The leagues, phase 4: the duel learns, tin tiers by league, level buffs, the board wears the badge

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-29 12:53:12 +02:00
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@@ -491,6 +491,37 @@ 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 LEAGUES, PHASE 4 — the duel learns, tin tiers, the level is you (2026-08-29, STAGING ONLY)
Phase 4, the last of the built plan. STAGING ONLY — the whole feature waits on Oliver's own
phone test before merging to main.
- **THE DUEL LEARNS.** The diagnosis held: in a duel the racket zombie played with every ladder
term inert (chase collapsed to `racketSpeed`, read to flat `aiRead`, flub a flat 0.2, quality
capped 0.55) and only hp stiffened — at `duelFirst 2 / duelEvery 3` that made it a weapon
DISPENSER, the same inflation class the barrel economy was cured of. `gameplay.duelSkill()`
(0 → 1 over `TUNE.duelRampGames` 24, on `G.runGames` — gore's own clock, the league never
rekeys the director) now ramps its legs (`duelSpeedMax` +35%), read (`duelReadMax` 0.93),
whiff (`duelFlubCut`: 0.2 → 0.08) and return quality (`duelQBonus`: 0.55 → 0.75). Game 0 is
exactly the shipped duel (calibration rule). Losing already costs plenty (opponent game +
runGames++ + the 5-body surge + no tin/heal) — now it can actually happen late.
- **THE TIN TIERS** (settled: no starting loadout). `tinLadder()` (pure, tested): a barrel weapon
joins the duel pot when the RUN unlocks it (as ever) OR when the LEAGUE says so —
`config.TIN_LEAGUE` lasers at 3, rockets at 4 — and league 5 duels pay DOUBLE tins
(`TIN_DOUBLE_LEAGUE`, the card says ×2N). "Weapons are only ever won" stays literal.
- **THE LEVEL IS YOU**: `profile.bonus()` — level 1 = all factors 1 (shipped), scaling linearly
to the cap: melee cooldown FLOOR ×0.75 (the ceiling untouched), parry reach/arm ×1.25, hurt
grace ×1.35. Read at the dial sites (meleeCooldown, keyPressed's parry arm, zombies' parry
window + face-offset, hurtPlayer). Applies everywhere the dials do — gore included, which is
the cross-mode incentive the plan asked for.
- **THE BOARD WEARS THE BADGE**: score rows carry `lg` (server clean() bounds it 1-5, default 1;
context, never a sort key), `stats.submit` takes it as a parameter (profile cannot be imported
there — cycle), main passes `prof.lg`, and drawRanks renders the little shield before the name.
Old rows carry none and show none — no migration.
- Tests 121 → 124 (duel ramp shape + its caps stay fallible, tin tiers incl. the double tin and
the run-gate fallback, bonus() bounds + the grace landing on `G.hurtT`). Seeds fuzzed.
Server round-tripped live (`lg: 4` stored, served, and drawn as the navy shield on the board).
## Session log: THE LEAGUES, PHASE 3 — the character card, badges, the skill trail (2026-08-29, STAGING ONLY)
Phase 3. STAGING ONLY, like 1 and 2.
@@ -601,7 +632,7 @@ before the wider group) — do not merge to main until his verdict.
118, seeds fuzzed. Pane-verified end to end (identity flow, POST 200, death screen with +16 XP
and the bar; NOTE this pane session has rAF dead again — `T.step(1/60)` loops drove the clock).
## THE LEAGUES — the meta-progression plan (2026-08-29, AGREED, PHASE 1 BUILT — see log above)
## THE LEAGUES — the meta-progression plan (2026-08-29, AGREED; PHASES 1-4 BUILT ON STAGING — see the four logs above; phase 5 deliberately parked)
Worked out with Oliver in discussion, decisions settled below. The goal in his words: an incentive
to keep opening the game beyond beating the next opponent — levelling through play, with a clearly
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@@ -290,6 +290,7 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
#cdBadges { display: flex; gap: 10px; align-items: flex-end; }
#cdBadges img { height: 46px; image-rendering: pixelated; }
#cdBadges img.dark { filter: grayscale(1) brightness(0.3); }
.rkbadge { height: 15px; margin-right: 6px; image-rendering: pixelated; flex: none; }
/* THE LEVEL STRIP: the one meta number over a thin bar, riding the splash foot. The fill colour
is the acid accent for now; the leagues will hand it the skill colour in phase 3. */
#xpRow { display: flex; align-items: center; gap: 8px; margin: 0 0 10px; }
@@ -794,6 +795,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
</div>
</div>
</div>
<script type="module" src="src/main.js?v=314"></script>
<script type="module" src="src/main.js?v=315"></script>
</body>
</html>
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@@ -126,7 +126,11 @@ def clean(payload):
mode = str(payload.get('m', 'g'))
if mode not in MODES:
mode = 'g' # an unknown board is the default one, never a new one
return {'n': name, 'k': kills, 'g': games, 't': int(time.time()), 'id': who, 'm': mode}
try: # the league badge (THE LEAGUES): context, not a sort key
lg = max(1, min(5, int(payload.get('lg', 1))))
except (TypeError, ValueError):
lg = 1
return {'n': name, 'k': kills, 'g': games, 't': int(time.time()), 'id': who, 'm': mode, 'lg': lg}
def public(rows):
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@@ -688,6 +688,16 @@ export const TUNE = {
// returner takes. Serve-scoped on purpose: the rally is unchanged.
racketQMax: 0.55, // its return quality is capped here (slower, sloppier than the tennis CPU)
racketFlub: 0.2, // chance the racket zombie whiffs a return
// THE DUEL LEARNS (the leagues, phase 4). At duelFirst 2 / duelEvery 3 with hp-only stiffening
// the duel was a weapon DISPENSER, not a gate — the same inflation class the barrel economy was
// cured of. Its skill now ramps with the RUN, on gore's own clock (G.runGames — the league buffs
// YOU, it never rekeys the director): legs, read, whiff and return quality all climb to these
// caps by duelRampGames. Game 0 is exactly the shipped duel (the calibration rule).
duelRampGames: 24, // games until the duel opponent plays at full skill
duelSpeedMax: 0.35, // its legs end 35% quicker than the shipped 2.8 m/s lumber
duelReadMax: 0.93, // its read climbs from aiRead 0.8 toward here — near-machine, never one
duelFlubCut: 0.6, // racketFlub 0.2 -> 0.08: late duels stop beating themselves
duelQBonus: 0.2, // racketQMax 0.55 -> 0.75: its returns get real pace late
missHud: 0, // show the last miss reason on screen (full log: T.G.missLog) — off; dev-only
killPips: 1, // splatter: show the kills-to-next-point pips on the scoreboard
};
@@ -719,6 +729,14 @@ export const UI = { hot: '#d9705f', warm: '#e0cc72', pick: '#cbd06a', cream: '#e
// palette is near it, so "pink means a weapon is in there" needs no explaining
pink: '#ff5cf0' };
// THE TIN TIERS (the leagues, phase 4; settled: tin-tier, NO starting loadout). The league
// unlocks what a won duel's tin can PAY, independent of the run's own barrel gates — "weapons are
// only ever won" stays literal, the league just deepens the pot: lasers join the duel ladder at
// league 3, rockets at 4, and league 5 duels pay DOUBLE tins. The world board is not devalued by
// starting inventory, and every weapon still arrives through resolveInterlude('P').
export const TIN_LEAGUE = { laser: 3, rocket: 4 };
export const TIN_DOUBLE_LEAGUE = 5;
// ------------------------------------------------------------------ courts ----
// A court type is pure DATA: adding one is a row here plus its four PNGs, never a change to render().
// Each carries TWO palettes because every court still rots — `tennis` is how it looks before the
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@@ -1,6 +1,6 @@
// Game logic: ballistics, swings, serves, rules/scoring, AI, and the per-frame update.
import { TUNE, UI, bossArt, APPLAUSE_T, EATEN_BURST, EATEN_SUMMARY, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE, zombieH, Z_CHEST , WEAPONS, RACK_MAX , BARREL_WEAPONS, racketStage, matchWound, LADDER, LEAGUES } from './config.js';
import { TUNE, UI, bossArt, APPLAUSE_T, EATEN_BURST, EATEN_SUMMARY, COURT, CONTACT, VOLLEY, ZONE_DEPTH, HOME, P_BOUNDS, TOSS, SHOT_DEPTH, POSE_TIME, BOUNCE_IDLE, zombieH, Z_CHEST , WEAPONS, RACK_MAX , BARREL_WEAPONS, racketStage, matchWound, LADDER, LEAGUES, TIN_LEAGUE, TIN_DOUBLE_LEAGUE } from './config.js';
import { P, O, ball, score, crowd, G, court, tour, other, deuceSide, setupPoint, sendBoy, resetState } from './state.js';
import { audio, pock, swish, whoosh, applause, voice, voiceSeq, sfx, aww, zombieMusic, zombieDuck, menuDuck, splat, shriek, boom } from './audio.js';
import { haptic } from './haptics.js';
@@ -8,7 +8,7 @@ import { axisX, axisZ, takeFlickAim, touchPX, resetInput } from './input.js';
import { W } from './render.js'; // runtime-only cycle (render imports gameplay), same pattern as input/zombies
import { updateDrill } from './drill.js';
import { endRun, beginRun, MODE_CLASSIC } from './stats.js';
import { award, beginRunXp, prof } from './profile.js';
import { award, beginRunXp, prof, bonus } from './profile.js';
import { updateZombies, updateParts, spawnZombie, spawnRacketZombie, spawnMachine, spawnChapterBoss, zombies, gore, explode, meleeSwipe, extras, parts, pellets, shots, playerGore, eatenBleed, resetZombies , firePellet , spawnBarrel , fireBeam , pops, popText } from './zombies.js';
import { proceedAfterClear, startDuel, startHorde, warnHorde, resolveInterlude, watchdog, updateBench, benchKey, tickMatchFall, placeReceiver } from './beats.js'; // runtime-only cycle: beats calls back into cheer/aside/endBurst/deliverTin/showModal/logSwing
import { netSendShot, netSendToss, netTick, netJudging, netSendPoint, netSendFault, netClose } from './net.js'; // runtime-only cycle: net calls back into pointTo/fault/tossBall/showModal
@@ -169,6 +169,11 @@ export const flatCount = (streak, aim) => (aim && Math.abs(swayOf(aim)) > 0.15 ?
// piece and the reach tests keep believing the legs they measure. Netplay is a human and exempt.
export const leaguePace = () => G.match && !G.net ? 1 + (G.league - 1) * TUNE.leaguePace : 1;
// THE DUEL LEARNS (the leagues, phase 4): 0 fresh, 1 at TUNE.duelRampGames — gore's own clock,
// so game 0 is exactly the shipped duel and the league never rekeys the director. Exported for
// the suite: the ramp is what makes a late tin worth something again.
export const duelSkill = () => G.match ? 0 : Math.min(1, G.runGames / TUNE.duelRampGames);
function doHit(ch, quality, aim) {
// aim: {ax: -1|0|1, az: -1|0|1} from held keys / flick at contact (az -1 = deep, 1 = short)
const toFar = ch.side === 'P';
@@ -904,6 +909,11 @@ function spendSlot(i) {
// (capped per type at TUNE.wCap) — old stock is kept, so you can bank a bomb for the horde
// instead of spending it now. G.weapon picks which tin the next serve throws.
const TINS = ['bomb', 'triple', 'fire', 'gun']; // the duel ladder, in the order it hands them out
// THE TIN TIERS (the leagues): the league deepens the pot the duel pays from — a barrel weapon
// joins the ladder when the RUN unlocks it (as ever) OR when the LEAGUE says it is yours
// (config.TIN_LEAGUE). Pure and exported so the suite can pin the pot.
export const tinLadder = () => [...TINS, ...Object.keys(BARREL_WEAPONS).filter(w =>
G.runGames >= BARREL_WEAPONS[w].from || prof.lg >= (TIN_LEAGUE[w] || 99))];
export function deliverTin() {
// WALK the ladder to the next rung you have room for, rather than cycling blindly onto one that
// is already at wCap. Blind cycling meant `grantWeapon` clamped the top-up to a no-op and a won
@@ -915,7 +925,7 @@ export function deliverTin() {
// once all four tins hit wCap — and now that wCap is effectively no cap that branch would never
// fire again, so a late duel could only ever hand you a fifth bomb. Unlocked ones only, so this
// still cannot hand you a rocket in game three.
const ladder = [...TINS, ...Object.keys(BARREL_WEAPONS).filter(w => G.runGames >= BARREL_WEAPONS[w].from)];
const ladder = tinLadder();
let id = null;
for (let k = 0; k < ladder.length; k++) {
const cand = ladder[(G.deliveries + k) % ladder.length];
@@ -925,14 +935,16 @@ export function deliverTin() {
// of miming a handover that cannot happen. No boy, no umpire line — nothing was delivered.
if (!id) { G.flash = { text: 'RACK FULL', t: 1.1 }; return; }
const wasPlain = G.weapon === 0 && !G.temp; // never yank you off a deliberate PLAIN (banking)
grantWeapon(id);
// league 5 duels pay DOUBLE tins — the top of the club tips well (config.TIN_DOUBLE_LEAGUE)
const tinN = WEAPONS[id].tin * (prof.lg >= TIN_DOUBLE_LEAGUE ? 2 : 1);
grantWeapon(id, tinN);
if (wasPlain) G.weapon = 0;
sendBoy(); voice('new_balls', 0.6);
aside('ump_new_balls_dark', 2.0); // "...and a new opponent, apparently."
// THE PRIZE GETS ITS OWN CARD: the tin's picture, its name, and how many. Nothing else — the
// first-sight MODAL is gone (a popup that freezes a live court mid-run costs runs) and so is the
// prose that replaced it. You have just won a point; you want to know what landed and how much.
G.card = { title: WEAPONS[id].label, sub1: '×' + WEAPONS[id].tin,
G.card = { title: WEAPONS[id].label, sub1: '×' + tinN,
icon: WEAPONS[id].icon, color: UI.warm, t: TUNE.tinCardT };
}
@@ -1157,7 +1169,8 @@ function matchFallWillPlay() {
// answer "how smart is this one" identically or the twist pulls in three directions at once.
const learnK = rz => G.match && !G.net ? Math.min(1, Math.max(0, (G.match.opp - 1) / (LADDER - 1))) : 0;
const rzChaseSpeed = rz => TUNE.racketSpeed * leaguePace()
* (G.match ? (TUNE.matchSpeedBase + (G.match.opp - 1) * TUNE.matchSpeedPer) * ((rz.foe && rz.foe.speed) || 1) : 1)
* (G.match ? (TUNE.matchSpeedBase + (G.match.opp - 1) * TUNE.matchSpeedPer) * ((rz.foe && rz.foe.speed) || 1)
: 1 + TUNE.duelSpeedMax * duelSkill())
* (G.wasServe && ball.lastHit === 'P' ? TUNE.aiReturnDash : 1)
// wrong-footed: a body mid-lean is slow to turn — THE READ's one-ball cost, and it lives HERE
// so the intercept planner and the reach tests believe it too (a surprised champion plans like
@@ -1465,7 +1478,9 @@ function racketAI(rz, dt) {
const learn = learnK(rz);
const read = G.match && G.match.surprised ? TUNE.aiRead * (1 - TUNE.surpRead * learn)
: G.match && G.match.expected ? TUNE.aiRead + (TUNE.readAnticipate - TUNE.aiRead) * learn
: TUNE.aiRead;
: G.match ? TUNE.aiRead
// the DUEL's read climbs with the run (never to 1 — wrong-footing stays possible)
: TUNE.aiRead + (TUNE.duelReadMax - TUNE.aiRead) * duelSkill();
const aimX = pred ? ball.x + (pred.x - ball.x) * read : ball.x;
const aimZ = pred ? ball.z + (pred.z - ball.z) * read : ball.z;
const tz = Math.max(1.5, Math.min(COURT.svcFar, aimZ)); // chase laterally, hold deep on the far court
@@ -1506,13 +1521,14 @@ function racketAI(rz, dt) {
// ...and the match has its OWN flub base: the duel's 0.2 hands a fifth of all returns away,
// which across a game is an opponent that beats itself.
const flub = (G.match ? TUNE.matchFlub * Math.pow(TUNE.matchFlubKeep, G.match.opp - 1) * (rz.foe?.flub || 1) * wnd.flub
: TUNE.racketFlub)
: TUNE.racketFlub * (1 - TUNE.duelFlubCut * duelSkill()))
// THE READ: a wrong-footed racket reaches the ball late even when the legs got there —
// the surprise ball ADDS whiff on top of the rung's own rate, scaled by how much this
// body had actually learned. The champion's near-zero flub is exactly what this opens.
+ (G.match && G.match.surprised ? TUNE.surpFlub * learnK(rz) : 0);
if (Math.random() < flub) rz.swingCool = 0.5; // whiff — it hesitates (rarer per rung of the ladder)
else { rz.swingT = TUNE.swingWindup + TUNE.swingWindow / 2; trySwing(rz, true, TUNE.racketQMax); rz.swingT = -1; rz.swingCool = 0.3; }
else { rz.swingT = TUNE.swingWindup + TUNE.swingWindow / 2;
trySwing(rz, true, TUNE.racketQMax + TUNE.duelQBonus * duelSkill()); rz.swingT = -1; rz.swingCool = 0.3; }
// the lean is SPENT at the racket, either way — matchReady clears it when a point ends unmet
if (G.match) G.match.surprised = G.match.expected = false;
}
@@ -1602,7 +1618,9 @@ export function dragServe(aim) {
function meleeCooldown() {
let near = 0;
for (const zb of zombies) if (zb && Math.hypot(zb.x - P.x, zb.z - P.z) < TUNE.meleeCrowdR) near++;
return Math.max(TUNE.meleeCoolMin, TUNE.meleeCool / (1 + Math.max(0, near - 1) * TUNE.meleeCrowd));
// the FLOOR rides the level (the leagues: the level is you) — the relaxed ceiling does not
return Math.max(TUNE.meleeCoolMin * bonus().melee,
TUNE.meleeCool / (1 + Math.max(0, near - 1) * TUNE.meleeCrowd));
}
export function keyPressed(code) {
@@ -1637,7 +1655,7 @@ export function keyPressed(code) {
// aimed at a machine's shot tossed the serve ball instead and the return was, in practice,
// impossible. Oliver could not land one. A hostile ball in the air is the most visible thing on the
// screen, so "the tap is a swing at it" keeps one gesture meaning one thing at any given moment.
if (G.mode === 'splatter' && shots.some(s => Math.hypot(s.x - P.x, (s.z - P.z) * 0.8) < TUNE.parryArm)) {
if (G.mode === 'splatter' && shots.some(s => Math.hypot(s.x - P.x, (s.z - P.z) * 0.8) < TUNE.parryArm * bonus().parry)) {
P.swingT = 0; P.pose = 'swing'; P.poseT = 0; G.swung = true;
swish(0.3);
return;
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@@ -713,7 +713,7 @@ document.getElementById('nbSend').addEventListener('click', async () => {
const btn = document.getElementById('nbSend');
btn.disabled = true; nbMsg.textContent = 'SENDING…'; // the double-tap posts twice otherwise
try {
const r = await stats.submit(name, nbRun.score, nbRun.sub, nbRun.mode);
const r = await stats.submit(name, nbRun.score, nbRun.sub, nbRun.mode, profile.prof.lg);
rkMode = nbRun.mode; // ...and the board that opens is the one you just wrote your name on
for (const el of document.getElementById('rkModes').children)
el.classList.toggle('on', el.dataset.m === rkMode);
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@@ -88,6 +88,17 @@ export function award(kind, n = 1) {
return amt;
}
// ---------------------------------------------------------------- the level is you ----
// Phase 4's defensive buffs, through existing dials only: level 1 is the shipped game (factor 1)
// and the cap stays honest — a maxed profile survives volleys better, it does not stop dying.
// Read at the dial sites (meleeCooldown's floor, the parry's reach/arm, hurtPlayer's grace).
export function bonus() {
const f = (levelAt(prof.xp) - 1) / (LEVEL_CAP - 1);
return { melee: 1 - 0.25 * f, // the swish floor drops to 75% — panic scales with mastery
parry: 1 + 0.25 * f, // the parry reaches a quarter further
grace: 1 + 0.35 * f }; // a volley needs a third longer to land twice
}
// ---------------------------------------------------------------- the promotion ----
// A cup win that moved the league parks its ceremony here (beats.cupWon writes, main.maybeRestart
// consumes once the summary is tapped away). Module-local and consumed-on-read, the same shape as
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@@ -218,12 +218,14 @@ export const saveName = s => {
// `k` is the BOARD's number and `g` its second column — what those mean is the mode's business
// (BOARDS), and the server only ever sorts them. `m` is which board the row goes on.
export async function submit(rawName, k, g, mode = MODE_GORE) {
export async function submit(rawName, k, g, mode = MODE_GORE, lg = 1) {
const name = saveName(rawName);
if (!name) throw new Error('empty name');
// `lg` is the league badge the row will wear (THE LEAGUES) — context beside the score, never a
// sort key. Passed in by the caller because profile.js imports THIS module.
const r = await fetch(API + 'scores', { method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ n: name, k, g, m: mode, id: myId() }) });
body: JSON.stringify({ n: name, k, g, m: mode, id: myId(), lg } ) });
if (r.status === 409) { const e = new Error('name taken'); e.taken = true; throw e; }
if (!r.ok) throw new Error('submit ' + r.status);
return r.json(); // {ok, rank, scores}
@@ -322,7 +324,11 @@ export async function drawRanks(rows, mode = MODE_GORE) {
if (!rows.length) { el.innerHTML = '<p class="none">NOBODY IS ON THIS BOARD YET. BE FIRST.</p>'; return; }
const me = savedName();
el.innerHTML = rows.map((r, i) =>
`<div class="rkrow${r.n === me ? ' me' : ''}"><b>${n(i + 1)}</b><span>${esc(r.n)}</span>`
`<div class="rkrow${r.n === me ? ' me' : ''}"><b>${n(i + 1)}</b>`
// the league badge, when the row has one: CONTEXT beside the name — a league-5 high score is
// expected, a league-2 upset is visible. Old rows carry none and show none.
+ (r.lg >= 1 && r.lg <= 5 ? `<img class="rkbadge" src="assets/badge_l${r.lg | 0}.png" alt="">` : '')
+ `<span>${esc(r.n)}</span>`
+ `<i>${n(r.k || 0)} · ${r.g || 0}</i></div>`).join('');
}
+4 -4
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@@ -11,7 +11,7 @@ import { drillKill, drillCaught } from './drill.js';
import { splatPoint, cheer, spentBall, aside, grantWeapon, endBurst, sliceCarom } from './gameplay.js';
import { resolveInterlude, endBossFight } from './beats.js'; // runtime-only cycle, like the gameplay one
import { tally, multiKill, endRun, MODE_MATCH } from './stats.js';
import { award } from './profile.js';
import { award, bonus } from './profile.js';
export const zombies = []; // {x, z, v, walkT, variant: 'a'|'b'|'c'}
export const gore = []; // lawn decals {x, z, r, a} — the flat ground layer
@@ -267,7 +267,7 @@ export function hurtPlayer(n) {
// it beats this channel and the eat test below, which is the only reason to spend a dodge.
if (G.mode !== 'splatter' || G.hurtT > 0 || G.dodgeI > 0 || G.mode === 'eaten') return;
G.hp -= n;
G.hurtT = TUNE.hurtGrace; G.hurtFlash = 0.3;
G.hurtT = TUNE.hurtGrace * bonus().grace; G.hurtFlash = 0.3; // the grace rides the level (the leagues)
haptic('heavy'); // taking one is rare (hurtGrace gates it) and is the loudest thing the hand gets
G.shake = { t: 0.22, mag: 4 };
splat(0.7); aww(0.5);
@@ -1383,14 +1383,14 @@ export function updateZombies(dt) {
const dP = Math.hypot(s.x - P.x, (s.z - P.z) * 0.8);
const dHit = Math.hypot(s.x - P.x, s.z - P.z);
if (!done && P.swingT >= 0 && P.swingT <= TUNE.parryWindow
&& dP < TUNE.parryReach && s.y < CONTACT.maxY) {
&& dP < TUNE.parryReach * bonus().parry && s.y < CONTACT.maxY) {
// the parry: it becomes an `extras` clone — that array is already ballistic and already kills
// zombies, so "returned shot is a live weapon" costs nothing to build.
// It is a GLANCING blow, not a mirror. Reversing the incoming line sent every return straight
// back up the line it arrived on — which is where the thrower is standing — so a boss was a
// free wound per throw. Where you meet the ball across the racket face now sets the angle:
// hitting it back INTO him is a shot you have to place your feet for.
const off = Math.max(-1, Math.min(1, (s.x - P.x) / TUNE.parryReach)); // -1..1 across the face
const off = Math.max(-1, Math.min(1, (s.x - P.x) / (TUNE.parryReach * bonus().parry))); // -1..1 across the face
const ang = (off * TUNE.parryDeflect + (Math.random() * 2 - 1) * TUNE.parryJitter) * Math.PI / 180;
const sp = Math.hypot(s.vx, s.vz) * 1.15;
extras.push({ x: s.x, y: s.y, z: s.z, g: TUNE.gravity, pow: TUNE.parryPow, t: 2.5,
+64 -2
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@@ -89,13 +89,13 @@ globalThis.getComputedStyle = () => ({ paddingTop: '0' });
// ---- game modules (real code) ----------------------------------------------
const state = await import('./src/state.js');
const { G, P, O, score, ball, setupPoint } = state;
const { update, forceZombies, startGore, splatPoint, restartRun, leaguePace, flickTarget, flatCount, swayOf, keyPressed, classicGame, serveApexY, assistK, rallyFeel, barrelGap, machCap, hitServe, cheer, inCourt } = await import('./src/gameplay.js');
const { update, forceZombies, startGore, splatPoint, restartRun, leaguePace, duelSkill, tinLadder, deliverTin, flickTarget, flatCount, swayOf, keyPressed, classicGame, serveApexY, assistK, rallyFeel, barrelGap, machCap, hitServe, cheer, inCourt } = await import('./src/gameplay.js');
const { startDuel, resolveInterlude, startBossFight, endBossFight, startDrill: _startDrill, endDrill, startMatch: _startMatch, endMatch, FALL_LEN, startNetVs, endNetVs } = await import('./src/beats.js');
const { mirror, netMsg, netTest, netTick } = await import('./src/net.js');
// the drill's first-sight modal freezes the world (that is what modals do) — dismiss it the way a
// player would, so the tests step a live court
const startDrill = (...a) => { const r = _startDrill(...a); G.modal = null; G.modalQ.length = 0; return r; };
const { zombies, spawnZombie, pellets, parts, explode } = await import('./src/zombies.js');
const { zombies, spawnZombie, pellets, parts, explode, hurtPlayer } = await import('./src/zombies.js');
const { killPlayer } = await import('./src/zombies.js');
const { drillQueue, drillLegal, arrival, drillMult, DRILL_TYPES } = await import('./src/drill.js');
const cfg = await import('./src/config.js');
@@ -2268,5 +2268,67 @@ test('THE LEAGUES: the pace tier scales the solo match world and nothing else',
G.league = 1;
});
test('THE DUEL LEARNS: its skill ramps with the run, and game zero is the shipped duel', () => {
G.match = null;
G.runGames = 0;
assert.equal(duelSkill(), 0, 'a fresh run duels the shipped opponent');
G.runGames = Math.round(TUNE.duelRampGames / 2);
const mid = duelSkill();
G.runGames = TUNE.duelRampGames + 10;
assert.ok(mid > 0 && mid < 1, 'the ramp is a ramp');
assert.equal(duelSkill(), 1, '...and it caps');
G.match = { opp: 5 };
assert.equal(duelSkill(), 0, 'the match opponent has its own ladder — the ramp is duel-only');
G.match = null;
// the dial relationships the ramp promises: a full-skill duel still misses and still misreads
assert.ok(TUNE.racketFlub * (1 - TUNE.duelFlubCut) > 0.05, 'a maxed duel still whiffs sometimes');
assert.ok(TUNE.duelReadMax < 1, 'a maxed duel can still be wrong-footed');
assert.ok(TUNE.racketQMax + TUNE.duelQBonus < 1, 'its returns never reach perfect quality');
});
test('THE TIN TIERS: the league deepens the duel pot, and league 5 pays double', () => {
G.runGames = 0;
prof.prof.lg = 1;
assert.ok(!tinLadder().includes('laser') && !tinLadder().includes('rocket'),
'league one, game zero: the shipped pot');
prof.prof.lg = 3;
assert.ok(tinLadder().includes('laser') && !tinLadder().includes('rocket'),
'league three adds the laser, not the rocket');
prof.prof.lg = 4;
assert.ok(tinLadder().includes('rocket'), 'league four adds the rocket');
prof.prof.lg = 1;
G.runGames = 12;
assert.ok(tinLadder().includes('laser'), 'the run\'s own barrel gates still work without a league');
G.runGames = 0;
// the double tin: an empty rack, one delivery, twice the stock at league five
const stockOf = id => { const i = G.rack.findIndex(r => r.id === id); return i < 0 ? 0 : G.rack[i].n; };
G.rack.length = 0; G.temp = null; G.deliveries = 0;
prof.prof.lg = 5;
deliverTin();
const first = G.rack[0];
assert.equal(first.n, cfg.WEAPONS[first.id].tin * 2, 'a league-five duel pays a double tin');
G.rack.length = 0; G.temp = null; G.deliveries = 0;
prof.prof.lg = 1;
deliverTin();
assert.equal(G.rack[0].n, cfg.WEAPONS[G.rack[0].id].tin, 'league one pays the shipped tin');
});
test('THE LEVEL IS YOU: the defensive buffs scale with level and level one is the shipped game', () => {
const xp0 = prof.prof.xp;
prof.prof.xp = 0;
const b1 = prof.bonus();
assert.deepEqual(b1, { melee: 1, parry: 1, grace: 1 }, 'level one changes nothing');
prof.prof.xp = prof.xpFor(prof.LEVEL_CAP);
const bMax = prof.bonus();
assert.ok(bMax.melee < 1 && bMax.melee >= 0.7, 'the swish floor drops, boundedly');
assert.ok(bMax.parry > 1 && bMax.parry <= 1.3, 'the parry reaches further, boundedly');
assert.ok(bMax.grace > 1 && bMax.grace <= 1.4, 'the grace stretches, boundedly');
// ...and the grace actually lands on the player: hurtPlayer writes the scaled window
G.mode = 'splatter'; G.hurtT = 0; G.dodgeI = 0; G.hp = 4;
hurtPlayer(1);
assert.ok(G.hurtT > TUNE.hurtGrace * 1.3, 'a maxed profile\'s grace window is visibly longer');
prof.prof.xp = xp0;
});
console.log(`\n${passed} tests passed`);
process.exit(0); // render.js schedules viewport timers at load; don't let them outlive the report