The opponents come back to life: the friendly refresh, open string beds, and a steadier chase
Oliver's batch, delivered in dependency order. "The opponents look pretty harsh, almost already pre-zombie" — so BOTH tennis opponents got a new identity: warm skin, human eyes, an easy near-smile, rolled anchor-first so every later sheet inherits the face. The male's bounce pair also ADOPTS the female's palm-out posture (his old crouched receiver stance was the wrong pose for bouncing a ball — her better one is now the shared convention), and the pre-serve ball was re-measured onto the drawn palms: BOUNCE_IDLE's oDx 0.45 -> 0.24 / oApex 0.55 -> 0.72 for his close carry, with her wider reach riding TOURS (oDx 0.48 / oApex 0.73) the same way the player's pair already does. "parts of the body as well as the inner of the racket are solid" — the beds were the cutter's own doing: _fine.key repaints enclosed magenta pale grey (protection against accidental magenta strings), which defeated the beds we now draw magenta ON PURPOSE. key()/main() grow a bed=True switch (the famroll convention, used by _runroll and the refresh cuts); the run cycles' beds went from ~70% to ~44% opaque — strings, not paddles. Enclosed pockets of a roll's off-spec background (one sheet came back on blue) are scrubbed by corner-colour distance too. Both RUN CYCLES re-rolled off the friendly anchors: his landed 8 clean frames (racket +0.05..+0.30, one side); hers took four rolls — the gates caught a white background, a crossing racket, near-dup neighbours — and the keeper drew a 10-frame cycle, from which the best 8 were chosen by maximising the minimum adjacent stride (29.7%, smoother than his 22.7). o_run7/8 return to the SPR list. AND THE CHASE STOPS DITHERING (Oliver: "switching between a left and right movement increasingly faster the nearer the ball comes"): intercept() re-solves every frame and the earliest-reachable point jumps around its solution as the flight shortens, flipping his run direction each time. The CPU now commits to its stored target unless a fresh solve moves it by more than 0.35 m. SPRV 121, main.js v244, 66 tests, every opponent frame verified 200 in the live game. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1732,7 +1732,15 @@ export function update(dt) {
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G.aiReactT += dt;
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const incoming = ball.active && ball.lastHit === 'P'
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&& G.aiReactT >= (G.diff ? G.diff.reaction : TUNE.aiReaction);
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const tgt = incoming ? intercept('O') : HOME.O;
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// THE INTERCEPT GETS A DEADBAND (Oliver: "switching between a left and right movement
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// increasingly faster the nearer the ball comes"). intercept() re-solves every frame, and as
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// the flight shortens the earliest-reachable point jumps around its solution — each jump
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// flips his run direction, faster and faster. He commits to the stored point unless the
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// fresh solve moves it meaningfully (or the chase resets between shots).
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const fresh = incoming ? intercept('O') : HOME.O;
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if (!incoming || !G.aiTgt || Math.hypot(fresh.x - G.aiTgt.x, fresh.z - G.aiTgt.z) > 0.35)
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G.aiTgt = fresh;
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const tgt = G.aiTgt;
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const spd = TUNE.aiSpeed * (G.diff ? G.diff.speed : 1)
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* (incoming ? 1 : (G.diff ? G.diff.recover : 0.5)); // slow recovery: wrong-footing wins points
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