Files
Pete/internal/web/static/js/blackjack.js
prosolis 39ed293f4f games: the word you owe the table, and the hand you were already holding
Three things, and the first one was a bug.

Your own hand didn't move until the lap ended. bump() keeps the bots'
fans honest and has always refused seat zero, and nothing else touched
yours — so a +4 landing on you at the top of a lap put four backs into
your hand and then nothing, and the cards themselves turned up seconds
later when the script finished and paint() finally ran. You spent the
whole lap looking at a hand you no longer held. The engine now stamps
your hand onto every event that changes it (Event.Hand, seat zero only,
which is the one hand the browser is already entitled to see) and the
table redraws as the cards land. Measured in the running app: 2 -> 3
cards at 414ms into a 1791ms lap.

You couldn't call UNO, and not because the button was missing: going
down to one card *was* the call. discard() fired the uno event by
itself, which made it a thing that happened to you rather than a thing
you did, and a rule nobody can fail is not a rule. So now you say it or
you don't (Move.Uno), and if you don't, every bot still in the game gets
one look at you before any of them plays — because a bot that has moved
on is a bot that has stopped watching your hand. It runs the other way
too, and that half is the fun one: a bot forgets often enough to be
worth watching for, and when it does it says *nothing*. No event, no
badge, no tell on the felt except the count beside its fan reading
"1 card". Catch it and it takes two; call a seat that had nothing to
hide and you take two yourself, which is what stops the catch button
from being a thing you simply mash.

Which cards owe the call is the engine's answer, not a count of your
hand: No Mercy's "discard all" takes every card of its colour with it,
so a six-card hand can land on one, and a browser subtracting one from
six walks you into a catch it never warned you about.

And the room was silent. Every sound in here is *made* — an oscillator,
a burst of filtered noise, an envelope — the same bargain the weather
engine takes with its clouds. A card is a slap of noise through a
bandpass, a chip is two detuned sines with a knock on the front, a win
is four notes going up. No asset files, no round trips, and a sound can
be pitched and detuned per call instead of being the same wav three
hundred times. Hooked into the FX layer rather than into the games, so
every table that throws a chip or turns a card got it at once.

The multiples moved, and the test that exists to catch that caught it.
The naive strategy now calls UNO, because calling is a button and not a
strategy — what these tiers price is bad card play, not a player who
ignores the felt shouting at them — and on that footing the normal
tables come back to where they were (40.1 / 28.5 / 23.1). No Mercy Full
House did not: it was paying a *negative* house edge, which is the house
paying you to sit down. Re-priced 3.8 -> 3.5.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 13:15:11 -07:00

425 lines
17 KiB
JavaScript

// The blackjack table.
//
// The browser holds no game. It sends intents — deal, hit, stand, double — and
// the server answers with the cards you're allowed to see plus the *script* of
// how they got there: one event per card off the shoe, in the order the shoe
// gave them up. This file's job is to play that script back at a human speed
// rather than snapping the finished hand into place.
//
// Which is also why the hole card works the way it does: the server sends a
// "dealer_hole" event with no card attached, because while you are still acting
// it hasn't told anyone what that card is. It arrives with the reveal.
//
// The money is animated on the same principle. Every number the server sends is
// also a movement: a stake is chips leaving your pile and landing on the spot, a
// payout is chips coming out of the house's rack, a loss is your stack being
// taken away. Nothing about the money changes on this table without something
// crossing the felt to make it change — including the count in the chip bar,
// which is deliberately not updated until the chips that justify it have landed.
(function () {
"use strict";
var root = document.querySelector("[data-blackjack]");
if (!root) return;
var FX = window.PeteFX;
var dealerEl = root.querySelector("[data-dealer]");
var playerEl = root.querySelector("[data-player]");
var dTotalEl = root.querySelector("[data-dealer-total]");
var pTotalEl = root.querySelector("[data-player-total]");
var dLabelEl = root.querySelector("[data-dealer-label]");
var verdictEl = root.querySelector("[data-verdict]");
var betting = root.querySelector("[data-betting]");
var actions = root.querySelector("[data-actions]");
var betAmount = root.querySelector("[data-bet-amount]");
var dealBtn = root.querySelector("[data-deal]");
var msgEl = root.querySelector("[data-table-msg]");
// The three places a chip can be: your pile (in the bar above), the spot in
// front of you, and the house's rack on the felt.
var purseEl = document.querySelector("[data-chips]");
var spotEl = root.querySelector("[data-spot]");
var stackEl = root.querySelector("[data-stack]");
var spotTotalEl = root.querySelector("[data-spot-total]");
var houseEl = root.querySelector("[data-house]");
// The spot owns the chips on the felt and the number under them — see PeteFX.
// Nothing is bet until a chip is on it, so `bet` starts at nothing rather than
// at a default stake nobody put down.
var spot = FX.spot({ spot: spotEl, stack: stackEl, total: spotTotalEl });
var bet = 0; // what you're building between hands
var busy = false; // a request is in flight, or cards are still landing
var hand = null; // the hand as the server last described it
var DEAL_MS = 380; // one card's flight, and the gap before the next
var FLIP_MS = 450;
var BEAT_MS = 600; // the dealer thinking before they draw out
var reduced = FX.reduced;
function pace(ms) { return reduced ? 0 : ms; }
function wait(ms) { return new Promise(function (r) { setTimeout(r, pace(ms)); }); }
function say(text, tone) {
if (!text) { msgEl.classList.add("hidden"); return; }
msgEl.textContent = text;
msgEl.classList.remove("hidden");
msgEl.style.color = tone === "bad" ? "#cc3d4a" : "";
}
// ---- drawing --------------------------------------------------------------
//
// The deck itself — the faces, the pips, the flip — is PeteCards, shared with
// every other table in the room. Here a card is always dealt out of the shoe
// and always lands with a degree or two of tilt on it, which are this table's
// two opinions about a card and the only ones it has.
var CARDS = window.PeteCards;
function cardEl(face) { return CARDS.el(face); }
var turnOver = CARDS.turnOver;
// ---- the money on the felt -------------------------------------------------
// stake moves chips from your pile onto the spot: the bet you build before a
// deal, and the second bet a double puts down beside it.
function stake(amount, from) {
return spot.pour(from || purseEl, amount);
}
// settleChips is what the felt does about the outcome, after the cards have
// finished telling you what it is. It reads the same two numbers the ledger
// moved: `bet` (already off your pile since the deal) and `payout` (what comes
// back — stake plus winnings less rake, or nothing at all).
function settleChips(final) {
var payout = final.payout || 0;
var back = payout - final.bet; // what the house is adding, if anything
if (payout <= 0) {
// The house takes it. The stack goes to the rack and doesn't come back.
return spot.sweep(houseEl, final.bet, { gap: 45, lift: 0.6, fade: true });
}
// The house pays first, into the spot beside your stake, so you watch the
// winnings arrive on top of the bet that earned them.
return spot
.pour(houseEl, back, { gap: 60 })
.then(function () { return wait(back > 0 ? 380 : 200); })
// Paid, then swept up: the whole lot comes back to your pile, and only then
// does the number in the bar move.
.then(function () { return spot.sweep(purseEl, payout, { gap: 40, lift: 0.8 }); });
}
function totals(v) {
if (v.total) {
pTotalEl.textContent = v.total + (v.soft ? " (soft)" : "");
pTotalEl.classList.remove("hidden");
} else {
pTotalEl.classList.add("hidden");
}
// While the hole card is down, the dealer's total is only what's showing —
// so say so, rather than printing a number that quietly means something else.
if (v.dealer && v.dealer.length) {
dTotalEl.textContent = v.hole ? v.dealer_total + " showing" : String(v.dealer_total);
dTotalEl.classList.remove("hidden");
} else {
dTotalEl.classList.add("hidden");
}
}
// paint puts a hand on the felt with no animation. This is the resume path:
// you reloaded, or Pete restarted, and your cards are simply there — including
// the stake, which is still on the spot because the server still has it.
function paint(v) {
dealerEl.innerHTML = "";
playerEl.innerHTML = "";
if (!v) { setPhase(null); spot.render(0); return; }
v.player.forEach(function (c) { playerEl.appendChild(cardEl(c)); });
v.dealer.forEach(function (c) { dealerEl.appendChild(cardEl(c)); });
if (v.hole) dealerEl.appendChild(cardEl(null));
spot.render(v.phase === "done" ? 0 : v.bet);
totals(v);
setPhase(v);
}
var VERDICTS = {
blackjack: "Blackjack! 🎉",
win: "You win!",
dealer_bust: "Dealer busts. You win!",
lose: "Dealer takes it.",
bust: "Bust.",
push: "Push — your bet comes back.",
};
function verdict(v) {
var text = VERDICTS[v.outcome] || "";
if (!text) { verdictEl.classList.add("hidden"); return; }
if (v.net > 0) text += " +" + v.net.toLocaleString();
else if (v.net < 0) text += " " + v.net.toLocaleString();
verdictEl.textContent = text;
verdictEl.classList.remove("hidden");
playerEl.dataset.won = v.net > 0 ? "1" : v.net < 0 ? "-1" : "0";
// The one thing in this room that gets confetti. A natural is rare, it pays
// 3:2, and if everything celebrated then nothing would.
//
// The *sound* is not so precious: a win is a win and you should hear it. So
// the fanfare rides on the money, not on the confetti.
if (v.outcome === "blackjack") FX.burst(verdictEl, { count: 34 });
else if (v.net > 0) FX.sfx("win");
else if (v.net < 0) FX.sfx("lose");
else FX.sfx("push");
}
// setPhase swaps the controls: bet between hands, act during one.
function setPhase(v) {
hand = v;
var live = !!v && v.phase === "player";
betting.classList.toggle("hidden", live);
actions.classList.toggle("hidden", !live);
if (live) {
var dbl = actions.querySelector('[data-move="double"]');
if (dbl) dbl.disabled = !v.can_double;
}
if (!v || v.phase !== "player") verdictEl.classList.toggle("hidden", !(v && v.outcome));
}
// ---- the script -----------------------------------------------------------
// play walks the server's events, one card at a time. It is deliberately the
// only thing that renders during a hand: the final state is applied at the end,
// so what you watch and what the server says can't disagree halfway through.
//
// `money` is the one exception, and it's a deliberate one. On a hand that is
// still running, the chip bar is right immediately — your stake left your pile
// when you pressed Deal, and it's sitting on the spot where you can see it. On
// a hand that *settles*, the bar is left alone until the chips have physically
// come home, because a counter that pays you before the dealer has turned over
// is a counter that has told you the ending.
function play(view, money) {
var events = view.events || [];
var final = view.hand;
var settles = !!final && final.phase === "done";
var hole = null; // the face-down card element, once one has been dealt
var chain = Promise.resolve();
var drew = false; // has the dealer drawn since the reveal?
if (!settles) money();
// Whatever the server says the stake is, that's what has to be on the spot.
// Two things get here: a double, which puts a second bet down beside the
// first, and a deal whose bet was typed rather than stacked (you kept last
// hand's number and just pressed Deal). Either way the chips go down before
// the card they're buying does.
if (final && final.bet > spot.amount) {
var extra = final.bet - spot.amount;
chain = chain.then(function () { return stake(extra); });
}
events.forEach(function (e) {
chain = chain.then(function () {
switch (e.kind) {
case "deal":
dealerEl.innerHTML = "";
playerEl.innerHTML = "";
playerEl.dataset.won = "0";
verdictEl.classList.add("hidden");
FX.sfx("shuffle");
return;
case "player_card":
playerEl.appendChild(cardEl(e.card));
FX.sfx("deal");
return wait(DEAL_MS);
case "dealer_card":
// The dealer takes a moment before the first card they draw out.
// Card, card, card with no breath in between is a machine dealing;
// the pause is the only thing on this table that plays as suspense.
var beat = drew ? Promise.resolve() : think();
drew = true;
return beat.then(function () {
dealerEl.appendChild(cardEl(e.card));
FX.sfx("deal", { v: 1 });
return wait(DEAL_MS);
});
case "dealer_hole":
hole = cardEl(null);
dealerEl.appendChild(hole);
FX.sfx("deal", { v: 2 });
return wait(DEAL_MS);
case "reveal":
// The hole card turns over. Its face is in the final hand — this is
// the first moment the server has been willing to say what it was.
if (!hole) hole = dealerEl.querySelector('.pete-card[data-face="down"]');
if (hole && final && final.dealer && final.dealer[1]) {
turnOver(hole, final.dealer[1]);
}
return wait(FLIP_MS);
case "settle":
return;
}
});
});
return chain.then(function () {
if (!final) { paint(null); money(); return; }
totals(final);
if (!settles) { setPhase(final); return; }
// The hand is over: nothing is on offer while the money is moving. Hit and
// Stand go now, and Deal comes back at the far end.
actions.classList.add("hidden");
verdict(final);
// The chips move, and the bar catches up with them when they arrive. The
// betting controls come back last, once the felt is clear: offering Deal
// over a table that is still being paid out invites a click the table then
// has to refuse.
return settleChips(final)
.then(money)
.then(function () { return standing(final.bet); })
.then(function () { setPhase(final); });
});
}
// standing leaves your bet up for the next hand, the way you would at a table:
// the stake that just settled goes straight back on the spot. It costs nothing
// — chips on the spot are a proposal until you press Deal — and it's what keeps
// the number in the panel honest, because otherwise a settled hand leaves
// "your bet: 300" printed over an empty spot.
function standing(amount) {
var money = window.PeteGames.view();
if (!amount || !money || money.chips < amount) {
bet = 0;
showBet();
return;
}
bet = amount;
showBet();
return stake(amount);
}
// think is the dealer's beat: a pause with something to look at, so it reads as
// deliberation rather than as the page having hung.
function think() {
if (reduced || !dLabelEl) return wait(0);
dLabelEl.classList.add("pete-dealer-think");
return wait(BEAT_MS).then(function () {
dLabelEl.classList.remove("pete-dealer-think");
});
}
// ---- talking to the table -------------------------------------------------
function send(path, body) {
if (busy) return;
busy = true;
say("");
return window.PeteGames.post(path, body)
.then(function (view) {
// play() decides *when* the money lands; see the note on it.
return play(view, function () { window.PeteGames.apply(view); });
})
.catch(function (err) {
say(err.message, "bad");
// Whatever we thought was on the felt, the server is the authority on it.
return window.PeteGames.refresh().then(function (v) {
if (v && !v.hand) spot.render(0);
});
})
.then(function () { busy = false; });
}
// ---- betting --------------------------------------------------------------
//
// A bet is built by putting chips on the spot, one at a time, and it is those
// chips the deal then rides on — the number under the pile is a readout of the
// pile, not the other way round.
function showBet() {
betAmount.textContent = bet.toLocaleString();
var money = window.PeteGames.view();
if (dealBtn) dealBtn.disabled = bet <= 0 || !money || money.chips < bet;
}
// Scoped to buttons: the bare [data-chip] spans in the corner are the house's
// rack, and the house is not betting.
root.querySelectorAll("button[data-chip]").forEach(function (btn) {
btn.addEventListener("click", function () {
if (busy) return;
var d = parseInt(btn.dataset.chip, 10);
var money = window.PeteGames.view();
if (money && bet + d > money.chips) {
say("You haven't got that many chips.", "bad");
return;
}
bet += d;
showBet();
// The chip you clicked is the chip that flies: same colour, same size, off
// the button and onto the felt. The pile only grows once it gets there —
// but the spot's total moves now, so a Deal pressed mid-flight still knows
// the chip is on its way and doesn't put a second one down.
var target = bet;
spot.amount = bet;
FX.fly(btn, spotEl, { denom: d }).then(function () {
if (bet >= target) spot.render(target); // unless Clear got there first
});
});
});
var clearBtn = root.querySelector("[data-bet-clear]");
if (clearBtn) {
clearBtn.addEventListener("click", function () {
if (busy || !spot.amount) { bet = 0; showBet(); return; }
spot.sweep(purseEl, null, { gap: 40, lift: 0.7 });
bet = 0;
showBet();
});
}
if (dealBtn) {
dealBtn.addEventListener("click", function () {
if (bet <= 0) { say("Put something on it first.", "bad"); return; }
send("/api/games/blackjack/deal", { bet: bet });
});
}
root.querySelectorAll("[data-move]").forEach(function (btn) {
btn.addEventListener("click", function () {
send("/api/games/blackjack/move", { move: btn.dataset.move });
});
});
document.addEventListener("keydown", function (e) {
if (e.metaKey || e.ctrlKey || e.altKey) return;
if (/^(input|textarea|select)$/i.test((e.target.tagName || ""))) return;
if (!hand || hand.phase !== "player" || busy) return;
var move = { h: "hit", s: "stand", d: "double" }[e.key.toLowerCase()];
if (!move) return;
if (move === "double" && !hand.can_double) return;
e.preventDefault();
send("/api/games/blackjack/move", { move: move });
});
// The money bar owns the first fetch; the table picks up whatever it found,
// including a hand left sitting on the felt by a reload or a redeploy.
var resumed = false;
window.PeteGames.onUpdate(function (v) {
if (!resumed) {
resumed = true;
if (v.hand) paint(v.hand);
if (v.hand && v.hand.phase === "done") verdict(v.hand);
}
showBet();
});
})();