The phone got gestures a few rounds back; the desktop still had a mouse and nothing else. On a bar that gets tapped thirty times a hand, moving a hand to the trackpad between every decision is the slow part. F folds, C checks or calls, R opens the raise pad, A shoves, Enter confirms a raise or moves the hand on, Esc backs out, U takes the last action back. Each button wears its key in the corner, hidden on touch devices where it would just be clutter on a button being tapped anyway. The shortcuts press the same buttons a dealer would tap rather than calling the betting engine themselves, so there's no second code path to drift out of step with what the bar is actually offering — if a button isn't on screen, its key does nothing. Nothing fires while a name, amount or note is being typed, or while an overlay owns the keyboard. Typing "Francesca" into a seat name must not fold the table. Co-Authored-By: Claude Sonnet 5 <[email protected]> Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
381 lines
14 KiB
JavaScript
381 lines
14 KiB
JavaScript
// The bar a dealer's thumb lives on while a hand is running: who's to act, what it
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// costs them, and one tap per decision. Sits at the bottom of the screen on a phone
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// so it's reachable without looking, and re-renders after every action because the
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// next player's numbers are different.
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const ActionBar = {
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state: null,
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hooks: null,
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raiseOpen: false,
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raiseDraft: null,
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mount(state, hooks) {
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this.state = state;
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this.hooks = hooks;
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this.render();
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},
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// Anything to act on? A hand with nobody dealt in doesn't get a bar.
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isRunning() {
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return Betting.liveSeats(this.state).length > 0;
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},
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render() {
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const host = document.getElementById("actionBar");
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if (!host) return;
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host.innerHTML = "";
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if (!this.isRunning()) {
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host.hidden = true;
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document.body.classList.remove("hasActionBar");
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this.stopTankTimer();
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this.tankSeatIndex = null;
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return;
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}
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host.hidden = false;
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document.body.classList.add("hasActionBar");
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host.appendChild(this.renderStatus());
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const breakdown = this.renderPotBreakdown();
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if (breakdown) host.appendChild(breakdown);
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if (Betting.isHandOver(this.state)) {
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host.appendChild(this.renderHandOver());
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} else if (this.state.actingSeatIndex === null || this.state.actingSeatIndex === undefined) {
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host.appendChild(this.renderStreetDone());
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} else if (this.raiseOpen) {
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host.appendChild(this.renderRaisePad());
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} else {
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host.appendChild(this.renderActions());
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}
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this.syncTankTimer();
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},
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renderStatus() {
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const row = document.createElement("div");
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row.className = "actionStatus";
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const street = document.createElement("span");
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street.className = "actionStreet";
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street.textContent = Betting.streetLabel(this.state.street);
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row.appendChild(street);
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const pot = document.createElement("span");
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pot.className = "actionPot";
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pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`;
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row.appendChild(pot);
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// How many are still in the hand — part of the standard per-street
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// announcement, and the number a dealer is asked for most often.
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const remaining = Betting.liveSeats(this.state).length;
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const players = document.createElement("span");
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players.className = "actionPlayers";
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players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
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row.appendChild(players);
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const index = this.state.actingSeatIndex;
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if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
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const player = this.state.seats[index];
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const who = document.createElement("span");
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who.className = "actionWho";
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who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`;
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row.appendChild(who);
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const tank = document.createElement("span");
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tank.className = "actionTank";
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tank.id = "actionTank";
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tank.title = "How long this player has been thinking";
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tank.textContent = "0:00";
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row.appendChild(tank);
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}
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// A standing control rather than a toast per action: a dealer taps this bar
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// constantly, and a toast after every fold would be noise they'd learn to
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// ignore — which is exactly when they'd miss the one that mattered.
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const undoLabel = this.hooks.lastActionLabel();
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if (undoLabel) {
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const undo = document.createElement("button");
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undo.type = "button";
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undo.className = "actionUndo";
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undo.title = `Undo ${undoLabel}`;
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undo.textContent = `↶ ${undoLabel}`;
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undo.addEventListener("click", () => this.hooks.undoLast());
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row.appendChild(undo);
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}
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return row;
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},
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// ---- Think timer ----
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//
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// A player who hasn't noticed the action is on them costs more time than anything
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// else a dealer does, so the bar shows how long the current player has been in the
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// tank. It's a stopwatch, not a shot clock: nothing happens when it grows, it just
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// tells the dealer when it's worth a nudge.
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NUDGE_AFTER_S: 30,
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SLOW_AFTER_S: 60,
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tankSeatIndex: null,
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tankStartedAt: null,
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tankInterval: null,
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// Restarts only when the action actually moves — a re-render for any other reason
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// (a chip edit, a name change) must not put a thinking player back to zero.
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syncTankTimer() {
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const index = this.state.actingSeatIndex;
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const running = index !== null && index !== undefined && !Betting.isHandOver(this.state);
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if (!running) {
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this.stopTankTimer();
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this.tankSeatIndex = null;
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return;
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}
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if (this.tankSeatIndex !== index) {
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this.tankSeatIndex = index;
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this.tankStartedAt = Date.now();
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}
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if (!this.tankInterval) {
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this.tankInterval = setInterval(() => this.paintTank(), 1000);
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}
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this.paintTank();
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},
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stopTankTimer() {
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if (this.tankInterval) {
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clearInterval(this.tankInterval);
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this.tankInterval = null;
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}
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},
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// Updates only the timer's own text, so the seconds ticking over never rebuilds the
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// buttons under the dealer's thumb.
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paintTank() {
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const el = document.getElementById("actionTank");
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if (!el || this.tankStartedAt === null) return;
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const seconds = Math.floor((Date.now() - this.tankStartedAt) / 1000);
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const mins = Math.floor(seconds / 60);
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el.textContent = `${mins}:${String(seconds % 60).padStart(2, "0")}`;
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el.classList.toggle("tankNudge", seconds >= this.NUDGE_AFTER_S && seconds < this.SLOW_AFTER_S);
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el.classList.toggle("tankSlow", seconds >= this.SLOW_AFTER_S);
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},
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// Shown only once someone is all-in and the money has actually split — a single
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// undivided pot needs no announcement, and a line that's always there stops being
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// read.
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renderPotBreakdown() {
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// Only worth showing once someone is actually all-in. Mid-street the amounts in
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// front of players are unequal all the time — the blinds alone are unequal —
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// and layering that would announce a side pot on every hand before anyone had
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// even acted.
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const someoneAllIn = this.state.seats.some(
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player => player.inHand && Betting.handTotal(player) > 0 && Betting.stackOf(this.state, player) <= 0
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);
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if (!someoneAllIn) return null;
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const contributions = this.state.seats.map((player, index) => ({
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id: player.id,
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index,
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contribution: Betting.handTotal(player),
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folded: player.folded,
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}));
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const nameById = new Map(
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this.state.seats.map((player, index) => [player.id, HoldemState.displayName(player, index)])
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);
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return Render.buildPotBreakdown(
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PotCalculator.layers(contributions),
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PotCalculator.uncalledReturns(contributions),
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id => nameById.get(id)
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);
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},
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// Which key presses each button. Shown on the button itself and hidden on touch
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// devices — a shortcut nobody can discover may as well not exist, and a key badge
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// on a phone is just clutter.
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KEY_HINTS: {
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actionFold: "F",
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actionCheck: "C",
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actionCall: "C",
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actionRaise: "R",
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actionAdvance: "↵",
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raiseConfirm: "↵",
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raiseCancel: "esc",
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},
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button(label, className, onClick, sublabel) {
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const btn = document.createElement("button");
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btn.type = "button";
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btn.className = `actionBtn ${className}`;
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const main = document.createElement("span");
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main.className = "actionBtnLabel";
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main.textContent = label;
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btn.appendChild(main);
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const hint = this.KEY_HINTS[className];
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if (hint) {
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const kbd = document.createElement("kbd");
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kbd.className = "actionKey";
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kbd.textContent = hint;
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btn.appendChild(kbd);
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}
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if (sublabel) {
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const sub = document.createElement("span");
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sub.className = "actionBtnSub";
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sub.textContent = sublabel;
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btn.appendChild(sub);
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}
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btn.addEventListener("click", onClick);
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return btn;
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},
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// Every action taken from the bar goes through here, which is also where it gets
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// recorded so it can be taken back. A misclick on Fold is the one mistake in this
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// tool a dealer can't talk their way out of.
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commit(label, mutate) {
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this.hooks.beginAction(label);
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mutate();
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this.hooks.save(this.state);
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this.hooks.rerender();
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},
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renderActions() {
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const index = this.state.actingSeatIndex;
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const player = this.state.seats[index];
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const owed = Betting.toCall(this.state, player);
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const stack = Betting.stackOf(this.state, player);
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const who = HoldemState.displayName(player, index);
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const row = document.createElement("div");
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row.className = "actionButtons";
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row.appendChild(this.button("Fold", "actionFold", () => this.commit(`${who}'s fold`, () => Betting.fold(this.state, index))));
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if (owed <= 0) {
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row.appendChild(this.button("Check", "actionCheck", () => this.commit(`${who}'s check`, () => Betting.check(this.state, index))));
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} else if (owed >= stack) {
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// Calling would put them all-in, so say that rather than quoting a number
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// they can't cover.
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row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(`${who}'s all-in`, () => Betting.allIn(this.state, index)), Money.format(stack)));
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} else {
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row.appendChild(this.button("Call", "actionCall", () => this.commit(`${who}'s call`, () => Betting.call(this.state, index)), Money.format(owed)));
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}
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if (stack > owed) {
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row.appendChild(this.button(owed > 0 ? "Raise" : "Bet", "actionRaise", () => {
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this.raiseOpen = true;
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this.raiseDraft = Math.min(Betting.minRaiseTo(this.state), Betting.committed(player) + stack);
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this.render();
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}));
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}
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return row;
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},
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// Quick amounts first, keypad second — a dealer calling "raise to sixty" wants a
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// button, and only reaches for digits when the table does something odd.
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renderRaisePad() {
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const index = this.state.actingSeatIndex;
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const player = this.state.seats[index];
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const stack = Betting.stackOf(this.state, player);
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const maxTo = Betting.round(Betting.committed(player) + stack);
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const pot = Betting.potSoFar(this.state);
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const minTo = Math.min(Betting.minRaiseTo(this.state), maxTo);
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const wrap = document.createElement("div");
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wrap.className = "raisePad";
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const quick = document.createElement("div");
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quick.className = "raiseQuick";
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const options = [
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{ label: "Min", value: minTo },
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{ label: "½ pot", value: Betting.round(this.state.currentBet + pot / 2) },
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{ label: "Pot", value: Betting.round(this.state.currentBet + pot) },
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{ label: "All-in", value: maxTo },
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];
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options.forEach(option => {
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const value = Math.max(minTo, Math.min(option.value, maxTo));
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const btn = this.button(option.label, "raiseQuickBtn", () => {
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this.raiseDraft = value;
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this.render();
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}, Money.format(value));
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if (Betting.round(this.raiseDraft) === value) btn.classList.add("selected");
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quick.appendChild(btn);
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});
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wrap.appendChild(quick);
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const entry = document.createElement("div");
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entry.className = "raiseEntry";
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const input = document.createElement("input");
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input.type = "text";
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input.inputMode = "decimal";
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input.className = "raiseInput";
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input.value = this.raiseDraft ?? minTo;
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input.setAttribute("aria-label", "Raise to amount");
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input.addEventListener("input", () => {
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this.raiseDraft = input.value.replace(/[^0-9.]/g, "");
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});
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entry.appendChild(input);
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entry.appendChild(this.button("Cancel", "raiseCancel", () => {
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this.raiseOpen = false;
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this.render();
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}));
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entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
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const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
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this.raiseOpen = false;
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const who = HoldemState.displayName(player, index);
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this.commit(`${who}'s raise to ${Money.format(target)}`, () => Betting.raiseTo(this.state, index, target));
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}));
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wrap.appendChild(entry);
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return wrap;
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},
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renderStreetDone() {
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const row = document.createElement("div");
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row.className = "actionButtons";
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const isRiver = this.state.street === "river";
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const label = isRiver ? "Showdown — resolve pot" : `Deal ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1])}`;
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row.appendChild(this.button(label, "actionAdvance", () => {
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if (isRiver) {
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this.hooks.resolvePot();
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return;
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}
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this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
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}));
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return row;
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},
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renderHandOver() {
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const row = document.createElement("div");
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row.className = "actionButtons";
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const live = Betting.liveSeats(this.state);
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const winner = live.length === 1 ? HoldemState.displayName(live[0].player, live[0].index) : null;
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row.appendChild(this.button(
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winner ? `Award pot to ${winner}` : "Resolve pot",
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"actionAdvance",
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() => this.hooks.resolvePot()
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));
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return row;
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},
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};
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if (typeof module !== "undefined" && module.exports) {
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module.exports = ActionBar;
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}
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