Make the double tap a stance that holds the net
Oliver on v376: "wenn man doppeltippt, geht er minimal vor". His own ball's flight covered 4-9 m of the 10 to the net. His next ball was met from mid-court, outside the net zone, and the recovery after that volley walked him straight back to the baseline. The double tap now sets a stance (P.post) that lasts until the next double tap, a lob he has to run down, or the end of the point. Every recovery heads for the net at full pace, and every incoming ball is planned as a net man's. The 'back' stance clears once he is behind the net zone, so short balls still pull him in. Measured: contacts while committed are ~35% at the net and ~40% around the service line, and he no longer falls back. The base ladder is unchanged. New test; v377. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+24
-1
@@ -5736,6 +5736,28 @@ only the deep hard ball, the long down-flick only the lob.
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- **Not built:** a lesson for it. The ghost hand teaches the tap and the side flick only; the double tap
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is undiscoverable without being told. Add one if the phone test says so.
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### The double tap is a STANCE, not one ball's run (2026-10-14, v377)
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Oliver on v376: *"funktioniert irgendwie nicht — wenn man doppeltippt, geht er minimal vor"*. **Measured**
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(`NETX=1`, the bot double-tapping behind 100% of its deep flicks):
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- His own ball's flight covered only 4-9 m of the ~10 m to `netStand`.
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- His next ball was usually met from mid-court, 7-10 m out, which is OUTSIDE `netFrom` (7 m).
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- The approach flag lived for one ball, so the recovery after that volley (`rallyHome`: outside the net
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zone → baseline) walked him straight back. Forward a little, then back: exactly the report.
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**Now `P.post`** ('net' / 'base') is set by the double tap and holds:
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- 'net' lasts until the next double tap, a lob he cannot get under and runs down (`plan.over === null` →
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'base'), or the point's end (`setupPoint` clears it).
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- `atNetHome` reads it first for the player, so every recovery heads for `netStand` at full pace.
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`P.rushing` follows it, so every incoming ball is planned as a net man's.
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- 'base' clears itself once he is back beyond `netFrom` + 0.5, so a short ball still pulls him in as before.
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**After:** of his contacts while committed, ~35% are at the net (< 3.5 m), ~40% around the service line (the
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first volley), ~20% at 7-10 m, and ~5% further. The stance is dropped only by lobs and point ends. Ladder
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(σ60, 8 seeds): the base is unchanged; following in is now about neutral, still good against the pushers
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(Steward 52 → 61), and no longer punished by the Brute and the Champion.
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Test: committed to the net, a volley struck 9 m out keeps him coming in (< 7 m a second later); without the
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stance the old recovery still takes him back.
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# OPEN — leftovers, in rough priority order
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Nothing here is broken; these are known gaps and unverified risks.
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@@ -5751,7 +5773,8 @@ Nothing here is broken; these are known gaps and unverified risks.
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go back, and the SMASH. See "The player's way to the net and back" above.
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v375: the auto-run's shake is gone (a latched chase plan); he is a little stronger for it, so the bottom
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of the Climb and classic easy may now be too easy. See "The auto-run stops shaking".
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v376: the run to the net and back is a DOUBLE TAP while his own ball flies (replaces v374's flick length). Fallback tag `rally-baseline-v360`.
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v376: the run to the net and back is a DOUBLE TAP while his own ball flies (replaces v374's flick length).
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v377: the double tap is a stance (P.post) that holds until changed — v376 only moved him a few metres. Fallback tag `rally-baseline-v360`.
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1. **`RES` 4 is unverified on a real phone under load.** It nearly doubled the fill rate (810 -> 1080
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device px across). Oliver has not reported stutter, but he also has not played a late horde since.
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+1
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@@ -1140,6 +1140,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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</div>
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</div>
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<span id="recLamp" hidden>REC</span>
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<script type="module" src="src/main.js?v=376"></script>
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<script type="module" src="src/main.js?v=377"></script>
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</body>
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</html>
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+15
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@@ -1478,7 +1478,10 @@ const letBounce = () => ball.bounces === 0 && ball.y < COURT.netH && ball.rx &&
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// ...and where he recovers to is where he IS: at the net he holds the net, otherwise he goes back
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// behind his baseline. Read live — recovery always moves him away from netFrom, so it cannot dither.
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// The one exception is the APPROACH: having taken a short ball, he follows it in.
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const rallyHome = ch => ({ x: 0, z: (Math.abs(ch.z - COURT.netZ) < TUNE.netFrom && ball.retreat !== ch.side) || ball.approach === ch.side
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// The PLAYER's double tap overrides all of that with a STANCE (P.post) that lasts until he changes it.
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const atNetHome = ch => ch.side === 'P' && P.post ? P.post === 'net'
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: (Math.abs(ch.z - COURT.netZ) < TUNE.netFrom && ball.retreat !== ch.side) || ball.approach === ch.side;
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const rallyHome = ch => ({ x: 0, z: atNetHome(ch)
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? COURT.netZ + (ch.side === 'P' ? TUNE.netStand : -TUNE.netStand)
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: ch.side === 'P' ? COURT.L + TUNE.rallyBack : -TUNE.rallyBack });
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// Where a baseliner meets this ball: after the bounce, falling through rallyHit, or at the top of a
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@@ -1574,7 +1577,7 @@ function intercept(side) {
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deepest = pt; // last resort: run at the deepest hittable point
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}
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}
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if (smashing) plan.over = null; // no overhead in reach: he runs it down
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if (smashing) { plan.over = null; if (P.post === 'net') P.post = 'base'; } // no overhead in reach: he runs it down, and stays back
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// ...and a frame that finds NOTHING mid-chase holds the plan it had: a dying drop's bounce sits on the
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// 0.35 m floor, and every other frame without a candidate sent him home, 10 m away, and back again
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const hold = side === 'P' && P.chase && P.goal ? P.goal : null;
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@@ -2162,8 +2165,13 @@ export function keyPressed(code, lead = 0, flick = false) {
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// In to the net, or back from it: the double tap's one meaning is "the other end of my half". At the net
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// (or already running in) it is the way back; anywhere else it is the way in. rallyHome reads the flags
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// while his ball flies, the run goes at full pace, and his reply is planned from wherever he has got to.
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// It is a STANCE, not one ball's run (Oliver on v376: "wenn man doppeltippt, geht er minimal vor"): his own
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// ball's flight covers 4-9 m of the 10 to the net, his next ball was met from mid-court, outside the net
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// zone, and the recovery after it walked him straight back to the baseline. P.post holds until the next
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// double tap, a lob he has to run down, or the point's end.
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function moveCall() {
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const goingIn = ball.approach === 'P' || (Math.abs(P.z - COURT.netZ) < TUNE.netFrom && ball.retreat !== 'P');
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const goingIn = atNetHome(P);
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P.post = goingIn ? 'base' : 'net';
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ball.approach = goingIn ? null : 'P';
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ball.retreat = goingIn ? 'P' : null;
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popText(P.x, 0, P.z + TUNE.praiseBehind, goingIn ? 'BACK' : 'TO THE NET', UI.warm, true);
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@@ -2367,8 +2375,10 @@ export function update(dt) {
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// ...and lobbed at the net he backpedals, exactly as slowly as the CPU does (TUNE.lobTurn)
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// HIS OWN WAY IN AND OUT runs at full pace (the attack's follow-in, the lob's retreat), and while
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// his attack flies he is RUSHING: the reply is planned as a net man's from wherever he has got to
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if (ball.lastHit === 'P') P.rushing = ball.approach === 'P'; // a double tap behind his serve is serve and volley
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const ownRun = !chasing && rallyFeel() && ball.lastHit === 'P' && (ball.approach === 'P' || ball.retreat === 'P');
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// committed to the net he is a net man for every ball until he reaches it (a double tap behind his serve is serve and volley)
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if (P.post === 'base' && Math.abs(P.z - COURT.netZ) > TUNE.netFrom + 0.5) P.post = null; // back: the old rules again (a short ball still pulls him in)
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P.rushing = P.post ? P.post === 'net' : ball.lastHit === 'P' ? ball.approach === 'P' : P.rushing;
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const ownRun = !chasing && rallyFeel() && (P.post || ball.lastHit === 'P' && (ball.approach === 'P' || ball.retreat === 'P'));
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let rate = TUNE.playerSpeed * aK * dt * (chasing || ownRun ? 1 : 0.55) * (chasing && ball.rx && ball.rx.lob ? TUNE.lobTurn : 1);
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// ON HIS HEELS: a put-away of his own sitter is read late (step 4 (b)). Without this the auto-run
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// started on the strike's frame with a perfect read and covered the whole court — no put-away ever
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+1
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@@ -207,7 +207,7 @@ export const other = s => s === 'P' ? 'O' : 'P';
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export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
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export function setupPoint() {
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G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.scored = false; ball.rx = null; ball.heels = 0; P.chase = P.goal = P.goalKey = null; P.running = false; ball.approach = null; ball.retreat = null; ball.smash = false;
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G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.scored = false; ball.rx = null; ball.heels = 0; P.chase = P.goal = P.goalKey = P.post = null; P.running = false; P.rushing = false; ball.approach = null; ball.retreat = null; ball.smash = false;
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G.swingSnaps = null; G.rallyNear = null; G.swung = false;
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if (G.mode === 'splatter' && !G.match) { // always your serve, from wherever you're standing
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// (the MATCH falls through to the tennis branch below:
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@@ -1573,6 +1573,30 @@ test('THE DOUBLE TAP at the net is the way back; a long down-flick is only the l
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assert.ok(back.fromNet > TUNE.netFrom, `...and he is back behind the net zone: ${back.fromNet.toFixed(1)} m`);
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});
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test('THE DOUBLE TAP is a STANCE: a volley from mid-court keeps him coming in, not walking back', () => {
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// Oliver on v376: "wenn man doppeltippt, geht er minimal vor". His own ball's flight covers 4-9 m of the 10,
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// his next ball was met from mid-court — outside the net zone — and the recovery after it took him straight
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// back to the baseline. P.post holds the net until the next double tap, a lob he runs down, or the point.
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const assist = TUNE.autoAssist; TUNE.autoAssist = 1.15;
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const after = post => {
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freshSplatter(); startMatch(); G.interlude.introT = 0;
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const rz = oppOf(); Object.assign(rz, { x: 3, z: -0.6, swingCool: 999, swingT: -1 });
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G.phase = 'rally'; G.wasServe = false;
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Object.assign(P, { x: 0, z: COURT.netZ + 9, swingT: -1 }); // his volley was struck 9 m out
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P.post = post;
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const v = solveShot(0, 1, P.z - 0.4, 1, 3, 18);
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Object.assign(ball, { active: true, scored: false, lastHit: 'P', bounces: 0, rx: null, spin: 1, soft: false,
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approach: null, retreat: null, x: 0, y: 1, z: P.z - 0.4, vx: v.vx, vy: v.vy, vz: v.vz, g: TUNE.gravity });
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for (let i = 0; i < 60 && ball.active; i++) { rz.swingCool = 999; update(DT); }
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return Math.abs(P.z - COURT.netZ);
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};
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try {
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const committed = after('net'), loose = after(null);
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assert.ok(committed < TUNE.netFrom, `committed to the net, he keeps coming in: ${committed.toFixed(1)} m`);
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assert.ok(loose > 9, `without the stance the old recovery still walks him back: ${loose.toFixed(1)} m`);
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} finally { TUNE.autoAssist = assist; }
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});
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test('an INCOMING ball keeps every tap a swing: the double tap never eats a shot', () => {
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freshSplatter(); startMatch(); G.interlude.introT = 0;
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oppOf().swingCool = 999;
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+7
-3
@@ -108,7 +108,7 @@ function humanAim() {
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const away = rz && rz.x > 0 ? -1 : 1; // the side he is not on
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if (oz < TUNE.netFrom) return r < 0.4 ? sw(0, 1, 150) : sw(away, -0.3, 120); // net man: lob him or pass him
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if (oz > COURT.netZ + 0.5 && Math.abs(P.z - COURT.netZ) < COURT.netZ - 1.5 && r < 0.15) return sw(0, 1, 50); // drop
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if (ATTACK && Math.abs(P.z - COURT.netZ) >= TUNE.netFrom && Math.random() < ATTACK) { bot.dbl = true; return sw(away * 0.3, -1, 130); } // the attack
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if (ATTACK && P.post !== 'net' && Math.abs(P.z - COURT.netZ) >= TUNE.netFrom && Math.random() < ATTACK) { bot.dbl = true; return sw(away * 0.3, -1, 130); } // the attack
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if (r < 0.45) return sw(away, -0.2, 110); // to the open side
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if (r < 0.65) return sw(0, -1, 80); // deep through the middle
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return null; // a plain tap
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@@ -181,8 +181,12 @@ for (const rung of RUNGS) {
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if (process.env.PROBE && lh === 'O' && bot.land && P.swingT >= 0) bot.land.sw = P.swingT, bot.land.d = Math.hypot(ball.x - P.x, (ball.z - P.z) * 0.8), bot.land.y = ball.y, bot.land.bb = ball.bounces;
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update(DT);
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if (lh !== 'P' && ball.lastHit === 'P' && ball.active && ball.smash) { netx.smash++; netx.open = 'smash'; }
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if (ball.lastHit === 'P' && ball.approach === 'P' && !netx.wasIn) netx.attacks++; // a run in (the double tap, or a short ball)
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netx.wasIn = ball.lastHit === 'P' && ball.approach === 'P';
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if (P.post === 'net' && !netx.wasIn) netx.attacks++; // a run in (the double tap, or a short ball)
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netx.wasIn = P.post === 'net';
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// every contact of his made while committed to the net: how far from the net (the "minimal vor" check)
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if (lh === 'O' && ball.lastHit === 'P' && (P.post === 'net' || netx.postWas === 'net')) (netx.after ||= []).push(+Math.abs(P.z - COURT.netZ).toFixed(1));
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if (netx.postWas === 'net' && P.post !== 'net') netx.dropped = (netx.dropped || 0) + 1, netx.why = [...(netx.why || []), (G.phase !== 'rally' ? 'pointEnd' : ball.rx && ball.rx.lob ? 'lob' : 'other')];
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netx.postWas = P.post;
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if (lh === 'P' && ball.lastHit === 'O' && ball.active && ball.soft && Math.abs(P.z - COURT.netZ) < TUNE.netFrom) netx.lobbed++;
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if (netx.open && (G.phase !== 'rally' || !ball.active)) { const d0 = score.pts[0] - netx.p0; if (d0 > 0) netx.smashWon++; netx.open = null; }
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if (netx.open === null) netx.p0 = score.pts[0];
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