Implement Texas Hold'em play: dealing, betting, side pots, showdown
- Hand engine (server/hand.js): crypto-shuffled deck kept server-side, blinds (heads-up button = SB), min-raise rules incl. incomplete all-in, uncalled bet refunds, side pots, split pots, all-in runout - Hand evaluator (server/cards.js) and node:test suite (npm test) - Table flow: hands auto-continue after host START, 30s action clock (timeout = check/fold + sit out), sit out / sit in, rebuy, mid-hand leave folds and keeps the seat reserved until the hand ends, pause freezes all clocks - Only each player's own hole cards are sent until a showdown/runout reveal; all actions validated server-side - Play UI: board, hole cards, bets, action tags, turn timer, raise panel with presets, showdown results with winning cards highlighted, compact 7+ layout - Remove the host crown and the temporary "next phase" control Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -3,9 +3,7 @@
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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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// 進行フェーズ。プレイ処理は未実装なので、ホストが手動で進めるスタブ。
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const HAND_PHASES = ['PREFLOP', 'FLOP', 'TURN', 'RIVER', 'SHOWDOWN'];
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const { Hand } = require('./hand');
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class Table {
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constructor(opts) {
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@@ -19,14 +17,17 @@ class Table {
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this.hostToken = opts.hostToken || null;
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this.maxSeats = config.MAX_SEATS;
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this.seats = new Array(this.maxSeats).fill(null); // { token, name, stack }
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this.phase = 'WAITING';
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// { token, name, stack, buyIns, sittingOut, left }
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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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this.seats = new Array(this.maxSeats).fill(null);
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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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this.pausedAt = null;
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this.level = 1;
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this.handNumber = 0;
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this.pot = 0;
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this.buttonSeat = null;
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this.nextHandAt = null;
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this.levelEndsAt = null;
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this.levelRemainingMs = this.intervalMs;
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@@ -42,114 +43,165 @@ class Table {
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return Blinds.blindsAt(this.baseSmallBlind, this.baseBigBlind, this.level);
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}
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get phase() {
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if (!this.hand) return 'WAITING';
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return this.hand.finished ? 'FINISHING' : this.hand.street;
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}
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get handActive() {
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return Boolean(this.hand && !this.hand.finished);
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}
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get playerCount() {
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return this.seats.filter(Boolean).length;
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return this.seats.filter((s) => s && !s.left).length;
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}
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seatOf(token) {
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return this.seats.findIndex((s) => s && s.token === token);
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return token ? this.seats.findIndex((s) => s && s.token === token) : -1;
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}
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isHost(token) {
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return Boolean(token) && token === this.hostToken;
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}
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// 次のハンドに参加できる席
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eligibleSeats() {
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return this.seats
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.map((s, i) => (s && !s.left && !s.sittingOut && s.stack > 0 ? i : -1))
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.filter((i) => i >= 0);
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}
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canDeal() {
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return this.started && !this.paused && this.eligibleSeats().length >= 2;
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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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join(token, name) {
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const existing = this.seatOf(token);
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if (existing >= 0) {
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this.seats[existing].name = name;
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const s = this.seats[existing];
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s.name = name;
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if (s.left) {
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s.left = false; // ハンド中に退席して戻ってきた
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if (this.seatOf(this.hostToken) < 0 || this.seats[this.seatOf(this.hostToken)].left) this.hostToken = token;
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}
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return existing;
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}
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const free = this.seats.findIndex((s) => !s);
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if (free < 0) return -1;
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this.seats[free] = { token, name, stack: this.startingStack };
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this.seats[free] = { token, name, stack: this.startingStack, buyIns: 1, sittingOut: false, left: false };
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// ホスト(通常は作成者)が着席していなければ、この人がホストになる
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if (this.seatOf(this.hostToken) < 0) this.hostToken = token;
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const host = this.seatOf(this.hostToken);
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if (host < 0 || this.seats[host].left) this.hostToken = token;
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return free;
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}
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leave(token) {
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leave(token, now = Date.now()) {
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const i = this.seatOf(token);
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if (i < 0) return false;
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this.seats[i] = null;
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if (this.hostToken === token) {
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const next = this.seats.find(Boolean);
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this.hostToken = next ? next.token : null;
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if (i < 0 || this.seats[i].left) return false;
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if (this.hand && this.hand.players.has(i)) {
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// 結果表示やポット計算のため、ハンドが終わるまで席は残す
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this.seats[i].left = true;
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this.hand.forceFold(i, now);
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} else {
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this.seats[i] = null;
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}
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if (this.playerCount < 2 && this.phase !== 'WAITING') {
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this.phase = 'WAITING';
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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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this.hostToken = next ? next.token : null;
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}
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return true;
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}
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// 次に埋まっている席(時計回り = 席番号の昇順)
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nextOccupied(from) {
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removeLeftSeats() {
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this.seats = this.seats.map((s) => (s && s.left ? null : s));
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}
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nextOf(list, from) {
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for (let k = 1; k <= this.maxSeats; k++) {
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const i = (from + k) % this.maxSeats;
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if (this.seats[i]) return i;
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if (list.includes(i)) return i;
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}
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return null;
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}
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blindSeats() {
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if (this.buttonSeat == null || this.phase === 'WAITING' || this.playerCount < 2) {
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return { sbSeat: null, bbSeat: null };
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}
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let sbSeat;
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if (this.playerCount === 2 && this.seats[this.buttonSeat]) {
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sbSeat = this.buttonSeat; // ヘッズアップはボタンがSB
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} else {
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sbSeat = this.nextOccupied(this.buttonSeat);
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}
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return { sbSeat, bbSeat: this.nextOccupied(sbSeat) };
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}
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startNewHand() {
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const occupied = this.seats.map((s, i) => (s ? i : -1)).filter((i) => i >= 0);
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startNewHand(now) {
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this.removeLeftSeats();
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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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? occupied[Math.floor(Math.random() * occupied.length)]
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: this.nextOccupied(this.buttonSeat);
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this.handNumber++;
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this.pot = 0;
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this.phase = 'PREFLOP';
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}
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// ---- ホスト操作(エラー時はメッセージを返す) ----
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start(token) {
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if (!this.isHost(token)) return 'ホストのみ開始できます';
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if (this.phase !== 'WAITING') return 'すでに進行中です';
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if (this.playerCount < 2) return '2人以上必要です';
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if (!this.started) {
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this.started = true;
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if (this.timerEnabled) this.levelEndsAt = Date.now() + this.intervalMs;
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? eligible[crypto.randomInt(eligible.length)]
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: this.nextOf(eligible, this.buttonSeat);
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const order = [];
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for (let i = this.nextOf(eligible, this.buttonSeat); order.length < eligible.length; i = this.nextOf(eligible, i)) {
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order.push(i);
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}
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this.startNewHand();
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this.handNumber++;
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const { sb, bb } = this.blinds;
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this.nextHandAt = null;
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this.hand = new Hand({ number: this.handNumber, seats: this.seats, order, button: this.buttonSeat, sb, bb, now });
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}
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// ---- プレイヤー操作(エラー時はメッセージを返す) ----
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act(token, type, amount, now = Date.now()) {
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const i = this.seatOf(token);
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if (i < 0) return '着席していません';
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if (!this.handActive) return 'ハンドが進行していません';
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if (this.paused) return '一時停止中です';
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return this.hand.act(i, type, amount, now);
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}
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setSittingOut(token, value, now = Date.now()) {
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const i = this.seatOf(token);
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if (i < 0) return '着席していません';
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const s = this.seats[i];
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s.sittingOut = value;
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// 手番中に離席したら、その場でチェック/フォールド
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if (value && this.handActive && this.hand.toAct === i && !this.paused) this.hand.autoAct(now);
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return null;
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}
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// スタブ: フェーズを1つ進める(SHOWDOWN の次は新しいハンド)
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nextPhase(token) {
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if (!this.isHost(token)) return 'ホストのみ操作できます';
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if (this.phase === 'WAITING') return 'まだ開始していません';
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if (this.playerCount < 2) return '2人以上必要です';
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const i = HAND_PHASES.indexOf(this.phase);
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if (i === HAND_PHASES.length - 1) this.startNewHand();
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else this.phase = HAND_PHASES[i + 1];
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rebuy(token) {
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const i = this.seatOf(token);
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if (i < 0) return '着席していません';
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const s = this.seats[i];
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if (s.stack > 0) return 'チップが残っています';
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if (this.handActive && this.hand.players.has(i) && !this.hand.players.get(i).folded) return 'ハンドの終了後にリバイできます';
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s.stack = this.startingStack;
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s.buyIns++;
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s.sittingOut = false;
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return null;
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}
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togglePause(token) {
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// ---- ホスト操作 ----
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start(token, now = Date.now()) {
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if (!this.isHost(token)) return 'ホストのみ開始できます';
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if (this.started) return 'すでに開始しています';
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if (this.eligibleSeats().length < 2) return '2人以上必要です';
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this.started = true;
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if (this.timerEnabled) this.levelEndsAt = now + this.intervalMs;
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this.startNewHand(now);
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return null;
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}
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togglePause(token, now = Date.now()) {
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if (!this.isHost(token)) return 'ホストのみ操作できます';
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if (!this.started) return 'まだ開始していません';
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const now = Date.now();
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if (this.paused) {
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this.paused = false;
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// 止めていた時間だけ各期限を後ろにずらす
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const shift = now - this.pausedAt;
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const h = this.hand;
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if (h && h.deadline != null) h.deadline += shift;
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if (h && h.runoutAt != null) h.runoutAt += shift;
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if (this.nextHandAt != null) this.nextHandAt += shift;
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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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} else {
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this.paused = true;
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this.pausedAt = now;
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if (this.timerEnabled) {
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this.levelRemainingMs = Math.max(0, this.levelEndsAt - now);
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this.levelEndsAt = null;
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@@ -158,7 +210,8 @@ class Table {
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return null;
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}
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// ブラインドタイマー。レベルが上がったら true
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// 時間で進む処理(ブラインドタイマー・手番の時間切れ・オールイン時のめくり・次のハンド)
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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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while (this.levelEndsAt != null && now >= this.levelEndsAt) {
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@@ -166,6 +219,41 @@ class Table {
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this.levelEndsAt += this.intervalMs;
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changed = true;
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}
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if (this.paused) return changed;
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const h = this.hand;
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if (h && !h.finished) {
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if (h.toAct != null && now >= h.deadline) {
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this.seats[h.toAct].sittingOut = true; // 時間切れの人は離席扱い(戻るボタンで復帰)
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h.timeout(now);
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changed = true;
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}
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if (h.runoutAt != null && now >= h.runoutAt) {
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h.runoutStep(now);
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changed = true;
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}
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}
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if (this.hand && this.hand.finished) {
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if (this.nextHandAt == null) {
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this.nextHandAt = now + (this.hand.showdown ? config.SHOWDOWN_MS : config.FOLD_WIN_MS);
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} else if (now >= this.nextHandAt) {
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if (this.canDeal()) this.startNewHand(now);
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else {
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this.hand = null;
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this.nextHandAt = null;
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this.removeLeftSeats();
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}
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changed = true;
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}
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} else if (!this.hand) {
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if (!this.canDeal()) this.nextHandAt = null;
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else if (this.nextHandAt == null) this.nextHandAt = now + config.NEXT_HAND_DELAY_MS;
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else if (now >= this.nextHandAt) {
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this.startNewHand(now);
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changed = true;
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}
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}
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return changed;
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}
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@@ -188,11 +276,28 @@ class Table {
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};
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}
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// token = 閲覧者のトークン(他人のトークンは送らない)
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// token = 閲覧者のトークン(他人のトークンや手札は送らない)
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publicState(token, connectedTokens) {
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const now = Date.now();
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const { sb, bb } = this.blinds;
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const next = Blinds.blindsAt(this.baseSmallBlind, this.baseBigBlind, this.level + 1);
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const host = this.seatOf(this.hostToken);
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const mySeat = this.seatOf(token);
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const h = this.hand;
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const hv = h ? h.view(mySeat, token) : null;
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const me = mySeat >= 0 ? this.seats[mySeat] : null;
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const inLiveHand = Boolean(this.handActive && h.players.has(mySeat) && !h.players.get(mySeat).folded);
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let turn = null;
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if (this.handActive && h.toAct != null) {
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const remainingMs = Math.max(0, h.deadline - (this.paused ? this.pausedAt : now));
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turn = {
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seat: h.toAct,
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endsAt: this.paused ? null : h.deadline,
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remainingMs,
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totalMs: config.ACTION_TIME_MS,
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};
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}
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return {
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id: this.id,
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name: this.name,
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@@ -206,23 +311,41 @@ class Table {
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enabled: this.timerEnabled,
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intervalMin: this.intervalMin,
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endsAt: this.levelEndsAt,
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remainingMs: this.levelEndsAt != null ? this.levelEndsAt - Date.now() : this.levelRemainingMs,
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remainingMs: this.levelEndsAt != null ? this.levelEndsAt - now : this.levelRemainingMs,
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running: this.levelEndsAt != null,
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},
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phase: this.phase,
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started: this.started,
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paused: this.paused,
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pot: this.pot,
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handNumber: this.handNumber,
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buttonSeat: this.phase === 'WAITING' ? null : this.buttonSeat,
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...this.blindSeats(),
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hostSeat: host >= 0 ? host : null,
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hand: hv,
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turn,
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seats: this.seats.map((s, i) =>
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s ? { seat: i, name: s.name, stack: s.stack, connected: connectedTokens.has(s.token) } : null
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s && !s.left
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? {
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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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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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: null
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),
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mySeat: this.seatOf(token),
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mySeat: me && !me.left ? mySeat : -1,
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me:
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me && !me.left
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? {
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stack: me.stack,
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net: me.stack + (inLiveHand ? h.players.get(mySeat).committed : 0) - me.buyIns * this.startingStack,
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buyIns: me.buyIns,
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sittingOut: me.sittingOut,
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canRebuy: me.stack === 0 && !inLiveHand,
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options: this.handActive && !this.paused ? h.options(mySeat) : null,
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}
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: null,
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isHost: this.isHost(token),
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serverNow: Date.now(),
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serverNow: now,
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};
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}
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}
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@@ -268,4 +391,4 @@ class TableManager {
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}
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}
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module.exports = { TableManager };
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module.exports = { TableManager, Table };
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