The lob is out: a gesture the opponent's position redefines is unpredictable
Oliver, on the build: "all good but the lob. please remove it - this is
totally unpredictable."
Reverted in full — oppAtNet, farBody, TUNE.lobArm, TUNE.lobApex,
SHOT_DEPTH.lob, the branch in doHit and its two tests. The forward flick is
the smash it always was. Everything else from that commit stays: the pace
feedback (streak, crack, camera kick) and the death match's blood alignment.
The reason is worth more than the code, and PROJECT.md carries it as a rule:
a gesture whose MEANING depends on where the opponent is standing is
unpredictable however well the shot is tuned. It is the same objection
input.js already states about the slingshot — the direction you moved is the
thing you asked for, no invisible modes — and the written comparison let
option (c) past it on the argument that context cannot mis-fire. It can: you
do not track where the far body is standing while a ball is coming at you, so
one thumb movement produced two shots for reasons you were not watching. The
LOB word at contact explained the surprise; it did not prevent it.
If it comes back it needs a gesture of its own. The ballistics are solved and
are in the history at 4f4534e.
111 tests pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
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+34
-34
@@ -491,44 +491,41 @@ zombie (now an occasional opponent, `TUNE.racketEvery`, not the every-game fixtu
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`RETURNED`, `DOUBLE KILL`) is a footnote to something you already watched happen. Sharing the loud
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FACE with the milestone cards is right; sharing their SIZE made every footnote read as a milestone.
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## Session log: THE LOB, AND TWO THINGS THE MULTIPLAYER TEST FOUND (2026-08-22, same day)
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## Session log: THE LOB (BUILT, THEN CUT) AND TWO THINGS THE MULTIPLAYER TEST FOUND (2026-08-22, same day)
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### THE LOB IS THE FLICK YOU ALREADY HAVE — option (c), picked by Oliver after a written comparison
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### THE LOB WAS BUILT AND REMOVED THE SAME DAY — and the reason is the useful part
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Oliver: *"when you're close to the net in a duel with another player there should be a gesture
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allowing to make a ball flying high from below (lupfen)... this likely needs to be discussed."*
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Three candidates were put to him — (a) slow drag vs fast flick, (b) a down-then-up hook, (c) context
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arms it — and he picked (c): *"i think this is the easiest. no additional gesture to learn."* He also
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corrected the premise: *"the opponent should come to the net too — in zombie tennis the zombie often
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comes to the net"*, and he is right (racketAI chases up to `COURT.svcFar`, the classic CPU to z 9.5).
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Three candidates were put to him — (a) slow drag vs fast flick, (b) a down-then-up hook, (c) let
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CONTEXT arm it: the forward flick keeps its one meaning ("put it deep behind him") and the game
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picks the trajectory that does that, which with a man at the net is over his head. He picked (c):
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*"i think this is the easiest. no additional gesture to learn."*
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**The rule: a forward flick means "put it deep behind him", and the game picks the trajectory that
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actually does that.** With him on his baseline that is the smash it has always been; with him in, it
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is over his head. `oppAtNet()` in gameplay.js is the whole switch. Four things it rests on:
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It was built, measured and shipped. It worked exactly as specified — armed at `TUNE.lobArm` 7 m
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(the distance at which a lob peaking at `lobApex` still passes over `CONTACT.maxY`), pace derived
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from the height so the arc was the same from the baseline and from mid-court, target deeper than
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`SHOT_DEPTH.deep`, and the word LOB popped at the contact to say which shot had just been asked for.
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1. **It reads the BODY, not O.** In the duel and the match the opponent you play is the racket
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zombie; O is the invisible tennis body the serve machinery is driven off and it only moves
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between points, so asking O would have answered "on his mark" all rally, in the one mode Oliver
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plays most. `farBody()` picks the 'r' zombie whenever there is one and is not netplay.
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2. **`TUNE.lobArm` 7.0 m is not taste.** A lob peaking at `lobApex` passes a man 7 m from the net at
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almost exactly `CONTACT.maxY` (2.3 m, the height above which nothing can be struck) — so the shot
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arms EXACTLY as far out as it can still clear him. Measured, not guessed; the numbers are in the
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suite. Move one of the three and re-measure the other two.
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3. **The pace is DERIVED from the height, never chosen.** `vy = sqrt(2g(apex - y))` fixes the hang
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time and the ground still to cover fixes the speed, so the same arc comes off the baseline (9.5
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m/s) and off mid-court (5.8 m/s). A fixed speed was tried on paper first and is a fine lob from
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one place and a flat drive from the other. It also carries NO topspin multiplier — the dive that
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makes a hard flat ball land in would pull a lob into the net.
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4. **`SHOT_DEPTH.lob` is DEEPER than `deep` (2.0 vs 3.0 m).** At the ordinary deep target the ball
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passes only a metre or two behind the man it is going over, and at the far edge of the arm band
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that was 2.05 m — inside his reach. The shot is defined by where it comes DOWN.
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**His verdict, within the hour: *"all good but the lob. please remove it — this is totally
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unpredictable."*** It is reverted in full: `oppAtNet`, `farBody`, `TUNE.lobArm`, `TUNE.lobApex`,
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`SHOT_DEPTH.lob`, the branch in `doHit` and its two tests are gone, and the forward flick is the
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smash it always was.
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Measured, nominal (no scatter), from the baseline: over a man at the far service line it passes at
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**3.25 m**, lands 2 m inside his baseline, 2.17 s of hang. Over one at z 9.5 (a real net-rusher):
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5.4 m. The AI can and does run it down — a lob is not a free point in tennis either — but it pulls
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him off the net, which is what the shot is for. The word `LOB` pops at the contact: (c) buys "no
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gesture to learn" by letting context change what the flick means, and something has to say which
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shot you just asked for.
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**THE LESSON, AND IT IS A RULE NOW: a gesture whose MEANING depends on where the opponent is
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standing is unpredictable, however well the shot itself is tuned.** This is the same failure the
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input layer already names in its own words — *"No timing window and no invisible mode: the direction
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you moved is the thing you asked for"* (the slingshot's sidestep-vs-pull comment). The written
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comparison put that objection against option (a) and let (c) past on the argument that context can
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never mis-fire. It can: the player does not track where the far body is standing while a ball is
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coming at him, so the same thumb movement produced two different shots for reasons he was not
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watching. The word at the contact told him WHICH shot he got, but a label after the fact does not
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make a gesture predictable — it only explains the surprise.
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**If the lob is ever asked for again, it needs its own gesture** (option (b), the down-then-up hook,
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is the only candidate left that cannot be confused with an existing one) — and the mechanics above
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are all still correct and are recorded in the git history at 4f4534e, so the shot itself is a
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half-hour's work. The question was never the ballistics.
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### "THE OPPONENT SEES THE BALL REALLY FAST — THE PLAYER BARELY SEES THE SPEED INCREASE"
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@@ -4033,9 +4030,12 @@ Nothing here is broken; these are known gaps and unverified risks.
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from a tin). At 12 rounds/s a per-pellet sample will machine-gun the mixer, not just the wave.
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- **boss sounds** — footfall, wind-up, throw, wound, death. Three designs in `BOSS_ART`; decide
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whether they share one set or get one each before recording anything.
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14. ~~**THE LOB ("lupfen")**~~ SHIPPED 2026-08-22 as option (c) — see the session log. The rest of
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this entry is the discussion it came out of, kept because the two rejected options are the
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argument for the one that shipped.
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14. **THE LOB ("lupfen") — asked for, built and CUT on 2026-08-22. Do not rebuild it as option
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(c).** Oliver played the context-armed version and removed it the same hour: *"totally
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unpredictable."* See the session log for the rule that came out of it. What is left open is the
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shot with a gesture OF ITS OWN — option (b) below is the only candidate that cannot be confused
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with something already in the language. The ballistics are solved and are in the history at
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4f4534e; do not re-derive them, and do not re-propose (c).
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**~~asked for 2026-08-22, UNDER DISCUSSION, do not build it yet.~~** Oliver:
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*"when you're close to the net in a duel with another player there should be a gesture allowing
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to make a ball flying high from below... I don't know how to implement this gesture wise — this
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+1
-1
@@ -664,6 +664,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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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=307"></script>
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<script type="module" src="src/main.js?v=308"></script>
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</body>
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</html>
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+1
-15
@@ -74,16 +74,6 @@ export const TUNE = {
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smashBoost: 0.42, // extra pace on a FORWARD flick (aim.az < 0), scaled by timing. It does not
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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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// THE LOB ("lupfen", Oliver 2026-08-22). Same forward flick as the smash — the game picks which
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// shot that gesture means from WHERE THE OTHER MAN IS STANDING, so there is no second gesture to
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// learn. He is "in" when he is closer to the net than this, in metres:
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lobArm: 7.0, // ...and 7.0 is not a taste number. A lob peaking at lobApex passes a man
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// 7 m from the net at almost exactly CONTACT.maxY (2.3 m), so the shot
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// arms EXACTLY where it can still go over him. Raise one, raise the other.
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lobApex: 6.0, // m the lob peaks at, whatever the distance. The pace is DERIVED from this
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// (see doHit): a fixed speed would be a fine lob from the baseline and a
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// flat drive from mid-court, because the same speed over half the ground
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// is half the hang time. Height is the shot; speed is what it costs.
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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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@@ -1409,11 +1399,7 @@ export const P_BOUNDS = { x: 6.5, zMin: COURT.netZ + 1.2, zMax: 26 };
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export const TOSS = { y0: 1.8, vy: 4.6, dx: -0.44, oDx: 0.42 };
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// shot target depth from the receiving baseline, by aim (up = deep, none = mid, down = short)
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// `lob` is DEEPER than deep on purpose: a lob that lands where an ordinary drive lands passes only
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// a metre or two behind the man it is going over, and a ball that close to him is still inside his
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// 2.3 m reach (measured — at SHOT_DEPTH.deep it cleared him by nothing at the far edge of the arm
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// band). The shot is defined by where it comes DOWN, not by how high it goes.
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export const SHOT_DEPTH = { deep: 3.0, mid: 5.4, short: 8.6, lob: 2.0 };
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export const SHOT_DEPTH = { deep: 3.0, mid: 5.4, short: 8.6 };
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// how long swing/serve poses hold before returning to idle (s)
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export const POSE_TIME = 0.38;
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+4
-35
@@ -157,15 +157,6 @@ export const swayOf = aim => aim.mag === undefined ? aim.ax
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// as flat rather than resetting the lesson it just failed to use.
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export const flatCount = (streak, aim) => (aim && Math.abs(swayOf(aim)) > 0.15 ? 0 : streak + 1);
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// WHERE THE MAN ACROSS THE NET ACTUALLY IS — and it is not always O. In the duel and the match the
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// opponent is the BODY: O is the invisible tennis body the serve machinery is driven off, and it
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// only moves between points, so asking O where the opponent is would answer "on his mark" all
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// rally. In classic and in netplay (both kinds) O is the opponent, drawn and driven.
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const farBody = () => (!G.net && zombies.find(z => z.variant === 'r')) || O;
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// HAS HE COME IN? The one question the lob is armed on — see TUNE.lobArm for why 7 m and not taste.
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// Exported for the suite and for anything that ever wants to show the player that the shot is live.
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export const oppAtNet = () => COURT.netZ - farBody().z < TUNE.lobArm;
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function doHit(ch, quality, aim) {
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// aim: {ax: -1|0|1, az: -1|0|1} from held keys / flick at contact (az -1 = deep, 1 = short)
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const toFar = ch.side === 'P';
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@@ -180,7 +171,7 @@ function doHit(ch, quality, aim) {
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ball.x = ch.x + ch.facing * 0.5;
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ball.z = ch.z + (toFar ? -0.3 : 0.3);
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const err = () => (Math.random() * 2 - 1) * TUNE.aimError * (1 - quality);
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let tx, tz, aimedLane = false, sway = 0, lob = false;
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let tx, tz, aimedLane = false, sway = 0;
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let s = TUNE.baseShotSpeed + quality * TUNE.qualityShotSpeed;
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const ft = G.mode !== 'tennis' && !G.interlude && ch.side === 'P' // the duel aims like tennis: lanes, not free-aim
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? (aim && aim.fx !== undefined ? flickTarget(ch, aim) : { zt: zombieTarget(aim) }) : null;
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@@ -230,30 +221,14 @@ function doHit(ch, quality, aim) {
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const bound = Math.max(-TUNE.flickWidth, Math.min(TUNE.flickWidth, ch.x));
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tx = sway < 0 ? Math.min(tx, bound) : Math.max(tx, bound);
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}
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// THE LOB IS THE SAME FLICK, READ AGAINST WHERE HE IS STANDING (Oliver 2026-08-22, "lupfen").
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// Forward flick = "put it deep behind him", and when he has come to the net the trajectory that
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// does that is over his head, not through him. No new gesture, nothing to learn, and it cannot
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// be mis-fired — with him on his baseline the same flick is the smash it has always been.
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lob = ch.side === 'P' && aim.az < 0 && oppAtNet();
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const tzBase = lob ? SHOT_DEPTH.lob
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: aim.az < 0 ? SHOT_DEPTH.deep : aim.az > 0 ? SHOT_DEPTH.short : SHOT_DEPTH.mid;
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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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// depth and nothing else — the gesture had a direction with no consequence behind it. It buys
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// PACE now, scaled by timing like the width is. Note what it deliberately does not do: solveShot
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// still lands the ball on the same tz, so extra speed makes the shot flatter and earlier rather
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// than longer. A smash you can hit out on a whim would just be the bug above wearing a hat.
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if (ch.side === 'P' && aim.az < 0 && !lob) s *= 1 + TUNE.smashBoost * quality;
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// PACE DERIVED FROM THE HEIGHT, not chosen: for the lob to peak at lobApex it must leave at
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// vy = sqrt(2g(apex - y)), which fixes the hang time, and the hang time over the ground still
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// to cover fixes the speed. Same arc from the baseline and from mid-court — a fixed speed
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// would be a lob from one and a flat drive from the other. Timing still prices it: `tz` above
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// already carries the same scatter every aimed ball does.
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if (lob) {
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const vy0 = Math.sqrt(2 * TUNE.gravity * Math.max(0.5, TUNE.lobApex - ball.y));
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const hang = (vy0 + Math.sqrt(vy0 * vy0 + 2 * TUNE.gravity * Math.max(0, ball.y - 0.08))) / TUNE.gravity;
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s = Math.hypot(tx - ball.x, tz - ball.z) / hang;
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}
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if (ch.side === 'P' && aim.az < 0) s *= 1 + TUNE.smashBoost * quality;
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aimedLane = true;
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}
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tx = Math.max(-5, Math.min(5, tx));
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@@ -287,9 +262,7 @@ function doHit(ch, quality, aim) {
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}
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// topspin: quality shots dive under extra effective gravity, which is what lets real
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// pace arc over the net and still land in — the core tennis trade-off
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// ...and a lob carries NO topspin: the dive multiplier is what makes a hard flat ball land in, and
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// on a shot whose whole point is hang time it would just pull the arc down into the net.
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const g = lob ? TUNE.gravity : TUNE.gravity * (1 + quality * TUNE.spinFactor);
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const g = TUNE.gravity * (1 + quality * TUNE.spinFactor);
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let v = solveShot(ball.x, ball.y, ball.z, tx, tz, s, g);
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// low contact → trade pace for loft until the net is cleared; good timing gets a
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// comfortable margin, sloppy timing keeps some tape risk. Same crossesNet guard as serveArc's,
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@@ -328,10 +301,6 @@ function doHit(ch, quality, aim) {
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const w = praiseWord(); // a rally hit IS the impact — the word pops right on the contact
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if (w) popText(ball.x, ball.y, ball.z, w);
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}
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// ...and the lob NAMES ITSELF. (c) buys "no gesture to learn" by letting context change what the
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// flick means, and the price of that is that nothing on screen says which shot you just asked
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// for. One word at the contact, in the praise words' own slot, is what pays it back.
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if (lob) popText(ball.x, ball.y + 0.3, ball.z, 'LOB');
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ch.pose = 'swing'; ch.poseT = 0;
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if (G.net && ch.side === 'P') netSendShot(); // netplay: the shot IS the sync unit
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}
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@@ -89,7 +89,7 @@ globalThis.getComputedStyle = () => ({ paddingTop: '0' });
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// ---- game modules (real code) ----------------------------------------------
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const state = await import('./src/state.js');
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const { G, P, O, score, ball, setupPoint } = state;
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const { update, forceZombies, startGore, splatPoint, restartRun, flickTarget, flatCount, swayOf, keyPressed, classicGame, serveApexY, assistK, rallyFeel, barrelGap, machCap, hitServe, cheer, inCourt, oppAtNet } = await import('./src/gameplay.js');
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const { update, forceZombies, startGore, splatPoint, restartRun, flickTarget, flatCount, swayOf, keyPressed, classicGame, serveApexY, assistK, rallyFeel, barrelGap, machCap, hitServe, cheer, inCourt } = await import('./src/gameplay.js');
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const { startDuel, resolveInterlude, startBossFight, endBossFight, startDrill: _startDrill, endDrill, startMatch: _startMatch, endMatch, FALL_LEN, startNetVs, endNetVs } = await import('./src/beats.js');
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const { mirror, netMsg, netTest, netTick } = await import('./src/net.js');
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// the drill's first-sight modal freezes the world (that is what modals do) — dismiss it the way a
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@@ -736,49 +736,6 @@ test('a receiver stands BEHIND his baseline, on both sides of the net', () => {
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});
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test('THE LOB: the forward flick goes OVER him once he has come in', () => {
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// Oliver, 2026-08-22: "when you're close to the net in a duel there should be a gesture allowing
|
||||
// to make a ball flying high from below." Option (c): no new gesture — the flick that already
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// means "deep" picks the trajectory that actually puts the ball deep, which with a man at the net
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// is over his head. The contract: unchanged while he is back, unhittable while he is in.
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const shot = (oz, swipe) => {
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const rnd = Math.random; Math.random = () => 0.5; // no scatter: the NOMINAL arc
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startMatch(); G.interlude.introT = 0; G.phase = 'rally';
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const zb = oppOf(); zb.x = 0; zb.z = oz;
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P.x = 0; P.z = 23; P.swingT = -1;
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ball.active = true; ball.lastHit = 'O'; ball.bounces = 1;
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ball.x = 0; ball.z = 22.6; ball.y = 1.0; ball.vx = 0; ball.vy = 0; ball.vz = 1; ball.g = TUNE.gravity;
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G.swipe = swipe; keyPressed('Space');
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for (let i = 0; i < 20 && ball.lastHit !== 'P'; i++) update(DT);
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G.swipe = null; Math.random = rnd;
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assert.equal(ball.lastHit, 'P', 'setup: he got a racket on it');
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let y = ball.y, z = ball.z, vy = ball.vy, apex = y, over = null;
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const g = ball.g, dt = 1 / 240;
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for (let i = 0; i < 4000 && y > 0; i++) {
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const z0 = z; vy -= g * dt; y += vy * dt; z += ball.vz * dt;
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apex = Math.max(apex, y);
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if (over === null && z0 > zb.z && z <= zb.z) over = y; // height as it passes him
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}
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return { s: Math.hypot(ball.vx, ball.vz), apex, over, land: z };
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||||
};
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||||
const UP = { ax: 0, az: -1, fx: 0, fy: -1, mag: 90 };
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||||
const back = shot(1.5, UP);
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assert.ok(back.apex < 2.5, 'he is on his baseline: the forward flick is the DRIVE it always was, apex ' + back.apex.toFixed(1));
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||||
assert.ok(back.s > 19, '...at drive pace: ' + back.s.toFixed(1) + ' m/s');
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||||
// ...and once he steps in, the SAME gesture lifts it over him. Two positions: the far service
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||||
// line (as far back as the racket zombie's chase ever brings it) and the edge of the arm band.
|
||||
for (const oz of [9.5, 5.5, COURT.netZ - TUNE.lobArm + 0.05]) {
|
||||
const l = shot(oz, UP);
|
||||
assert.ok(Math.abs(l.apex - TUNE.lobApex) < 0.2, 'it peaks at lobApex from anywhere: ' + l.apex.toFixed(1));
|
||||
assert.ok(l.over > CONTACT.maxY, 'it passes him at ' + l.over.toFixed(2) + 'm, over his ' + CONTACT.maxY + 'm reach (z ' + oz + ')');
|
||||
assert.ok(l.land > 0.3 && l.land < COURT.netZ, '...and comes down IN, at z ' + l.land.toFixed(1));
|
||||
assert.ok(l.s < back.s * 0.6, '...off a much slower ball: ' + l.s.toFixed(1) + ' m/s');
|
||||
}
|
||||
// the sideways pass is untouched — only the FORWARD flick changes meaning
|
||||
const pass = shot(5.5, { ax: 1, az: 0, fx: 1, fy: 0, mag: 90 });
|
||||
assert.ok(pass.apex < 2.5 && pass.s > 19, 'a sideways flick with him at the net is still a drive');
|
||||
});
|
||||
|
||||
test('PACE IS FELT: a fast ball kicks the camera, a slow one does not', () => {
|
||||
// Oliver, 2026-08-22, after the multiplayer test: "when smashing (for example on serve) the
|
||||
// opponent sees the ball really fast — the player barely sees the speed increase." The ball IS
|
||||
@@ -803,23 +760,6 @@ test('PACE IS FELT: a fast ball kicks the camera, a slow one does not', () => {
|
||||
assert.ok(hard > 0, '(and the fast one did: ' + hard.toFixed(1) + ')');
|
||||
});
|
||||
|
||||
test('THE LOB arms off the BODY, not off the invisible tennis opponent', () => {
|
||||
// In the match O is the body the serve machinery is driven off and it only moves between points;
|
||||
// the opponent you actually play is the racket zombie. Asking O would answer "on his mark" all
|
||||
// rally, so the lob would arm at the wrong times in the one mode Oliver plays most.
|
||||
startMatch();
|
||||
const zb = oppOf();
|
||||
O.z = 10.5; // O parked at the net, the body back on its mark
|
||||
zb.z = 1.5;
|
||||
assert.ok(!oppAtNet(), 'the BODY is back, so nothing is armed');
|
||||
zb.z = 6.0;
|
||||
assert.ok(oppAtNet(), '...and the body coming in arms it');
|
||||
// classic tennis has no body: there O IS the opponent
|
||||
restartRun(); G.classic = true;
|
||||
O.z = 1.5; assert.ok(!oppAtNet(), 'classic: O back, not armed');
|
||||
O.z = 9.5; assert.ok(oppAtNet(), 'classic: O in, armed');
|
||||
});
|
||||
|
||||
test('the match brings its own legs: auto-run works even where autoAssist is 0', () => {
|
||||
// The desktop pane (pointer: fine) has autoAssist 0, so the match played as a statue with a
|
||||
// racket — the flight recorder showed a swing in every lost point and an x that never moved.
|
||||
|
||||
Reference in new issue
Block a user