"Next hand" named three things: the bar's green button, the pot wizard's last button, and the header shortcut — the only one of the three that never starts a hand. Between hands it moves the button a second time, so the seat about to pay the big blind is skipped, and the toast opened with the words the wizard had just used, which read as a confirmation of what was already done. Measured: settle through the wizard and the table is on hand 6 with the button on seat 2; press the header's Next Hand and it is still hand 6, button on seat 3, no confirmation asked. The mechanism stays — a dealer does pass the button along on a hand nobody played. The name changes. The label and its title are now read off whether a hand is out: "Next Hand ⟳" while one is, "Move Button ⟳" when none is, written past the dimmed-reason cache each render so they follow the table instead of freezing on the state the page loaded in. The toast says which of the two happened, on one line: the second line told the dealer to press the green button the bar is already holding. Co-Authored-By: Claude Opus 5 <[email protected]> Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
185 lines
8.2 KiB
JavaScript
185 lines
8.2 KiB
JavaScript
// The one control in the header that is named for a hand and never starts one.
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//
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// "Next hand" names three different actions in this tool. The action bar's green button
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// deals one. The pot wizard finishes on "Start Next Hand" and hands back a table ready
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// to deal. And the header shortcut — which, between hands, deals nothing: it moves the
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// button on a second time, so the seat that was about to pay the big blind is skipped
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// and the next one pays it instead.
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//
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// Measured before this changed: settle a pot through the wizard, and the table is on
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// hand 6 with the button on seat 2 and the bar offering "Post blinds & deal". Press the
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// header's "Next Hand ⟳" — no confirmation, because there is nothing in the middle to
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// warn about — and the table is still on hand 6, with the button on seat 3. The toast
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// then opened with the same two words the wizard's button had just used, which reads as
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// a confirmation of the thing that was already done rather than a report of a second
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// rotation.
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//
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// The mechanism is right and stays: a dealer does pass the button along on a hand nobody
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// played, and state.startNextHand says so in as many words. What was wrong was the name.
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// A command is named for the state the system moves into — NN/g's Button States, "Show
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// Tab Bar" against "Hide Tab Bar" — and between hands the state this moves into is a
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// moved button, not a new hand.
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//
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// So the label is read off the hand: "Next Hand ⟳" while one is out, "Move Button ⟳"
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// when none is. Both claims are checked here, along with the trap underneath them — the
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// title is cached once from the markup for the dimmed-reason machinery to borrow and
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// hand back, and a title that depends on the hand has to be written past that cache on
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// every render or it freezes on whichever state happened to be true at load.
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const test = require("node:test");
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const { describe } = require("node:test");
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const assert = require("node:assert");
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const { Render, HoldemState, Betting, makeTable } = require("./load");
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// Stand-ins for the three header buttons. Enough of an element for Unavailable and for
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// renderHeaderActions: attributes, a dataset, text, and a hidden flag.
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const element = title => {
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const attributes = title ? { title } : {};
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return {
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hidden: false,
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textContent: "",
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dataset: {},
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getAttribute: name => (name in attributes ? attributes[name] : null),
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setAttribute: (name, value) => { attributes[name] = String(value); },
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removeAttribute: name => { delete attributes[name]; },
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};
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};
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// The header as the page ships it, with the markup's own title on the shortcut.
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const header = () => {
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const buttons = {
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misdealBtn: element("Take this hand back"),
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nextHandBtn: element("Pass the button on again without dealing — for a hand nobody played"),
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resolvePotBtn: element(""),
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};
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global.document = { getElementById: id => buttons[id] || null };
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return buttons;
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};
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const renderOn = state => {
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const before = Render.state;
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Render.state = state;
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try { Render.renderHeaderActions(); } finally { Render.state = before; }
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};
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const table = () => makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 5, bigBlind: 10 });
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test.afterEach(() => { delete global.document; });
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describe("what the shortcut calls itself", () => {
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test("between hands it offers to move the button, because that is all it does", () => {
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const buttons = header();
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renderOn(table());
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assert.equal(buttons.nextHandBtn.textContent, "Move Button ⟳");
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assert.match(buttons.nextHandBtn.getAttribute("title"), /without dealing/,
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"the title has to say the thing the label can't fit");
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});
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test("and with a hand out it offers the next one, because that is what it moves to", () => {
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const buttons = header();
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const state = table();
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Betting.beginHand(state);
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state.bettingOpen = true;
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renderOn(state);
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assert.equal(buttons.nextHandBtn.textContent, "Next Hand ⟳");
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assert.match(buttons.nextHandBtn.getAttribute("title"), /End this hand/);
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});
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test("the name follows the table rather than sticking where it started", () => {
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// The failure this guards is a one-way trip: the label is right on the state the
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// page loaded in and wrong for the rest of the night.
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const buttons = header();
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const state = table();
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renderOn(state);
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const betweenHands = buttons.nextHandBtn.textContent;
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Betting.beginHand(state);
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state.bettingOpen = true;
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renderOn(state);
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const midHand = buttons.nextHandBtn.textContent;
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HoldemState.startNextHand(state);
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renderOn(state);
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assert.notEqual(betweenHands, midHand, "the label never moved off the loaded state");
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assert.equal(buttons.nextHandBtn.textContent, betweenHands, "and it never came back");
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});
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test("including the title, which the dimmed-reason cache would otherwise freeze", () => {
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// renderHeaderActions fills dataset.titleWhenUsable once, from the markup, so the
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// sentence hung off a dimmed control can be handed back when it is usable again.
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// A state-dependent title has to be written into that slot on every render — this
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// is the assertion that the write happens before the borrow, not after it.
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const buttons = header();
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const state = table();
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renderOn(state);
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const betweenHands = buttons.nextHandBtn.getAttribute("title");
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Betting.beginHand(state);
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state.bettingOpen = true;
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renderOn(state);
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assert.notEqual(buttons.nextHandBtn.getAttribute("title"), betweenHands);
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assert.match(buttons.nextHandBtn.getAttribute("title"), /End this hand/);
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});
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test("and an empty table still gets the reason it can't be pressed", () => {
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// Naming the two states must not cost the third one its sentence: with nobody
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// seated there is no button to move, and that is what the title says.
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const buttons = header();
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// A table as the tool first opens it: chairs, and nobody named in any of them.
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renderOn(HoldemState.createDefault());
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assert.match(buttons.nextHandBtn.getAttribute("title"), /seat a player first/);
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// And seating the table hands the state's own sentence back.
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renderOn(table());
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assert.match(buttons.nextHandBtn.getAttribute("title"), /without dealing/);
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});
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test("Misdeal still comes and goes with the hand", () => {
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const buttons = header();
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const state = table();
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renderOn(state);
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assert.equal(buttons.misdealBtn.hidden, true, "there is nothing to take back yet");
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Betting.beginHand(state);
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state.bettingOpen = true;
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renderOn(state);
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assert.equal(buttons.misdealBtn.hidden, false);
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});
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});
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describe("what it does when there is no hand to end", () => {
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test("the button moves on and the hand number doesn't", () => {
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// This is the behaviour the label now names, pinned so the name stays true.
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const state = table();
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state.handNumber = 6;
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state.dealerSeatIndex = 1;
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HoldemState.startNextHand(state);
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assert.equal(state.dealerSeatIndex, 2, "the button passed to the next occupied seat");
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assert.equal(state.handNumber, 6, "no hand was dealt, so none was counted");
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assert.equal(state.bettingOpen, false);
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assert.equal(state.postedBlinds, null, "nothing is posted until the dealer says so");
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});
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test("so pressing it twice skips a seat's big blind", () => {
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// Not a bug — a dealer passing the button along twice means it — but it is the
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// reason the control cannot be called "Next Hand" while it is doing it.
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const state = table();
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const first = HoldemState.getBlindSeats({ ...state });
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HoldemState.startNextHand(state);
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const second = HoldemState.getBlindSeats(state);
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HoldemState.startNextHand(state);
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const third = HoldemState.getBlindSeats(state);
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assert.notEqual(second.bbIndex, first.bbIndex);
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assert.notEqual(third.bbIndex, second.bbIndex,
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"the seat that was about to pay the big blind never did");
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});
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});
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