Stop story bosses' rush at the net

Oliver: the strawberry seller as act I's first boss is way too hard,
"or it should not cross the net". His charge is the one boss move
exempt from the court band: it runs to a strike line in front of you,
and contact is death. In the story every boss's rush now stops a metre
short of the net and withdraws as before, so the threat is kept and the
reach is not. The Physio in act IV is held the same way. Only the
Champion's MATCH POINT rush in act V stays, because it is the finale.
New test. v385, staging only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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wuwiandClaude Opus 5.5 committed 2026-10-15 15:36:18 +02:00
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@@ -318,6 +318,7 @@ export const TUNE = {
bossZMax: 5.6, // you (~57 s at bossSpeed) rather than by you killing it — and every extra hp
// above just made that MORE likely, not less. Only 'charge' breaks the band.
bossChargeV: 4.2, // m/s the physio rushes at once it commits
bossNetStop: 1.0, // m short of the net a STORY boss's rush stops (holdNet): the threat without the reach
bossChargeT: 2.2, // s ONE RUSH takes, start to arrival — the charge speed is derived from it and
// from how far away it is (bossAI), so the run-up reads the same every time and
// is long enough to see coming. Was 1.5 s at a flat 4.2 m/s, which only reached