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JoshHeaps.Net/JoshHeaps.Net/wwwroot/js/casino/holdem/state.js
T
jheapsandClaude Opus 5 c76ebf4d18 Say when somebody is being dealt in for free, and give the dealer the post
Sitting down between the button and the big blind means the blinds have gone past
you. The tool dealt those players straight in, silently. Measured: Eve takes a seat,
and the next hand she is dealt cards in late position having put nothing in — a free
hand, out of everyone else's night a couple of dollars at a time, with nothing
anywhere on screen to tell the dealer it had happened.

At a table there are two answers and the player picks one: post the big blind and
come in now, or wait for the blind to reach them. The tool did neither and named
neither.

The deal prompt now names anyone about to be dealt in who has not paid for it, and
carries the post as one tap. Nothing is forced — a home game that doesn't care can
deal as before, and the sentence is still worth having on its own, because the
dealer at least knows. The post goes in as a big blind out of that player's own
stack, is live like any blind, and is spent at the end of the hand rather than
becoming a standing charge.

Somebody back from sitting out is owed one the same as a newcomer. The big blind of
the hand isn't — they're already paying — and neither is anyone at a table that has
not dealt a hand yet, where the whole table is new and nobody has been skipped.

Deliberately one line for however many have walked up, not one each: the bar is
docked over the felt and the felt has already shrunk as far as it goes on a phone,
so every line costs seat area. A line apiece put the bar over two fifths of the
bottom seat at 390x844.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 22:27:22 -06:00

745 lines
35 KiB
JavaScript

// Table state: seats, chips, blinds, notes. Persisted to localStorage so a dealer's
// browser refresh mid-game doesn't lose the table.
const HoldemState = {
STORAGE_KEY: "casino.holdem.state.v1",
DEFAULT_SEAT_COUNT: 10,
DEFAULT_CHIP_LEGEND: [
{ id: "white", color: "#f5f5f5", value: 1 },
{ id: "red", color: "#c0392b", value: 5 },
{ id: "green", color: "#1e8449", value: 25 },
{ id: "black", color: "#111111", value: 100 },
{ id: "purple", color: "#6c3483", value: 500 },
],
makeId(prefix) {
return `${prefix}-${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 8)}`;
},
makePlayer() {
return {
id: this.makeId("player"),
name: "",
inHand: false,
folded: false,
cards: ["", ""],
chipCounts: {},
amountOverride: null,
customFields: [],
// Live-betting fields: chips in front of the player, chips they've put in
// on the current street, and whether they've answered the current bet.
stack: null,
committed: 0,
hasActed: false,
// Cash handed over tonight, which only moves when they buy chips.
buyIns: 0,
};
},
MAX_HISTORY_ENTRIES: 200,
createDefault() {
const seatCount = this.DEFAULT_SEAT_COUNT;
return {
seatCount,
direction: "clockwise",
basePotAmount: null,
dealerSeatIndex: 0,
dedicatedDealer: false,
chipLegend: this.DEFAULT_CHIP_LEGEND.map(c => ({ ...c })),
seats: Array.from({ length: seatCount }, () => this.makePlayer()),
notes: "",
handNumber: 1,
handHistory: [],
// Chips taken off the table on purpose, so the bank check can tell them
// apart from chips that have gone missing.
discarded: 0,
smallBlind: 1,
bigBlind: 2,
defaultStack: null,
street: "preflop",
currentBet: 0,
lastRaiseSize: 0,
actingSeatIndex: null,
// Whether the betting has actually been opened for this hand.
//
// Dealing and betting used to be one button: "Next Hand" moved the button
// and posted the blinds in the same breath. That meant the moment between
// hands — the one where people are still sitting down, standing up and
// arguing about whose turn it is — was spent with money already committed,
// and the blind badges recomputing off `inHand` while the posted chips
// stayed frozen from when the hand began. Seat somebody after pressing it
// and the table would show a big blind who had posted nothing.
//
// So the dealer says when. False means the table is being set up: nothing
// is committed, the badges are a preview, and seating or moving the button
// costs nothing.
bettingOpen: false,
// Set when the dealer names the blinds by hand instead of letting them
// follow the button — { sbIndex, bbIndex }. Home games do this constantly
// ("you had it last time", someone arriving late owing a blind), and the
// button order is the wrong answer often enough that it has to be
// overridable. Cleared at the start of every hand.
blindOverride: null,
// Who actually posted, the last time cards went out — { sbIndex, bbIndex }.
// The next hand's rotation is worked out from this rather than from the
// seating as it stands, because by then the people it needs to know about
// are exactly the ones who have got up and gone.
postedBlinds: null,
// Player ids that were dealt in the last hand actually dealt. What makes a
// seat recognisable as having *just* joined — new to the table, or back
// from sitting out — which is the whole question behind owing a blind.
dealtLastHand: [],
// Ids the dealer has said will buy in past the blinds this hand, by posting
// the big blind rather than waiting for it. Cleared every hand: it's a
// decision about one deal, not a standing arrangement.
postingIn: [],
// Set when somebody leaves out of the blinds and the rotation has to hold
// to the seats to keep the big blind moving one player at a time. The
// button then sits on the chair they vacated, and no small blind is posted.
deadButton: false,
deadSmallBlind: false,
};
},
// Where an unreadable save is kept instead of being written over.
RECOVERY_KEY: "casino.holdem.state.v1.unreadable",
// True once another tab has written to this table. Two tabs each hold their own
// copy in memory and each save writes the whole thing, so the second one to act
// silently throws the first one's work away — measured: tab A deals and takes a
// call, tab B renames a seat, and the deal, the blinds and the call are gone with
// nothing said in either tab.
//
// Watched rather than merged. Replacing the table under a dealer's hands mid-hand
// would be its own hazard; knowing there are two of them is what they need.
otherTabActive: false,
onOtherTab: null,
// The browser fires this in every *other* tab, never the one that wrote, so our
// own saves can't trip it.
watchOtherTabs() {
if (typeof window === "undefined" || this.tabWatcher) return;
this.tabWatcher = event => {
if (event.key !== this.STORAGE_KEY) return;
if (this.otherTabActive) return;
this.otherTabActive = true;
if (typeof this.onOtherTab === "function") this.onOtherTab();
};
window.addEventListener("storage", this.tabWatcher);
},
// True when there was a saved table and it couldn't be read. Same pair as
// saveFailed above, for the same reason: the UI has to be able to say so.
loadFailed: false,
onLoadFailed: null,
// A saved table that won't parse becomes an empty table, which is the only thing
// it can become — but it used to become one silently, and then the first edit
// saved over the top of it. A dealer mid-session saw an empty felt with no idea
// whether they'd mis-tapped Reset or the browser had lost the night, and whatever
// a person might have picked out of the raw JSON was gone a tap later.
//
// So the unreadable value is moved aside first. It is not offered as a restore —
// half a JSON document isn't a table, and pretending otherwise would be worse than
// an empty one — but it stops being destroyed, and somebody who wants the
// standings out of it still can.
failedLoad(raw) {
if (!this.loadFailed) {
this.loadFailed = true;
try {
if (raw) localStorage.setItem(this.RECOVERY_KEY, raw);
} catch {
// No room to keep it. Nothing more to try, and the warning below is
// the part that actually matters.
}
if (typeof this.onLoadFailed === "function") this.onLoadFailed();
}
return this.createDefault();
},
load() {
let raw = null;
try {
raw = localStorage.getItem(this.STORAGE_KEY);
if (!raw) return this.createDefault();
const parsed = JSON.parse(raw);
if (!parsed || !Array.isArray(parsed.seats)) return this.failedLoad(raw);
if (typeof parsed.handNumber !== "number" || parsed.handNumber < 1) parsed.handNumber = 1;
if (!Array.isArray(parsed.handHistory)) parsed.handHistory = [];
if (typeof parsed.discarded !== "number" || !(parsed.discarded >= 0)) parsed.discarded = 0;
// Tables saved before live betting existed are missing its fields; fill
// them in rather than making the dealer reset a table mid-session.
const defaults = this.createDefault();
["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize",
"actingSeatIndex", "blindOverride", "postedBlinds"]
.forEach(key => {
if (parsed[key] === undefined) parsed[key] = defaults[key];
});
// A table saved before the dead button existed has neither flag. False is
// the right guess for both: it means the rotation carries on the ordinary
// way, which is what that table was already doing.
parsed.deadButton = parsed.deadButton === true;
parsed.deadSmallBlind = parsed.deadSmallBlind === true;
// An old save has no record of who was dealt last hand. Empty is the
// honest answer — it reads as "this table hasn't played yet", so the first
// hand after reopening treats nobody as having just walked up, rather than
// asking the whole table to post.
if (!Array.isArray(parsed.dealtLastHand)) parsed.dealtLastHand = [];
if (!Array.isArray(parsed.postingIn)) parsed.postingIn = [];
// A table saved before dealing and betting were separate has no flag, and
// guessing false would show "deal the hand" over a hand already in
// progress. Anything already committed, or anyone already on the clock,
// means the betting was open when they closed the tab.
if (parsed.bettingOpen === undefined) {
parsed.bettingOpen =
parsed.actingSeatIndex !== null && parsed.actingSeatIndex !== undefined ||
parsed.seats.some(p =>
(Number(p.committed) || 0) > 0 || (Number(p.amountOverride) || 0) > 0);
}
parsed.seats.forEach(player => {
if (player.stack === undefined) player.stack = null;
if (player.committed === undefined) player.committed = 0;
if (player.hasActed === undefined) player.hasActed = false;
if (player.buyIns === undefined) player.buyIns = 0;
});
return parsed;
} catch {
// Malformed JSON — a truncated write, another tab, a browser hiccup.
return this.failedLoad(raw);
}
},
// True once a save has failed. The UI reads this to keep saying so, because a
// toast is a moment and this is a fact about the rest of the night.
saveFailed: false,
// Called the first time a save fails. Set by the UI.
onSaveFailed: null,
save(state) {
try {
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(state));
return true;
} catch (error) {
// Storage full, or private browsing. The table still works for the rest of
// the session — it just won't survive a refresh, and nothing used to say
// so. That is the same shape of fault the bank check exists for: silent
// until it is too late to do anything about it. A dealer who finds out by
// refreshing has lost the night's standings, and the only warning they got
// was the table being empty.
//
// Announced once. A dealer tapping a bar thirty times a hand does not need
// thirty of these.
if (!this.saveFailed) {
this.saveFailed = true;
if (typeof this.onSaveFailed === "function") this.onSaveFailed(error);
}
return false;
}
},
clear() {
try {
localStorage.removeItem(this.STORAGE_KEY);
} catch {
// ignore
}
},
resizeSeats(state, newCount) {
const count = Math.max(2, Math.min(24, Math.floor(newCount) || this.DEFAULT_SEAT_COUNT));
const seats = state.seats.slice(0, count);
while (seats.length < count) seats.push(this.makePlayer());
state.seats = seats;
state.seatCount = count;
if (state.dealerSeatIndex >= count) state.dealerSeatIndex = 0;
return state;
},
// What to call a seat in logs, payouts and standings when the dealer hasn't
// typed a name in yet.
displayName(player, seatIndex) {
return player.name && player.name.trim() ? player.name.trim() : `Seat ${seatIndex + 1}`;
},
// Contribution the table calculator will treat this player as having put in.
//
// Chips already pushed into the middle count whether or not the player is still
// in the hand. Someone who storms off, gets taken out by the dealer, or is
// dealt out mid-hand leaves their money on the felt — it's dead money owed to
// whoever wins, and it is not theirs to take back. Reading `inHand` first is
// how those chips used to disappear out of the pot the instant a seat was
// switched off, quietly shrinking the payout by whatever they had posted.
computeContribution(player, chipLegend, basePotAmount) {
const override = player.amountOverride;
if (override !== null && override !== undefined && String(override).trim() !== "") {
const parsed = Number(override);
if (!Number.isNaN(parsed)) return Math.max(0, parsed);
}
const chipTotal = chipLegend.reduce((sum, chip) => {
const count = Number(player.chipCounts[chip.id]) || 0;
return sum + count * Number(chip.value || 0);
}, 0);
if (chipTotal > 0) return chipTotal;
// The table-wide default is the one thing that stays tied to being dealt in:
// it's a stand-in for "everyone put the same amount in", so applying it to
// empty chairs would invent a contribution from every seat nobody is using.
if (!player.inHand) return 0;
const base = Number(basePotAmount);
return Number.isNaN(base) ? 0 : Math.max(0, base);
},
// Anyone whose chips are in the pot, whether or not they're still in the hand.
// A seat that's been switched off mid-hand is dead money: it counts towards the
// pot but can never be picked as a winner, exactly like a fold.
isDeadMoney(player) {
return !player.inHand;
},
// What starting the next hand would take off the table for good: exactly the
// fields startNextHand clears.
//
// Deliberately not totalPot(). The table-wide base pot is a standing ante — a
// stand-in for "everyone puts the same in every hand", used by a dealer who
// isn't tracking stacks — so it re-applies to the next hand rather than being
// lost with this one. Counting it would mean warning about money that isn't
// going anywhere, on every single hand, for exactly the dealers who chose the
// simplest way to run the table.
unresolvedContributions(state) {
const total = state.seats.reduce((sum, player) => {
const override = player.amountOverride;
let banked = 0;
if (override !== null && override !== undefined && String(override).trim() !== "") {
const parsed = Number(override);
if (!Number.isNaN(parsed)) banked = Math.max(0, parsed);
}
if (banked === 0) {
banked = (state.chipLegend || []).reduce((chips, chip) => {
const count = Number(player.chipCounts[chip.id]) || 0;
return chips + count * Number(chip.value || 0);
}, 0);
}
return sum + banked + Math.max(0, Number(player.committed) || 0);
}, 0);
return Money.round(total);
},
totalPot(state) {
return state.seats.reduce(
(sum, p) => sum + this.computeContribution(p, state.chipLegend, state.basePotAmount),
0
);
},
// Next occupied-by-index seat in the current blind direction. Every seat index
// counts (there's no separate "empty chair" concept) — a dealer running fewer
// players just keeps the seat count matched to who's actually sitting down.
nextSeatIndex(state, fromIndex, step = 1) {
const count = state.seatCount;
const delta = state.direction === "counterclockwise" ? -step : step;
return ((fromIndex + delta) % count + count) % count;
},
// The button passes to the next player, not the next chair. Moving it one seat at
// a time parks it on empty chairs — with four players spread around ten seats it
// sits on nobody most hands — and that isn't only untidy: position and blinds are
// supposed to come round to each player at the same rate, and they don't if the
// button is rotating past chairs nobody is sitting in.
//
// The fallback, now. nextButtonRotation is what a hand that was actually dealt
// rotates by; this is for the cases it has nothing to work from — a fresh table,
// a hand never dealt, a dealer pressing Next Hand twice to pass the button on.
advanceButton(state) {
for (let step = 1; step <= state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) {
state.dealerSeatIndex = index;
return;
}
}
// Nobody is dealt in; move it along anyway so it doesn't look stuck.
state.dealerSeatIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
},
// Seats dealt into this hand, in blind order starting from the seat after the
// button. Blinds follow the players, not the chairs — the seats immediately left
// of the button are empty often enough that counting chairs posts them to nobody.
liveOrderFromButton(state) {
const order = [];
for (let step = 1; step <= state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) order.push(index);
}
return order;
},
// A button sitting on an empty chair is only cosmetic until you try to read
// 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.
// 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;
// A button left on an empty chair on purpose is the dead button, and moving it
// to a player is precisely what it's there to stop. Only a button that has been
// stranded by accident gets rescued.
if (state.deadButton && this.deadPositionsApply(state)) return state.dealerSeatIndex;
for (let step = 0; step < state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
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
// dealer who names a blind and then deals that player out shouldn't have the
// table quietly post to nobody.
validBlindOverride(state) {
const o = state.blindOverride;
if (!o) return null;
const ok = i => Number.isInteger(i) && i >= 0 && i < state.seatCount && state.seats[i] && state.seats[i].inHand;
if (!ok(o.sbIndex) || !ok(o.bbIndex) || o.sbIndex === o.bbIndex) return null;
return o;
},
// A dead button and a dead small blind are three-handed-and-up ideas. Down to two
// players the button *is* the small blind and the blinds simply alternate, so
// whatever the last rotation left behind stops applying.
deadPositionsApply(state) {
return state.seats.filter(p => p.inHand).length >= 3;
},
// Who posts what. Heads-up is its own rule: with two players the button posts the
// small blind, which is the opposite of the usual order.
getBlindSeats(state) {
const live = this.liveOrderFromButton(state);
const dealerIndex = state.dealerSeatIndex;
// A blind the dealer named by hand wins over anything positional. Heads-up is
// still reported honestly so the betting order stays right — who posts what
// is the dealer's call, but two-handed play acting in reverse is a rule.
const override = this.validBlindOverride(state);
if (override) {
return {
dealerIndex,
sbIndex: override.sbIndex,
bbIndex: override.bbIndex,
headsUp: live.length === 2,
manual: true,
};
}
if (live.length < 2) {
return { dealerIndex, sbIndex: null, bbIndex: null, headsUp: false };
}
if (live.length === 2) {
const buttonIsPlaying = state.seats[dealerIndex].inHand;
const sbIndex = buttonIsPlaying ? dealerIndex : live[0];
const bbIndex = live.find(i => i !== sbIndex);
return { dealerIndex, sbIndex, bbIndex, headsUp: true };
}
// The small blind is dead: whoever would have moved into it has left the table,
// and the seat stays empty for a hand rather than dragging the big blind
// forward an extra place. One player gets a free hand out of position for it;
// that's the price of nobody being charged two big blinds in an orbit.
if (state.deadSmallBlind && this.deadPositionsApply(state)) {
return { dealerIndex, sbIndex: null, bbIndex: live[0], headsUp: false, deadSmallBlind: true };
}
return { dealerIndex, sbIndex: live[0], bbIndex: live[1], headsUp: false };
},
// Seats about to be dealt a hand they haven't paid for.
//
// Somebody who walks up and sits down between the button and the big blind has had
// the blinds go past them. Dealing them in there is a free hand in late position —
// which is exactly what posting is for, and it comes out of everybody else's night
// a couple of dollars at a time. At a real table they either post the big blind to
// come straight in, or they wait for it to reach them.
//
// The seat that *is* the big blind this hand isn't owed anything: they're paying.
// Neither is anyone at a table that hasn't dealt a hand yet, where everybody is new
// and nobody has been skipped.
blindDebtors(state, bbIndex) {
const played = Array.isArray(state.dealtLastHand) && state.dealtLastHand.length > 0;
if (!played) return [];
return state.seats
.map((player, index) => ({ player, index }))
.filter(({ player, index }) =>
player.inHand &&
index !== bbIndex &&
!state.dealtLastHand.includes(player.id))
.map(({ index }) => index);
},
// Where the button goes for the next hand, and whether anything is left dead.
//
// Ordinarily it follows the small blind round — the next player along, which is
// what it has always done. The case that needs care is somebody getting up out of
// the blinds. Passing the button to the next *player* then pulls the whole blind
// order forward a place: the player after the empty chair is never asked for a big
// blind at all, and the one after them is asked an orbit early. Holding the
// rotation to the seats instead is the dead button, and getting it wrong costs a
// real player a real big blind.
//
// Worked out from who actually posted last hand, not from the seating as it stands,
// because by now the people it needs to know about are the ones who have gone.
nextButtonRotation(state) {
const posted = state.postedBlinds;
const inRange = i => Number.isInteger(i) && i >= 0 && i < state.seatCount && state.seats[i];
const here = i => inRange(i) && state.seats[i].inHand;
// Nothing to hold to: a fresh table, a hand that was never dealt, or one where
// the blinds were named by hand. And heads-up has its own rule — with two
// players the button is the small blind, so there is no position to leave dead.
if (!posted || !inRange(posted.sbIndex) || !inRange(posted.bbIndex) || !this.deadPositionsApply(state)) {
return { buttonIndex: null, deadButton: false, deadSmallBlind: false };
}
// Both still sitting there is the ordinary case, and this comes out as the next
// player along — the same answer as passing the button, arrived at from the
// blinds so that the unusual case doesn't need a separate path.
return {
buttonIndex: posted.sbIndex,
deadButton: !here(posted.sbIndex),
deadSmallBlind: !here(posted.bbIndex),
};
},
startNextHand(state) {
const rotation = this.nextButtonRotation(state);
if (rotation.buttonIndex === null) {
this.advanceButton(state);
state.deadButton = false;
state.deadSmallBlind = false;
} else {
state.dealerSeatIndex = rotation.buttonIndex;
state.deadButton = rotation.deadButton;
state.deadSmallBlind = rotation.deadSmallBlind;
}
// Spent. Pressing Next Hand again without dealing is a dealer passing the
// button along, not a second rotation off the same hand.
state.postedBlinds = null;
// Cards aren't out and nothing is posted until the dealer says so.
state.bettingOpen = false;
state.actingSeatIndex = null;
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
// A hand-picked blind applies to the hand it was picked for. Carrying it into
// the next one would freeze the blinds on two players for the rest of the
// night, which is the opposite of what naming them once is for.
state.blindOverride = null;
// Posting to come in is a decision about one deal. Carrying it forward would
// charge somebody an extra big blind every hand for the rest of the night.
state.postingIn = [];
state.seats.forEach(p => {
p.folded = false;
p.cards = ["", ""];
p.chipCounts = {};
p.amountOverride = null;
p.committed = 0;
p.hasActed = false;
});
// Anyone who joined mid-hand is a full player again from here.
this.ensureButtonOnPlayer(state);
},
// Appends a resolved-pot record to the running session log a dealer can point to
// for chip-count disputes, then advances the hand counter. `payouts` is
// [{ id, label, amount }, ...] — who got paid what out of this hand's pot(s).
//
// Must be called before startNextHand() clears the seats: the per-player `ledger`
// it stores alongside the payouts is what session standings are summed from later,
// and it needs this hand's contributions while they're still on the table.
recordHand(state, payouts) {
if (typeof state.handNumber !== "number") state.handNumber = 1;
if (!Array.isArray(state.handHistory)) state.handHistory = [];
const pot = payouts.reduce((sum, p) => sum + p.amount, 0);
const wonById = new Map(payouts.map(p => [p.id, p.amount]));
const ledger = state.seats
.map((player, index) => ({
id: player.id,
name: this.displayName(player, index),
in: this.computeContribution(player, state.chipLegend, state.basePotAmount),
won: wonById.get(player.id) || 0,
}))
.filter(row => row.in > 0 || row.won > 0);
state.handHistory.unshift({
handNumber: state.handNumber,
timestamp: Date.now(),
pot,
payouts,
ledger,
});
if (state.handHistory.length > this.MAX_HISTORY_ENTRIES) {
state.handHistory.length = this.MAX_HISTORY_ENTRIES;
}
state.handNumber += 1;
},
clearHistory(state) {
state.handHistory = [];
state.handNumber = 1;
},
// Running per-player totals for the whole session, so a dealer settling up at the
// end of the night reads one number per person instead of adding up every hand.
// Keyed by seat id, which survives renames and reseating; hands recorded before
// the ledger existed simply don't contribute to the totals.
sessionStandings(state) {
const totals = new Map();
(state.handHistory || []).forEach(entry => {
(entry.ledger || []).forEach(row => {
// History is newest-first, so the first name seen for an id is the
// most recent one the dealer typed.
const running = totals.get(row.id) || { id: row.id, name: row.name, in: 0, won: 0 };
running.in += row.in;
running.won += row.won;
totals.set(row.id, running);
});
});
// Cash bought in and chips currently in front don't come from the hand log at
// all, so they're read off the seat rather than summed — a rebuy isn't a hand.
const seatById = new Map(state.seats.map(p => [p.id, p]));
// Anyone who has money in the game belongs in the settle-up, whether or not
// they've been in a logged hand yet. Building the list from the hand log alone
// left a player who bought in and then sat through a few hands folding —
// or who just sat down — missing entirely, so the banker's own record didn't
// mention the cash they'd taken. They turn up at cash-out holding chips the
// list never accounted for.
state.seats.forEach((player, index) => {
if (totals.has(player.id)) return;
const hasMoneyInPlay =
(Number(player.buyIns) || 0) > 0 ||
(Number(player.stack) || 0) > 0 ||
(Number(player.amountOverride) || 0) > 0 ||
(Number(player.committed) || 0) > 0;
if (!hasMoneyInPlay) return;
totals.set(player.id, { id: player.id, name: this.displayName(player, index), in: 0, won: 0 });
});
return Array.from(totals.values())
.map(t => {
const seat = seatById.get(t.id);
const boughtIn = seat ? Money.round(Number(seat.buyIns) || 0) : 0;
const chipsNow = seat ? Money.round(Number(seat.stack) || 0) : 0;
// Chips already pushed into the hand in progress are still this
// player's money until it's won. Leaving them out makes the cash
// position disagree with the hand log for as long as a hand is open —
// and blinds are posted the instant the previous one settles, so that
// window is almost always.
const inFrontOfThem = seat ? (Number(seat.amountOverride) || 0) + (Number(seat.committed) || 0) : 0;
// Whatever the dealer wrote against this seat — "IOU: $20 to Ann",
// "Venmo: @ann". It's carried here so the export can hand it over with
// the money it belongs to; the standings panel itself doesn't show it.
const notes = (seat && Array.isArray(seat.customFields) ? seat.customFields : [])
.filter(field => (field.label || "").trim() || (field.value || "").trim())
.map(field => `${(field.label || "").trim()}: ${(field.value || "").trim()}`.replace(/^: | :$/, ""))
.join("; ");
return {
...t,
in: Money.round(t.in),
won: Money.round(t.won),
net: Money.round(t.won - t.in),
boughtIn,
chipsNow,
cashPosition: Money.round(chipsNow + inFrontOfThem - boughtIn),
notes,
};
})
.sort((a, b) => b.net - a.net);
},
// Two players change chairs.
//
// The whole seat moves — name, stack, cards, what they have in the pot — because
// that is what changing chairs is. What stays behind is everything that belongs to
// the *position*: the button, the blinds and the acting index all name a chair, and
// a player who moves into the big blind's chair is the big blind. That is the same
// answer a card room gives.
swapSeats(state, a, b) {
const seats = state.seats || [];
if (a === b) return false;
if (!seats[a] || !seats[b]) return false;
[seats[a], seats[b]] = [seats[b], seats[a]];
return true;
},
// The one check a banker actually needs, and the one nothing here did.
//
// Every chip on the table is a promise to pay cash for it later. If the chips in
// play add up to more than the cash that came in, that promise can't be kept —
// and the way you find out is the last two players cashing out and the box being
// empty. It's always someone taking chips without paying, a rebuy that never got
// recorded, or a miscount, and it's silent until it's too late to work out which.
//
// Chips in play counts everything a player could hand back: what's in front of
// them and what's in the middle waiting to be won.
bankReconciliation(state) {
const cashIn = state.seats.reduce((sum, p) => sum + Math.max(0, Number(p.buyIns) || 0), 0);
const chipsInPlay = state.seats.reduce(
(sum, p) =>
sum +
Math.max(0, Number(p.stack) || 0) +
Math.max(0, Number(p.committed) || 0) +
Math.max(0, Number(p.amountOverride) || 0),
0
);
// Chips the dealer deliberately took off the table — an abandoned pot they
// were asked about and confirmed. They are gone, so they can't be counted as
// in play, but they aren't missing either: the box knows exactly where they
// went. Without this the check blamed the tool's own confirmed action on
// "someone has paid for chips they haven't been given", which sends a dealer
// hunting for a miscount that never happened.
const discarded = Math.max(0, Money.round(Number(state.discarded) || 0));
const difference = Money.round(chipsInPlay + discarded - cashIn);
return {
cashIn: Money.round(cashIn),
chipsInPlay: Money.round(chipsInPlay),
discarded,
difference,
// Half a cent of float dust isn't a discrepancy worth alarming anyone over.
balanced: Math.abs(difference) <= Money.EPSILON,
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = HoldemState;
}