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import { BetLeg, FutureLeg } from '../types/game.types';
import { RootState } from './index';
export interface BetSlipState {
legs: BetLeg[];
futureLegs: FutureLeg[];
betType: 'single' | 'parlay' | 'teaser';
stake: number;
teaserPoints: number;
}
const initialState: BetSlipState = {
legs: [],
futureLegs: [],
betType: 'single',
stake: 0,
teaserPoints: 6
};
const betSlipSlice = createSlice({
name: 'betSlip',
initialState,
reducers: {
addLeg: (state, action: PayloadAction<BetLeg>) => {
// Check if leg already exists (same game + selection type)
const existingIndex = state.legs.findIndex(
(leg) =>
leg.gameId === action.payload.gameId &&
leg.selectionType === action.payload.selectionType
);
if (existingIndex !== -1) {
// Replace existing leg
state.legs[existingIndex] = action.payload;
} else {
// Add new leg
state.legs.push(action.payload);
}
// Auto-switch to parlay if more than 1 total leg
const totalLegs = state.legs.length + state.futureLegs.length;
if (totalLegs > 1 && state.betType === 'single') {
state.betType = 'parlay';
}
},
removeLeg: (state, action: PayloadAction<number>) => {
state.legs.splice(action.payload, 1);
// Auto-switch to single if 1 total leg left
const totalLegs = state.legs.length + state.futureLegs.length;
if (totalLegs <= 1 && state.betType !== 'single') {
state.betType = 'single';
}
// Clear stake if no legs
if (totalLegs === 0) {
state.stake = 0;
}
},
updateLeg: (
state,
action: PayloadAction<{ index: number; updates: Partial<BetLeg> }>
) => {
const { index, updates } = action.payload;
if (state.legs[index]) {
state.legs[index] = { ...state.legs[index], ...updates };
}
},
setBetType: (state, action: PayloadAction<'single' | 'parlay' | 'teaser'>) => {
// Can't be single with multiple total legs
const totalLegs = state.legs.length + state.futureLegs.length;
if (action.payload === 'single' && totalLegs > 1) {
return;
}
state.betType = action.payload;
},
setStake: (state, action: PayloadAction<number>) => {
state.stake = Math.max(0, action.payload);
},
setTeaserPoints: (state, action: PayloadAction<number>) => {
state.teaserPoints = action.payload;
},
clearSlip: (state) => {
state.legs = [];
state.futureLegs = [];
state.betType = 'single';
state.stake = 0;
state.teaserPoints = 6;
},
addFutureLeg: (state, action: PayloadAction<FutureLeg>) => {
// Check if future leg already exists
const existingIndex = state.futureLegs.findIndex(
(leg) =>
leg.futureId === action.payload.futureId &&
leg.outcome === action.payload.outcome
);
if (existingIndex !== -1) {
// Replace existing future leg
state.futureLegs[existingIndex] = action.payload;
} else {
// Add new future leg
state.futureLegs.push(action.payload);
}
// Auto-switch to parlay if more than 1 total leg
const totalLegs = state.legs.length + state.futureLegs.length;
if (totalLegs > 1 && state.betType === 'single') {
state.betType = 'parlay';
}
},
removeFutureLeg: (state, action: PayloadAction<string>) => {
const index = state.futureLegs.findIndex(leg => leg.futureId === action.payload);
if (index !== -1) {
state.futureLegs.splice(index, 1);
}
// Auto-switch to single if 1 total leg left
const totalLegs = state.legs.length + state.futureLegs.length;
if (totalLegs <= 1 && state.betType !== 'single') {
state.betType = 'single';
}
// Clear stake if no legs
if (totalLegs === 0) {
state.stake = 0;
}
},
updateFutureLeg: (
state,
action: PayloadAction<{ futureId: string; updates: Partial<FutureLeg> }>
) => {
const { futureId, updates } = action.payload;
const index = state.futureLegs.findIndex(leg => leg.futureId === futureId);
if (index !== -1) {
state.futureLegs[index] = { ...state.futureLegs[index], ...updates };
}
}
}
});
export const {
addLeg,
removeLeg,
updateLeg,
setBetType,
setStake,
setTeaserPoints,
clearSlip,
addFutureLeg,
removeFutureLeg,
updateFutureLeg
} = betSlipSlice.actions;
// Selectors
export const selectLegs = (state: RootState) => state.betSlip.legs;
export const selectFutureLegs = (state: RootState) => state.betSlip.futureLegs;
export const selectBetType = (state: RootState) => state.betSlip.betType;
export const selectStake = (state: RootState) => state.betSlip.stake;
export const selectTeaserPoints = (state: RootState) => state.betSlip.teaserPoints;
/**
* Calculate combined odds based on bet type
* Includes both game legs and futures legs
*/
export const selectCombinedOdds = (state: RootState): number => {
const { legs, futureLegs, betType } = state.betSlip;
const totalLegs = legs.length + futureLegs.length;
if (totalLegs === 0) return 0;
if (betType === 'single') {
// Single bet - return first available leg odds
if (legs.length > 0) {
return legs[0]?.odds || 0;
} else {
return (futureLegs[0]?.userAdjustedOdds ?? futureLegs[0]?.odds) || 0;
}
}
if (betType === 'parlay' || betType === 'teaser') {
// Group game legs by gameId to detect Same Game Parlays (SGP)
const gameGroups = new Map<string, typeof legs>();
legs.forEach((leg) => {
const gameId = leg.gameId;
if (!gameGroups.has(gameId)) {
gameGroups.set(gameId, []);
}
gameGroups.get(gameId)!.push(leg);
});
// Build effective odds array with smart SGP logic
const effectiveOdds: number[] = [];
// Process game legs
gameGroups.forEach((gameLegs) => {
if (gameLegs.length > 1) {
// SGP detected - apply smart logic
const mlLeg = gameLegs.find(leg => leg.selectionType === 'moneyline');
const spreadLeg = gameLegs.find(leg => leg.selectionType === 'spread');
const totalLegs = gameLegs.filter(leg => leg.selectionType === 'total');
// If both ML and Spread exist for same team, use only the higher odds
if (mlLeg && spreadLeg && mlLeg.selection === spreadLeg.selection) {
const mlDecimal = mlLeg.odds > 0 ? 1 + mlLeg.odds / 100 : 1 + 100 / Math.abs(mlLeg.odds);
const spreadDecimal = spreadLeg.odds > 0 ? 1 + spreadLeg.odds / 100 : 1 + 100 / Math.abs(spreadLeg.odds);
// Use higher odds leg
if (mlDecimal >= spreadDecimal) {
effectiveOdds.push(mlLeg.odds);
} else {
effectiveOdds.push(spreadLeg.odds);
}
// Add totals separately
totalLegs.forEach(leg => effectiveOdds.push(leg.odds));
} else {
// Standard: multiply all legs
gameLegs.forEach((leg) => effectiveOdds.push(leg.odds));
}
} else {
// Regular single leg on this game
effectiveOdds.push(gameLegs[0].odds);
}
});
// Add futures legs (always independent, never correlated)
futureLegs.forEach((futureLeg) => {
effectiveOdds.push(futureLeg.userAdjustedOdds ?? futureLeg.odds);
});
// Convert American odds to decimal for parlay calculation
const decimalOdds = effectiveOdds.map((american) => {
if (american > 0) {
return 1 + american / 100;
} else {
return 1 + 100 / Math.abs(american);
}
});
// Multiply all decimal odds
const combinedDecimal = decimalOdds.reduce((acc, odds) => acc * odds, 1);
// Convert back to American
if (combinedDecimal >= 2) {
return Math.round((combinedDecimal - 1) * 100);
} else {
return Math.round(-100 / (combinedDecimal - 1));
}
}
return 0;
};
/**
* Calculate potential payout
*/
export const selectPotentialPayout = (state: RootState): number => {
const { stake } = state.betSlip;
const odds = selectCombinedOdds(state);
if (stake <= 0 || odds === 0) return 0;
// Calculate payout based on American odds
if (odds > 0) {
return stake + (stake * odds) / 100;
} else {
return stake + (stake * 100) / Math.abs(odds);
}
};
/**
* Calculate potential profit
*/
export const selectPotentialProfit = (state: RootState): number => {
const payout = selectPotentialPayout(state);
const stake = state.betSlip.stake;
return payout - stake;
};
/**
* Check if bet slip is valid for submission
*/
export const selectIsValid = (state: RootState): boolean => {
const { legs, futureLegs, stake, betType } = state.betSlip;
const totalLegs = legs.length + futureLegs.length;
// Must have at least one leg (game or future)
if (totalLegs === 0) return false;
// Must have stake
if (stake <= 0) return false;
// Single bets can only have 1 leg total
if (betType === 'single' && totalLegs > 1) return false;
// Parlays/teasers must have 2+ legs total
if ((betType === 'parlay' || betType === 'teaser') && totalLegs < 2) return false;
return true;
};
export default betSlipSlice.reducer;
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