Files
project-lyra/lyra/web/static/recorder.js
T
serversdown 50bcb5533f feat: hand recorder v1 (tap-to-build, overlay) — recorder steps 2-4
Tap-to-build hand recorder per docs/RECORDER.md. Correctness by construction: every
tap writes a known value into a known slot, emitting the canonical structured contract
(server normalize_structured() is the shape authority, so the client is best-effort).

- recorder.js: mount-agnostic module (mounts into any container -> overlay now,
  standalone later, zero logic change). Pure buildStructured(state)->contract dict.
  Card picker: sticky-suit-or-rank-first + x (unknown suit) + unknown-card; lock resets
  per slot so it never bleeds between cards. Pre-fills from /session/data (stakes->blinds,
  stack->hero, villains->seated). Per-street action entry, manual street advance.
- recorder.css: full-screen overlay using app theme tokens; floating launcher.
- index.html: overlay div + script + launcher (chat/session stays mounted underneath).

Validated end-to-end: JS core builds a hand (sticky/rainbow/unknown cards all correct)
-> POST /hands -> normalized -> /hand/{id} replay round-trips identically.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 04:18:38 +00:00

508 lines
18 KiB
JavaScript

/* Hand recorder — tap-to-build poker hands. See docs/RECORDER.md.
*
* Correctness by construction: every tap writes a known value into a known slot,
* so there's no parse step that can be wrong. Output is the canonical structured
* contract (docs/HAND_HISTORY.md); the server's normalize_structured() is the final
* authority on shape, so this stays best-effort.
*
* Mount-agnostic: Recorder.mount(container, opts) renders into ANY element — a
* full-screen overlay in index.html today, a standalone recorder.html later, with
* zero logic changes. buildStructured(state) is pure (no DOM) — the reusable core.
*/
(function () {
"use strict";
// --- constants ------------------------------------------------------------
const SUITS = [
{ s: "s", sym: "♠", cls: "spade" },
{ s: "h", sym: "♥", cls: "heart" },
{ s: "d", sym: "♦", cls: "diamond" },
{ s: "c", sym: "♣", cls: "club" },
];
const RANKS = ["A", "K", "Q", "J", "T", "9", "8", "7", "6", "5", "4", "3", "2"];
const POSITIONS = ["UTG", "UTG1", "UTG2", "MP", "LJ", "HJ", "CO", "BTN", "SB", "BB"];
const STREETS = ["preflop", "flop", "turn", "river"];
const STREET_BOARD = { flop: 3, turn: 1, river: 1 }; // cards revealed per street
const ACTIONS = ["fold", "check", "call", "bet", "raise", "allin"];
const SIZED = { bet: true, raise: true, allin: true }; // actions that carry an amount
// --- pure core: state -> contract dict (testable, no DOM) ------------------
function buildStructured(state) {
const players = state.seats
.filter((s) => s.pos)
.map((s) => {
const p = { pos: s.pos };
if (s.stack != null) p.stack = s.stack;
if (s.name) p.name = s.name;
p.cards = s.cards && s.cards.length ? s.cards.slice() : null;
return p;
});
// One flat chronological action list; each street opens with its board reveal.
const actions = [];
for (const st of STREETS) {
const reveal = state.board[st];
if (st !== "preflop" && reveal && reveal.length) {
actions.push({ street: st, board: reveal.slice() });
}
for (const a of state.actions.filter((x) => x.street === st)) {
actions.push({
street: st,
pos: a.pos,
action: a.action,
amount: a.amount != null ? a.amount : null,
});
}
}
const hero = state.seats.find((s) => s.pos === state.heroPos);
const board = [].concat(state.board.flop, state.board.turn, state.board.river);
return {
game: state.meta.game || "NLH",
stakes: state.meta.stakes || null,
hero_pos: state.heroPos || null,
hero_cards: hero && hero.cards ? hero.cards.slice() : [],
players,
actions,
board,
result: {
pot: state.result.pot,
hero_net: state.result.heroNet,
summary: state.result.summary || "",
},
};
}
// --- state construction ---------------------------------------------------
function parseBlinds(stakes) {
const m = (stakes || "").match(/(\d+(?:\.\d+)?)\s*\/\s*(\d+(?:\.\d+)?)/);
return m ? { sb: parseFloat(m[1]), bb: parseFloat(m[2]) } : { sb: null, bb: null };
}
function initialState(hud) {
const sess = (hud && hud.session) || {};
const stack = (hud && hud.stack) || {};
const blinds = parseBlinds(sess.stakes);
// Seat known villains where Lyra has a read; hero added on position pick.
const seats = [];
for (const v of (hud && hud.villains) || []) {
if (v.seat && POSITIONS.includes(v.seat)) {
seats.push({ pos: v.seat, name: v.name || null, stack: null, cards: null });
}
}
const actions = [];
if (blinds.sb != null) actions.push({ street: "preflop", pos: "SB", action: "post", amount: blinds.sb });
if (blinds.bb != null) actions.push({ street: "preflop", pos: "BB", action: "post", amount: blinds.bb });
return {
meta: {
game: sess.game || "NLH",
stakes: sess.stakes || null,
venue: sess.venue || null,
sessionId: sess.id != null ? sess.id : null,
},
blinds,
heroStack: stack.current != null ? stack.current : null,
heroPos: null,
seats,
street: "preflop",
board: { flop: [], turn: [], river: [] },
actions,
result: { pot: null, heroNet: null, summary: "" },
// transient editor:
pick: null, // active card target: {type:'hero'|'board'|'seat', pos?}
lockedSuit: null,
pendingRank: null,
};
}
// --- card picker logic ----------------------------------------------------
function pickTargetCards(state) {
const p = state.pick;
if (!p) return null;
if (p.type === "hero") {
const hero = ensureHero(state);
return { arr: (hero.cards = hero.cards || []), max: 2 };
}
if (p.type === "seat") {
const seat = state.seats.find((s) => s.pos === p.pos);
if (!seat) return null;
return { arr: (seat.cards = seat.cards || []), max: 2 };
}
if (p.type === "board") {
return { arr: state.board[p.street], max: STREET_BOARD[p.street] };
}
return null;
}
function pushCard(state, token) {
const t = pickTargetCards(state);
if (!t || t.arr.length >= t.max) return;
t.arr.push(token);
if (t.arr.length >= t.max) state.pick = null; // slot full -> close picker
}
function onSuitTap(state, suit) {
state.lockedSuit = suit;
if (state.pendingRank) {
pushCard(state, state.pendingRank + suit);
state.pendingRank = null;
}
}
function onRankTap(state, rank) {
if (state.lockedSuit) {
pushCard(state, rank + state.lockedSuit);
} else {
state.pendingRank = rank; // await a suit (or x)
}
}
function onUnknownSuit(state) {
// 'x' suit: complete a pending rank as unknown-suit (e.g. "Ax"); flips
// completeness on the server. No-op without a pending rank.
if (state.pendingRank) {
pushCard(state, state.pendingRank + "x");
state.pendingRank = null;
}
}
function onUnknownCard(state) {
state.pendingRank = null;
pushCard(state, "x"); // a card never shown
}
function backspaceCard(state) {
const t = pickTargetCards(state);
if (t && t.arr.length) t.arr.pop();
state.pendingRank = null;
}
function ensureHero(state) {
let hero = state.seats.find((s) => s.pos === state.heroPos);
if (!hero && state.heroPos) {
hero = { pos: state.heroPos, name: "Hero", stack: state.heroStack, cards: [] };
state.seats.push(hero);
}
return hero || {};
}
// expose pure + helpers for testing / V2 reuse
window.Recorder = {
buildStructured,
parseBlinds,
initialState,
_internals: { onSuitTap, onRankTap, onUnknownSuit, onUnknownCard, pushCard, POSITIONS, STREETS },
mount,
};
// --- mount / render (DOM shell) ------------------------------------------
async function mount(container, opts) {
opts = opts || {};
let hud = opts.hud;
if (!hud) {
try {
const url = opts.sessionId != null ? `/session/data?id=${opts.sessionId}` : "/session/data";
hud = await fetch(url).then((r) => r.json());
} catch (e) {
hud = { session: null };
}
}
const state = initialState(hud);
const ctx = { container, state, opts };
container.classList.add("rec-root");
container.addEventListener("click", (e) => handleClick(ctx, e));
container.addEventListener("input", (e) => handleInput(ctx, e));
render(ctx);
return ctx;
}
function h(html) {
return html;
}
function cardChip(token, active) {
if (!token) return `<span class="rec-card empty${active ? " active" : ""}">+</span>`;
if (token === "x") return `<span class="rec-card unknown">?</span>`;
const rank = token[0];
const suit = token[1];
const meta = SUITS.find((x) => x.s === suit);
const cls = meta ? meta.cls : "unknown";
const sym = meta ? meta.sym : "?";
return `<span class="rec-card ${cls}">${rank}<span class="rs">${sym}</span></span>`;
}
function render(ctx) {
const s = ctx.state;
const heroCards = (s.seats.find((x) => x.pos === s.heroPos) || {}).cards || [];
ctx.container.innerHTML = `
<div class="rec-head">
<div class="rec-title">Record hand</div>
<div class="rec-meta">${esc(s.meta.venue || "")}${s.meta.stakes ? " · " + esc(s.meta.stakes) : ""}</div>
<button class="rec-x" data-act="close">✕</button>
</div>
<div class="rec-body">
<section class="rec-sec">
<div class="rec-label">Your seat</div>
<div class="rec-pos-row">
${POSITIONS.map((p) => `<button class="rec-pos${s.heroPos === p ? " on" : ""}" data-act="hero-pos" data-pos="${p}">${p}</button>`).join("")}
</div>
<div class="rec-hero-cards" data-act="pick" data-type="hero">
<span class="rec-label">cards</span>
${cardChip(heroCards[0], s.pick && s.pick.type === "hero" && heroCards.length === 0)}
${cardChip(heroCards[1], s.pick && s.pick.type === "hero" && heroCards.length === 1)}
</div>
</section>
<section class="rec-sec">
<div class="rec-label">Players in the hand</div>
<div class="rec-seats">
${s.seats.filter((x) => x.pos !== s.heroPos).map((seat) => renderSeat(seat)).join("") || '<div class="rec-dim">none yet</div>'}
</div>
<div class="rec-pos-row">
${POSITIONS.filter((p) => p !== s.heroPos && !s.seats.some((x) => x.pos === p)).map((p) => `<button class="rec-pos add" data-act="add-seat" data-pos="${p}">+ ${p}</button>`).join("")}
</div>
</section>
<section class="rec-sec">
<div class="rec-label">Streets</div>
<div class="rec-street-tabs">
${STREETS.map((st) => `<button class="rec-tab${s.street === st ? " on" : ""}" data-act="street" data-street="${st}">${st}${boardCount(s, st)}</button>`).join("")}
</div>
${renderStreet(ctx)}
</section>
<section class="rec-sec">
<div class="rec-label">Result</div>
<div class="rec-result">
<label>pot <input class="rec-num" data-act="result" data-k="pot" inputmode="decimal" value="${s.result.pot != null ? s.result.pot : ""}"></label>
<label>your net <input class="rec-num" data-act="result" data-k="heroNet" inputmode="decimal" value="${s.result.heroNet != null ? s.result.heroNet : ""}"></label>
</div>
</section>
</div>
<div class="rec-foot">
<button class="rec-save" data-act="save">Save &amp; replay</button>
</div>
${s.pick ? renderPicker(s) : ""}
`;
}
function renderSeat(seat) {
const cards = seat.cards || [];
return `
<div class="rec-seat">
<span class="rec-seat-pos">${seat.pos}</span>
<input class="rec-name" data-act="seat-name" data-pos="${seat.pos}" placeholder="name" value="${esc(seat.name || "")}">
<span class="rec-seat-cards" data-act="pick" data-type="seat" data-pos="${seat.pos}">
${cardChip(cards[0])} ${cardChip(cards[1])}
</span>
<button class="rec-rm" data-act="rm-seat" data-pos="${seat.pos}">✕</button>
</div>`;
}
function renderStreet(ctx) {
const s = ctx.state;
const st = s.street;
const board = s.board[st] || [];
const need = STREET_BOARD[st] || 0;
const boardSlots =
st === "preflop"
? ""
: `<div class="rec-board" data-act="pick" data-type="board" data-street="${st}">
${Array.from({ length: need }).map((_, i) => cardChip(board[i], s.pick && s.pick.type === "board" && s.pick.street === st && board.length === i)).join("")}
</div>`;
const players = s.seats.map((x) => x.pos);
const acts = s.actions.filter((a) => a.street === st && a.action !== "post");
return `
${boardSlots}
<div class="rec-act-add">
<select class="rec-sel" data-act="na-pos">
<option value="">who</option>
${players.map((p) => `<option value="${p}">${p}${p === s.heroPos ? " (you)" : ""}</option>`).join("")}
</select>
<select class="rec-sel" data-act="na-action">
<option value="">action</option>
${ACTIONS.map((a) => `<option value="${a}">${a}</option>`).join("")}
</select>
<input class="rec-num" data-act="na-amount" inputmode="decimal" placeholder="$">
<button class="rec-add-act" data-act="add-action">add</button>
</div>
<div class="rec-log">
${(s.board[st] && s.board[st].length && st !== "preflop") ? `<div class="rec-ln brd">${st}: ${s.board[st].map((c) => cardChip(c)).join("")}</div>` : ""}
${s.actions.filter((a) => a.street === st).map((a) => `<div class="rec-ln">${a.pos} <b>${a.action}</b>${a.amount != null ? " " + a.amount : ""}</div>`).join("")}
</div>`;
}
function renderPicker(s) {
const pend = s.pendingRank;
return `
<div class="rec-picker-wrap" data-act="picker-bg">
<div class="rec-picker" data-stop="1">
<div class="rec-picker-head">
${pend ? `pick a suit for <b>${pend}</b>` : "tap a suit (locks) or a rank"}
<button class="rec-pk-x" data-act="pick-close">done</button>
</div>
<div class="rec-suits">
${SUITS.map((su) => `<button class="rec-suit ${su.cls}${s.lockedSuit === su.s ? " on" : ""}" data-act="suit" data-s="${su.s}">${su.sym}</button>`).join("")}
<button class="rec-suit x" data-act="xsuit">x</button>
</div>
<div class="rec-ranks">
${RANKS.map((r) => `<button class="rec-rank${pend === r ? " on" : ""}" data-act="rank" data-r="${r}">${r}</button>`).join("")}
</div>
<div class="rec-pk-foot">
<button data-act="xcard">unknown card</button>
<button data-act="backspace">⌫</button>
</div>
</div>
</div>`;
}
function boardCount(s, st) {
const n = (s.board[st] || []).length;
return n ? ` ${n}` : "";
}
// --- events ---------------------------------------------------------------
function handleClick(ctx, e) {
const s = ctx.state;
const t = e.target.closest("[data-act]");
if (!t) return;
const act = t.getAttribute("data-act");
switch (act) {
case "close":
if (ctx.opts.onClose) ctx.opts.onClose();
return;
case "hero-pos": {
const pos = t.getAttribute("data-pos");
// moving hero seat: drop any old hero-only seat, ensure new
const old = s.seats.find((x) => x.pos === s.heroPos);
if (old && old.name === "Hero" && !(old.cards || []).length) {
s.seats = s.seats.filter((x) => x !== old);
}
s.heroPos = s.heroPos === pos ? null : pos;
if (s.heroPos) ensureHero(s);
break;
}
case "add-seat":
s.seats.push({ pos: t.getAttribute("data-pos"), name: null, stack: null, cards: null });
break;
case "rm-seat":
s.seats = s.seats.filter((x) => x.pos !== t.getAttribute("data-pos"));
break;
case "street":
s.street = t.getAttribute("data-street");
break;
case "pick":
// A new slot starts neutral: first suit tapped locks for the rest of THIS slot
// (flush flops stay fast), first rank tapped waits for its suit. The lock never
// bleeds from one slot into the next.
s.pick = pickFromEl(t);
s.pendingRank = null;
s.lockedSuit = null;
break;
case "pick-close":
case "picker-bg":
if (act === "picker-bg" && e.target.closest("[data-stop]")) return;
s.pick = null;
s.pendingRank = null;
break;
case "suit":
onSuitTap(s, t.getAttribute("data-s"));
break;
case "xsuit":
onUnknownSuit(s);
break;
case "rank":
onRankTap(s, t.getAttribute("data-r"));
break;
case "xcard":
onUnknownCard(s);
break;
case "backspace":
backspaceCard(s);
break;
case "add-action":
addActionFromControls(ctx);
break;
case "save":
return doSave(ctx);
default:
return; // inputs handled in handleInput
}
render(ctx);
}
function handleInput(ctx, e) {
const s = ctx.state;
const t = e.target.closest("[data-act]");
if (!t) return;
const act = t.getAttribute("data-act");
if (act === "seat-name") {
const seat = s.seats.find((x) => x.pos === t.getAttribute("data-pos"));
if (seat) seat.name = t.value.trim() || null;
} else if (act === "result") {
const k = t.getAttribute("data-k");
s.result[k] = t.value === "" ? null : parseFloat(t.value);
}
// na-* and these inputs don't need a re-render mid-typing
}
function pickFromEl(t) {
const type = t.getAttribute("data-type");
if (type === "board") return { type, street: t.getAttribute("data-street") };
if (type === "seat") return { type, pos: t.getAttribute("data-pos") };
return { type: "hero" };
}
function addActionFromControls(ctx) {
const root = ctx.container;
const pos = root.querySelector('[data-act="na-pos"]').value;
const action = root.querySelector('[data-act="na-action"]').value;
const amtEl = root.querySelector('[data-act="na-amount"]');
const amt = amtEl.value;
if (!pos || !action) return;
const entry = { street: ctx.state.street, pos, action };
if (SIZED[action] && amt !== "") entry.amount = parseFloat(amt);
else entry.amount = null;
ctx.state.actions.push(entry);
}
async function doSave(ctx) {
const structured = buildStructured(ctx.state);
const btn = ctx.container.querySelector(".rec-save");
if (btn) {
btn.disabled = true;
btn.textContent = "Saving…";
}
try {
const res = await fetch("/hands", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ structured, session_id: ctx.state.meta.sessionId }),
}).then((r) => r.json());
if (res && res.ok) {
if (ctx.opts.onSave) ctx.opts.onSave(res.id);
else window.location.href = `/hand/${res.id}`;
} else {
throw new Error((res && res.error) || "save failed");
}
} catch (err) {
if (btn) {
btn.disabled = false;
btn.textContent = "Save failed — retry";
}
}
}
function esc(x) {
return String(x == null ? "" : x).replace(/[&<>"]/g, (c) => ({ "&": "&amp;", "<": "&lt;", ">": "&gt;", '"': "&quot;" }[c]));
}
})();