The fall beats the ball: a passing winner fells the body while it still rolls

Oliver: 'the zombie falls after the ball is lost although we know this
earlier — it could play out as ball lost because of the falling.' The match
point now resolves at bounce ONE when the winner is provably beyond the
body's reach (closed-form flight vs its own chase dials, full swing reach
plus 0.6 m of doubt — borderline balls wait for the ordinary bounce-2 call).
startFall keeps the ball rolling for an early-decided point, and the
d.decided latch swallows the rally's later resolutions so it can never bank
twice. Verified in-pane: collapse starts ~0.3 s after the bounce, ball rolls
past the prone body, score banks exactly once.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-13 21:35:52 +02:00
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@@ -357,6 +357,7 @@ export function startMatch() {
function matchReady() {
ball.active = false;
G.serveNum = 1;
if (G.match) G.match.decided = false; // the next rally may be decided early again
setupPoint();
const rz = zombies.find(z => z.variant === 'r');
// THE OPPONENT STANDS WHERE THE POINT PUTS IT: on its receiving mark, or behind its own baseline
@@ -404,7 +405,10 @@ export const FALL_LEN = fallLen(); // the load-time value test.js imports as a
function startFall(from) {
const fz = zombies.find(z => z.variant === 'r');
G.matchFall = { t: 0, from, vx: (fz && fz.vx) || 0, x0: (fz && fz.x) || 0 };
ball.active = false;
// an EARLY-decided point keeps its ball: the whole reason the fall starts now is so the ball
// visibly rolls past the collapsing body (gameplay's matchOutOfReach call). The rally cannot
// resolve twice — the d.decided latch swallows every later resolution of it.
if (!G.matchEarly) ball.active = false;
G.phase = 'over'; G.overT = fallLen() + 0.6; // outlives the fall on purpose — see above
}
@@ -642,6 +646,9 @@ export function resolveInterlude(side) {
// interlude is permanent while a match runs (it is what keeps the serving tennis-like and the
// spawn director quiet). Regicide arrives here too, as a 'P' with the body already gone.
if (G.match) {
// a rally resolved at its DECIDED moment (the early fall) is spent: the ball that kept rolling
// for the picture still reaches its ordinary bounce-2 / rolled-out calls, and they land here
if (G.match.decided) { ball.active = false; return; }
if (!zombies.some(z => z.variant === 'r') && !G.match.ending) return matchGameWon(null);
return matchPoint(side);
}