Stop the last two things the table did behind the dealer's back #59

Merged
jheaps merged 5 commits from fix/casino-holdem-less-guessing into fix/casino-holdem-manual-deal 2026-09-01 10:57:17 -06:00
7 changed files with 193 additions and 23 deletions
+48 -8
View File
@@ -568,8 +568,19 @@ button,
.dealerChip {
position: absolute;
top: -10px;
right: -10px;
/* Inside its own seat, not on the rim.
It used to sit at -10px/-10px, hanging over the seat's corner — which on an oval
of overlapping seats means hanging over the seat *next to it*. Measured on a
nine-seat table: tapping the centre of seat 1 gave the button to seat 9. That
was always slightly true and the enlarged hit area made it much worse; three of
nine seats were losing taps, one of them losing its own middle.
Tucked inside, the overlap is zero at every size. It reads as a puck in the
corner of the seat rather than on its edge, which is a small price for tapping
a player and getting that player. */
top: 3px;
right: 3px;
width: 22px;
height: 22px;
border-radius: 50%;
@@ -595,10 +606,20 @@ button,
.dealerChip::after {
content: "";
position: absolute;
top: -9px;
right: -7px;
bottom: -15px;
left: -14px;
/* Grows inward, over its own seat, not outward onto the neighbours.
The chip already sits outside its seat by design — top:-10px, right:-10px — so
a pad that also reaches up and right lands on whatever seat is next around the
oval. It did: three of nine seats had taps taken by a neighbour's chip, seat 1
losing 10 of 49 sampled points including its own centre, which meant tapping
the middle of seat 1 gave the button to seat 9.
Down and left is its own seat, which is a large target that can spare the
corner. The two pixels of outward reach are just to cover the chip's border. */
top: -3px;
right: -3px;
bottom: -18px;
left: -18px;
}
.dealerChip:focus-visible {
@@ -2787,9 +2808,20 @@ body.hasActionBar #toastHost {
against the containing block's width, not the element's own, so narrowing the
wrap on its own left it full height regardless. */
#pokerTableWrap {
--feltRoom: calc(100vh - var(--actionBarHeight, 0px) - 8.5rem);
width: min(100%, calc(var(--feltRoom) / 0.72));
/* A wide ellipse, which is what a real poker table is.
Capping the width by the height to hold the portrait aspect ratio was
throwing away most of the screen: at 640x360 the felt came out 135px wide
inside a 601px column — 22% of the width — leaving 366px of rim for nine
seats that need 662px. Adjacent seat centres ended up 13px apart, which is
why a seat's centre belonged to its neighbour.
Landscape has width and no height, so the table takes the width it has and
is only as tall as the room left over. */
--feltRoom: calc(100vh - var(--actionBarHeight, 0px) - 7rem);
width: 100%;
height: var(--feltRoom);
min-height: 7rem;
padding-bottom: 0;
}
@@ -2826,6 +2858,7 @@ body.hasActionBar #toastHost {
width: 62px;
min-height: 40px;
}
}
/* ---------- Short phones, upright ----------
@@ -3006,3 +3039,10 @@ textarea:focus-visible {
color: #ecffef;
font-weight: 600;
}
/* The quieter half of the deal prompt: things the deal is about to do that a dealer
would otherwise only discover afterwards. */
.dealPromptLine.dealPromptAside {
font-size: 0.72rem;
color: #9a9a9a;
}
@@ -494,6 +494,17 @@ const ActionBar = {
`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
wrap.appendChild(line);
// Dealing relocates a button sitting on an empty chair. That has to be said
// before it happens rather than discovered afterwards — a fresh table starts
// the button on seat 1 whether or not anyone is sitting there.
if (preview.buttonMoves) {
const moved = document.createElement("p");
moved.className = "dealPromptLine dealPromptAside";
moved.textContent =
`Button moves to ${name(preview.buttonIndex)} — seat ${this.state.dealerSeatIndex + 1} is empty.`;
wrap.appendChild(moved);
}
const row = document.createElement("div");
row.className = "actionButtons";
row.appendChild(this.button("Post blinds & deal", "actionDeal", () => {
@@ -33,10 +33,22 @@ const Betting = {
// while the table is still being set, so a dealer can see where they'll land
// before any money moves.
blindPreview(state) {
const { sbIndex, bbIndex, headsUp, manual } = HoldemState.getBlindSeats(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.
const buttonIndex = HoldemState.buttonSeatForDeal(state);
const asDealt = buttonIndex === state.dealerSeatIndex
? state
: { ...state, dealerSeatIndex: buttonIndex };
const { sbIndex, bbIndex, headsUp, manual } = HoldemState.getBlindSeats(asDealt);
if (sbIndex === null || bbIndex === null) return null;
return {
sbIndex, bbIndex, headsUp, manual: !!manual,
buttonIndex,
buttonMoves: buttonIndex !== state.dealerSeatIndex,
smallBlind: this.round(state.smallBlind || 0),
bigBlind: this.round(state.bigBlind || 0),
};
+15 -7
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@@ -96,13 +96,21 @@ document.addEventListener("DOMContentLoaded", () => {
});
},
makeDealer: index => seatAction(index, `Button on ${nameOf(index)}.`, () => {
state.dealerSeatIndex = index;
// Before anyone has acted the blinds are still just sitting there, so
// moving the button moves them too — a home game passes it round several
// times before the cards come out, and the posted chips have to follow.
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
}),
makeDealer: index => {
// Before the deal there's nothing posted, so this is just moving a marker.
// After it, the blinds have to follow the button or the badges and the
// money disagree — but that's a real thing happening to real chips, and
// the dealer gets told rather than finding out later.
const willRepost = state.bettingOpen && Betting.onlyBlindsIn(state) &&
HoldemState.unresolvedContributions(state) > Betting.EPSILON_CHIPS;
seatAction(index, willRepost
? `Button on ${nameOf(index)} — blinds taken back and re-posted.`
: `Button on ${nameOf(index)}.`, () => {
state.dealerSeatIndex = index;
if (willRepost) Betting.repostBlinds(state);
});
},
assignBlind: (index, which) => {
const blinds = HoldemState.getBlindSeats(state);
@@ -273,15 +273,25 @@ const HoldemState = {
// position off it. On the very first hand of a fresh table it starts on seat 1
// whether or not anybody is sitting there, and a table that empties out around it
// leaves it stranded. Move it to a real player before a hand is dealt.
ensureButtonOnPlayer(state) {
if (state.seats[state.dealerSeatIndex] && state.seats[state.dealerSeatIndex].inHand) return;
// Where the button will be when the hand is dealt — without moving it.
//
// Kept separate from ensureButtonOnPlayer because the deal preview has to be able
// to ask the question without answering it. It couldn't, and so the preview lied:
// with the button parked on an empty chair it promised one pair of blinds and
// dealing produced another, because beginHand relocates the button first and then
// works out who posts.
buttonSeatForDeal(state) {
const seated = state.seats[state.dealerSeatIndex];
if (seated && seated.inHand) return state.dealerSeatIndex;
for (let step = 0; step < state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) {
state.dealerSeatIndex = index;
return;
}
if (state.seats[index].inHand) return index;
}
return state.dealerSeatIndex;
},
ensureButtonOnPlayer(state) {
state.dealerSeatIndex = this.buttonSeatForDeal(state);
},
// A hand-picked blind is only usable if that seat is actually in the hand — a
+42
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@@ -161,3 +161,45 @@ describe("a table saved mid-hand comes back mid-hand", () => {
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);
});
});
+48 -1
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@@ -133,7 +133,18 @@ const LayoutAudit = {
if (el.contains(top) || top === el || top.contains(el)) return;
// Seats ring a round table and overlap each other at the rim by
// design; that is crowding, not an overlay hiding a control.
if (top.closest && top.closest(".seat")) return;
//
// But only the seat's *body* is harmless. A neighbouring seat's own
// controls sitting on top of this one is a control being stolen, and
// exempting the whole seat subtree hid exactly that: an enlarged
// dealer-chip hit area was taking the centre of the seat three
// places round the table, and this check called it crowding and
// moved on.
const neighbourSeat = top.closest && top.closest(".seat");
if (neighbourSeat) {
const isControl = top.matches && top.matches("button, a, input, select, textarea, [role='button']");
if (!isControl) return;
}
blocked++;
if (!blockedBy) blockedBy = this.describe(top);
});
@@ -468,6 +479,41 @@ const LayoutAudit = {
return { name: `touch targets at least ${minimum}px`, offenders };
},
// Tapping the middle of a seat must give you that seat.
//
// Added after a dealer-chip hit area, meant to make a 22px puck thumb-sized, grew
// outward from a chip that already hung over its seat's corner — and therefore
// over the seat next to it. On a nine-seat table, tapping the centre of seat 1
// handed the button to seat 9. The occlusion check missed it because it treated
// anything inside a `.seat` as harmless crowding.
//
// Reported separately from occlusion because the cause is different: not an
// overlay on top of the table, but two pieces of the table fighting over a tap.
seatOwnership() {
const seats = [...document.querySelectorAll(".seat")];
const offenders = [];
seats.forEach((seat, index) => {
const rect = seat.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const x = rect.left + rect.width / 2;
const y = rect.top + rect.height / 2;
if (x < 0 || y < 0 || x >= innerWidth || y >= innerHeight) return;
const hit = document.elementFromPoint(x, y);
if (!hit || seat.contains(hit) || hit === seat) return;
const other = hit.closest(".seat");
const who = other ? `seat ${seats.indexOf(other) + 1}` : this.describe(hit);
const control = hit.matches && hit.matches("button, a, input, select, [role='button']");
offenders.push(
`seat ${index + 1}'s centre goes to ${who}${control ? "'s " + this.describe(hit) : ""}`
);
});
return { name: "a seat's centre belongs to that seat", offenders };
},
// ---- Runner ----
runAll(options = {}) {
@@ -480,6 +526,7 @@ const LayoutAudit = {
this.textSpill(),
this.horizontalOverflow(),
this.fieldFontSize(),
this.seatOwnership(),
];
if (options.includeTouchTargets) checks.push(this.touchTargets(options.minimumTarget));