Add CPU opponents and a table type selector (cash only / friends / CPU)
- Create screen: choose キャッシュオンリー (real cards, chips only), 友人戦 (server deals and settles) or CPU戦 (友人戦 plus 1–8 CPU players); replaces the card toggle. The lobby shows each table's type - Poker AI written from scratch (server/ai.js, no libraries): fast 7-card evaluator (checked against bestHand), Monte Carlo equity, and decisions from hand rank, pot odds, raise count, opponents and a per-CPU style (aggression, bluff rate); continuation bets via the last aggressor. It never sees other players' hole cards - CPU seats: think time of 0.7–1.8s (faster when no human is left in the hand), automatic rebuy, never the host, no new hand unless a human is playing, re-think after pause - Play UI: robot avatars and a "考えています…" status for CPU turns - Tests for the evaluator, equity, legality of AI actions and CPU tables Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -4,6 +4,14 @@ const crypto = require('crypto');
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const config = require('./config');
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const Blinds = require('../public/assets/blinds');
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const { Hand } = require('./hand');
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const ai = require('./ai');
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// テーブルの種類
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// chips : キャッシュオンリー。カードは実物で配り、サイトはチップだけを管理する
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// friends: 友人戦。サーバがカードを配り、ショーダウンも自動で判定する
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// cpu : CPU戦。友人戦に CPU プレイヤーが加わる
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const MODES = ['chips', 'friends', 'cpu'];
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const CPU_NAMES = ['ハル', 'ソラ', 'リク', 'ミオ', 'レン', 'ユイ', 'カイ', 'ナギ'];
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class Table {
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constructor(opts) {
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@@ -14,14 +22,18 @@ class Table {
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this.baseBigBlind = opts.bigBlind;
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this.timerEnabled = opts.blindTimerEnabled;
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this.intervalMin = opts.blindIntervalMin;
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// カード機能: サーバがカードを配り、ショーダウンの勝敗も自動で判定する(オフなら実物のカードで遊ぶ)
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this.cardsEnabled = opts.cardsEnabled === true;
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this.mode = MODES.includes(opts.mode) ? opts.mode : 'chips';
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// カード機能: サーバがカードを配り、ショーダウンの勝敗も自動で判定する(キャッシュオンリーは実物のカード)
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this.cardsEnabled = this.mode !== 'chips';
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this.hostToken = opts.hostToken || null;
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this.maxSeats = config.MAX_SEATS;
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// { token, name, stack, buyIns, sittingOut, left }
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// { token, name, stack, buyIns, sittingOut, left, bot, style }
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// left: ハンド中に退席した人。ハンドが終わるまで席を予約しておく
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// bot : CPU プレイヤー(style は思考の性格)
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this.seats = new Array(this.maxSeats).fill(null);
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this.botTurn = null; // { key, at }: CPU が行動する時刻
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if (this.mode === 'cpu') this.seatBots(opts.cpuCount);
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this.hand = null;
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this.started = false;
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this.paused = false;
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@@ -38,6 +50,28 @@ class Table {
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this.emptySince = null;
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}
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// CPU は席1から順に座らせる(席0は作成者)
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seatBots(count) {
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const n = Math.max(1, Math.min(this.maxSeats - 1, Number.isInteger(count) ? count : 1));
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const names = CPU_NAMES.slice();
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for (let i = names.length - 1; i > 0; i--) {
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const j = crypto.randomInt(i + 1);
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[names[i], names[j]] = [names[j], names[i]];
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}
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for (let k = 0; k < n; k++) {
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this.seats[k + 1] = {
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token: crypto.randomBytes(16).toString('hex'), // ブラウザには渡さない
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name: names[k],
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stack: this.startingStack,
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buyIns: 1,
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sittingOut: false,
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left: false,
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bot: true,
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style: ai.randomStyle(),
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};
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}
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}
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get intervalMs() {
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return this.intervalMin * 60 * 1000;
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}
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@@ -74,8 +108,10 @@ class Table {
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.filter((i) => i >= 0);
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}
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// CPU だけでハンドを続けても意味がないので、人間が1人は参加している必要がある
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canDeal() {
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return this.started && !this.paused && this.eligibleSeats().length >= 2;
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const eligible = this.eligibleSeats();
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return this.started && !this.paused && eligible.length >= 2 && eligible.some((i) => !this.seats[i].bot);
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}
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// 着席した席番号を返す。満席なら -1(観戦)
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@@ -110,7 +146,7 @@ class Table {
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this.seats[i] = null;
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}
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if (this.hostToken === token) {
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const next = this.seats.find((s) => s && !s.left);
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const next = this.seats.find((s) => s && !s.left && !s.bot);
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this.hostToken = next ? next.token : null;
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}
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return true;
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@@ -130,6 +166,13 @@ class Table {
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startNewHand() {
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this.removeLeftSeats();
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// チップがなくなった CPU は自動でリバイ
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for (const s of this.seats) {
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if (s && s.bot && s.stack === 0) {
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s.stack = this.startingStack;
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s.buyIns++;
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}
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}
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const eligible = this.eligibleSeats();
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this.buttonSeat =
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this.buttonSeat == null
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@@ -143,6 +186,7 @@ class Table {
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const { sb, bb } = this.blinds;
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this.nextHandAt = null;
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this.runoutAt = null;
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this.botTurn = null;
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this.hand = new Hand({
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number: this.handNumber,
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seats: this.seats,
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@@ -217,6 +261,7 @@ class Table {
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// 止めていた時間だけ次のハンドの開始・場札をめくる時刻を後ろにずらす
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if (this.nextHandAt != null) this.nextHandAt += now - this.pausedAt;
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if (this.runoutAt != null) this.runoutAt += now - this.pausedAt;
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this.botTurn = null; // CPU は再開してから考え直す
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if (this.timerEnabled) this.levelEndsAt = now + this.levelRemainingMs;
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this.paused = false;
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this.pausedAt = null;
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@@ -231,7 +276,33 @@ class Table {
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return null;
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}
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// 時間で進む処理(ブラインドタイマー・オールイン後の場札・次のハンドの開始)
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// CPU の考える時間。人間がハンドに残っていなければ早めに進める
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botDelay() {
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const h = this.hand;
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const humanLive = h.live().some((p) => !this.seats[p.seat].bot && !this.seats[p.seat].left);
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if (!humanLive) return config.BOT_FAST_MS;
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return config.BOT_THINK_MIN_MS + crypto.randomInt(config.BOT_THINK_MAX_MS - config.BOT_THINK_MIN_MS + 1);
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}
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// 手番の CPU が考える時間を過ぎていたら行動する。行動したら true
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botStep(now) {
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const h = this.hand;
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if (!h || h.finished || h.toAct == null || !this.seats[h.toAct].bot) return false;
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const key = `${h.number}:${h.actions}`;
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if (!this.botTurn || this.botTurn.key !== key) {
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this.botTurn = { key, at: now + this.botDelay() };
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return false;
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}
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if (now < this.botTurn.at) return false;
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this.botTurn = null;
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const seat = h.toAct;
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const d = ai.decide(h, seat, { style: this.seats[seat].style, iterations: config.BOT_ITERATIONS });
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// 万一判断が不正でも止まらないよう、チェック/フォールドにする
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if (!d || h.act(seat, d.type, d.amount)) h.autoAct();
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return true;
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}
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// 時間で進む処理(ブラインドタイマー・CPU の行動・オールイン後の場札・次のハンドの開始)
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// 状態が変わったら true
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tick(now) {
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let changed = false;
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@@ -242,6 +313,8 @@ class Table {
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}
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if (this.paused) return changed;
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if (this.botStep(now)) changed = true;
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const h = this.hand;
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if (h && h.runout) {
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if (this.runoutAt == null) this.runoutAt = now + config.RUNOUT_STEP_MS;
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@@ -292,6 +365,7 @@ class Table {
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timerEnabled: this.timerEnabled,
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intervalMin: this.intervalMin,
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cardsEnabled: this.cardsEnabled,
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mode: this.mode,
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createdAt: this.createdAt,
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};
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}
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@@ -313,6 +387,7 @@ class Table {
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startingStack: this.startingStack,
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maxSeats: this.maxSeats,
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cardsEnabled: this.cardsEnabled,
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mode: this.mode,
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level: this.level,
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smallBlind: sb,
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bigBlind: bb,
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@@ -336,7 +411,8 @@ class Table {
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seat: i,
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name: s.name,
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stack: s.stack,
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connected: connectedTokens.has(s.token),
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connected: Boolean(s.bot) || connectedTokens.has(s.token),
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bot: Boolean(s.bot),
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sittingOut: s.sittingOut,
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...(hv && hv.players[i] ? { inHand: true, ...hv.players[i] } : { inHand: false }),
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}
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@@ -402,4 +478,4 @@ class TableManager {
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}
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}
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module.exports = { TableManager, Table };
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module.exports = { TableManager, Table, MODES };
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