The lob is the flick you already have, and a game stops being a death
Three from Oliver. THE LOB. He picked option (c) from the written comparison — "no additional gesture to learn" — and corrected the premise: the zombie does come to the net (racketAI chases to the far service line, the classic CPU to z 9.5). So the forward flick keeps its one meaning, "put it deep behind him", and the game picks the trajectory that actually does that: a smash while he is back, over his head once he is in. oppAtNet() is the whole switch, and it reads the BODY, not O — in the match O is the invisible tennis body and only moves between points, so it would have answered "on his mark" all rally. lobArm 7.0 m is measured, not taste: a lob peaking at lobApex passes a man 7 m from the net at almost exactly CONTACT.maxY, so the shot arms exactly as far out as it can still clear him. The pace is derived from the height, so the same arc comes off the baseline and off mid-court, and SHOT_DEPTH.lob is deeper than deep — at the ordinary deep target the ball passed 2.05 m over him at the edge of the band, which is inside his reach. PACE, SEEN FROM THE STRIKER. "the opponent sees the ball really fast - the player barely sees the speed increase." Measured: the ball is the same ball on both phones, the camera is not — it compresses your own ball into the distance and expands theirs as it arrives. Pace untouched; three channels added on the striker's side: the ghost streak now reads pace (3-8 ghosts, was 3 at every speed), the crack is pitched by it, and a fast ball kicks the camera. The serve's own ladder is 49.2 plain / 50.8-52.4 hard, because serveArc's loft margin takes 10% of the +9 back — widening that is his call, and PROJECT.md records the knob and the risk. THE DEATH MATCH. "each player has 8 blood points but the player explodes for the winner already at 0:40." Two clocks: a game is four points, a life is eight. A won game is only a game now (flash, serve, heal); the burst moved to the death itself, on the dead message, where both phones agree. The summary waits 1.4 s for the gore, because update() freezes the world on G.done and would have hung a still frame of an explosion behind the trophy screen. And bleedO tracks THEIR blood off the pos stream instead of our points-this-game, which reset every game and ignored the heal. 4 new tests, 113 pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -74,6 +74,16 @@ export const TUNE = {
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smashBoost: 0.42, // extra pace on a FORWARD flick (aim.az < 0), scaled by timing. It does not
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// send the ball longer — solveShot still lands it on the same spot — it
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// gets there flatter and sooner, which is what a smash is.
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// THE LOB ("lupfen", Oliver 2026-08-22). Same forward flick as the smash — the game picks which
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// shot that gesture means from WHERE THE OTHER MAN IS STANDING, so there is no second gesture to
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// learn. He is "in" when he is closer to the net than this, in metres:
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lobArm: 7.0, // ...and 7.0 is not a taste number. A lob peaking at lobApex passes a man
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// 7 m from the net at almost exactly CONTACT.maxY (2.3 m), so the shot
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// arms EXACTLY where it can still go over him. Raise one, raise the other.
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lobApex: 6.0, // m the lob peaks at, whatever the distance. The pace is DERIVED from this
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// (see doHit): a fixed speed would be a fine lob from the baseline and a
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// flat drive from mid-court, because the same speed over half the ground
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// is half the hang time. Height is the shot; speed is what it costs.
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aimError: 2.4, // m of scatter at quality 0
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aimTrust: 0.3, // an aimed rally shot TRUSTS its flick: the scatter may still push the
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// ball further OUT (the chosen out-risk keeps its exact shape) but only
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@@ -587,6 +597,8 @@ export const TUNE = {
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// ("still a LOT of unreachable balls"); now line-painting is the late ladder
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matchWidePer: 0.25, // ...earning this much more width per opponent felled (softened with speedPer)
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matchHeal: 2, // hp back for a game won (the duel's healPerDuel rate)
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netWinBurst: 1.4, // s the friend's burst plays before the win screen covers it. update() freezes
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// the world on G.done, so this beat is the only thing that lets the gore fly.
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matchBoomHold: 0.5, // s the game-winning body lies prone before it bursts — the fall must be SEEN
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killGush: 3, // prone bleed-out during the kill fall: particles ATTEMPTED per frame (gushProne)
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// — the body visibly bleeds out on the ground before it bursts
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@@ -1397,7 +1409,11 @@ export const P_BOUNDS = { x: 6.5, zMin: COURT.netZ + 1.2, zMax: 26 };
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export const TOSS = { y0: 1.8, vy: 4.6, dx: -0.44, oDx: 0.42 };
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// shot target depth from the receiving baseline, by aim (up = deep, none = mid, down = short)
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export const SHOT_DEPTH = { deep: 3.0, mid: 5.4, short: 8.6 };
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// `lob` is DEEPER than deep on purpose: a lob that lands where an ordinary drive lands passes only
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// a metre or two behind the man it is going over, and a ball that close to him is still inside his
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// 2.3 m reach (measured — at SHOT_DEPTH.deep it cleared him by nothing at the far edge of the arm
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// band). The shot is defined by where it comes DOWN, not by how high it goes.
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export const SHOT_DEPTH = { deep: 3.0, mid: 5.4, short: 8.6, lob: 2.0 };
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// how long swing/serve poses hold before returning to idle (s)
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export const POSE_TIME = 0.38;
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