Handing over cash and being dealt in are one event at a real table. Here they were two, and the second one was easy to miss. Last change deals a busted player around until they rebuy. So the dealer takes their money, taps Add chips, and: Ben: inHand false -> false stack 0 -> 100 buyIns 100 -> 200 toast: "Ben added $100." He has chips, he is not in the game, and nothing on screen says so. He gets skipped hand after hand until somebody notices and finds "Deal in" in the seat menu. Now the buy-in does both, and says which: mid-hand: "Ben added $100 - in from the next hand." inHand true, folded true between hands: "Ben added $100 - dealt in." inHand true, folded false Folding him for the hand in progress is the rule "Deal in" already follows -- you can't buy into a pot you have not been paying for -- so the two doors into the game behave the same way. It is one undoable step: undo takes back the chips, the cash record and the seat. Not for a seat that was sat out while holding chips. That is a dealer who sat someone out on purpose and is topping them up, and dealing them back in would be the tool guessing at something it was not told. The test reads the seat's own recorded stack rather than stackOf(), which substitutes the table's starting stack and would make a seat with nothing recorded look like it was holding chips. busted, sat out -> back in new chair, no stack yet -> in sat out holding $100 -> stays out already in the hand -> nothing to do, including an all-in at zero chips 8 tests (214 total). Driven through the UI: the rebuy, the toast, the next hand actually dealing him in (4 players, live 4), and undo putting all three fields back. Found on the way, not fixed here Buying in on a seat with no stack of its own credits the table's starting stack *plus* the buy-in. A new player handed $100 on a table with a $100 default ends up with $200 of chips against $100 of recorded cash. I am leaving it because the right answer is genuinely unclear and it is not mine to pick. A blank stack means "no chips recorded" to the bank check, which counts it as zero, and "the table's starting stack" to the betting code and the felt, which show it as $100. Both are defensible for their own job, and which one a buy-in should follow decides whether a casual dealer who never types stacks gets $200 or $100 after a rebuy. Worth saying out loud rather than quietly picking one. Co-Authored-By: Claude Opus 5 <[email protected]> Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
Hold'em dealer tests
Unit tests for the money logic behind /Casino/TexasHoldem — the betting engine, the
side-pot calculator, the split calculator and the table state.
node --test tests/holdem/*.test.js
No install step, no package.json, no dependencies. The browser modules are plain
script-tag files that each end with a module.exports guard, so Node can require them
as-is; load.js puts them on globalThis under the same names they use to find each
other in the page, in the load order from TexasHoldem.cshtml.
What's covered
| File | Covers |
|---|---|
potCalculator.test.js |
Main and side pots, dead money, uncalled bets, odd-cent distribution |
betting.test.js |
Blinds, street completion, raises reopening the action, all-in run-outs |
state.test.js |
Button rotation, which seats post blinds, session standings |
splitCalculator.test.js |
Chopped pots, odd chips, unmakeable denominations |
invariants.test.js |
1000 randomised hands per property (see below) |
The layout audit
The unit tests above cover the money. uiAudit.js covers the thing you can only see
in a browser: whether a dealer can actually reach every control.
node tests/holdem/runUiAudit.js # needs Playwright and the site running
It checks WCAG AA contrast, touch target sizes, touch-action and tap highlights, that fields stay selectable and are large enough not to trigger iOS zoom, that nothing important is covered or off-screen with no way to scroll to it, that no grid column has collapsed to nothing, and that no text is painted outside its box. It runs over the table, all five overlays and Quick Split, at thirteen viewports from a 360px phone to a 1600px desktop and the same phones on their side.
Deliberately not in CI: the unit suite is dependency-free and runs in a second, while
this one needs a browser and a running site. Run it after any change that adds or
resizes a control. With no Playwright to hand, paste uiAudit.js into devtools and
call LayoutAudit.runAll().
The contrast check is built so it cannot report a false positive: backgrounds
composite through alpha, and where a gradient is involved every colour stop is tried
and the most flattering one used. A finding means the text fails even under the
reading most generous to it. Two earlier attempts at this got it wrong in both
directions — one read only background-color and scored text on a gradient against
nothing, the other treated low-alpha stops as opaque — so uiAudit.js is checked
against known-answer cases before it is believed.
Touch targets are measured by probing outward with elementFromPoint rather than by
reading the element box, because the box lies in both directions: a small control can
be padded out with a transparent ::after and respond well beyond its painted size,
and a checkbox inside a label is hit by tapping the label. The 44px rule is only
enforced where hover: none says there's no mouse.
It exists because these checks were being re-typed into a console every time something changed, and each time they only covered whatever had just been touched. That is how the standings table shipped with a player-name column zero pixels wide and kept it for two rounds.
Why the randomised suite exists
Every correctness bug found in this tool so far has been shape-dependent: blinds posted to empty chairs, the button skipping past players, heads-up acting out of order, an overbet announced as a side pot. None of them show up on a full six-handed table with equal stacks, which is the table anyone writes a fixed example for.
invariants.test.js deals a thousand hands across random seat counts, random empty
chairs, random stack depths and random dealer input, and checks the things a dealer
would notice being wrong:
- chips are never created or destroyed during play
- the pot breakdown plus the uncalled returns always equal the money that went in
- paying the pot out settles it to the cent
- once uncalled chips are handed back, nobody is still betting above the whole table
- the button and both blinds always land on players who are actually in the hand
The generator is seeded, so a failure reproduces from the seed printed in the message rather than being a flake to re-run.