Let the player take the net and come back, and smash a lob he gets under

Oliver: "Steuerung ans Netz gehen", option (1), and "einen Lob vom Gegner
als Volley annehmen soll derb schmettern".

- A long up-flick (90 px or more) is the attack: the deep ball, and he
  follows it in. A long down-flick is the lob, and he goes back behind
  it. Short flicks keep the deep ball / the drop and leave him where he
  is. Length only, never context.
- The net costs him what it costs the CPU: he split-steps (netReact)
  before reading the pass, and a CPU facing a net man passes at the
  line. Without both, the attacker won 78-95% of his net points.
- The smash: a ball taken out of the air at 1.9-2.5 m is struck harder
  and to the open court, read late by the opponent, and pops "SMASH!".
  It wins ~80% of its points.
- Lobbed at the net, he decides once whether he can get under it. If he
  can, he smashes. If not, he runs it down and only blocks it back, even
  if he meets it in the air. Re-deciding every frame smashed every lob.

Measured at level 26: the base ladder is unchanged. Attacking pays
against pushers and touch players and costs against big hitters,
slicers and rushers. Three new tests; v374.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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wuwiandClaude Opus 5.5 committed 2026-10-14 20:05:59 +02:00
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@@ -7,7 +7,7 @@ import { gore } from './zombies.js'; // runtime-only cycle (zombies imports stat
export const P = { x: 1.3, z: 22.8, side: 'P', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const O = { x: -1.3, z: 1.0, side: 'O', pose: 'idle', poseT: 0, swingT: -1, facing: 1, runT: 0 };
export const ball = { x: 0, y: 1, z: 20, vx: 0, vy: 0, vz: 0, g: 9.2,
active: false, lastHit: 'P', bounces: 0, rx: null, heels: 0, approach: null, spin: 1, soft: false, collected: false, kills: 0, bomb: false, flame: false,
active: false, lastHit: 'P', bounces: 0, rx: null, heels: 0, approach: null, retreat: null, smash: false, spin: 1, soft: false, collected: false, kills: 0, bomb: false, flame: false,
// NETPLAY: THE CALLED BALL PLAYS OUT. A verdict used to freeze the ball where it was — on the
// striker's phone that is mid-roll, a whole court away from the call, and it read as the game
// loop stopping. `scored` means "this flight is decided": physics keeps running, every scoring
@@ -206,7 +206,7 @@ export const other = s => s === 'P' ? 'O' : 'P';
export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
export function setupPoint() {
G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.scored = false; ball.rx = null; ball.heels = 0; ball.approach = null;
G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.scored = false; ball.rx = null; ball.heels = 0; ball.approach = null; ball.retreat = null; ball.smash = false;
G.swingSnaps = null; G.rallyNear = null; G.swung = false;
if (G.mode === 'splatter' && !G.match) { // always your serve, from wherever you're standing
// (the MATCH falls through to the tennis branch below: