The latch is stale-proof by construction, the cup divisor honest, the trail visible
Oliver's tournament freeze was the stale latch by a THIRD route: matchFallWillPlay kept the deathmatch /4 while cup matchPoint divides by 4*need, so it promised a fall on a no-crossing point — whose synchronous matchReady left the after-set latch scoping a dead rally. No more ordering arguments: the latch is set BEFORE the resolve, the swallow exempts the in-progress resolution via G.matchEarly, and every path that arms a rally clears it in matchReady. willFall now mirrors the cup divisor exactly and knows a mid-round game keeps its body. Regression test drives the full QF sequence (no-crossing points, the fall, the mid-round game, game two). And the two 'not really' reports: the trail's 0.26 alpha was tuned on the gore palette and vanished on the bright lawn — 0.38 now, gate at 13 m/s; oppBright 1.18 -> 1.3. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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+1
-1
@@ -431,6 +431,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one') {
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</div>
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</div>
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</div>
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<script type="module" src="src/main.js?v=224"></script>
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<script type="module" src="src/main.js?v=225"></script>
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</body>
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</html>
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+3
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@@ -736,8 +736,9 @@ export function resolveInterlude(side) {
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// spawn director quiet). Regicide arrives here too, as a 'P' with the body already gone.
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if (G.match) {
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// a rally resolved at its DECIDED moment (the early fall) is spent: the ball that kept rolling
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// for the picture still reaches its ordinary bounce-2 / rolled-out calls, and they land here
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if (G.match.decided) { ball.active = false; return; }
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// for the picture still reaches its ordinary bounce-2 / rolled-out calls, and they land here.
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// G.matchEarly exempts the deciding resolution ITSELF — the latch goes up before it runs.
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if (G.match.decided && !G.matchEarly) { ball.active = false; return; }
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if (!zombies.some(z => z.variant === 'r') && !G.match.ending) return matchGameWon(null);
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return matchPoint(side);
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}
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+2
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@@ -46,9 +46,9 @@ export const TUNE = {
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faceFlip: 0.13, // s an auto-steered direction must persist before the body mirrors (earnFlip).
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// The rolled cycles hold a real racket, and an un-earned flip teleports it
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// across the body — the "racket flashing left and right" report
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trailSpeed: 16, // m/s of horizontal pace at which a rally ball earns the ghost streak in every
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trailSpeed: 13, // m/s of horizontal pace at which a rally ball earns the ghost streak in every
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// mode (the pow>0.8 gate alone was only ever reached by the gore slingshot)
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oppBright: 1.18, // brightness baked into every OPPONENT sprite copy at load (render.brighten) —
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oppBright: 1.3, // brightness baked into every OPPONENT sprite copy at load (render.brighten) —
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// the far bodies read dark against the crowd. Load-time: reload to retune
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serveSpin: 1.3, // extra gravity a full-power serve carries (was a fixed 0.35). Without it the
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// net-clearance loop ate the whole smash: a flat fast ball can't get over the
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@@ -1,6 +1,6 @@
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// Game logic: ballistics, swings, serves, rules/scoring, AI, and the per-frame update.
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import { TUNE, UI, bossArt, APPLAUSE_T, EATEN_BURST, EATEN_SUMMARY, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE, zombieH, Z_CHEST , WEAPONS, RACK_MAX , BARREL_WEAPONS, racketStage } from './config.js';
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import { TUNE, UI, bossArt, APPLAUSE_T, EATEN_BURST, EATEN_SUMMARY, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE, zombieH, Z_CHEST , WEAPONS, RACK_MAX , BARREL_WEAPONS, racketStage, CUP_ROUNDS } from './config.js';
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import { P, O, ball, score, crowd, G, court, tour, other, deuceSide, setupPoint, sendBoy, resetState } from './state.js';
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import { audio, pock, swish, whoosh, applause, voice, sfx, aww, zombieMusic, zombieDuck, menuDuck, splat, shriek, boom } from './audio.js';
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import { axisX, axisZ, takeFlickAim, touchPX, resetInput } from './input.js';
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@@ -936,8 +936,14 @@ export function inServeBox(x, z) {
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function matchFallWillPlay() {
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const rz = zombies.find(z => z.variant === 'r');
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if (!rz) return false;
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if (score.pts[0] + 1 >= 4 && score.pts[0] + 1 - score.pts[1] >= 2) return true; // the kill
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const after = Math.max(1, rz.hp - Math.ceil(rz.hpMax / 4));
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const cup = G.match.cup;
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const gameWin = score.pts[0] + 1 >= 4 && score.pts[0] + 1 - score.pts[1] >= 2;
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// a game win is only THE KILL when it ends the round — a cup mid-round game keeps the body
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if (gameWin) return !cup || cup.g + 1 >= CUP_ROUNDS[cup.round].need;
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// the same divisor matchPoint will use — the first version kept the deathmatch /4 and in the
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// cup it promised falls that matchPoint then didn't deliver (a route to the stale-latch lock)
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const div = 4 * ((cup && CUP_ROUNDS[cup.round].need) || 1);
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const after = Math.max(1, rz.hp - Math.ceil(rz.hpMax / div));
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return racketStage({ hp: after, hpMax: rz.hpMax }) !== racketStage(rz); // a limb
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}
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@@ -1007,20 +1013,19 @@ function onBounce() {
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// - only when a FALL (or the game-winning kill) will actually play — an ordinary point
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// keeps its ordinary bounce-2 ending, or the ball would vanish mid-roll for nothing;
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// - conservative reach test — a borderline ball waits for the ordinary call.
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// THE LATCH ORDER IS LOAD-BEARING, both ways. Set BEFORE the resolve, the hook's own
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// decided-check swallows the resolution being made. Set AFTER, it must never outlive its
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// rally — the first shipped version latched after a NO-FALL point, whose matchPoint had
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// already re-armed the next rally (matchReady runs synchronously there), and the stale
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// latch swallowed the whole match: "the fall never happens, the game does not continue,
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// the ball is gone." matchFallWillPlay is what makes after-set safe: both paths it admits
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// (the collapse, the game-winning kill) defer matchReady until their beat finishes, so the
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// latch always dies with the rally it scoped.
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// THE LATCH IS SET BEFORE THE RESOLVE AND CLEARED WHEREVER A RALLY ARMS. Version one set
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// it after and a no-fall point's synchronous matchReady left it stale (the first lock);
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// version two argued after-set safe because "every admitted path defers matchReady" — and
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// the cup's mid-round game win promptly broke the argument (the second lock, "like freeze
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// from before"). No more ordering proofs: the latch goes up BEFORE, the resolution in
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// progress is exempted via G.matchEarly in resolveInterlude's swallow, and any path that
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// re-arms play clears it in matchReady. Stale by construction impossible.
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else if (G.match && !G.match.ending && !G.match.decided && ball.lastHit === 'P'
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&& matchFallWillPlay() && matchOutOfReach()) {
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G.matchEarly = true; // startFall leaves the ball rolling
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G.match.decided = true; // scope: the REMAINING ball events of this rally
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G.matchEarly = true; // startFall leaves the ball rolling; the swallow exempts us
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resolveInterlude('P');
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G.matchEarly = false;
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if (G.match) G.match.decided = true; // scope: the REMAINING ball events of this rally
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}
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} else if (ball.bounces === 2) { ball.active = false; resolveInterlude(ball.lastHit); }
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return;
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@@ -1784,10 +1789,10 @@ export function update(dt) {
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const arz = zombies.find(z => z.variant === 'r');
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const pred = arz && predictLanding();
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if (pred && inCourt(pred.x, pred.z) && matchOutOfReachFlight(arz, pred)) {
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G.match.decided = true; // same latch discipline as the bounce-1 hook below
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G.matchEarly = true;
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resolveInterlude('P');
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G.matchEarly = false;
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if (G.match) G.match.decided = true;
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}
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}
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if (ball.y <= 0 && ball.vy < 0) {
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+4
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@@ -2145,9 +2145,11 @@ export function render() {
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for (let i = 0; i < 3; i++) {
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const h = ballHist[ballHist.length - 2 - i * 2]; if (!h) break;
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const p = proj(h.x, h.y, h.z);
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ctx.globalAlpha = 0.26 - i * 0.08;
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// 0.26 was tuned against the gore mode's dark rot palette; on the bright tennis lawn it
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// vanished entirely — "i see no ball trails" (Oliver, in the tournament)
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ctx.globalAlpha = 0.38 - i * 0.11;
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ctx.fillStyle = UI.ball;
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ctx.beginPath(); ctx.arc(p.x, p.y, Math.max(1, p.s * 0.09 * (0.8 - i * 0.18)), 0, 7); ctx.fill();
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ctx.beginPath(); ctx.arc(p.x, p.y, Math.max(1.5, p.s * 0.09 * (0.9 - i * 0.18)), 0, 7); ctx.fill();
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}
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ctx.globalAlpha = 1;
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}
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@@ -836,6 +836,44 @@ test('THE TOURNAMENT: bands draw, bodies deepen, rounds hold their body, the cha
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assert.equal(G.match.felled, CUP_ROUNDS.length, 'four bodies felled, banked as a match run');
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});
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test('cup rallies never strand the latch: no-crossing points, the fall, and the mid-round game', () => {
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// Oliver's second lock: in the quarter-final, matchFallWillPlay still divided by 4 while
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// matchPoint divided by 4*need — it promised a fall on a point that crossed nothing, the
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// no-fall path re-armed synchronously, and the after-set latch went stale ("basically like
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// freeze from before"). The latch is set BEFORE the resolve now (the swallow exempts the
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// resolution in progress via G.matchEarly), and willFall mirrors the cup divisor exactly.
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const { CUP_ROUNDS } = cfg;
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_startMatch(true); G.modal = null; G.modalQ.length = 0;
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G.mode = 'splatter';
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const d = G.match;
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G.interlude.introT = 0;
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for (let k = 0; k < 4; k++) resolveInterlude('P'); // round one falls to the ordinary path
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G.modal = null; G.modalQ.length = 0;
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passMopBeat();
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assert.equal(d.cup.round, 1, 'on the quarter-final');
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const zb = oppOf();
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const launch = () => {
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zb.x = -4; zb.z = 2;
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ball.active = true; ball.lastHit = 'P'; ball.bounces = 0; ball.wid = 'ball'; ball.collected = false;
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ball.x = 3.4; ball.z = 7; ball.y = 0.5; ball.vx = 0.5; ball.vy = -2; ball.vz = -6; ball.g = TUNE.gravity;
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G.phase = 'rally'; G.wasServe = false;
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const before = score.pts[0] + score.games[0] * 10;
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for (let i = 0; i < 8 * 60 && score.pts[0] + score.games[0] * 10 === before && !G.matchFall; i++) update(DT);
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for (let i = 0; i < 6 * 60 && (G.matchFall || G.modal); i++) { G.modal = null; G.modalQ.length = 0; update(DT); }
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};
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launch(); // 8 -> 7: crosses nothing (the old mispredict)
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assert.equal(zb.hp, 7, 'point one chipped the pool');
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assert.ok(!d.decided, 'no stale latch after a no-crossing point');
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launch(); // 7 -> 6: still nothing
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launch(); // 6 -> 5: the arm comes off, mid-flight
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assert.ok(!d.decided, 'the fall beat ended and released its latch');
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launch(); // the game point, mid-round: same body plays on
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assert.ok(zombies.includes(zb), 'game one banked, the quarter-final body stands');
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assert.equal(score.games[0], 2, 'the game went up');
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launch(); // game two opens: the match is ALIVE
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assert.equal(score.pts[0], 1, 'the next rally resolved — no freeze');
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});
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test('service alternates by game, and the opponent actually serves', () => {
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// Until now the corpse only ever returned: score.server was pinned to 'P' because the match calls
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// advancePoint directly and the flip lives in tennis's pointTo, which the match bypasses. Return
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