The relative lane is vetoed; an aimed ball never lands on the wrong side of you

'No that's way too difficult now - I am dying constantly of out. revert
it.' aimAnchor is gone — the lane is absolute again, every out invariant
back exactly as tuned. What survives is the answer to his follow-up: the
ball sometimes flew a LITTLE RIGHT out of a left flick, because a
mistimed left flick's target sits only slightly left of CENTRE — which
is right of a player standing in the left service box. The absolute
lane's blind spot, stated the other way round.

The aimed target is now clamped to the player's own x on the flicked
side, bounded at flickWidth so a body parked in the alley clamps to the
corner rather than conjuring an out. From the left box a left flick goes
at least down your own line, from centre it can no longer cross centre,
a perfect corner flick and the crosscourt sweep are untouched, and the
outward scatter tail keeps the whole tuned out-risk. Verified in his
scene: ten rushed weak left flicks land -2.0..-2.7 where the same case
used to target -0.7..-1.3 (a visibly rightward flight); the clean full
flick still lands -3.92.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Fable 5 committed 2026-08-20 14:39:10 +02:00
1 parent 7e5c3ab399
commit 4052ab1404
5 files changed
+54 -54

No files matched your search

+14
View File
@@ -615,6 +615,20 @@ opponent's lanes and the pOut invariants are stated from centre and unchanged th
his exact scene (both bodies in their left boxes): full left flick lands −5 (the alley), half his exact scene (both bodies in their left boxes): full left flick lands −5 (the alley), half
swipe −3.07 (hunting the line, in), full right +1.93 (a full sweep measured from him). swipe −3.07 (hunting the line, in), full right +1.93 (a full sweep measured from him).
**...VETOED the same day and replaced by the wrong-side guard** (2026-08-20: *"no that's way too
difficult now - I am dying constantly of out. revert it."*). The relative lane is gone
(`aimAnchor` deleted; git has it if ever wanted). What survives is the answer to his follow-up —
*"the ball sometimes actually flies a little to the right, although I flicked left. how can this
be?"* — which is the absolute lane's blind spot stated the other way round: a mistimed left
flick's target sits only slightly left of CENTRE, and that is RIGHT of a player standing in the
left box, so the ball visibly flew rightward out of a left flick. **The aimed target is now
clamped to the player's own x on the flicked side** (bounded at ±`flickWidth`, so a body parked
in the alley clamps to the corner and can never conjure an out): from the left box a left flick
goes at least down your own line, from centre it can no longer cross centre, a perfect corner
flick and the crosscourt sweep are untouched, and the outward scatter tail — the whole tuned
out-risk — is unchanged. Verified in his scene: ten rushed weak left flicks landed −2.0..−2.7
(previously targets −0.7..−1.3 — a rightward flight); the clean full flick still lands −3.92.
**The umpire and the boy.** `aside()` refused during any interlude and the match runs on a permanent **The umpire and the boy.** `aside()` refused during any interlude and the match runs on a permanent
one, so he was silently muted for the entire mode — the one mode that is literally a tennis match he one, so he was silently muted for the entire mode — the one mode that is literally a tennis match he
is sitting over (`G.interlude && !G.match` now, the same shape as `sendBoy`). Six dry lines: two on is sitting over (`G.interlude && !G.match` now, the same shape as `sendBoy`). Six dry lines: two on
+1 -1
View File
@@ -659,6 +659,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one') {
</div> </div>
</div> </div>
</div> </div>
<script type="module" src="src/main.js?v=292"></script> <script type="module" src="src/main.js?v=293"></script>
</body> </body>
</html> </html>
-8
View File
@@ -64,14 +64,6 @@ export const TUNE = {
// send the ball longer — solveShot still lands it on the same spot — it // send the ball longer — solveShot still lands it on the same spot — it
// gets there flatter and sooner, which is what a smash is. // gets there flatter and sooner, which is what a smash is.
aimError: 2.4, // m of scatter at quality 0 aimError: 2.4, // m of scatter at quality 0
aimAnchor: 1, // how much the flick's lane follows the PLAYER instead of the court.
// 0 = the old absolute lane (a full flick asks for flickWidth off the
// court's centre — saturates near a sideline: from x -2 a perfect left
// flick moved the ball under 2 m and could never find the line). 1 = the
// anchor slides to your own x as the swipe commits, so a full flick is a
// full sweep from where you stand — including past the line: out-by-aim
// is a choice now, and the ring already turns red for it. Blendable so
// the panel can A/B the feel live. Player's rally lanes only.
aimTrust: 0.3, // an aimed rally shot TRUSTS its flick: the scatter may still push the aimTrust: 0.3, // an aimed rally shot TRUSTS its flick: the scatter may still push the
// ball further OUT (the chosen out-risk keeps its exact shape) but only // ball further OUT (the chosen out-risk keeps its exact shape) but only
// this fraction of an INWARD roll survives, so a mistimed left flick // this fraction of an INWARD roll survives, so a mistimed left flick
+16 -14
View File
@@ -189,20 +189,22 @@ function doHit(ch, quality, aim) {
// symmetric scatter is its width mechanic (matchWide clamps it, not this). // symmetric scatter is its width mechanic (matchWide clamps it, not this).
let e = err(); let e = err();
if (ch.side === 'P' && sway && e * Math.sign(sway) < 0) e *= TUNE.aimTrust; if (ch.side === 'P' && sway && e * Math.sign(sway) < 0) e *= TUNE.aimTrust;
// THE FLICK AIMS RELATIVE TO YOU, not to the court (2026-08-20, third round of the same tx = sway * (toFar ? TUNE.flickWidth : 2.7) * reach + e;
// report: "when the opponent and the player are both standing in the left service box it is // ...AND AN AIMED BALL NEVER LANDS ON THE WRONG SIDE OF YOU. The lane is ABSOLUTE (a fully
// virtually impossible to flick the ball into the left out. no matter how hard/good I flick"). // relative lane was tried 2026-08-20 and feel-vetoed the same day — "way too difficult now,
// The lane was ABSOLUTE — a full flick asked for 3.95 m from the court's centre — so standing // I am dying constantly of out"), and an absolute lane has a blind spot: a mistimed left
// near a sideline saturated the gesture: from x -2 a perfect left flick moved the ball under // flick's target sits only slightly left of CENTRE, which is RIGHT of a player standing in
// 2 m and could never pass the line, while the same swipe from centre swept the court. The // the left service box — so the ball visibly flew right out of a left flick ("the ball
// anchor now slides from centre to the player's own x as the swipe commits (|sway|), so a // sometimes actually flies a little to the right, although I flicked left"). The target is
// flat tap is exactly what it always was and a full flick is a full sweep FROM WHERE YOU // clamped to the player's own x on the flicked side now (bounded at flickWidth, so a body
// STAND — including past the line: out-by-aim is his explicit ask ("not about the possibility // parked in the alley cannot conjure an out): from the left box a left flick goes at least
// of the ball going out but rather the aiming itself"). TUNE.aimAnchor blends it (0 = the old // down your own line, from centre it can no longer cross centre, and a perfect corner flick
// absolute lane, 1 = fully relative) so the panel can A/B the feel live. Player only; the // is untouched. No new out risk — the clamp only ever pulls the target TOWARD the line the
// opponent's lanes and every pOut invariant are stated from centre and unchanged there. // player is standing on, never past flickWidth, and the outward scatter tail is unchanged.
const anchor = ch.side === 'P' ? ch.x * Math.abs(sway) * TUNE.aimAnchor : 0; if (ch.side === 'P' && sway) {
tx = anchor + sway * (toFar ? TUNE.flickWidth : 2.7) * reach + e; const bound = Math.max(-TUNE.flickWidth, Math.min(TUNE.flickWidth, ch.x));
tx = sway < 0 ? Math.min(tx, bound) : Math.max(tx, bound);
}
const tzBase = aim.az < 0 ? SHOT_DEPTH.deep : aim.az > 0 ? SHOT_DEPTH.short : SHOT_DEPTH.mid; const tzBase = aim.az < 0 ? SHOT_DEPTH.deep : aim.az > 0 ? SHOT_DEPTH.short : SHOT_DEPTH.mid;
tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8; tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8;
// A FORWARD FLICK IS A SMASH. Up-screen is the far court, so flicking INTO the court asked for // A FORWARD FLICK IS A SMASH. Up-screen is the far court, so flicking INTO the court asked for
+23 -31
View File
@@ -876,38 +876,30 @@ test('an aimed shot keeps its DIRECTION: scatter may push it wider, never back p
'aimTrust*aimError must stay under a committed swipe\'s worst-case aim'); 'aimTrust*aimError must stay under a committed swipe\'s worst-case aim');
}); });
test('the flick aims RELATIVE TO THE PLAYER: a full sweep from where you stand, not from centre', () => { test('an aimed ball never lands on the WRONG SIDE of you', () => {
// Third round of the service-line report: the lane was absolute, so standing near a sideline // The absolute lane's blind spot: a mistimed left flick's target sits only slightly left of
// saturated the gesture — from the left box a perfect left flick moved the ball under 2 m and // CENTRE — which is RIGHT of a player standing in the left box, so the ball visibly flew right
// could never find the line ("no matter how hard/good I flick"). The anchor follows the player // out of a left flick. (The fully relative lane that fixed this harder was feel-vetoed the same
// as the swipe commits (TUNE.aimAnchor); a flat tap keeps its old centre default. // day: "way too difficult now, I am dying constantly of out".) Model mirrors doHit's lane path.
startMatch(); const land = (px, s, q, u) => {
G.modal = null; G.modalQ.length = 0; const reach = TUNE.flickReach + (1 - TUNE.flickReach) * q;
const arm = (px, swipe) => { // one rally ball, contact at the window's centre let e = u * TUNE.aimError * (1 - q);
G.interlude.introT = 0; G.phase = 'rally'; if (s && e * Math.sign(s) < 0) e *= TUNE.aimTrust;
P.x = px; P.z = 22.8; P.swingT = -1; G.placeMark = null; let tx = s * TUNE.flickWidth * reach + e;
ball.active = true; ball.lastHit = 'O'; ball.bounces = 1; const bound = Math.max(-TUNE.flickWidth, Math.min(TUNE.flickWidth, px));
ball.x = px; ball.y = 0.7; ball.z = P.z - 4.15; return s < 0 ? Math.min(tx, bound) : Math.max(tx, bound);
ball.vx = 0; ball.vy = 2.0; ball.vz = 14; ball.g = TUNE.gravity;
G.swipe = swipe;
keyPressed('Space');
for (let i = 0; i < 30 && ball.lastHit !== 'P'; i++) update(DT);
assert.equal(ball.lastHit, 'P', 'contact happened');
G.swipe = null;
return G.placeMark;
}; };
const full = fx => ({ ax: Math.sign(fx), az: 0, fx, fy: 0, mag: TUNE.flickFull }); for (let q = 0; q <= 1; q += 0.25) for (const u of [-1, 0, 1]) for (const s of [-0.2, -0.6, -1]) {
const line = COURT.W / 2; assert.ok(land(-2, s, q, u) <= -2, 'a left flick from the left box never crosses the player: '
// from the LEFT service box, a committed left flick reaches PAST the line — out is aimable now + land(-2, s, q, u).toFixed(2) + ' at s=' + s + ' q=' + q + ' u=' + u);
const left = arm(-2, full(-1)); assert.ok(land(0, s, q, u) <= 0, '...and from centre it never crosses centre');
assert.ok(left && left.x < -line, 'full left flick from the left box finds the alley: x=' + left.x.toFixed(2)); }
// ...and a right flick from the same spot lands a full sweep right OF THE PLAYER, near centre-right assert.equal(land(-2, -1, 1, 0), -TUNE.flickWidth, 'a perfect corner flick is untouched by the guard');
const right = arm(-2, full(1)); assert.equal(land(2, -1, 1, 0), -TUNE.flickWidth, 'crosscourt from the right box keeps its full sweep');
assert.ok(right && right.x > 1.2 && right.x < 2.8, 'full right flick sweeps from the player: x=' + right.x.toFixed(2)); // the guard can never conjure an out: the bound is capped inside the line
// an unaimed tap is untouched by where you stand: no mark, and the ball heads for the centre assert.ok(TUNE.flickWidth < COURT.W / 2, 'flickWidth stays inside the singles line');
assert.equal(arm(-2, null), null, 'a flat tap from the box stamps no mark, exactly as before'); assert.ok(Math.abs(Math.max(-TUNE.flickWidth, Math.min(TUNE.flickWidth, -6.5))) <= TUNE.flickWidth,
assert.ok(Math.abs(ball.vx * ((3 - ball.z) / ball.vz) + ball.x) < TUNE.aimError + 1, 'a body parked in the alley clamps to the corner, not past the line');
'and its line stays the old centre default, not the player lane');
}); });
test('the flick aims from the LIVE swipe: contact reads G.swipe, no release needed', () => { test('the flick aims from the LIVE swipe: contact reads G.swipe, no release needed', () => {