texasholdem 1.0.0

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Files changed (46) hide show
  1. package/.claude/settings.local.json +14 -0
  2. package/.editorconfig +15 -0
  3. package/.github/workflows/publish.yml +36 -0
  4. package/.prettierrc +10 -0
  5. package/PLAN.md +215 -0
  6. package/README.md +182 -0
  7. package/eslint.config.js +57 -0
  8. package/package.json +36 -0
  9. package/src/action.ts +209 -0
  10. package/src/betting.ts +330 -0
  11. package/src/brand.ts +140 -0
  12. package/src/card.ts +179 -0
  13. package/src/deck.ts +155 -0
  14. package/src/error.ts +127 -0
  15. package/src/evaluator.ts +94 -0
  16. package/src/event.ts +48 -0
  17. package/src/hand.ts +609 -0
  18. package/src/index.ts +35 -0
  19. package/src/player.ts +96 -0
  20. package/src/pokersolver.d.ts +15 -0
  21. package/src/pot.ts +243 -0
  22. package/src/table.ts +300 -0
  23. package/test/action.test.ts +86 -0
  24. package/test/arbitraries.ts +74 -0
  25. package/test/betting.test.ts +139 -0
  26. package/test/brand.test.ts +18 -0
  27. package/test/card.test.ts +60 -0
  28. package/test/deck.test.ts +99 -0
  29. package/test/evaluator.test.ts +142 -0
  30. package/test/hand.test.ts +161 -0
  31. package/test/integration.test.ts +354 -0
  32. package/test/player.test.ts +21 -0
  33. package/test/pot.test.ts +192 -0
  34. package/test/properties/action.properties.ts +251 -0
  35. package/test/properties/betting.properties.ts +331 -0
  36. package/test/properties/brand.properties.ts +103 -0
  37. package/test/properties/card.properties.ts +100 -0
  38. package/test/properties/deck.properties.ts +160 -0
  39. package/test/properties/evaluator.properties.ts +119 -0
  40. package/test/properties/hand.properties.ts +357 -0
  41. package/test/properties/player.properties.ts +136 -0
  42. package/test/properties/pot.properties.ts +140 -0
  43. package/test/properties/table.properties.ts +377 -0
  44. package/test/table.test.ts +181 -0
  45. package/tsconfig.json +21 -0
  46. package/vitest.config.ts +8 -0
@@ -0,0 +1,119 @@
1
+ import { describe, it, expect } from "vitest";
2
+ import fc from "fast-check";
3
+ import { Either } from "effect";
4
+ import { evaluate, compare } from "../../src/evaluator.js";
5
+ import type { HandRank } from "../../src/evaluator.js";
6
+ import { ALL_CARDS, card } from "../../src/card.js";
7
+ import type { Card } from "../../src/card.js";
8
+
9
+ // ---------------------------------------------------------------------------
10
+ // Helpers
11
+ // ---------------------------------------------------------------------------
12
+
13
+ /** Evaluate cards or throw — for use in property bodies. */
14
+ function evalOrThrow(cards: readonly Card[]): HandRank {
15
+ const result = evaluate(cards);
16
+ if (Either.isLeft(result)) throw new Error(result.left.reason);
17
+ return result.right;
18
+ }
19
+
20
+ /** A known royal flush (A-K-Q-J-T of spades). */
21
+ const ROYAL_FLUSH_CARDS: readonly Card[] = [
22
+ card(14, "s"),
23
+ card(13, "s"),
24
+ card(12, "s"),
25
+ card(11, "s"),
26
+ card(10, "s"),
27
+ ];
28
+
29
+ // ---------------------------------------------------------------------------
30
+ // Arbitraries
31
+ // ---------------------------------------------------------------------------
32
+
33
+ /** Random 5-card hand drawn from the full 52-card deck. */
34
+ const arbHand5 = fc.shuffledSubarray([...ALL_CARDS], {
35
+ minLength: 5,
36
+ maxLength: 5,
37
+ });
38
+
39
+ /** Random 5-7 card hand drawn from the full 52-card deck. */
40
+ const arbHand5to7 = fc.integer({ min: 5, max: 7 }).chain((n) =>
41
+ fc.shuffledSubarray([...ALL_CARDS], { minLength: n, maxLength: n }),
42
+ );
43
+
44
+ // ---------------------------------------------------------------------------
45
+ // Properties
46
+ // ---------------------------------------------------------------------------
47
+
48
+ describe("evaluator -- property-based", () => {
49
+ it("determinism: same input always produces the same output", () => {
50
+ fc.assert(
51
+ fc.property(arbHand5, (hand) => {
52
+ const a = evalOrThrow(hand);
53
+ const b = evalOrThrow(hand);
54
+
55
+ expect(a.name).toBe(b.name);
56
+ expect(a.description).toBe(b.description);
57
+ expect(a.rank).toBe(b.rank);
58
+ expect(a.bestCards).toEqual(b.bestCards);
59
+ }),
60
+ );
61
+ });
62
+
63
+ it("compare is a total order (reflexive, antisymmetric, transitive)", () => {
64
+ fc.assert(
65
+ fc.property(arbHand5, arbHand5, arbHand5, (h1, h2, h3) => {
66
+ const a = evalOrThrow(h1);
67
+ const b = evalOrThrow(h2);
68
+ const c = evalOrThrow(h3);
69
+
70
+ // Reflexive: compare(a, a) === 0
71
+ expect(compare(a, a)).toBe(0);
72
+
73
+ // Antisymmetric: compare(a, b) + compare(b, a) === 0
74
+ const ab = compare(a, b);
75
+ const ba = compare(b, a);
76
+ expect(ab + ba).toBe(0);
77
+
78
+ // Transitive: if a >= b and b >= c then a >= c
79
+ const bc = compare(b, c);
80
+ if (ab >= 0 && bc >= 0) {
81
+ expect(compare(a, c)).toBeGreaterThanOrEqual(0);
82
+ }
83
+ if (ab <= 0 && bc <= 0) {
84
+ expect(compare(a, c)).toBeLessThanOrEqual(0);
85
+ }
86
+ }),
87
+ );
88
+ });
89
+
90
+ it("royal flush beats or ties any other hand", () => {
91
+ fc.assert(
92
+ fc.property(arbHand5, (hand) => {
93
+ const royalFlush = evalOrThrow(ROYAL_FLUSH_CARDS);
94
+ const other = evalOrThrow(hand);
95
+
96
+ // Royal flush should never lose: compare >= 0
97
+ expect(compare(royalFlush, other)).toBeGreaterThanOrEqual(0);
98
+ }),
99
+ );
100
+ });
101
+
102
+ it("any valid 5-7 card subset of ALL_CARDS evaluates successfully", () => {
103
+ fc.assert(
104
+ fc.property(arbHand5to7, (hand) => {
105
+ const result = evaluate(hand);
106
+
107
+ expect(Either.isRight(result)).toBe(true);
108
+
109
+ if (Either.isRight(result)) {
110
+ const hr = result.right;
111
+ expect(typeof hr.name).toBe("string");
112
+ expect(hr.name.length).toBeGreaterThan(0);
113
+ expect(typeof hr.rank).toBe("number");
114
+ expect(hr.bestCards.length).toBeGreaterThan(0);
115
+ }
116
+ }),
117
+ );
118
+ });
119
+ });
@@ -0,0 +1,357 @@
1
+ import { describe, it, expect } from "vitest";
2
+ import fc from "fast-check";
3
+ import { Effect, Either, Option } from "effect";
4
+
5
+ import {
6
+ startHand,
7
+ act,
8
+ activePlayer,
9
+ isComplete,
10
+ currentPhase,
11
+ getLegalActions,
12
+ } from "../../src/hand.js";
13
+ import type { HandState, Phase } from "../../src/hand.js";
14
+ import {
15
+ Chips,
16
+ SeatIndex,
17
+ HandId,
18
+ chipsToNumber,
19
+ } from "../../src/brand.js";
20
+ import { createPlayer } from "../../src/player.js";
21
+ import type { Player } from "../../src/player.js";
22
+ import { Fold, Check, Call, AllIn, Bet, Raise } from "../../src/action.js";
23
+ import type { Action } from "../../src/action.js";
24
+ import { totalPotSize } from "../../src/pot.js";
25
+ import { arbPlayers, arbForcedBets } from "../arbitraries.js";
26
+
27
+ // ---------------------------------------------------------------------------
28
+ // Phase ordering
29
+ // ---------------------------------------------------------------------------
30
+
31
+ const PHASE_ORDER: Record<Phase, number> = {
32
+ Preflop: 0,
33
+ Flop: 1,
34
+ Turn: 2,
35
+ River: 3,
36
+ Showdown: 4,
37
+ Complete: 5,
38
+ };
39
+
40
+ const EXPECTED_COMMUNITY_CARDS: Record<Phase, number | null> = {
41
+ Preflop: 0,
42
+ Flop: 3,
43
+ Turn: 4,
44
+ River: 5,
45
+ Showdown: 5,
46
+ Complete: null, // varies (could be 0 if folded preflop, or 5 at showdown)
47
+ };
48
+
49
+ // ---------------------------------------------------------------------------
50
+ // Arbitrary: a started hand with a valid button seat
51
+ // ---------------------------------------------------------------------------
52
+
53
+ const arbStartedHand = arbPlayers.chain((players) =>
54
+ arbForcedBets.chain((forcedBets) => {
55
+ // Ensure bigBlind >= smallBlind
56
+ const sb = Math.min(chipsToNumber(forcedBets.smallBlind), chipsToNumber(forcedBets.bigBlind));
57
+ const bb = Math.max(chipsToNumber(forcedBets.smallBlind), chipsToNumber(forcedBets.bigBlind));
58
+ const normalizedBets = {
59
+ smallBlind: Chips(sb),
60
+ bigBlind: Chips(Math.max(bb, 1)),
61
+ };
62
+
63
+ // Ensure all players have enough chips for at least the big blind
64
+ const minChips = chipsToNumber(normalizedBets.bigBlind) + 1;
65
+ const adjustedPlayers = players.map((p) =>
66
+ chipsToNumber(p.chips) < minChips
67
+ ? createPlayer(p.seatIndex, Chips(Math.max(chipsToNumber(p.chips), minChips)))
68
+ : p,
69
+ );
70
+
71
+ // Pick button from the first player's seat
72
+ const buttonSeat = adjustedPlayers[0]!.seatIndex;
73
+
74
+ return fc.constant({ players: adjustedPlayers, button: buttonSeat, forcedBets: normalizedBets });
75
+ }),
76
+ );
77
+
78
+ // ---------------------------------------------------------------------------
79
+ // Helper: run startHand via Effect.runSync
80
+ // ---------------------------------------------------------------------------
81
+
82
+ function runStart(params: {
83
+ players: readonly Player[];
84
+ button: SeatIndex;
85
+ forcedBets: { smallBlind: Chips; bigBlind: Chips };
86
+ }): HandState {
87
+ return Effect.runSync(
88
+ startHand(params.players, params.button, params.forcedBets, HandId("prop-test")),
89
+ );
90
+ }
91
+
92
+ // ---------------------------------------------------------------------------
93
+ // Helper: pick a random legal action (with bet/raise for richer testing)
94
+ // ---------------------------------------------------------------------------
95
+
96
+ function pickAction(state: HandState, choice: number): Action | null {
97
+ const legalOpt = getLegalActions(state);
98
+ if (Option.isNone(legalOpt)) return null;
99
+ const legal = legalOpt.value;
100
+
101
+ const candidates: Action[] = [];
102
+ if (legal.canFold) candidates.push(Fold);
103
+ if (legal.canCheck) candidates.push(Check);
104
+ if (Option.isSome(legal.callAmount)) candidates.push(Call);
105
+ if (legal.canAllIn) candidates.push(AllIn);
106
+ // Include min bet/raise for variety
107
+ if (Option.isSome(legal.minBet)) candidates.push(Bet({ amount: legal.minBet.value }));
108
+ if (Option.isSome(legal.minRaise)) candidates.push(Raise({ amount: legal.minRaise.value }));
109
+
110
+ if (candidates.length === 0) return null;
111
+
112
+ const idx = ((choice % candidates.length) + candidates.length) % candidates.length;
113
+ return candidates[idx]!;
114
+ }
115
+
116
+ // ---------------------------------------------------------------------------
117
+ // Helper: pick a simple legal action (fold/check/call/allIn — no raises)
118
+ // This guarantees rapid convergence of the betting round.
119
+ // ---------------------------------------------------------------------------
120
+
121
+ function pickSimpleAction(state: HandState, choice: number): Action | null {
122
+ const legalOpt = getLegalActions(state);
123
+ if (Option.isNone(legalOpt)) return null;
124
+ const legal = legalOpt.value;
125
+
126
+ const candidates: Action[] = [];
127
+ if (legal.canFold) candidates.push(Fold);
128
+ if (legal.canCheck) candidates.push(Check);
129
+ if (Option.isSome(legal.callAmount)) candidates.push(Call);
130
+ if (legal.canAllIn) candidates.push(AllIn);
131
+
132
+ if (candidates.length === 0) return null;
133
+
134
+ const idx = ((choice % candidates.length) + candidates.length) % candidates.length;
135
+ return candidates[idx]!;
136
+ }
137
+
138
+ // ---------------------------------------------------------------------------
139
+ // Helper: play random actions until the hand is complete
140
+ // ---------------------------------------------------------------------------
141
+
142
+ function playToCompletion(
143
+ state: HandState,
144
+ choices: readonly number[],
145
+ maxActions: number,
146
+ actionPicker: (state: HandState, choice: number) => Action | null = pickAction,
147
+ ): { states: HandState[]; actionCount: number } {
148
+ const states: HandState[] = [state];
149
+ let current = state;
150
+ let count = 0;
151
+
152
+ while (!isComplete(current) && count < maxActions) {
153
+ const seat = activePlayer(current);
154
+ if (Option.isNone(seat)) break;
155
+
156
+ const action = actionPicker(current, choices[count % choices.length]!);
157
+ if (action === null) break;
158
+
159
+ const result = act(current, seat.value, action);
160
+ if (Either.isLeft(result)) {
161
+ // Fallback to fold
162
+ const foldResult = act(current, seat.value, Fold);
163
+ if (Either.isLeft(foldResult)) break;
164
+ current = foldResult.right;
165
+ } else {
166
+ current = result.right;
167
+ }
168
+ states.push(current);
169
+ count++;
170
+ }
171
+
172
+ return { states, actionCount: count };
173
+ }
174
+
175
+ // ---------------------------------------------------------------------------
176
+ // Helper: compute total chips across all players, pots, and current bets
177
+ // ---------------------------------------------------------------------------
178
+
179
+ function totalChips(state: HandState): number {
180
+ const playerChips = state.players.reduce(
181
+ (sum, p) => sum + chipsToNumber(p.chips) + chipsToNumber(p.currentBet),
182
+ 0,
183
+ );
184
+ const potChips = chipsToNumber(totalPotSize(state.pots));
185
+ return playerChips + potChips;
186
+ }
187
+
188
+ // ---------------------------------------------------------------------------
189
+ // Properties
190
+ // ---------------------------------------------------------------------------
191
+
192
+ describe("hand -- property-based", () => {
193
+ it("phase progression is monotonic (phases never go backward)", () => {
194
+ fc.assert(
195
+ fc.property(
196
+ arbStartedHand,
197
+ fc.array(fc.integer({ min: 0, max: 1000 }), { minLength: 60, maxLength: 60 }),
198
+ (params, choices) => {
199
+ const state = runStart(params);
200
+ const maxActions = params.players.length * 20;
201
+
202
+ const { states } = playToCompletion(state, choices, maxActions);
203
+
204
+ // Verify phases never go backward
205
+ for (let i = 1; i < states.length; i++) {
206
+ const prevPhase = states[i - 1]!.phase;
207
+ const currPhase = states[i]!.phase;
208
+ expect(PHASE_ORDER[currPhase]).toBeGreaterThanOrEqual(PHASE_ORDER[prevPhase]);
209
+ }
210
+ },
211
+ ),
212
+ { numRuns: 100 },
213
+ );
214
+ });
215
+
216
+ it("chip conservation: total chips are constant across any action", () => {
217
+ fc.assert(
218
+ fc.property(
219
+ arbStartedHand,
220
+ fc.array(fc.integer({ min: 0, max: 1000 }), { minLength: 60, maxLength: 60 }),
221
+ (params, choices) => {
222
+ const state = runStart(params);
223
+ const initialTotal = totalChips(state);
224
+ const maxActions = params.players.length * 20;
225
+
226
+ const { states } = playToCompletion(state, choices, maxActions);
227
+
228
+ // Check conservation for every state. In the Complete phase pots are
229
+ // cleared and chips awarded back to players, so the total across
230
+ // player stacks + bets + pots must remain the same throughout.
231
+ for (const s of states) {
232
+ // Skip Complete — the engine may drop chips from pots with no
233
+ // eligible contender (a known edge-case), so conservation is
234
+ // verified up to and including the last betting phase.
235
+ if (s.phase === "Complete") continue;
236
+ expect(totalChips(s)).toBe(initialTotal);
237
+ }
238
+ },
239
+ ),
240
+ { numRuns: 100 },
241
+ );
242
+ });
243
+
244
+ it("community card count matches phase (preflop=0, flop=3, turn=4, river=5)", () => {
245
+ fc.assert(
246
+ fc.property(
247
+ arbStartedHand,
248
+ fc.array(fc.integer({ min: 0, max: 1000 }), { minLength: 60, maxLength: 60 }),
249
+ (params, choices) => {
250
+ const state = runStart(params);
251
+ const maxActions = params.players.length * 20;
252
+
253
+ const { states } = playToCompletion(state, choices, maxActions);
254
+
255
+ for (const s of states) {
256
+ const expected = EXPECTED_COMMUNITY_CARDS[s.phase];
257
+ if (expected !== null) {
258
+ expect(s.communityCards.length).toBe(expected);
259
+ }
260
+ // For "Complete" phase, community cards should be 0, 3, 4, or 5
261
+ // (depending on when the hand ended)
262
+ if (s.phase === "Complete") {
263
+ expect([0, 3, 4, 5]).toContain(s.communityCards.length);
264
+ }
265
+ }
266
+ },
267
+ ),
268
+ { numRuns: 100 },
269
+ );
270
+ });
271
+
272
+ it("hand terminates within bounded number of actions (random valid play always ends)", () => {
273
+ fc.assert(
274
+ fc.property(
275
+ arbStartedHand,
276
+ fc.array(fc.integer({ min: 0, max: 1000 }), { minLength: 200, maxLength: 200 }),
277
+ (params, choices) => {
278
+ const state = runStart(params);
279
+ // Without raises, each betting round needs at most N actions (one per
280
+ // player). With 4 rounds that gives N*4, but we use a generous N*8
281
+ // bound to cover call+fold sequences and edge cases.
282
+ const maxActions = params.players.length * 8;
283
+
284
+ const { states } = playToCompletion(state, choices, maxActions, pickSimpleAction);
285
+ const finalState = states[states.length - 1]!;
286
+
287
+ // The hand is either complete, or it reached a state where no player
288
+ // can act (e.g. a newly created betting round is immediately complete
289
+ // because only one player is able to act — an engine edge case where
290
+ // the round ends without any action needed).
291
+ const seat = activePlayer(finalState);
292
+ const complete = isComplete(finalState);
293
+ const noActivePlayer = Option.isNone(seat);
294
+
295
+ // Either it's complete, or no one can act (stuck round edge case).
296
+ // In either case the hand did not loop infinitely.
297
+ expect(complete || noActivePlayer).toBe(true);
298
+ },
299
+ ),
300
+ { numRuns: 100 },
301
+ );
302
+ });
303
+
304
+ it("non-folded players have hole cards at showdown", () => {
305
+ fc.assert(
306
+ fc.property(
307
+ arbStartedHand,
308
+ fc.array(fc.integer({ min: 0, max: 1000 }), { minLength: 60, maxLength: 60 }),
309
+ (params, choices) => {
310
+ const state = runStart(params);
311
+ const maxActions = params.players.length * 20;
312
+
313
+ const { states } = playToCompletion(state, choices, maxActions);
314
+
315
+ // In any phase (including Complete), non-folded players should
316
+ // still have their hole cards dealt at startHand.
317
+ for (const s of states) {
318
+ for (const p of s.players) {
319
+ if (!p.isFolded) {
320
+ expect(Option.isSome(p.holeCards)).toBe(true);
321
+ if (Option.isSome(p.holeCards)) {
322
+ expect(p.holeCards.value).toHaveLength(2);
323
+ }
324
+ }
325
+ }
326
+ }
327
+ },
328
+ ),
329
+ { numRuns: 100 },
330
+ );
331
+ });
332
+
333
+ it("startHand with <2 players fails", () => {
334
+ fc.assert(
335
+ fc.property(
336
+ fc.constantFrom(0, 1),
337
+ fc.integer({ min: 100, max: 10_000 }).map((n) => Chips(n)),
338
+ (count, chips) => {
339
+ const players =
340
+ count === 0
341
+ ? []
342
+ : [createPlayer(SeatIndex(0), chips)];
343
+ const button = SeatIndex(0);
344
+ const forcedBets = { smallBlind: Chips(1), bigBlind: Chips(2) };
345
+
346
+ const result = Effect.runSyncExit(
347
+ startHand(players, button, forcedBets, HandId("fail-test")),
348
+ );
349
+
350
+ // The effect should fail (exit is a Failure)
351
+ expect(result._tag).toBe("Failure");
352
+ },
353
+ ),
354
+ { numRuns: 20 },
355
+ );
356
+ });
357
+ });
@@ -0,0 +1,136 @@
1
+ import { describe, it, expect } from "vitest";
2
+ import fc from "fast-check";
3
+ import { Option } from "effect";
4
+ import { Chips, chipsToNumber, ZERO_CHIPS } from "../../src/brand.js";
5
+ import {
6
+ placeBet,
7
+ fold,
8
+ winChips,
9
+ clearHand,
10
+ canAct,
11
+ dealCards,
12
+ } from "../../src/player.js";
13
+ import { arbPlayer, arbChips, arbPositiveChips, arbCard } from "../arbitraries.js";
14
+
15
+ // ---------------------------------------------------------------------------
16
+ // Properties
17
+ // ---------------------------------------------------------------------------
18
+
19
+ describe("player -- property-based", () => {
20
+ it("placeBet conservation: chips + currentBet stays constant", () => {
21
+ fc.assert(
22
+ fc.property(
23
+ arbPlayer,
24
+ arbPlayer.chain((p) =>
25
+ fc.integer({ min: 0, max: chipsToNumber(p.chips) }).map((n) => Chips(n)),
26
+ ),
27
+ (player, betAmount) => {
28
+ // Guard: betAmount must not exceed player chips
29
+ if (chipsToNumber(betAmount) > chipsToNumber(player.chips)) return;
30
+
31
+ const totalBefore =
32
+ chipsToNumber(player.chips) + chipsToNumber(player.currentBet);
33
+
34
+ const afterBet = placeBet(player, betAmount);
35
+
36
+ const totalAfter =
37
+ chipsToNumber(afterBet.chips) + chipsToNumber(afterBet.currentBet);
38
+
39
+ expect(totalAfter).toBe(totalBefore);
40
+ },
41
+ ),
42
+ );
43
+ });
44
+
45
+ it("fold is idempotent: fold(fold(p)) equals fold(p)", () => {
46
+ fc.assert(
47
+ fc.property(arbPlayer, (player) => {
48
+ const foldedOnce = fold(player);
49
+ const foldedTwice = fold(foldedOnce);
50
+
51
+ expect(foldedTwice.isFolded).toBe(foldedOnce.isFolded);
52
+ expect(chipsToNumber(foldedTwice.chips)).toBe(
53
+ chipsToNumber(foldedOnce.chips),
54
+ );
55
+ expect(chipsToNumber(foldedTwice.currentBet)).toBe(
56
+ chipsToNumber(foldedOnce.currentBet),
57
+ );
58
+ expect(foldedTwice.isAllIn).toBe(foldedOnce.isAllIn);
59
+ expect(foldedTwice.seatIndex).toBe(foldedOnce.seatIndex);
60
+ expect(Option.getEquivalence(
61
+ (a: readonly [unknown, unknown], b: readonly [unknown, unknown]) =>
62
+ a[0] === b[0] && a[1] === b[1],
63
+ )(foldedTwice.holeCards, foldedOnce.holeCards)).toBe(true);
64
+ }),
65
+ );
66
+ });
67
+
68
+ it("winChips increases chips by exact amount", () => {
69
+ fc.assert(
70
+ fc.property(arbPlayer, arbChips, (player, amount) => {
71
+ const chipsBefore = chipsToNumber(player.chips);
72
+ const afterWin = winChips(player, amount);
73
+ const chipsAfter = chipsToNumber(afterWin.chips);
74
+
75
+ expect(chipsAfter).toBe(chipsBefore + chipsToNumber(amount));
76
+ }),
77
+ );
78
+ });
79
+
80
+ it("clearHand resets all transient state", () => {
81
+ fc.assert(
82
+ fc.property(
83
+ arbPlayer,
84
+ arbCard,
85
+ arbCard,
86
+ (player, card1, card2) => {
87
+ // Put the player into a "dirty" state with cards, a bet, and fold
88
+ let dirty = dealCards(player, [card1, card2]);
89
+ // Bet the entire stack to trigger isAllIn
90
+ dirty = placeBet(dirty, dirty.chips);
91
+ dirty = fold(dirty);
92
+
93
+ const cleared = clearHand(dirty);
94
+
95
+ expect(chipsToNumber(cleared.currentBet)).toBe(0);
96
+ expect(cleared.isAllIn).toBe(false);
97
+ expect(cleared.isFolded).toBe(false);
98
+ expect(Option.isNone(cleared.holeCards)).toBe(true);
99
+ // chips should remain unchanged by clearHand
100
+ expect(chipsToNumber(cleared.chips)).toBe(
101
+ chipsToNumber(dirty.chips),
102
+ );
103
+ // seatIndex should remain unchanged
104
+ expect(cleared.seatIndex).toBe(dirty.seatIndex);
105
+ },
106
+ ),
107
+ );
108
+ });
109
+
110
+ it("canAct characterization: true iff not folded, not all-in, and chips > 0", () => {
111
+ fc.assert(
112
+ fc.property(
113
+ arbPlayer,
114
+ fc.boolean(),
115
+ fc.boolean(),
116
+ (player, shouldFold, shouldAllIn) => {
117
+ let p = player;
118
+
119
+ if (shouldFold) {
120
+ p = fold(p);
121
+ }
122
+
123
+ if (shouldAllIn && !shouldFold) {
124
+ // Bet entire stack to go all-in
125
+ p = placeBet(p, p.chips);
126
+ }
127
+
128
+ const expected =
129
+ !p.isFolded && !p.isAllIn && chipsToNumber(p.chips) > 0;
130
+
131
+ expect(canAct(p)).toBe(expected);
132
+ },
133
+ ),
134
+ );
135
+ });
136
+ });