The climb: the arcade runs the whole earned ladder, the tempo follows the territory, the court is yours
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -368,10 +368,10 @@ export function startMatch(cup = false, draw = null, train = 0) {
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// Netplay and training stay league-1 worlds: a human opponent and a practice rep both play the
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// shipped game (train still picks any met rung, but at the shipped pace).
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G.league = G.net || train ? 1 : prof.lg;
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const band = leagueOf(G.league).band;
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// the arcade ladder opens at the league's own bottom rung and never leaves the band: past its
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// top the league simply has nobody stronger, so the top body walks on again (see matchGameWon)
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G.match = { opp: train || (G.net ? 1 : band[0]), ending: false, train: !!train, felled: 0 };
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// THE CLIMB: the arcade opens at the very BOTTOM of the ladder and runs the whole earned club,
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// clamping at your league's top (matchGameWon) — the marathon whose length the promotions buy.
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// The tempo shifts per band border (gameplay.leaguePace reads the rung's own league).
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G.match = { opp: train || 1, ending: false, train: !!train, felled: 0 };
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// THE TOURNAMENT rides the whole match machinery and differs in exactly three places: who walks
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// on (a rung DRAWN from the round's band — cupDraw sets d.opp, so every ladder dial downstream
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// scales off the drawn rung untouched), how deep the body's pool is (matchOpponent multiplies
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