Phase 6: racket zombies (rally mini-boss)
Survive a horde and a racket zombie takes up residence on the far court (variant 'r', one per horde survived) — the tennis rally skill lives on inside zombie mode. It reuses the turned-CPU z_c sprite (already holds a racket) and a slimmed copy of the tennis AI: holds station deep, chases a ball laterally at TUNE.racketSpeed (2.8), and returns your SOFT shots (pow < zSplatQ) as live lastHit:'O' balls with quality capped at racketQMax (0.55) and racketFlub (0.2) whiffs. trySwing gained an optional quality-cap arg (defaulted, so tennis is untouched). It's a mini-boss with TUNE.racketHp (3): only splat-quality balls hurt it (-1 hp, staggers the ball; the killing blow runs the full splatter). Soft balls pass through for it to rally; melee and pellets don't touch it. Its return that gets past your baseline is a point for THEM; you can rally it back with the existing player hit. A red HP bar floats over its head. Verified via window.T: endHorde spawns exactly one (hp 3, z 3.5); three splat hits kill it (2→1→dead); a pow-0.3 ball is returned toward you; an 'O' ball past your baseline scores for THEM; melee spares the boss but cleaves the shambler beside it; tennis still 12/11/12 and a normal shambler is still one-shot; renders with its HP bar; no console errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -31,6 +31,10 @@ export const TUNE = {
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hordeRate: 2.5, // zombies spawned per second during a horde
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mgRate: 6, // machine-gun pellets fired per second during a horde
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meleeRange: 1.7, // m — a racket swish cleaves shamblers this close to you
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racketHp: 3, // splat-quality hits a racket zombie (mini-boss) takes before it dies
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racketSpeed: 2.8, // m/s the racket zombie shambles to chase a ball
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racketQMax: 0.55, // its return quality is capped here (slower, sloppier than the tennis CPU)
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racketFlub: 0.2, // chance the racket zombie whiffs a return
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missHud: 1, // show the last miss reason on screen (full log: T.G.missLog)
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};
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