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>
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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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