The receiver waits behind his line, and a missed serve buys a second one

Oliver, three notes; two of them are here.

"when the opponent serves the player does not stand at the baseline - but
that's how it should be." setupPoint's receiving marks sat over a metre
INSIDE the court on both sides (22.5 near, 1.2 far) — where you stand to
attack a second serve, not where you wait for a first one. They mirror the
server's depth now, in the one line every serving mode shares.

"when serving results in an out there should be a second service... the
umpire should announce 2nd service and the player must get another chance."
True in tennis mode since forever and absent everywhere else: the duel, the
match and the death match had no service rule at all, so a serve long or
into the net was judged as an ordinary ground stroke — a point, and in the
match a point costs blood. The out branch of onBounce's interlude block
routes a serve to fault() instead, so the second serve, the HUD line, the
umpire and the double fault all come for free.

Three things it dragged out with it:
 - fault()'s double-fault branch called pointTo — TENNIS scoring — which in
   an interlude banks a number and skips the mode that owns the court. It
   goes through resolveInterlude there now. Nothing had ever reached that
   line from a duel or a match, because those modes could not fault.
 - startDuel never reset G.serveNum: harmless while a duel could not fault,
   the next duel's death loop the moment it can.
 - the match puts the body back on its receiving mark for the second serve
   (placeReceiver, split out of matchReady, which resets the serve number).

"Fault. Second service." is one voiceSeq — a second voice() call would be
dropped, one man one microphone. New recording via the usual say/afconvert.

The service BOX is still not enforced in the match, deliberately: this is
strictly more forgiving than what shipped. The lob gesture is OPEN 14.

4 new tests, 110 pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -491,6 +491,46 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
`RETURNED`, `DOUBLE KILL`) is a footnote to something you already watched happen. Sharing the loud
FACE with the milestone cards is right; sharing their SIZE made every footnote read as a milestone.
## Session log: THE SERVICE RULES ARRIVE IN THE OTHER MODES (2026-08-22)
Three notes from Oliver, two of them fixed here; the third (the lob) is under discussion in OPEN.
- **A RECEIVER STANDS BEHIND HIS BASELINE.** *"when the opponent serves the player does not stand at
the baseline — but that's how it should be."* `setupPoint`'s receiving marks were z 22.5 near and
1.2 far — over a metre INSIDE the court on both sides, which is where you stand to attack a second
serve, not where you wait for a first one, and next to a server drawn behind his own line it read
as a man who had wandered in. They now mirror the server's depth (24.2 / -0.43). It is one line, so
every mode that serves through the tennis branch got it: classic, gore's opener, the match, and
netplay. The duel is unaffected by design — it takes setupPoint's splatter early-out and is always
your serve, from wherever you are standing.
- **A MISSED SERVE BUYS A SECOND ONE.** *"when serving results in an out there should be a second
service... the umpire should announce 2nd service and the player must get another chance."* True
in tennis mode since forever, and **absent from every other mode**: the duel, the match and the
death match had no service rule at all, so the first serve was judged as an ordinary ground stroke
and a serve long or into the net handed the point away — in the match that is a point AND blood, on
the very first ball of it. The out branch of `onBounce`'s interlude block now routes a serve to
`fault()` instead of `resolveInterlude`, so the second serve, the HUD's SECOND SERVE line, the
umpire and the double fault all come for free. Three things it dragged out with it:
1. **`fault()`'s double-fault branch called `pointTo`** — TENNIS scoring — which in an interlude
would bank a number and skip the mode that owns the court (blood, the fall, the ladder). It
routes through `resolveInterlude` there now. Nothing had ever reached that line from a duel or a
match, because those modes could not fault.
2. **`startDuel` never reset `G.serveNum`.** Harmless while a duel could not fault; the moment it
can, a fault in one duel arms second-serve in the NEXT one — the exact death loop `matchReady`
already carries a note about, one mode over.
3. **The match puts the body back on its receiving mark for the second serve** (`placeReceiver`,
split out of `matchReady` because that call resets the serve number a fault has just spent).
Not in netplay: the called ball is left rolling there, and `matchReady` would freeze it.
- **THE BOX IS STILL NOT ENFORCED IN THE MATCH, deliberately.** Classic checks the service box; the
match's line call only ever checked the court, and a deep-but-in serve stays legal there. That is
the concession the mode was tuned around (see the "classic tennis gives double fault very often"
note in `keyPressed`) and this change is strictly more forgiving than what shipped. Enforcing it
is a one-line change if Oliver wants real service boxes in zombie tennis — ask before doing it.
- **One new recording: `second_service.m4a`** (`say -v Daniel -r 168` -> `afconvert`, the existing
pipeline). It plays as a SEQUENCE with the fault call — `voiceSeq(['fault', 'second_service'])` —
because `voice()` drops any line that would start while the umpire is still talking, so a second
`voice()` on the next line would have been silently swallowed. "Fault. Second service."
## ZOMBIE TENNIS — the mode, end to end (folded from HANDOFF-MATCH.md, 2026-08-17)
`HANDOFF-MATCH.md` was a temporary file written when a session ran out of context mid-slice. The
@@ -3901,6 +3941,23 @@ Nothing here is broken; these are known gaps and unverified risks.
from a tin). At 12 rounds/s a per-pellet sample will machine-gun the mixer, not just the wave.
- **boss sounds** — footfall, wind-up, throw, wound, death. Three designs in `BOSS_ART`; decide
whether they share one set or get one each before recording anything.
14. **THE LOB ("lupfen") — asked for 2026-08-22, UNDER DISCUSSION, do not build it yet.** Oliver:
*"when you're close to the net in a duel with another player there should be a gesture allowing
to make a ball flying high from below... I don't know how to implement this gesture wise — this
likely needs to be discussed."* The shot itself is nearly free: `trySwing` already solves every
return through `solveShot` with a target depth from `SHOT_DEPTH` (up = deep, none = mid, down =
short), so a lob is a deep target with a much slower `s` and the net-clearance loop doing the
rest — the same maths, different two numbers. **The GESTURE is the whole question**, and every
obvious answer is already spoken for: the flick is the rally aim (up = deep), the pull is the
slingshot, a hold is nothing yet but is also invisible. Candidates to put to him, cheapest first:
(a) the flick that is already there, but STEEPER THAN THE DEEP ONE — the up-flick keeps meaning
"deep" and a near-vertical up-flick means "over him"; costs one threshold and no new input;
(b) the same flick, but only ARMED while the opponent is inside his own service box (the shot
only exists as an answer to a man at the net, so context can select it instead of the gesture);
(c) a two-finger tap or an up-SWIPE from below the ball, both of which are new input surfaces.
Whatever wins needs the receiving side to be answerable too, or a lob at the net is an ace: the
zombie's chase reads the BOUNCE (`aiRead`), so a high slow ball gives it time — probably fine,
but it must be measured, not assumed.
---