipse", () => {
assert.equal(shape(844, 608), "ellipse", "desktop");
assert.equal(shape(600, 600), "ellipse", "tablet");
assert.equal(shape(278, 314), "ellipse", "phone upright");
assert.equal(shape(336, 240), "ellipse", "short phone upright");
});
test("a phone on its side gets the stadium", () => {
assert.equal(shape(528, 73), "stadium");
assert.equal(shape(780, 113), "stadium");
});
test("the cap holds one seat instead of stacking two", () => {
// Six seats on a 616x96 rim: the walk between neighbours has to be longer than
// the cap, or two of them end up on the same half-circle.
const halfWidth = 44 * (616 / 96), halfHeight = 42;
const perimeter = 4 * (halfWidth - halfHeight) + 2 * Math.PI * halfHeight;
assert.ok(perimeter / 6 > Math.PI * halfHeight, "one seat per cap at six-handed");
});
test("seat one is still at the top centre, and the ring still mirrors", () => {
const seats = Array.from({ length: 8 }, (_, i) => Render.positionOnRing(i, 8, 44, 42, 616 / 96));
assert.ok(Math.abs(seats[0].left - 50) < 0.01);
assert.ok(seats[0].top < 50);
for (let seat = 1; seat < 4; seat++) {
const mirrored = seats[8 - seat];
assert.ok(Math.abs((seats[seat].left - 50) + (mirrored.left - 50)) < 0.01, `seat ${seat} across`);
assert.ok(Math.abs(seats[seat].top - mirrored.top) < 0.01, `seat ${seat} down`);
}
});
test("nobody is drawn off the felt", () => {
Array.from({ length: 12 }, (_, i) => Render.positionOnRing(i, 12, 44, 42, 616 / 96)).forEach((seat, i) => {
assert.ok(seat.left >= 5 && seat.left <= 95, `seat ${i + 1} across at ${seat.left.toFixed(1)}%`);
assert.ok(seat.top >= 7 && seat.top <= 93, `seat ${i + 1} down at ${seat.top.toFixed(1)}%`);
});
});
});
describe("the shape of the ring", () => {
test("is a mirror image left to right", () => {
const seats = ringPixels(10, 601, 126);
for (let seat = 1; seat < 5; seat++) {
const mirrored = seats[10 - seat];
assert.ok(Math.abs((seats[seat].x - 300.5) + (mirrored.x - 300.5)) < 0.5, `seat ${seat} across`);
assert.ok(Math.abs(seats[seat].y - mirrored.y) < 0.5, `seat ${seat} down`);
}
});
test("holds for the smallest and largest tables the seat count allows", () => {
[2, 3, 4, 9, 12, 24].forEach(count => {
const seats = ringPixels(count, 601, 126);
assert.equal(seats.length, count);
seats.forEach((seat, i) => {
assert.ok(Number.isFinite(seat.x) && Number.isFinite(seat.y), `${count}-handed seat ${i + 1}`);
assert.ok(seat.x >= 0 && seat.x <= 601, `${count}-handed seat ${i + 1} is on the felt`);
});
assert.ok(Math.min(...gaps(seats)) > 0, `${count}-handed seats are distinct`);
});
});
test("shares the rim out equally on a round table at any size", () => {
[3, 6, 9, 10, 24].forEach(count => {
const spacing = gaps(ringPixels(count, 500, 500, 40, 40));
const shortest = Math.min(...spacing);
const longest = Math.max(...spacing);
assert.ok(longest - shortest < 0.5,
`${count}-handed gaps ran ${shortest.toFixed(1)}-${longest.toFixed(1)}px`);
});
});
test("asked for no seats, offers no positions", () => {
assert.deepEqual(Render.ringAngles(0, 44, 42, 1), []);
});
test("puts each bet between its own player and the pot", () => {
// Where a dealer pushes the chips: on that player's line to the middle, short
// of the seat.
const bearing = (point) => Math.atan2(point.top - 50, point.left - 50);
const outFromMiddle = (point) => Math.hypot(point.left - 50, point.top - 50);
[[601, 126], [810, 583], [351, 351]].forEach(([w, h]) => {
for (let seat = 0; seat < 9; seat++) {
const player = Render.seatPosition(seat, 9, w / h);
const bet = Render.betPosition(seat, 9, w / h);
const offBy = Math.abs(bearing(bet) - bearing(player)) * (180 / Math.PI);
assert.ok(offBy < 1, `${w}x${h} seat ${seat + 1} is ${offBy.toFixed(1)}° off its spoke`);
assert.ok(outFromMiddle(bet) < outFromMiddle(player), `${w}x${h} seat ${seat + 1} is short of the seat`);
}
});
});
});
-234
View File
@@ -1,234 +0,0 @@
// What the seat sheet shows before it is asked.
//
// The sheet is the second-most-used surface in the tool — every buy-in, every rename,
// every correction goes through it — and it was the least finished. Seven things were
// stacked flat at one weight and all open at once: a name, two status boxes, two
// hole-card slots, a stack, a five-box chip counter with an override and a total, and a
// list of custom fields. Measured on a 390px phone it came to 594px, and the three
// controls a dealer touches on nearly every visit were 132px of that — 22%. The chip
// counter alone was 174px, the tallest single thing in the sheet, and its five number
// boxes were told apart by five coloured dots and a `title` attribute, which is a
// tooltip, which is nothing at all on a phone.
//
// Two of these describe layout decisions and are checked as text — the markup for what
// sits in front of a dealer at rest, the stylesheet for the scrim and the order two
// bottom-anchored things stack in. The third describes behaviour and is run: which
// sections stand open is a question about the seat, and the answer is computed.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const fs = require("fs");
const path = require("path");
const { Render, makeTable } = require("./load");
const PAGE = fs.readFileSync(
path.join(__dirname, "..", "..", "JoshHeaps.Net", "Pages", "Casino", "TexasHoldem.cshtml"), "utf8");
const CSS = fs.readFileSync(
path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css"), "utf8");
const template = id => {
const at = PAGE.indexOf(`<template id="${id}">`);
assert.ok(at >= 0, `there is no <template id="${id}">`);
return PAGE.slice(at, PAGE.indexOf("</template>", at));
};
// ---------------------------------------------------------------------------
describe("what the sheet puts in front of a dealer at rest", () => {
const seatForm = () => template("seatEditorTemplate");
// Everything the form holds that is *not* inside one of the folded sections. The
// <details> blocks are stripped whole, so what is left is the flat part.
const alwaysVisible = () => seatForm().replace(/<details[\s\S]*?<\/details>/g, "");
test("the flat part is the name, the two status boxes and the stack, and nothing else", () => {
const flat = alwaysVisible();
["seatNameInput", "inHandCheckbox", "foldCheckbox", "stackInput", "seatBuyIns"]
.forEach(cls => assert.ok(flat.includes(cls),
`${cls} is what a dealer opens a seat for — it cannot be behind a disclosure`));
// And the four that used to be up here with them. Each is a job most tables do
// once a night or never, and between them they were two thirds of the sheet.
["cardSlot", "chipCounts", "amountOverrideInput", "customFields", "addFieldBtn"]
.forEach(cls => assert.ok(!flat.includes(cls),
`${cls} is open at rest again — it belongs inside a folded section`));
});
test("every folded section says what it holds and what is in it", () => {
const sections = [...seatForm().matchAll(/<details class="([^"]*seatSubPanel[^"]*)">([\s\S]*?)<\/details>/g)];
assert.equal(sections.length, 3, "the sheet folds cards, contribution and notes");
sections.forEach(([, className, markup]) => {
const summary = markup.match(/<summary>([\s\S]*?)<\/summary>/);
assert.ok(summary, `${className} has no summary to press`);
// A name a dealer would recognise, and a place for the one fact that says
// whether opening it is worth the tap.
assert.match(summary[1], /<span class="seatSubPanelName">[^<]+<\/span>/,
`${className}'s summary has no name in it`);
assert.match(summary[1], /class="seatGlance/,
`${className} says nothing while it is shut`);
});
});
test("the chip counter's values are text, not a tooltip", () => {
// Five identical number boxes, each worth a different amount, told apart by a
// coloured dot and a `title`. A title is a hover, and there is no hover here.
// It also meant the wrapping <label> had no text in it, so the boxes had no
// accessible name either — five unnamed spinbuttons in a row.
assert.match(template("chipCountTemplate"), /class="chipCountValue"/,
"the chip's value has to be in the row, where it can be read and announced");
});
});
describe("the sheet is in front of the table, and says so", () => {
test("there is a scrim, and it is furniture the desktop panel does not get", () => {
assert.match(PAGE, /id="seatSheetScrim"/, "the sheet has nothing behind it");
// Above 700px this element is not a scrim for anything — the seat form is a
// panel in the sidebar column, with the whole page still live around it.
const off = CSS.match(/\.seatSheetGrip,[\s\S]{0,120}?#seatSheetScrim\s*\{\s*display:\s*none/);
assert.ok(off, "the scrim has to be off by default, with the sheet's other furniture");
});
test("and it is not called an Overlay, because Modal would adopt it", () => {
// Modal.mount() watches every id ending in "Overlay" and makes a dialog of it.
// This one is a sidebar panel two thirds of the time.
assert.ok(!/id="seatSheet[A-Za-z]*Overlay"/.test(PAGE));
});
test("and it is put away with visibility, not with opacity", () => {
// The same lesson the sheet above it already learned about transforms, and the
// layout sweep caught it the same way: a fixed, full-window box at `opacity: 0`
// is invisible and still entirely there. bottomFurniture() read it as furniture
// standing 640px tall at the bottom of a 640px phone, in every state and on
// every screen, and asked scroll-padding to reserve the whole window for it.
const phone = CSS.slice(CSS.indexOf("@media (max-width: 700px)"));
const rule = phone.match(/#seatSheetScrim\s*\{[^}]*\}/);
assert.ok(rule, "the phone block should make a scrim of it");
assert.match(rule[0], /visibility:\s*hidden/,
"opacity alone leaves a full-window fixed element in the layout and the a11y tree");
});
test("the scrim stops where the sheet stops when a phone is on its side", () => {
// Fold, Call and Raise are a rail down the right-hand edge in landscape, and the
// sheet is deliberately kept clear of it. A scrim that reached across would dim
// the one part of the screen the sheet was making room for — and swallow its
// taps, which is worse.
const landscape = CSS.slice(CSS.indexOf("@media (orientation: landscape) and (max-height: 560px) and (max-width: 900px)"));
const rule = landscape.match(/#seatSheetScrim\s*\{[^}]*\}/);
assert.ok(rule, "the landscape block never tells the scrim about the rail");
assert.match(rule[0], /right:\s*var\(--actionRailW\)/);
});
test("the toast steps over the sheet, and the rule that says so comes last", () => {
// Two things are fixed to the bottom of a phone and the toast is the one that
// gives way. `body.hasActionBar #toastHost` and `body.seatSheetOpen #toastHost`
// have identical specificity, so this is decided by source order and by nothing
// else — a copy written above the other would look right and do nothing.
const bar = CSS.indexOf("body.hasActionBar #toastHost");
const sheet = CSS.indexOf("body.seatSheetOpen #toastHost");
assert.ok(bar > 0 && sheet > 0, "both rules should exist");
assert.ok(sheet > bar,
"at equal specificity the later rule wins, and the sheet is the taller of the two");
// Measured, not assumed: the height changes the moment a section is unfolded.
assert.match(CSS.slice(sheet, sheet + 240), /var\(--seatSheetHeight/);
});
});
// ---------------------------------------------------------------------------
// The form the disclosures are rendered into, reduced to the two things
// renderSeatDisclosures asks of it: find a section, find its glance.
const fakeForm = () => {
const sections = {};
for (const name of ["cardsPanel", "contributionPanel", "notesPanel"]) {
sections[`.${name}`] = {
open: false,
glance: null,
querySelector(selector) {
assert.equal(selector, ".seatGlance");
return { set textContent(text) { sections[`.${name}`].glance = text; } };
},
};
}
return { querySelector: selector => sections[selector] || null, sections };
};
const disclose = (state, player) => {
const form = fakeForm();
Render.state = state;
Render.renderSeatDisclosures(form, player);
return form.sections;
};
describe("which sections stand open is a question about the seat", () => {
test("a seat with nothing on it opens nothing", () => {
const state = makeTable({ seatCount: 4, stack: 200 });
const sections = disclose(state, state.seats[0]);
assert.deepEqual(
Object.values(sections).map(s => s.open), [false, false, false],
"an empty seat's sheet is three lines and the three fields above them");
});
test("a seat holding cards opens its cards, and names them while shut", () => {
const state = makeTable({ seatCount: 4 });
state.seats[0].cards = ["as", "kd"];
const sections = disclose(state, state.seats[0]);
assert.equal(sections[".cardsPanel"].open, true);
// Whatever formatCard makes of them — the point is that both are in it.
assert.match(sections[".cardsPanel"].glance, /A/);
assert.match(sections[".cardsPanel"].glance, /K/);
});
test("a table that asked to be shown the cards opens them before the first one", () => {
// Every seat at such a table is about to have two. Opening the slots after the
// cards arrive would be opening them one tap too late, every hand.
const state = makeTable({ seatCount: 4 });
state.trackBoard = true;
assert.equal(disclose(state, state.seats[0])[".cardsPanel"].open, true);
});
test("a seat with chips counted opens the count, with the total on the row", () => {
const state = makeTable({ seatCount: 4 });
const fiver = state.chipLegend.find(chip => chip.value === 5);
state.seats[0].chipCounts = { [fiver.id]: 4 };
const sections = disclose(state, state.seats[0]);
assert.equal(sections[".contributionPanel"].open, true);
assert.equal(sections[".contributionPanel"].glance, "$20");
});
test("a typed amount counts as something on the seat too", () => {
// Overriding the total is the other way of answering the same question, and a
// dealer who typed a number has to be able to see it without hunting.
const state = makeTable({ seatCount: 4 });
state.seats[0].amountOverride = 60;
assert.equal(disclose(state, state.seats[0])[".contributionPanel"].open, true);
});
test("and a zero someone actually typed is not the same as never having typed one", () => {
const state = makeTable({ seatCount: 4 });
state.seats[0].amountOverride = 0;
assert.equal(disclose(state, state.seats[0])[".contributionPanel"].open, true,
"0 is a value; only null means the field was left alone");
});
test("a seat with a note on it opens the notes and counts them", () => {
const state = makeTable({ seatCount: 4 });
state.seats[0].customFields = [{ label: "Owes", value: "$40" }, { label: "", value: "" }];
const sections = disclose(state, state.seats[0]);
assert.equal(sections[".notesPanel"].open, true);
assert.equal(sections[".notesPanel"].glance, "1 note",
"an empty row the dealer has not filled in yet is not a note");
});
test("a section is only ever pushed open, never pulled shut", () => {
// This runs again after every keystroke in the sheet. A dealer who opened the
// chip counter to start counting would have it shut under them on the first
// digit if this ever wrote `open = false`.
const state = makeTable({ seatCount: 4 });
const form = fakeForm();
form.sections[".notesPanel"].open = true;
Render.state = state;
Render.renderSeatDisclosures(form, state.seats[0]);
assert.equal(form.sections[".notesPanel"].open, true);
});
});
-129
View File
@@ -1,129 +0,0 @@
// How wide a seat puck is allowed to get, and on which screens.
//
// The felt grows with the window and the pucks did not: 96px was the only ceiling there
// was, so nine-handed the seats covered 19% of the felt on a phone, 11% on a 1280px
// desktop and 8% at 1440px and beyond — with the stack figure a dealer reads sitting at
// 10px on a 2560px monitor, the same 10px as on a 360px phone.
//
// Two things stop the fix from costing more than it buys, and both are checked here.
//
// Every candidate width is a forced layout, and raising the ceiling for everybody took
// the layout pass from 24ms to 73ms on a twelve-handed desktop — so a screen that cannot
// use the extra widths must not measure them. And a 144px puck on an iPhone's 278px ring
// is half the width of the table: the first version of this let phones through, and
// six-handed all six seats sat over the rail by 15px against 5px before, reading as a
// stack of cards rather than a table with people around it.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render } = require("./load");
// Ring boxes read off the running page, not invented. #seatsLayer, nine-handed, at the
// viewports the sweep visits.
const RINGS = {
"Galaxy S8": { width: 233, height: 282 },
"iPhone 14": { width: 263, height: 470 },
"Pro Max": { width: 303, height: 535 },
"phone sideways": { width: 565, height: 257 },
iPad: { width: 689, height: 689 },
desktop: { width: 857, height: 617 },
"desktop 1440": { width: 992, height: 714 },
};
const SMALL = ["Galaxy S8", "iPhone 14", "Pro Max", "phone sideways"];
const LARGE = ["iPad", "desktop", "desktop 1440"];
describe("which felts may have wider pucks at all", () => {
test("no phone does, held either way up", () => {
// The guarantee the phones are owed: they measure the widths they always
// measured and settle on the puck they always settled on.
SMALL.forEach(name => {
assert.ok(Render.roomyWidthCeiling(RINGS[name]) <= Render.SEAT_WIDTH_MAX,
`${name} would be allowed a ${Render.roomyWidthCeiling(RINGS[name])}px puck`);
[2, 4, 6, 9, 12].forEach(count => assert.equal(
Render.roomForWiderPucks(count, RINGS[name]), false,
`${name} ${count}-handed`));
});
});
test("and every tablet and desktop does", () => {
LARGE.forEach(name => {
assert.ok(Render.roomyWidthCeiling(RINGS[name]) > Render.SEAT_WIDTH_MAX, name);
});
});
test("with a comfortable margin either side of the line", () => {
// The rule is a fifth of the shorter span, and the point of five is that it is
// not near either group. If a change to the felt ever moves these together,
// this says so before the phones quietly start paying for it.
const biggestSmall = Math.max(...SMALL.map(n => Math.min(RINGS[n].width, RINGS[n].height)));
const smallestLarge = Math.min(...LARGE.map(n => Math.min(RINGS[n].width, RINGS[n].height)));
assert.ok(smallestLarge > biggestSmall * 1.8,
`${biggestSmall}px and ${smallestLarge}px are too close for one divisor to separate`);
// Every divisor that keeps the phones out is at least the widest phone span over
// the ordinary ceiling; every one that lets the tablets in is below the narrowest
// large span over the same. 303/96 = 3.2 and 617/96 = 6.4, and five is between.
const floor = biggestSmall / Render.SEAT_WIDTH_MAX;
const cap = smallestLarge / Render.SEAT_WIDTH_MAX;
assert.ok(Render.SEAT_ROOMY_SPAN_RATIO >= floor,
`${Render.SEAT_ROOMY_SPAN_RATIO} lets a phone through; it has to be at least ${floor.toFixed(2)}`);
assert.ok(Render.SEAT_ROOMY_SPAN_RATIO < cap,
`${Render.SEAT_ROOMY_SPAN_RATIO} shuts the tablets out; it has to be under ${cap.toFixed(2)}`);
});
test("and a felt with no size at all is not one of them", () => {
assert.equal(Render.roomForWiderPucks(9, null), false);
assert.equal(Render.roomForWiderPucks(9, { width: 0, height: 0 }), false);
});
});
describe("the widths a felt actually measures", () => {
const widthsFor = (name, count) => Render.seatWidthCandidates(count, RINGS[name]);
test("a phone measures exactly the ten it measured before", () => {
const expected = [];
for (let w = Render.SEAT_WIDTH_MAX; w > Render.SEAT_WIDTH_MIN; w -= Render.SEAT_WIDTH_STEP) {
expected.push(w);
}
expected.push(Render.SEAT_WIDTH_MIN);
SMALL.forEach(name => [6, 9, 12].forEach(count =>
assert.deepEqual(widthsFor(name, count), expected, `${name} ${count}-handed`)));
});
test("a desktop measures a handful more, and no more than a handful", () => {
const extra = widthsFor("desktop 1440", 9).length - widthsFor("Galaxy S8", 9).length;
assert.ok(extra > 0, "the wider widths never got offered");
assert.ok(extra <= 6, `${extra} extra forced layouts is more than this is worth`);
});
test("never wider than the felt's own ceiling", () => {
Object.keys(RINGS).forEach(name => [2, 6, 9, 12].forEach(count => {
const widest = Math.max(...widthsFor(name, count));
assert.ok(widest <= Math.max(Render.SEAT_WIDTH_MAX, Render.roomyWidthCeiling(RINGS[name])),
`${name} ${count}-handed offered ${widest}px`);
assert.ok(widest <= Render.SEAT_WIDTH_ROOMY_MAX);
}));
});
test("always widest first, always down to the floor", () => {
// The search takes the first width that fits, so the order is the whole
// algorithm — and the floor has to be on the list or a crowded table has
// nothing left to fall back to.
Object.keys(RINGS).forEach(name => [2, 9, 12].forEach(count => {
const widths = widthsFor(name, count);
widths.forEach((w, i) => {
if (i === 0) return;
assert.ok(w < widths[i - 1], `${name}: ${widths.join(", ")} is not descending`);
});
assert.equal(widths[widths.length - 1], Render.SEAT_WIDTH_MIN);
}));
});
test("and a crowded table on a big felt is told no like any other", () => {
// Room on the felt is necessary, not sufficient: the seats still have to clear
// each other. Enough of them on any ring and the wider widths stop being
// offered, which is the arithmetic doing the refusing rather than the
// measurement having to.
const crowded = [24, 30, 40].map(count => Render.roomForWiderPucks(count, RINGS.desktop));
assert.deepEqual(crowded, [false, false, false]);
});
});
-181
View File
@@ -1,181 +0,0 @@
// Sitting people down, which is the first thing anybody does with the tool.
//
// Naming a chair and dealing that chair in were two separate acts and the second was
// easy to miss. A dealer setting up typed six names, got six seats that still weren't
// in the hand, and the action bar hid itself because by its reckoning nobody was
// playing: six people at the table and a blank screen with no way forward.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, ActionBar, makeTable } = require("./load");
const emptyTable = (seatCount = 10) => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, seatCount);
return state;
};
const bar = state => Object.assign(Object.create(ActionBar), { state });
describe("the bar knows the difference between an empty table and a named one", () => {
test("a table nobody has touched gets no bar", () => {
assert.equal(bar(emptyTable()).isRunning(), false, "an empty felt stays uncluttered");
});
test("a table with names on it gets one, dealt in or not", () => {
const state = emptyTable();
state.seats[0].name = "Ann";
state.seats[1].name = "Ben";
assert.equal(Betting.liveSeats(state).length, 0, "nobody is in the hand");
assert.equal(bar(state).isRunning(), true, "but there are people at the table to say something to");
});
test("whitespace isn't a player", () => {
const state = emptyTable();
state.seats[0].name = " ";
assert.equal(bar(state).isRunning(), false);
});
test("a table that is playing still gets one", () => {
assert.equal(bar(makeTable({ seatCount: 6, seated: [0, 1] })).isRunning(), true);
});
});
describe("naming an empty chair sits somebody down", () => {
// What the seat editor's name field does, as the rule it applies rather than
// through the DOM: a chair with no name and nobody in it is empty, and putting a
// name on it is somebody arriving.
const nameSeat = (player, name) => {
const wasEmpty = !player.name.trim() && !player.inHand;
player.name = name;
if (wasEmpty && player.name.trim()) { player.inHand = true; player.folded = false; }
};
test("an empty chair gets dealt in", () => {
const state = emptyTable();
nameSeat(state.seats[0], "Ann");
assert.equal(state.seats[0].inHand, true);
assert.equal(state.seats[0].folded, false);
});
test("six names is six players, not six benched seats", () => {
const state = emptyTable();
state.defaultStack = 200; // a table that has told the tool what a buy-in is
["Ann", "Ben", "Cal", "Dee", "Eve", "Fay"].forEach((name, i) => nameSeat(state.seats[i], name));
assert.equal(state.seats.filter(p => p.inHand).length, 6);
assert.equal(bar(state).isRunning(), true);
assert.ok(Betting.blindPreview(state), "and there's a hand to deal");
});
test("renaming somebody who is sitting out doesn't deal them back in", () => {
// A correction, not an arrival. Dealing them in over a typo would be the tool
// overruling a dealer who sat them out on purpose.
const state = emptyTable();
state.seats[0].name = "Ann";
state.seats[0].inHand = false;
nameSeat(state.seats[0], "Anne");
assert.equal(state.seats[0].inHand, false, "still sitting out, now spelled right");
});
test("clearing a name doesn't sit anybody down", () => {
const state = emptyTable();
nameSeat(state.seats[0], "Ann");
nameSeat(state.seats[0], "");
assert.equal(state.seats[0].name, "");
});
test("a chair already in the hand is left alone", () => {
const state = makeTable({ seatCount: 6, seated: [0] });
state.seats[0].folded = true;
nameSeat(state.seats[0], "Ann");
assert.equal(state.seats[0].folded, true, "mid-hand a fold is not undone by typing");
});
});
describe("the way back from a table where everybody is sat out", () => {
test("there are named seats to offer", () => {
// Can't be reached by naming any more, but a table where everyone was sat out
// — or a save from before naming seated people — still lands here.
const state = emptyTable();
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; });
const benched = state.seats
.map((player, index) => ({ player, index }))
.filter(({ player }) => (player.name || "").trim() && !player.inHand)
.map(({ index }) => index);
assert.deepEqual(benched, [0, 1, 2]);
assert.equal(Betting.blindPreview(state), null, "no hand to deal until they're in");
});
test("dealing them all in makes a hand possible", () => {
const state = emptyTable();
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].stack = 100; });
state.seats.forEach(player => {
if ((player.name || "").trim()) { player.inHand = true; player.folded = false; }
});
assert.equal(Betting.liveSeats(state).length, 3);
assert.ok(Betting.blindPreview(state), "the table can be dealt");
});
test("an unnamed chair is never swept in by it", () => {
const state = emptyTable();
state.seats[0].name = "Ann";
state.seats.forEach(player => {
if ((player.name || "").trim()) { player.inHand = true; }
});
assert.equal(state.seats.filter(p => p.inHand).length, 1, "empty chairs stay empty");
});
});
describe("a table where nobody has bought in", () => {
// Different from a table that has busted out, and the difference is the whole
// point: one needs a starting stack named, the other needs a rebuy. Telling a
// dealer their brand-new players have "no chips left" sends them hunting for the
// wrong thing.
const neverBoughtIn = state => state.seats.every(p =>
!(Number(p.buyIns) > 0) && !(Number(p.stack) > 0));
test("six freshly named players have never bought in", () => {
const state = emptyTable();
["Ann", "Ben", "Cal", "Dee", "Eve", "Fay"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
});
assert.equal(neverBoughtIn(state), true);
assert.equal(Betting.blindPreview(state), null, "and there is no hand to deal");
});
test("a table that has busted out is not the same thing", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 200 });
state.seats.forEach(p => { p.buyIns = 200; p.stack = 0; });
assert.equal(neverBoughtIn(state), false, "they had chips — they lost them");
});
test("one player still holding chips is not a never-bought-in table either", () => {
const state = emptyTable();
["Ann", "Ben"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].inHand = true; });
state.seats[0].stack = 50;
assert.equal(neverBoughtIn(state), false);
});
test("naming a starting stack is enough to deal", () => {
// The one field the message now points at. A seat with no stack of its own
// falls back to the table default, so setting it seats everybody's chips at
// once — which is why it's the right thing to send the dealer to.
const state = emptyTable();
["Ann", "Ben", "Cal"].forEach((name, i) => { state.seats[i].name = name; state.seats[i].inHand = true; });
assert.equal(Betting.blindPreview(state), null);
state.defaultStack = 200;
assert.ok(Betting.blindPreview(state), "one number and the table can play");
});
});
-110
View File
@@ -1,110 +0,0 @@
// How wide the ring of seats is allowed to be.
//
// It sat at a flat 44% by 42% of the seat layer at every size — two numbers picked
// against a phone, then asked to hold for a 754x543 felt on a desktop and a 686x141
// one on a phone held sideways. A fixed pair can only be right for one ratio of puck
// to felt, so measured on the running page:
//
// 1280x900, nine-handed five of nine pucks past the table's outer edge, worst 49px
// 844x390, six-handed all six, worst 20px
// 430x932, six-handed two, worst 12px
//
// Seats floating off the felt onto the page read as the table being too small for the
// game rather than as players at a rail, and it was a different amount of wrong on
// every screen — which is what made it look like a mistake instead of a choice.
//
// The radius is derived from what has to fit now. Whether it *actually* fits is a
// question about a laid-out browser, and it is checked there: uiAudit's "seats and
// chips stay on the table" runs at every viewport in the sweep. What is checked here
// is the contract that function has to honour, including the two ways it is allowed
// to give up.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render } = require("./load");
describe("with no browser to measure", () => {
test("it falls back to the ring the tool has always used", () => {
// Every call from this suite has no DOM, and so does the very first render,
// before the felt has been laid out. Neither should throw or return nonsense.
assert.deepEqual(Render.seatRingRadii(), { rx: Render.RING_MAX_RX, ry: Render.RING_MAX_RY });
});
test("so seatPosition still answers", () => {
const pos = Render.seatPosition(0, 9, 1);
assert.ok(Number.isFinite(pos.left) && Number.isFinite(pos.top));
});
test("and nothing is measured for the puck height either", () => {
assert.equal(Render.tooTallForTheTable(), false);
});
});
describe("the ceiling and the floor", () => {
test("the old ring is the widest it can ever be", () => {
// Nothing gets looser than it was; this can only pull seats in.
assert.ok(Render.RING_MAX_RX <= 44);
assert.ok(Render.RING_MAX_RY <= 42);
});
test("and it never collapses the ring into the pot", () => {
// A puck wider than the table it sits on has no honest answer. Overhanging is
// the lesser evil — seats stacked on the pot would be unreadable, and the
// density rule shrinks the pucks before it ever gets this far.
assert.ok(Render.RING_MIN_R > 0);
assert.ok(Render.RING_MIN_R < Render.RING_MAX_RY);
});
test("with a margin that keeps the outermost seat off the rail", () => {
assert.ok(Render.SEAT_EDGE_MARGIN_PX > 0);
});
});
describe("the ring the radii describe", () => {
const spread = (radii, count = 9, aspect = 1.4) =>
Render.ringPositions(count, radii.rx, radii.ry, aspect);
test("a smaller radius puts every seat nearer the middle", () => {
const wide = spread({ rx: 44, ry: 42 });
const tight = spread({ rx: 30, ry: 28 });
wide.forEach((seat, i) => {
const wideOut = Math.hypot(seat.left - 50, seat.top - 50);
const tightOut = Math.hypot(tight[i].left - 50, tight[i].top - 50);
assert.ok(tightOut < wideOut, `seat ${i + 1} should have come in`);
});
});
test("and the seats stay evenly spread however far in they are", () => {
// Pulling the ring in must not bunch them: the spacing rule is arc length, and
// shrinking an ellipse uniformly keeps every gap in proportion.
const gaps = ring => ring.map((p, i) => {
const next = ring[(i + 1) % ring.length];
return Math.hypot(p.left - next.left, p.top - next.top);
});
const tight = gaps(spread({ rx: 30, ry: 28 }));
const smallest = Math.min(...tight), largest = Math.max(...tight);
assert.ok(largest / smallest < 1.35, `gaps ranged ${smallest.toFixed(1)}..${largest.toFixed(1)}`);
});
});
describe("the bets follow the seats", () => {
test("a chip sits on its own player's spoke, proportionally in", () => {
// The chip is a fraction of the seat's reach rather than of the felt, so when
// the ring pulls in the chips come with it instead of being left by the rail.
const radii = { rx: 30, ry: 28 };
const seat = Render.seatPosition(2, 8, 1.4, radii);
const bet = Render.betPosition(2, 8, 1.4, radii);
const seatOut = Math.hypot(seat.left - 50, seat.top - 50);
const betOut = Math.hypot(bet.left - 50, bet.top - 50);
assert.ok(betOut < seatOut, "the chip is nearer the pot than the player is");
assert.ok(betOut > seatOut * 0.4, "but still out on the player's side of the felt");
});
test("and it is the same spoke, not just the same distance", () => {
const radii = { rx: 30, ry: 28 };
const seat = Render.seatPosition(5, 9, 1.2, radii);
const bet = Render.betPosition(5, 9, 1.2, radii);
const angleOf = p => Math.atan2(p.top - 50, p.left - 50);
assert.ok(Math.abs(angleOf(seat) - angleOf(bet)) < 0.01);
});
});
-119
View File
@@ -1,119 +0,0 @@
// Which fields replace their contents when a dealer reaches for them.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Money } = require("./load");
// Enough of an input to answer the question, without a DOM.
const field = (props = {}) => ({ tagName: "INPUT", type: "text", inputMode: "", ...props });
test("a number box selects", () => {
assert.equal(Money.selectsOnFocus(field({ type: "number" })), true);
});
test("a decimal keypad box selects", () => {
// The raise pad's amount is type=text with inputmode=decimal, so the phone shows
// a number pad without the browser's spinner arrows.
assert.equal(Money.selectsOnFocus(field({ type: "text", inputMode: "decimal" })), true);
});
test("a name does not", () => {
// Selecting all of a name on focus is the same mistake pointing the other way:
// a name is a thing you edit, not a suggestion you replace.
assert.equal(Money.selectsOnFocus(field({ type: "text" })), false);
});
test("a colour swatch does not", () => {
assert.equal(Money.selectsOnFocus(field({ type: "color" })), false);
});
test("a checkbox does not", () => {
assert.equal(Money.selectsOnFocus(field({ type: "checkbox" })), false);
});
test("a textarea does not, whatever it is asked", () => {
assert.equal(Money.selectsOnFocus({ tagName: "TEXTAREA", type: "text", inputMode: "decimal" }), false);
});
test("a select does not", () => {
assert.equal(Money.selectsOnFocus({ tagName: "SELECT", type: "select-one" }), false);
});
test("case doesn't matter", () => {
assert.equal(Money.selectsOnFocus(field({ type: "NUMBER" })), true);
assert.equal(Money.selectsOnFocus(field({ type: "TEXT", inputMode: "DECIMAL" })), true);
});
test("nothing at all is not a field", () => {
assert.equal(Money.selectsOnFocus(null), false);
assert.equal(Money.selectsOnFocus(undefined), false);
});
test("a field with no type stated is a text box, so it does not", () => {
assert.equal(Money.selectsOnFocus({ tagName: "INPUT" }), false);
});
// ---- A scroll is not an edit ------------------------------------------------
//
// A focused `<input type="number">` is a spinbutton, and the browser lets the mouse
// wheel drive it. Measured on the running page at 1280x900 with the sidebar open: focus
// the small blind and scroll, $5 becomes $5.50. Focus a seat's stack and scroll, $500
// becomes $501. Both go straight through to the saved table, because these fields save
// on `input` like everything else here.
//
// Nothing is announced and nothing looks wrong. The tool has invented a chip, and the
// gesture that did it was a dealer reaching for another panel.
//
// The rule is narrow on purpose. Every other way of driving a spinbutton is deliberate —
// the arrow keys, the stepper arrows, typing — and none of them is touched. Scrolling is
// the one actuation nobody means.
describe("a wheel over a field the dealer is in", () => {
const box = (type, tag = "INPUT") => ({ tagName: tag, type });
test("a focused number box would be edited by it", () => {
const stack = box("number");
assert.equal(Money.wheelWouldEdit(stack, stack), true);
});
test("the same box, not focused, would not", () => {
// An unfocused spinbutton ignores the wheel. There is nothing to defend, and
// blurring something that is not focused is a no-op with a side effect.
const stack = box("number");
assert.equal(Money.wheelWouldEdit(stack, null), false);
assert.equal(Money.wheelWouldEdit(stack, box("number")), false);
});
test("the amount boxes that already moved off type=number are safe as they are", () => {
// Add chips, the raise pad and Quick Split use text + inputmode="decimal", which
// is not a spinbutton and cannot be scrolled into a different number.
const amount = { tagName: "INPUT", type: "text", inputMode: "decimal" };
assert.equal(Money.wheelWouldEdit(amount, amount), false);
// Still an amount field for the other rule, though — the two questions are
// different and this one must not quietly answer both.
assert.equal(Money.selectsOnFocus(amount), true);
});
test("a name, a note and a table are left alone", () => {
const name = { tagName: "INPUT", type: "text" };
const notes = { tagName: "TEXTAREA", type: "textarea" };
assert.equal(Money.wheelWouldEdit(name, name), false);
assert.equal(Money.wheelWouldEdit(notes, notes), false);
assert.equal(Money.wheelWouldEdit(null, null), false);
assert.equal(Money.wheelWouldEdit(undefined, undefined), false);
});
test("the type is read case-insensitively, the way an attribute comes back", () => {
const shouty = box("NUMBER");
assert.equal(Money.wheelWouldEdit(shouty, shouty), true);
});
test("a select is a spinbutton to nobody", () => {
// The page has one <select> — which way the blinds move — and it was the obvious
// next suspect. It isn't one: focused, hovered and scrolled 300px in Chromium it
// stays on "clockwise", because a select only takes the wheel while its dropdown
// is open. Checked rather than assumed, and left out rather than defended
// against, so this rule keeps meaning exactly one thing.
const select = { tagName: "SELECT", type: "select-one" };
assert.equal(Money.wheelWouldEdit(select, select), false);
});
});
-124
View File
@@ -1,124 +0,0 @@
// Turning the standings into "who hands cash to whom".
const test = require("node:test");
const assert = require("node:assert");
const { Money, HoldemState, SettleUp, makeTable } = require("./load");
const standings = pairs => pairs.map(([name, cashPosition]) => ({ name, cashPosition }));
const lines = plan => plan.payments.map(p => `${p.from} -> ${p.to} ${Money.format(p.amount)}`);
const paidTo = (plan, name) =>
plan.payments.filter(p => p.to === name).reduce((sum, p) => sum + p.amount, 0);
const paidBy = (plan, name) =>
plan.payments.filter(p => p.from === name).reduce((sum, p) => sum + p.amount, 0);
test("one loser, one winner", () => {
const plan = SettleUp.plan(standings([["Ann", 40], ["Ben", -40]]));
assert.deepEqual(lines(plan), ["Ben -> Ann $40"]);
assert.equal(plan.balanced, true);
});
test("everybody flat means nothing to do", () => {
const plan = SettleUp.plan(standings([["Ann", 0], ["Ben", 0]]));
assert.deepEqual(plan.payments, []);
assert.equal(plan.balanced, true);
});
test("nobody at all means nothing to do", () => {
const plan = SettleUp.plan([]);
assert.deepEqual(plan.payments, []);
assert.equal(plan.balanced, true);
});
test("each player ends up square", () => {
const table = standings([
["Ann", 120], ["Ben", -75], ["Cal", -60], ["Dee", 30], ["Eve", -15],
]);
const plan = SettleUp.plan(table);
table.forEach(row => {
const settled = paidTo(plan, row.name) - paidBy(plan, row.name);
assert.equal(settled, row.cashPosition, `${row.name} should end up square`);
});
assert.equal(plan.balanced, true);
});
test("at most one payment fewer than there are people", () => {
const table = standings([
["Ann", 120], ["Ben", -75], ["Cal", -60], ["Dee", 30], ["Eve", -15],
]);
const plan = SettleUp.plan(table);
assert.ok(plan.payments.length <= table.length - 1,
`${plan.payments.length} payments for ${table.length} players`);
});
test("a player who owes two people has both lines together", () => {
// The list gets read out one player at a time, so a payer's obligations must not
// be split up by somebody else's.
const plan = SettleUp.plan(standings([["Ann", 50], ["Cal", 30], ["Ben", -80]]));
assert.deepEqual(lines(plan), ["Ben -> Ann $50", "Ben -> Cal $30"]);
});
test("cents survive", () => {
const plan = SettleUp.plan(standings([["Ann", 0.1], ["Ben", 0.2], ["Cal", -0.3]]));
assert.deepEqual(lines(plan), ["Cal -> Ben $0.20", "Cal -> Ann $0.10"]);
assert.equal(plan.balanced, true);
});
test("more chips than cash leaves somebody unpaid, and says so", () => {
// The table is $25 up on the bank — an unrecorded rebuy or a miscount. The winners
// cannot all be paid, and pretending otherwise is how a real person ends up short.
const plan = SettleUp.plan(standings([["Ann", 100], ["Ben", -75]]));
assert.deepEqual(lines(plan), ["Ben -> Ann $75"]);
assert.equal(plan.shortBy, 25);
assert.equal(plan.overBy, 0);
assert.equal(plan.balanced, false);
});
test("less chips than cash leaves a payer with nowhere to send it", () => {
const plan = SettleUp.plan(standings([["Ann", 50], ["Ben", -75]]));
assert.deepEqual(lines(plan), ["Ben -> Ann $50"]);
assert.equal(plan.overBy, 25);
assert.equal(plan.shortBy, 0);
assert.equal(plan.balanced, false);
});
test("no payment is ever for nothing", () => {
const plan = SettleUp.plan(standings([
["Ann", 60], ["Ben", -60], ["Cal", 0], ["Dee", 0],
]));
assert.ok(plan.payments.every(p => p.amount > 0));
assert.equal(plan.payments.length, 1);
});
test("nobody pays themselves", () => {
const plan = SettleUp.plan(standings([
["Ann", 90], ["Ben", -30], ["Cal", -30], ["Dee", -30],
]));
assert.ok(plan.payments.every(p => p.from !== p.to));
});
test("the payments total what the winners are owed", () => {
const table = standings([["Ann", 42.5], ["Ben", 17.5], ["Cal", -60]]);
const plan = SettleUp.plan(table);
const moved = plan.payments.reduce((sum, p) => sum + p.amount, 0);
assert.equal(Money.round(moved), 60);
});
test("it settles a real table's standings, not just hand-made numbers", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[0].buyIns = 100;
state.seats[1].buyIns = 100;
state.seats[2].buyIns = 100;
state.seats[0].stack = 175;
state.seats[1].stack = 90;
state.seats[2].stack = 35;
const rows = HoldemState.sessionStandings(state);
const plan = SettleUp.plan(rows);
// Bank balances — 300 in, 300 on the table — so everyone can be paid.
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
assert.equal(plan.balanced, true);
rows.forEach(row => {
assert.equal(paidTo(plan, row.name) - paidBy(plan, row.name), row.cashPosition);
});
});
-51
View File
@@ -1,51 +0,0 @@
// The legend and the key map must not drift apart.
//
// F, C and R are printed on the buttons they drive. A and U were on nothing at all,
// so a dealer who learned the first three from the action bar had no way to find out
// the other two existed. The guard against that happening again is this file.
const test = require("node:test");
const assert = require("node:assert");
const path = require("path");
const Shortcuts = require(path.join(
__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem", "shortcuts.js"));
test("every shortcut has a line in the legend", () => {
const documented = new Set(Shortcuts.LEGEND.map(entry => entry.action));
const missing = [...new Set(Object.values(Shortcuts.KEYS))].filter(action => !documented.has(action));
assert.deepEqual(missing, [], "a shortcut with no legend line is one nobody can find");
});
test("the legend doesn't describe shortcuts that don't exist", () => {
const real = new Set(Object.values(Shortcuts.KEYS));
const invented = Shortcuts.LEGEND.map(entry => entry.action).filter(action => !real.has(action));
assert.deepEqual(invented, []);
});
test("every legend line names its keys and says what they do", () => {
Shortcuts.LEGEND.forEach(entry => {
assert.ok(Array.isArray(entry.keys) && entry.keys.length > 0, `${entry.action} has no keys`);
assert.ok(entry.keys.every(key => typeof key === "string" && key.trim()), `${entry.action} has a blank key`);
assert.ok(entry.what && entry.what.trim().length > 3, `${entry.action} has no description`);
});
});
test("the keys named match the keys bound", () => {
// "Space" and "Enter" both drive advance; the map holds them as " " and "enter".
const spoken = { space: " ", enter: "enter", esc: "escape" };
Shortcuts.LEGEND.forEach(entry => {
entry.keys.forEach(label => {
const key = spoken[label.toLowerCase()] || label.toLowerCase();
assert.equal(Shortcuts.KEYS[key], entry.action,
`the legend says ${label} is ${entry.action}, the map disagrees`);
});
});
});
test("no two lines claim the same key", () => {
const seen = new Set();
Shortcuts.LEGEND.forEach(entry => entry.keys.forEach(key => {
assert.ok(!seen.has(key.toLowerCase()), `${key} is listed twice`);
seen.add(key.toLowerCase());
}));
});
-110
View File
@@ -1,110 +0,0 @@
// The keyboard shortcuts, and the one rule that keeps them from stealing a press.
//
// Shortcuts talks to `document` directly, so these tests stand a small fake one up
// rather than a whole DOM: the only things it asks about are what has focus and
// whether an overlay is open.
const test = require("node:test");
const assert = require("node:assert");
const path = require("path");
const Shortcuts = require(path.join(
__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem", "shortcuts.js"));
// A stand-in for a focused element. `matches` answers the same selector list the
// real one would, which is the whole of what focusedControlOwnsKey looks at.
function element(tagName, { selectors = [], isContentEditable = false } = {}) {
return {
tagName,
isContentEditable,
matches: selector => selectors.some(s => selector.includes(s)),
};
}
const BUTTON = element("BUTTON", { selectors: ["button"] });
const SUMMARY = element("SUMMARY", { selectors: ["summary"] });
const LINK = element("A", { selectors: ["a[href]"] });
const DIV = element("DIV");
const TEXT_FIELD = element("INPUT");
// Runs one keypress against a fresh Shortcuts and reports which action fired.
function press(key, { focused = DIV, overlays = [] } = {}) {
const fired = [];
let defaultPrevented = false;
globalThis.document = {
activeElement: focused,
addEventListener() {},
querySelectorAll: () => overlays,
};
const handlers = {};
for (const action of Object.values(Shortcuts.KEYS)) {
handlers[action] = () => { fired.push(action); return true; };
}
Shortcuts.handlers = handlers;
Shortcuts.onKey({ key, preventDefault: () => { defaultPrevented = true; } });
return { fired: fired[0] || null, defaultPrevented };
}
test.after(() => { delete globalThis.document; });
test("Enter on a focused button is left to the button", () => {
assert.equal(press("Enter", { focused: BUTTON }).fired, null);
});
test("Space on a focused button is left to the button", () => {
assert.equal(press(" ", { focused: BUTTON }).fired, null);
});
test("a key left to the control is not swallowed either", () => {
// preventDefault would stop the browser activating the button, which is the
// half of the bug that turned "wrong action" into "no action".
assert.equal(press("Enter", { focused: BUTTON }).defaultPrevented, false);
});
test("summary and links own Enter and Space too", () => {
assert.equal(press("Enter", { focused: SUMMARY }).fired, null);
assert.equal(press(" ", { focused: LINK }).fired, null);
});
test("Space still advances when nothing pressable has focus", () => {
assert.equal(press(" ", { focused: DIV }).fired, "advance");
});
test("Enter still advances when nothing pressable has focus", () => {
assert.equal(press("Enter", { focused: DIV }).fired, "advance");
});
test("the letter shortcuts stay live with a button focused", () => {
// A button does nothing with "f", so there is no press to hand back — and a
// dealer whose hand is on the keys shouldn't lose them to a stray focus ring.
assert.equal(press("f", { focused: BUTTON }).fired, "fold");
assert.equal(press("c", { focused: BUTTON }).fired, "checkOrCall");
assert.equal(press("r", { focused: BUTTON }).fired, "raise");
assert.equal(press("a", { focused: BUTTON }).fired, "allIn");
assert.equal(press("u", { focused: BUTTON }).fired, "undo");
});
test("typing still silences everything but Escape", () => {
assert.equal(press("f", { focused: TEXT_FIELD }).fired, null);
assert.equal(press("Escape", { focused: TEXT_FIELD }).fired, "cancel");
});
test("an open overlay still owns the keyboard", () => {
assert.equal(press("f", { focused: DIV, overlays: [{ hidden: false }] }).fired, null);
assert.equal(press("f", { focused: DIV, overlays: [{ hidden: true }] }).fired, "fold");
});
test("a focused control wins before the overlay check, not after", () => {
// Both would decline here; the point is that neither path fires an action.
assert.equal(press("Enter", { focused: BUTTON, overlays: [{ hidden: false }] }).fired, null);
});
test("modified keys are never shortcuts", () => {
globalThis.document = { activeElement: DIV, addEventListener() {}, querySelectorAll: () => [] };
const fired = [];
Shortcuts.handlers = { advance: () => { fired.push("advance"); return true; } };
Shortcuts.onKey({ key: " ", ctrlKey: true, preventDefault() {} });
assert.deepEqual(fired, []);
});
-147
View File
@@ -1,147 +0,0 @@
// Who the tool asks to turn over, and in what order.
//
// The board half of the card feature always worked: every street, a sheet asks which
// cards came off the deck. The hands half never did. A dealer entered five community
// cards, pressed the showdown button, and the pot wizard told them "Chris, Mike and
// Alex haven't turned over, so who won is still yours to say" — with nothing in the
// sheet to turn anybody over with. The only way in was to close the wizard, tap a seat
// puck, find the card slots in the seat editor, and repeat it for each player, with the
// pot sitting on the table.
//
// So the showdown button now asks, the same way the street button does. This file is
// the list it asks from. The sheet itself is DOM and is checked in the browser; the
// question of who is on the list, and in which order, is state and lives here.
//
// Three rules hold it together:
//
// Only when asked for. The setting is off by default and the list is empty when it
// is off, so a table that never wanted this never sees a sheet.
//
// Only what isn't known. A hand already entered is an answer already given, and
// asking again offers to overwrite it.
//
// In the order the cards actually come over — the showdown order the action bar
// already announces, then round the table from there. A dealer looking at the seat
// the bar just named should not be asked about the one behind them.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render, Betting, HoldemState, makeTable } = require("./load");
// A hand played to the river with everyone still in, which is the only shape that
// has a showdown to ask about.
const atShowdown = ({ seats = 4, tracking = true } = {}) => {
const state = makeTable({ seatCount: seats, stack: 500, smallBlind: 5, bigBlind: 10 });
Betting.beginHand(state);
state.street = "river";
state.board = ["2C", "7D", "9S", "JH", "3S"];
state.trackBoard = tracking;
state.seats.forEach(player => { player.hasActed = true; });
return state;
};
const queue = state => Render.showdownCardQueue(state);
describe("only when the dealer asked to be asked", () => {
test("the setting off means nobody is asked anything", () => {
assert.deepStrictEqual(queue(atShowdown({ tracking: false })), []);
});
test("the setting on asks everyone still in", () => {
assert.strictEqual(queue(atShowdown()).length, 4);
});
test("a table nobody is sitting at is not a showdown", () => {
const state = atShowdown();
state.seats.forEach(player => { player.inHand = false; });
assert.deepStrictEqual(queue(state), []);
});
});
describe("a hand won without a showdown", () => {
// Everyone else folded, so there is one hand left and it never comes over. The
// bar says "Award pot to Chris" here, not "Showdown", and asking Chris to turn
// over a hand nobody paid to see is asking for a card the tool will never use.
test("one player left is asked for nothing", () => {
const state = atShowdown();
[1, 2, 3].forEach(i => { state.seats[i].folded = true; });
assert.deepStrictEqual(queue(state), []);
});
test("two left is a showdown, however it was arrived at", () => {
const state = atShowdown();
[2, 3].forEach(i => { state.seats[i].folded = true; });
assert.strictEqual(queue(state).length, 2);
});
// Everybody all-in on the flop is still a showdown: the cards go on their backs,
// the board runs out, and the hands are read exactly as they would have been.
test("all-in with the betting finished is still asked about", () => {
const state = atShowdown();
state.seats.forEach(player => { player.stack = 0; });
assert.ok(!Betting.canStillBet(state));
assert.strictEqual(queue(state).length, 4);
});
});
describe("only the hands it doesn't already have", () => {
test("a hand already entered is not asked for again", () => {
const state = atShowdown();
state.seats[1].cards = ["AS", "AH"];
assert.ok(!queue(state).includes(1));
});
test("half a hand entered is still asked for", () => {
const state = atShowdown();
state.seats[1].cards = ["AS", ""];
assert.ok(queue(state).includes(1));
});
test("every hand entered means the sheet never opens", () => {
const state = atShowdown();
const hands = [["AS", "AH"], ["KS", "KH"], ["QS", "QH"], ["9H", "9D"]];
state.seats.forEach((player, i) => { player.cards = hands[i]; });
assert.deepStrictEqual(queue(state), []);
});
});
describe("in the order the cards come over", () => {
// The bar already says "Mike shows first — last to bet or raise" out loud. The
// sheet asking about somebody else first would be the tool contradicting itself
// in the same breath.
test("it starts with whoever the bar says shows first", () => {
const state = atShowdown();
state.streetAggressorIndex = 2;
assert.strictEqual(Betting.showdownOrder(state).index, 2);
assert.strictEqual(queue(state)[0], 2);
});
test("and then goes round the table from there", () => {
const state = atShowdown();
state.streetAggressorIndex = 2;
assert.deepStrictEqual(queue(state), [2, 3, 0, 1]);
});
test("nobody checked the river, so it starts left of the button", () => {
const state = atShowdown();
state.streetAggressorIndex = null;
state.handAggressorIndex = null;
const first = Betting.showdownOrder(state);
assert.strictEqual(first.reason, "leftOfButton");
assert.strictEqual(queue(state)[0], first.index);
});
test("a player already entered drops out of the order without moving the rest", () => {
const state = atShowdown();
state.streetAggressorIndex = 2;
state.seats[3].cards = ["KS", "KH"];
assert.deepStrictEqual(queue(state), [2, 0, 1]);
});
test("everyone still in is asked exactly once", () => {
const state = atShowdown({ seats: 9 });
const asked = queue(state);
assert.strictEqual(new Set(asked).size, asked.length);
assert.strictEqual(asked.length, Betting.liveSeats(state).length);
});
});
-202
View File
@@ -1,202 +0,0 @@
// Who turns their hand over first.
//
// A call the dealer makes at every showdown that isn't a fold, and one nobody at the
// table volunteers for — everyone would rather see a hand than show one. The tool knew
// who last raised and who sits left of the button and said neither.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, makeTable } = require("./load");
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
const table = (dealerSeatIndex = 0, stack = 200) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack, dealerSeatIndex });
NAMES.forEach((name, i) => { state.seats[i].name = name; });
Betting.beginHand(state);
return state;
};
const call = state => {
const answer = Betting.showdownOrder(state);
return answer && { who: state.seats[answer.index].name, reason: answer.reason };
};
// Everybody left just calls whatever is in front of them, then the street closes.
const checkRound = state => {
let guard = 0;
while (state.actingSeatIndex !== null && guard++ < 12) {
const index = state.actingSeatIndex;
if (Betting.toCall(state, state.seats[index]) > 0) Betting.call(state, index);
else Betting.check(state, index);
}
Betting.closeStreet(state);
};
describe("a bet on the river", () => {
test("the last player to raise shows first", () => {
const state = table(0); // blinds Ben and Cal
checkRound(state); // pre-flop
checkRound(state); // flop
checkRound(state); // turn
Betting.raiseTo(state, state.actingSeatIndex, 20);
const raiser = state.seats.findIndex(p => Betting.committed(p) === 20);
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
assert.deepEqual(call(state), { who: state.seats[raiser].name, reason: "aggressor" });
});
test("a re-raise moves it to the last one, not the first", () => {
const state = table(0);
checkRound(state); checkRound(state); checkRound(state);
const first = state.actingSeatIndex;
Betting.raiseTo(state, first, 20);
const second = state.actingSeatIndex;
Betting.raiseTo(state, second, 60);
while (state.actingSeatIndex !== null) {
const i = state.actingSeatIndex;
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
}
assert.equal(call(state).who, state.seats[second].name);
});
test("a short all-in still shows first, even though it doesn't reopen the betting", () => {
// The rule about reopening is about who may raise. It says nothing about who
// shows, and the player who shoved is still the last one who put money in.
const state = table(0);
checkRound(state); checkRound(state); checkRound(state);
const bettor = state.actingSeatIndex;
Betting.raiseTo(state, bettor, 40);
const shortStack = state.actingSeatIndex;
// Over the $40 but only by $15, where a full raise would need $40 more. Going
// *under* the bet would be a short call, not a short raise, and wouldn't make
// them the aggressor at all.
state.seats[shortStack].stack = 55;
Betting.allIn(state, shortStack);
assert.equal(Betting.committed(state.seats[shortStack]), 55, "raised, if not by enough");
while (state.actingSeatIndex !== null) {
const i = state.actingSeatIndex;
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
}
assert.equal(call(state).who, state.seats[shortStack].name);
});
});
describe("a river checked through", () => {
test("the first live player left of the button shows first", () => {
const state = table(0); // button Ann
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
assert.deepEqual(call(state), { who: "Ben", reason: "leftOfButton" });
});
test("an earlier street's raiser doesn't carry over to the river", () => {
// The rule is about the *final* round. Leading the flop and then checking the
// river doesn't oblige anyone.
const state = table(0);
checkRound(state); // pre-flop
Betting.raiseTo(state, state.actingSeatIndex, 20); // leads the flop
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
Betting.closeStreet(state);
checkRound(state); // turn
checkRound(state); // river
assert.equal(call(state).reason, "leftOfButton");
});
test("it skips a folded seat rather than naming somebody who isn't in the hand", () => {
const state = table(0); // button Ann, so Ben would be first
checkRound(state); checkRound(state); checkRound(state);
Betting.fold(state, 1); // Ben gets out on the river
while (state.actingSeatIndex !== null) {
const i = state.actingSeatIndex;
if (Betting.toCall(state, state.seats[i]) > 0) Betting.call(state, i); else Betting.check(state, i);
}
Betting.closeStreet(state);
assert.equal(call(state).who, "Cal", "the next one round who is still in");
});
});
describe("everyone all-in before the river", () => {
test("the last player who could put money in shows first", () => {
// There was no final round to lead, so "checked round" isn't a choice anybody
// made and the seat left of the button hasn't earned the obligation.
const state = table(0, 30);
checkRound(state); // pre-flop
const shover = state.actingSeatIndex;
Betting.allIn(state, shover);
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
Betting.closeStreet(state);
assert.equal(Betting.canStillBet(state), false, "nobody has chips left to bet");
assert.deepEqual(call(state), { who: state.seats[shover].name, reason: "allInAggressor" });
});
test("a hand where everyone got in for the blind and nobody raised falls to the button", () => {
// Two-dollar stacks against a two-dollar blind: everyone is all-in by calling,
// and calling is not aggression. Nobody chose to lead, so nobody is on the hook
// and it goes back to the seat left of the button.
const state = table(0, 2);
checkRound(state);
assert.equal(Betting.canStillBet(state), false, "nobody has a chip behind");
assert.equal(state.handAggressorIndex, null, "and nobody ever raised");
const answer = call(state);
assert.ok(answer, "there is still a showdown to order");
assert.equal(answer.reason, "leftOfButton");
});
});
describe("when there is nothing to call", () => {
test("one player left isn't a showdown", () => {
const state = table(0);
[1, 2, 3].forEach(i => Betting.fold(state, i));
assert.equal(Betting.showdownOrder(state), null);
});
test("an aggressor who has since folded doesn't get named", () => {
// Can't happen in play — you don't fold after raising unopposed — but the
// index is a number on the state and a reset table could hold a stale one.
const state = table(0);
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
state.streetAggressorIndex = 1;
state.seats[1].folded = true;
const answer = call(state);
assert.notEqual(answer.who, "Ben");
assert.equal(answer.reason, "leftOfButton");
});
test("an index pointing at no seat at all is ignored", () => {
const state = table(0);
checkRound(state); checkRound(state); checkRound(state); checkRound(state);
state.streetAggressorIndex = 99;
assert.equal(call(state).reason, "leftOfButton");
});
});
describe("the tracking resets when it should", () => {
test("a new hand starts with nobody on the hook", () => {
const state = table(0);
checkRound(state); checkRound(state); checkRound(state);
Betting.raiseTo(state, state.actingSeatIndex, 20);
assert.notEqual(state.handAggressorIndex, null);
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.streetAggressorIndex, null);
assert.equal(state.handAggressorIndex, null, "last night's raise isn't this hand's business");
});
test("posting a blind is not aggression", () => {
const state = table(0);
assert.equal(state.streetAggressorIndex, null);
assert.equal(state.handAggressorIndex, null);
});
});
-124
View File
@@ -1,124 +0,0 @@
// What the sidebar is a list of.
//
// The panels were Table Setup, Session, Chip Legend, Keyboard and Table Notes, and
// "Session" was a container word rather than a name. It held the standings, a waiting
// list, the hand log and the save/load/reset buttons — a topic, a task, a log and three
// utilities under one label, which is the "don't mix apples and oranges" failure: a
// navigation layer with more than one logic in it. Measured at 1206px and 103 visible
// elements, against 555 and 29 for the next biggest, and "The table itself" sat 1052px
// down inside it, so reaching Reset table meant opening a panel called Session and
// scrolling past the money and the log.
//
// This is a markup test because that is where the fault lived. Nothing was broken —
// every control worked and every id resolved — so nothing failed. What was wrong was
// which panel a thing was in and what that panel was called.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const fs = require("fs");
const path = require("path");
const PAGE = fs.readFileSync(
path.join(__dirname, "..", "..", "JoshHeaps.Net", "Pages", "Casino", "TexasHoldem.cshtml"), "utf8");
// A sidebar panel never contains another one — Table Setup's sub-panels carry a
// different class — so splitting on the opening tag is enough to say which panel any
// piece of markup is in, without parsing the document.
const panels = () => PAGE
.split(/<details class="sidebarPanel"/)
.slice(1)
.map(chunk => {
const name = chunk.match(/<summary>\s*(?:<h2>)?([^<]+)/);
return { name: name ? name[1].trim() : "(no summary)", markup: chunk };
});
const panelHolding = id => {
const found = panels().filter(p => p.markup.includes(`id="${id}"`));
assert.equal(found.length, 1, `${id} is in ${found.length} panels, expected exactly 1`);
return found[0].name;
};
// ---------------------------------------------------------------------------
describe("the sidebar's names", () => {
test("say what is inside them", () => {
// Every one of these is a thing a dealer goes looking for. None of them is a
// word that could hold anything — which is the test "Session" fails.
assert.deepEqual(panels().map(p => p.name), [
"Table Setup",
"Standings",
"Waiting list",
"Hands",
"Chip Legend",
"Keyboard",
"Table Notes",
"Save &amp; reset",
]);
});
test("and each one is a heading, not only a button", () => {
// A <summary> is announced as a button. The sidebar's names are the whole of its
// navigation, so without a heading inside, none of them is reachable by anyone
// moving through the page by heading — and splitting Session removed the four
// subheads that used to be the only headings down here.
panels().forEach(p => assert.match(p.markup, /<summary><h2>/,
`the ${p.name} panel's name is not a heading`));
});
});
describe("where things live", () => {
test("the money is together, and the warning about losing it is with it", () => {
assert.equal(panelHolding("standingsList"), "Standings");
assert.equal(panelHolding("settleUp"), "Standings");
assert.equal(panelHolding("bankReconcile"), "Standings");
// renderStorageWarning() says this "sits at the top of the panel a dealer opens
// to check the money". That panel is now called Standings.
assert.equal(panelHolding("storageWarning"), "Standings");
});
test("the queue for a seat is its own panel", () => {
assert.equal(panelHolding("waitingList"), "Waiting list");
assert.equal(panelHolding("waitingListForm"), "Waiting list");
});
test("the log and the two ways out of it are together", () => {
assert.equal(panelHolding("handHistoryList"), "Hands");
assert.equal(panelHolding("handHistoryFilter"), "Hands");
assert.equal(panelHolding("exportHistoryBtn"), "Hands");
assert.equal(panelHolding("clearHistoryBtn"), "Hands");
});
test("and the file is last, with the danger on the label", () => {
assert.equal(panelHolding("saveTableBtn"), "Save &amp; reset");
assert.equal(panelHolding("loadTableBtn"), "Save &amp; reset");
assert.equal(panelHolding("resetTableBtn"), "Save &amp; reset");
assert.equal(panels()[panels().length - 1].name, "Save &amp; reset",
"the panel that ends the night belongs at the end, away from the working ones");
});
});
describe("no panel goes back to being a grab-bag", () => {
// Not a size limit — Table Setup is legitimately long and Chip Legend legitimately
// repeats a row per chip. What this counts is *subjects*: a panel that needs its own
// headings to say what its parts are is a panel holding more than one thing, which
// is what Session was and how it got that way.
test("at most one subject needs a heading inside a panel", () => {
panels().forEach(p => {
const subheads = [...p.markup.matchAll(/<h3 class="panelSubhead">([^<]+)</g)]
.map(m => m[1].trim());
assert.ok(subheads.length <= 1,
`${p.name} has ${subheads.length} sections inside it (${subheads.join(", ")}) — ` +
`if a panel needs headings to list its parts, its name is not doing the work`);
});
});
test("and the ones that remain are a detail of their panel, not a second subject", () => {
// Settle up is the standings once the night ends; Stacks in chips is the chip
// legend counted out. Both are the same subject at a different moment, which is
// the case a subhead is for.
const kept = panels().flatMap(p =>
[...p.markup.matchAll(/<h3 class="panelSubhead">([^<]+)</g)]
.map(m => `${p.name}: ${m[1].trim()}`));
assert.deepEqual(kept, ["Standings: Settle up", "Chip Legend: Stacks in chips"]);
});
});

Some files were not shown because too many files have changed in this diff Show More