Files
Poker/server/tables.js
T
agomizi1cmandClaude Opus 5.5 02c8e76237 Close CPU tables as soon as every human player leaves
- When the last human presses leave on a CPU table (even mid-hand), the table
  is deleted right away instead of lingering with CPUs only; friends / cash-only
  tables keep the existing 30-minute idle cleanup
- Spectators still watching get a "テーブルが終了しました" notice, and the lobby
  updates immediately
- Don't show the "接続が切れました" banner when the page disconnects on purpose
  (closed or missing table)
- Test for the close condition; README notes the behavior

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 17:03:58 +09:00

487 lines
16 KiB
JavaScript

'use strict';
const crypto = require('crypto');
const config = require('./config');
const Blinds = require('../public/assets/blinds');
const { Hand } = require('./hand');
const ai = require('./ai');
// テーブルの種類
// 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
// 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
// cpu : CPU戦。友人戦に CPU プレイヤーが加わる
const MODES = ['chips', 'friends', 'cpu'];
const CPU_NAMES = ['ハル', 'ソラ', 'リク', 'ミオ', 'レン', 'ユイ', 'カイ', 'ナギ'];
class Table {
constructor(opts) {
this.id = opts.id;
this.name = opts.name;
this.startingStack = opts.startingStack;
this.baseSmallBlind = opts.smallBlind;
this.baseBigBlind = opts.bigBlind;
this.timerEnabled = opts.blindTimerEnabled;
this.intervalMin = opts.blindIntervalMin;
this.mode = MODES.includes(opts.mode) ? opts.mode : 'chips';
// 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)
this.cardsEnabled = this.mode !== 'chips';
this.hostToken = opts.hostToken || null;
this.maxSeats = config.MAX_SEATS;
// { token, name, stack, buyIns, sittingOut, left, bot, style }
// 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
// bot : CPU プレイヤー(style は思考の性格)
this.seats = new Array(this.maxSeats).fill(null);
this.botTurn = null; // { key, at }: CPU が行動する時刻
if (this.mode === 'cpu') this.seatBots(opts.cpuCount);
this.hand = null;
this.started = false;
this.paused = false;
this.pausedAt = null;
this.level = 1;
this.handNumber = 0;
this.buttonSeat = null;
this.nextHandAt = null;
this.runoutAt = null; // オールイン後、次の場札をめくる時刻
this.levelEndsAt = null;
this.levelRemainingMs = this.intervalMs;
this.createdAt = Date.now();
this.emptySince = null;
}
// CPU は席1から順に座らせる(席0は作成者)
seatBots(count) {
const n = Math.max(1, Math.min(this.maxSeats - 1, Number.isInteger(count) ? count : 1));
const names = CPU_NAMES.slice();
for (let i = names.length - 1; i > 0; i--) {
const j = crypto.randomInt(i + 1);
[names[i], names[j]] = [names[j], names[i]];
}
for (let k = 0; k < n; k++) {
this.seats[k + 1] = {
token: crypto.randomBytes(16).toString('hex'), // ブラウザには渡さない
name: names[k],
stack: this.startingStack,
buyIns: 1,
sittingOut: false,
left: false,
bot: true,
style: ai.randomStyle(),
};
}
}
get intervalMs() {
return this.intervalMin * 60 * 1000;
}
get blinds() {
return Blinds.blindsAt(this.baseSmallBlind, this.baseBigBlind, this.level);
}
get phase() {
if (!this.hand) return 'WAITING';
return this.hand.finished ? 'FINISHING' : this.hand.street;
}
get handActive() {
return Boolean(this.hand && !this.hand.finished);
}
get playerCount() {
return this.seats.filter((s) => s && !s.left).length;
}
seatOf(token) {
return token ? this.seats.findIndex((s) => s && s.token === token) : -1;
}
isHost(token) {
return Boolean(token) && token === this.hostToken;
}
// 次のハンドに参加できる席
eligibleSeats() {
return this.seats
.map((s, i) => (s && !s.left && !s.sittingOut && s.stack > 0 ? i : -1))
.filter((i) => i >= 0);
}
// 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
canDeal() {
const eligible = this.eligibleSeats();
return this.started && !this.paused && eligible.length >= 2 && eligible.some((i) => !this.seats[i].bot);
}
// 着席した席番号を返す。満席なら -1(観戦)
join(token, name) {
const existing = this.seatOf(token);
if (existing >= 0) {
const s = this.seats[existing];
s.name = name;
if (s.left) {
s.left = false; // ハンド中に退席して戻ってきた
if (this.seatOf(this.hostToken) < 0 || this.seats[this.seatOf(this.hostToken)].left) this.hostToken = token;
}
return existing;
}
const free = this.seats.findIndex((s) => !s);
if (free < 0) return -1;
this.seats[free] = { token, name, stack: this.startingStack, buyIns: 1, sittingOut: false, left: false };
// 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
const host = this.seatOf(this.hostToken);
if (host < 0 || this.seats[host].left) this.hostToken = token;
return free;
}
leave(token) {
const i = this.seatOf(token);
if (i < 0 || this.seats[i].left) return false;
if (this.hand && this.hand.players.has(i)) {
// 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
this.seats[i].left = true;
this.hand.forceFold(i);
} else {
this.seats[i] = null;
}
if (this.hostToken === token) {
const next = this.seats.find((s) => s && !s.left && !s.bot);
this.hostToken = next ? next.token : null;
}
return true;
}
// CPU戦で人間が全員退席したら、テーブルを残しておく意味がない
shouldClose() {
return this.mode === 'cpu' && !this.seats.some((s) => s && !s.left && !s.bot);
}
removeLeftSeats() {
this.seats = this.seats.map((s) => (s && s.left ? null : s));
}
nextOf(list, from) {
for (let k = 1; k <= this.maxSeats; k++) {
const i = (from + k) % this.maxSeats;
if (list.includes(i)) return i;
}
return null;
}
startNewHand() {
this.removeLeftSeats();
// チップがなくなった CPU は自動でリバイ
for (const s of this.seats) {
if (s && s.bot && s.stack === 0) {
s.stack = this.startingStack;
s.buyIns++;
}
}
const eligible = this.eligibleSeats();
this.buttonSeat =
this.buttonSeat == null
? eligible[crypto.randomInt(eligible.length)]
: this.nextOf(eligible, this.buttonSeat);
const order = [];
for (let i = this.nextOf(eligible, this.buttonSeat); order.length < eligible.length; i = this.nextOf(eligible, i)) {
order.push(i);
}
this.handNumber++;
const { sb, bb } = this.blinds;
this.nextHandAt = null;
this.runoutAt = null;
this.botTurn = null;
this.hand = new Hand({
number: this.handNumber,
seats: this.seats,
order,
button: this.buttonSeat,
sb,
bb,
cards: this.cardsEnabled,
});
}
// ---- プレイヤー操作(エラー時はメッセージを返す) ----
act(token, type, amount) {
const i = this.seatOf(token);
if (i < 0) return '着席していません';
if (!this.handActive) return 'ハンドが進行していません';
if (this.paused) return '一時停止中です';
return this.hand.act(i, type, amount);
}
// ショーダウンの勝者(ポットの分配)を決められるのはテーブルのホストだけ
canAward(token) {
return this.handActive && this.hand.awaitingWinners && this.isHost(token);
}
award(token, winners) {
if (!this.handActive || !this.hand.awaitingWinners) return 'ショーダウンではありません';
if (!this.canAward(token)) return 'ポットの分配はホストのみ行えます';
if (this.paused) return '一時停止中です';
return this.hand.award(winners);
}
setSittingOut(token, value) {
const i = this.seatOf(token);
if (i < 0) return '着席していません';
const s = this.seats[i];
s.sittingOut = value;
// 手番中に離席したら、その場でチェック/フォールド
if (value && this.handActive && this.hand.toAct === i && !this.paused) this.hand.autoAct();
return null;
}
rebuy(token) {
const i = this.seatOf(token);
if (i < 0) return '着席していません';
const s = this.seats[i];
if (s.stack > 0) return 'チップが残っています';
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';
s.stack = this.startingStack;
s.buyIns++;
s.sittingOut = false;
return null;
}
// ---- ホスト操作 ----
start(token, now = Date.now()) {
if (!this.isHost(token)) return 'ホストのみ開始できます';
if (this.started) return 'すでに開始しています';
if (this.eligibleSeats().length < 2) return '2人以上必要です';
this.started = true;
if (this.timerEnabled) this.levelEndsAt = now + this.intervalMs;
this.startNewHand();
return null;
}
togglePause(token, now = Date.now()) {
if (!this.isHost(token)) return 'ホストのみ操作できます';
if (!this.started) return 'まだ開始していません';
if (this.paused) {
// 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
if (this.nextHandAt != null) this.nextHandAt += now - this.pausedAt;
if (this.runoutAt != null) this.runoutAt += now - this.pausedAt;
this.botTurn = null; // CPU は再開してから考え直す
if (this.timerEnabled) this.levelEndsAt = now + this.levelRemainingMs;
this.paused = false;
this.pausedAt = null;
} else {
this.paused = true;
this.pausedAt = now;
if (this.timerEnabled) {
this.levelRemainingMs = Math.max(0, this.levelEndsAt - now);
this.levelEndsAt = null;
}
}
return null;
}
// 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
botDelay() {
const h = this.hand;
const humanLive = h.live().some((p) => !this.seats[p.seat].bot && !this.seats[p.seat].left);
if (!humanLive) return config.BOT_FAST_MS;
return config.BOT_THINK_MIN_MS + crypto.randomInt(config.BOT_THINK_MAX_MS - config.BOT_THINK_MIN_MS + 1);
}
// 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
botStep(now) {
const h = this.hand;
if (!h || h.finished || h.toAct == null || !this.seats[h.toAct].bot) return false;
const key = `${h.number}:${h.actions}`;
if (!this.botTurn || this.botTurn.key !== key) {
this.botTurn = { key, at: now + this.botDelay() };
return false;
}
if (now < this.botTurn.at) return false;
this.botTurn = null;
const seat = h.toAct;
const d = ai.decide(h, seat, { style: this.seats[seat].style, iterations: config.BOT_ITERATIONS });
// 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
if (!d || h.act(seat, d.type, d.amount)) h.autoAct();
return true;
}
// 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)
// 状態が変わったら true
tick(now) {
let changed = false;
while (this.levelEndsAt != null && now >= this.levelEndsAt) {
this.level++;
this.levelEndsAt += this.intervalMs;
changed = true;
}
if (this.paused) return changed;
if (this.botStep(now)) changed = true;
const h = this.hand;
if (h && h.runout) {
if (this.runoutAt == null) this.runoutAt = now + config.RUNOUT_STEP_MS;
else if (now >= this.runoutAt) {
h.runoutStep();
this.runoutAt = h.runout ? now + config.RUNOUT_STEP_MS : null;
changed = true;
}
}
if (this.hand && this.hand.finished) {
if (this.nextHandAt == null) {
const showdownMs = this.cardsEnabled ? config.CARD_SHOWDOWN_MS : config.SHOWDOWN_MS;
this.nextHandAt = now + (this.hand.showdown ? showdownMs : config.FOLD_WIN_MS);
} else if (now >= this.nextHandAt) {
if (this.canDeal()) this.startNewHand();
else {
this.hand = null;
this.nextHandAt = null;
this.removeLeftSeats();
}
changed = true;
}
} else if (!this.hand) {
if (!this.canDeal()) this.nextHandAt = null;
else if (this.nextHandAt == null) this.nextHandAt = now + config.NEXT_HAND_DELAY_MS;
else if (now >= this.nextHandAt) {
this.startNewHand();
changed = true;
}
}
return changed;
}
summary() {
const { sb, bb } = this.blinds;
return {
id: this.id,
name: this.name,
playerCount: this.playerCount,
maxSeats: this.maxSeats,
startingStack: this.startingStack,
smallBlind: sb,
bigBlind: bb,
level: this.level,
phase: this.phase,
paused: this.paused,
timerEnabled: this.timerEnabled,
intervalMin: this.intervalMin,
cardsEnabled: this.cardsEnabled,
mode: this.mode,
createdAt: this.createdAt,
};
}
// token = 閲覧者のトークン(他人のトークンや手札は送らない)
publicState(token, connectedTokens) {
const now = Date.now();
const { sb, bb } = this.blinds;
const next = Blinds.blindsAt(this.baseSmallBlind, this.baseBigBlind, this.level + 1);
const mySeat = this.seatOf(token);
const h = this.hand;
const hv = h ? h.view(mySeat, token) : null;
const me = mySeat >= 0 ? this.seats[mySeat] : null;
const inLiveHand = Boolean(this.handActive && h.players.has(mySeat) && !h.players.get(mySeat).folded);
return {
id: this.id,
name: this.name,
startingStack: this.startingStack,
maxSeats: this.maxSeats,
cardsEnabled: this.cardsEnabled,
mode: this.mode,
level: this.level,
smallBlind: sb,
bigBlind: bb,
nextBlinds: { smallBlind: next.sb, bigBlind: next.bb },
timer: {
enabled: this.timerEnabled,
intervalMin: this.intervalMin,
endsAt: this.levelEndsAt,
remainingMs: this.levelEndsAt != null ? this.levelEndsAt - now : this.levelRemainingMs,
running: this.levelEndsAt != null,
},
phase: this.phase,
started: this.started,
paused: this.paused,
handNumber: this.handNumber,
hand: hv,
toAct: this.handActive ? h.toAct : null,
seats: this.seats.map((s, i) =>
s && !s.left
? {
seat: i,
name: s.name,
stack: s.stack,
connected: Boolean(s.bot) || connectedTokens.has(s.token),
bot: Boolean(s.bot),
sittingOut: s.sittingOut,
...(hv && hv.players[i] ? { inHand: true, ...hv.players[i] } : { inHand: false }),
}
: null
),
mySeat: me && !me.left ? mySeat : -1,
me:
me && !me.left
? {
stack: me.stack,
net: me.stack + (inLiveHand ? h.players.get(mySeat).committed : 0) - me.buyIns * this.startingStack,
buyIns: me.buyIns,
sittingOut: me.sittingOut,
canRebuy: me.stack === 0 && !inLiveHand,
options: this.handActive && !this.paused ? h.options(mySeat) : null,
canAward: this.canAward(token),
}
: null,
isHost: this.isHost(token),
serverNow: now,
};
}
}
class TableManager {
constructor() {
this.tables = new Map();
}
get(id) {
return this.tables.get(id);
}
list() {
return [...this.tables.values()]
.sort((a, b) => b.createdAt - a.createdAt)
.map((t) => t.summary());
}
nameTaken(name) {
const n = name.toLowerCase();
return [...this.tables.values()].some((t) => t.name.toLowerCase() === n);
}
suggestName() {
for (;;) {
const name = `Table #${1000 + crypto.randomInt(9000)}`;
if (!this.nameTaken(name)) return name;
}
}
create(opts) {
let id;
do id = crypto.randomBytes(4).toString('hex');
while (this.tables.has(id));
const table = new Table({ ...opts, id });
this.tables.set(id, table);
return table;
}
delete(id) {
this.tables.delete(id);
}
}
module.exports = { TableManager, Table, MODES };