An aimed shot keeps its direction: the scatter can push it wider, never back past centre
Second round on the service-line flick report. The crossing-fired swing alone did not move the feel, and Oliver's sharpened observation — the flick only lands left when the opponent already stands left — pointed at a magnet that does not exist: measured with the body teleported at contact, the aim never tracks it. The real mechanism: at rushed quality the symmetric scatter (aimError x (1-q)) outweighs the quality-shrunk aim, so a mistimed left flick landed anywhere in a ~4 m blob around 'slightly left' — usually centre — and the eye anchors that on the opponent. Its position was a proxy for preparation time all along. TUNE.aimTrust: an outward scatter roll is untouched — the committed swipe's chance of sailing keeps its exact tuned shape, flickReach stays the only out dial — but an inward roll keeps only 0.3 of itself. Bad timing costs width, never direction. Player lane shots only; the opponent's symmetric scatter is its width mechanic. Verified at worst-case q~0.08: 14/14 rushed left flicks landed left, 9/9 right flicks right, where before it was a coin toss. The suite pins the direction guarantee and the aimTrust/aimError/flickReach relationship. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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+18
@@ -579,6 +579,24 @@ serve gesture, the duel and gore are untouched; keys unchanged. Verified with re
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held-swipe contact aims exactly `swayOf`, a 360 ms swipe (previously dead) swings and aims, and a
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release-before-arrival still aims through `takeFlickAim`.
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**...and an aimed shot keeps its DIRECTION** (2026-08-20, same report, second round — the crossing
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fire alone "did not feel much different", and his sharpened observation was that the flick only
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seemed to work when the opponent already stood where he aimed). Measured with the opponent
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teleported at contact: the aim never tracked the body — no magnet exists — but at rushed quality
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the SYMMETRIC scatter (±aimError·(1-q)) outweighed the quality-shrunk aim, so a mistimed left flick
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landed anywhere in a ~4 m blob around "slightly left": usually centre, sometimes right, and the eye
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anchors that on wherever the opponent stands. The opponent's position was a proxy for preparation
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time (a body parked wide = its return flew a long slow diagonal = time = quality). The dial:
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**`TUNE.aimTrust` — an OUTWARD scatter roll is untouched** (a committed mistimed swipe still sails
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at the exact tuned rate; `flickReach` stays the only out dial) **but an inward roll keeps only
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`aimTrust` (0.3) of itself**, so bad timing costs width, never the direction that was asked for.
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Player lane shots only: the opponent's symmetric scatter is its width mechanic, and gore's
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free-aim never used lanes. Verified in real rallies at worst-case q≈0.08: 14/14 rushed left flicks
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landed left (−0.8..−3.5), 9/9 right flicks right — previously the same condition was a coin toss.
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The suite pins the direction guarantee and the knob relationship (`aimTrust·aimError` must stay
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under a committed swipe's worst-case aim). Whether placement should also BEAT an unwounded body
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more often (`aiRead` on wide balls — "dial 2") is open, awaiting the phone verdict on this one.
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**The umpire and the boy.** `aside()` refused during any interlude and the match runs on a permanent
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one, so he was silently muted for the entire mode — the one mode that is literally a tennis match he
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is sitting over (`G.interlude && !G.match` now, the same shape as `sendBoy`). Six dry lines: two on
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+1
-1
@@ -659,6 +659,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one') {
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</div>
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</div>
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</div>
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<script type="module" src="src/main.js?v=290"></script>
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<script type="module" src="src/main.js?v=291"></script>
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</body>
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</html>
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@@ -64,6 +64,14 @@ export const TUNE = {
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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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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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// this fraction of an INWARD roll survives, so a mistimed left flick
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// lands SHORTER LEFT rather than center-or-right "wherever the dice
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// said". Player's lane shots only — the opponent's symmetric scatter is
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// its width mechanic, and the gore free-aim never used lanes. Must stay
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// under 0.5*flickWidth*flickReach/aimError (~0.43) or a committed
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// mistimed swipe can cross back past centre (pinned by the suite).
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// NOT `aimReach` — that name is taken further down by the slingshot's aim-ray LENGTH (22 m), and
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// the duplicate key silently won: every aimed shot reached 22x its width until a test caught it.
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flickWidth: 3.95, // m off centre a PERFECTLY timed flick reaches. The singles line is 4.115,
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+12
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@@ -178,7 +178,18 @@ function doHit(ch, quality, aim) {
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// it just stops being a coin toss you are punished for calling.
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const reach = ch.side === 'P' ? TUNE.flickReach + (1 - TUNE.flickReach) * quality : 1;
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sway = swayOf(aim); // -1..1, continuous on touch — see swayOf
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tx = sway * (toFar ? TUNE.flickWidth : 2.7) * reach + err();
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// AN AIMED SHOT KEEPS ITS DIRECTION. The scatter used to be symmetric, and at rushed quality
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// it was BIGGER than the quality-shrunk aim — a mistimed left flick landed anywhere in a 4 m
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// blob around "slightly left", i.e. usually centre and sometimes right. It read as the ball
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// landing wherever the opponent stood (2026-08-20, "trying to move the approaching ball with
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// a flick to the left is almost impossible"). An OUTWARD roll is untouched — the committed
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// swipe's chance of sailing wide is a chosen risk with a tuned shape (flickReach) and this
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// must not soften it — but an inward roll now keeps only TUNE.aimTrust of itself, so bad
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// timing costs WIDTH, never the direction that was asked for. Player only: the opponent's
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// symmetric scatter is its width mechanic (matchWide clamps it, not this).
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let e = err();
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if (ch.side === 'P' && sway && e * Math.sign(sway) < 0) e *= TUNE.aimTrust;
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tx = sway * (toFar ? TUNE.flickWidth : 2.7) * reach + e;
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const tzBase = aim.az < 0 ? SHOT_DEPTH.deep : aim.az > 0 ? SHOT_DEPTH.short : SHOT_DEPTH.mid;
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tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8;
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// A FORWARD FLICK IS A SMASH. Up-screen is the far court, so flicking INTO the court asked for
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@@ -852,6 +852,30 @@ test('a gentle flick cannot be played out — only a committed one can', () => {
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assert.ok(safe > 0.4 && safe < 1, 'the ring turns hot inside the swipe range, not at either end');
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});
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test('an aimed shot keeps its DIRECTION: scatter may push it wider, never back past centre', () => {
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// Dial 1 (2026-08-20). At rushed quality the symmetric scatter outweighed the quality-shrunk
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// aim, so a mistimed left flick landed "wherever" — usually centre, read as the ball following
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// the opponent. The model mirrors doHit's lane path: outward rolls untouched (the chosen
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// out-risk keeps its exact tuned shape), inward rolls keep only aimTrust of themselves.
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const land = (s, q, u) => { // u in [-1,1]: the raw scatter roll
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const reach = TUNE.flickReach + (1 - TUNE.flickReach) * q;
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let e = u * TUNE.aimError * (1 - q);
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if (s && e * Math.sign(s) < 0) e *= TUNE.aimTrust;
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return s * TUNE.flickWidth * reach + e;
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};
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const line = COURT.W / 2;
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for (let q = 0; q <= 1; q += 0.1) {
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assert.ok(land(0.5, q, -1) > 0, 'a committed right swipe stays right at q=' + q.toFixed(1)
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+ ': ' + land(0.5, q, -1).toFixed(2));
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assert.ok(land(-0.5, q, 1) < 0, '...and a committed left swipe stays left, mirrored');
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}
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assert.ok(land(1, 0, 1) > line, 'the outward tail is untouched: a mistimed full swipe can still sail');
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assert.ok(land(1, 1, 1) < line, 'and a perfectly timed one still never does');
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// the knob relationship the direction guarantee rests on — retuning must keep it
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assert.ok(TUNE.aimTrust * TUNE.aimError < 0.5 * TUNE.flickWidth * TUNE.flickReach,
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'aimTrust*aimError must stay under a committed swipe\'s worst-case aim');
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});
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test('the flick aims from the LIVE swipe: contact reads G.swipe, no release needed', () => {
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// The swing fires the moment the drag crosses flickMin now (input.js), so at contact the finger
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// is usually still down and no released flickAim exists yet. The aim has to come from the live
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