Stop the auto-run shaking while it chases a ball

Oliver: "wenn der Autoplay den Ball versucht zu bekommen, zittert der
Player schnell hin und her". Measured: the run's target flipped by
metres every other frame. intercept samples the flight every 10 ms
against a 16.7 ms frame, so any candidate on a margin (a low bounce
peaking on the 0.45 m floor, a point on the back boundary, a dying drop)
passed one frame and failed the next. Frames with no candidate sent him
home and back. 9-62 reversals inside 200 ms per five minutes.

The chase now latches its plan: the flight is fixed at the strike, so
the first point stays the answer while his legs still make it in time,
net of any time he stood (split-step, heels). Reach is judged from where
the chase began, and the target eases with a start/stop hysteresis.
After: no reversals at any rung, timing unchanged. He wastes no steps,
so he is a little stronger, mostly at the bottom of the ladder. New
test; v375.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 5.5 committed 2026-10-14 20:15:25 +02:00
1 parent 599d5b0506
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+36 -1
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@@ -5676,6 +5676,39 @@ Lob vom Gegner als Volley annimmt, soll man derb schmettern"*.
- `tools/rally-sim.mjs`: `ATTACK=0.3`, `NETX=1` (attacks, lobs faced at the net, smashes, smashes won), and
`T_<knob>=<value>` sets any TUNE dial for a sweep.
### The auto-run stops shaking (2026-10-14, v375)
Oliver: *"wenn der Autoplay den Ball versucht zu bekommen, zittert der Player schnell hin und her. bitte glätten"*.
**Measured first** (`tools/rally-sim.mjs JITTER=1`, `=2` prints target jumps, `=3` the reversals):
- the target jumped ~10 cm a frame (p90 0.2-0.4 m), and 15-25% of chase frames moved it more than 20 cm;
- there were 9-62 direction reversals inside 200 ms per five minutes of play.
Smoothing the target alone (`runSmooth`) cut the small jumps 7x and fixed nothing. The shake was the PLAN
flipping by metres, every other frame, between two candidates:
- **The cause: margins against a sliding grid.** `intercept` samples the flight every 10 ms, the game steps
16.7 ms, so the sample phase slides every frame. A candidate sitting on any margin passed one frame and
failed the next:
- a low slice whose bounce peaks at ~0.46 m against the 0.45 m back-court floor;
- a point on the back boundary (`rallyBehind`);
- a dying drop at the 0.35 m floor (frames with no candidate at all sent him home, 10 m, and back).
Judging reach from where he stood made it worse, since his own step moved the answer. Each margin patched
with hysteresis just moved the flip to the next margin.
- **The fix: the chase LATCHES its plan** (`P.chase.plan`). The flight is fixed when the ball is struck, so
the point chosen first stays the answer while his legs still make it in time, net of any time he stood
(split-step, a put-away's heels: `P.chase.lost`). It re-plans only when that fails. Reach is judged from
where the chase began plus the time he has run (`P.chase`). The margin hysteresis (`runKeep`, 6 cm of
height, 10 cm of back boundary, holding the plan on an empty frame) stays as a second line, and so does the
eased target and a start/stop hysteresis (`runStop` 0.12 m against the 0.35 m start). `setupPoint`
clears it all.
- **After:** 0 reversals at rungs 4/8/12/15/18. The timing sweep is unchanged (−30 ms q 0.91, kiss q 1.00).
The ring leads contact by 5-14 ms, which is frame quantisation.
- **Side effect: he no longer wastes steps, so he is a little stronger.**
- Climb (σ60, level 26): bottom rungs 94 → 99%, mid ladder about +5, top unchanged (Champion 33 → 30).
- Classic (σ60, level 1): easy ~80 → ~93, hard ~30 → ~37.
- Not retuned yet: put it to his phone first.
- Test: the ring-tapping player chasing at rungs 4/12/18 for a minute each makes at most 2 reversals inside
200 ms. The old code makes 26. The early-tap test's floor moved 0.45 → 0.42: he now stops 0.12 m from his
mark instead of 0.35, so contact comes a hair later. The old curve still reads 0.33.
# OPEN — leftovers, in rough priority order
Nothing here is broken; these are known gaps and unverified risks.
@@ -5688,7 +5721,9 @@ Nothing here is broken; these are known gaps and unverified risks.
through, put-aways, on his heels). Awaiting the phone verdict on v373, especially the half-second
flat-footed read and the net rushers. See "Step 4 (b)" above.
v374 adds the player's own net game: long up-flick = attack and follow in, long down-flick = lob and
go back, and the SMASH. See "The player's way to the net and back" above. Fallback tag `rally-baseline-v360`.
go back, and the SMASH. See "The player's way to the net and back" above.
v375: the auto-run's shake is gone (a latched chase plan); he is a little stronger for it, so the bottom
of the Climb and classic easy may now be too easy. See "The auto-run stops shaking". Fallback tag `rally-baseline-v360`.
1. **`RES` 4 is unverified on a real phone under load.** It nearly doubled the fill rate (810 -> 1080
device px across). Oliver has not reported stutter, but he also has not played a late horde since.
+1 -1
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@@ -1140,6 +1140,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
</div>
</div>
<span id="recLamp" hidden>REC</span>
<script type="module" src="src/main.js?v=374"></script>
<script type="module" src="src/main.js?v=375"></script>
</body>
</html>
+4
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@@ -115,6 +115,10 @@ export const TUNE = {
// but under the 2.8 m the opponent's lob clears a net man by, or he smashes it standing)
smashPace: 0.8, // ...extra pace on top of the forward flick's, scaled by timing
smashRead: 0.3,
runSmooth: 10, // 1/s: the auto-run's target eases toward each fresh plan instead of jumping to it
runSnap: 1.5, // m: a re-plan this far away (a new shot, the lob read) is taken at once
runStop: 0.12,
runKeep: 0.06, // s of reach slack intercept grants the point he is already running to (hysteresis) // m: a running auto-run stops this close to its target (it starts at 0.35)
smashRun: 0.25, // share of his legs a lobbed net man may need to get UNDER the lob for the smash —
// a short lob is smashed, a deep one is not (he turns and runs it down, lobTurn) // s the opponent stands reading a smash before he moves
softRead: 0.35, // s any opponent stands reading a soft ball (drop, lob) — they are disguised
+53 -15
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@@ -1528,6 +1528,16 @@ function intercept(side) {
// the bounce a kicking ball drifts on sideways long enough to plan him out to x 6.5-8.7 — he ran to
// the edge of the frame and watched it pass (his v369 log, 65.77 s and 84.26 s)
const xl = side === 'P' ? xLimit() : 99;
// ...and the PLAYER's reach is judged from where his chase BEGAN plus the time he has run since (P.chase),
// not from where he stands this frame. Judged live, his own step moved the answer: a deep point became
// reachable one frame and not the next, and the plan flipped 2.2 m every other frame (the shake).
const o = side === 'P' && P.chase ? P.chase : { x: ch.x, z: ch.z, t: 0 };
// ...with HYSTERESIS: the flight is sampled every 10 ms against a 16.7 ms frame, so a candidate on a
// margin passed one frame and failed the next as the grid slid — a low slice whose bounce peaks at ~0.46 m
// against the 0.45 m floor below, measured flipping the plan 2.2 m every other frame. The point he is
// already running to keeps runKeep of time and 6 cm of height slack.
const near = (px, pz) => side === 'P' && P.goal && Math.hypot(px - P.goal.x, pz - P.goal.z) < 0.6;
const can = (px, pz, i, k = 1) => Math.hypot(px - o.x, pz - o.z) / (spd * k) <= o.t + i * dt + (near(px, pz) ? TUNE.runKeep : 0);
let fallback = null, deepest = null, anyHit = null, rise = null, nb = ball.bounces;
// ...but the PLAYER lobbed at the net first looks for the overhead: the first point the lob comes down
// into his smash band (smashMaxY) that his backpedal reaches in time. A short lob is smashed; one he
@@ -1540,17 +1550,17 @@ function intercept(side) {
vy -= g * dt; x += vx * dt; y += vy * dt; z += vz * dt;
if (y <= 0 && vy < 0) { y = 0; vy = -vy * bY(); vx *= bXZ(); vz *= bXZ(); nb++; g = gAfter(g); }
if (smashing && nb === 0 && vy < 0 && y <= TUNE.smashMaxY - 0.2 && y >= TUNE.smashMinY && Math.abs(x) <= xl
&& Math.hypot(x - ch.x, z - ch.z) / (spd * TUNE.smashRun) <= i * dt) return (plan.over = { x, z });
&& can(x, z, i, TUNE.smashRun)) return (plan.over = { x, z, ti: o.t + i * dt });
// FROM THE BACK: meet it between its bounce and the next one — at the top or falling through
// rallyHit+0.3, from as far as rallyBehind behind the line; a short ball the first moment it is
// up off the grass. Only if nothing like that is reachable do the old candidates below apply.
// (up to rallyTop since the dip ends at the bounce: a kicking ball is taken at the top of its
// bounce, chest high, rather than chased forward and volleyed — 40% volleys was the first cut)
if (back && nb === 1 && i > 5 && y > 0.45 && y < (plan.short ? TUNE.rallyHit + 0.6 : TUNE.rallyTop)) {
const inB = (side === 'P' ? z <= COURT.L + TUNE.rallyBehind : z >= -TUNE.rallyBehind) && Math.abs(x) <= xl;
if (inB && Math.hypot(x - ch.x, z - ch.z) / spd <= i * dt) {
if (plan.short || vy < 1) return { x, z };
rise ||= { x, z };
if (back && nb === 1 && i > 5 && y > (near(x, z) ? 0.39 : 0.45) && y < (plan.short ? TUNE.rallyHit + 0.6 : TUNE.rallyTop)) {
const inB = (side === 'P' ? z <= COURT.L + TUNE.rallyBehind + (near(x, z) ? 0.1 : 0) : z >= -TUNE.rallyBehind) && Math.abs(x) <= xl;
if (inB && can(x, z, i)) {
if (plan.short || vy < 1) return { x, z, ti: o.t + i * dt };
rise ||= { x, z, ti: o.t + i * dt };
}
}
// THE SHORT BALL (match): a slow return can bounce and DIE at z 18-20, which never enters the
@@ -1559,21 +1569,24 @@ function intercept(side) {
// losses. Remember the earliest reachable point ON HIS HALF where the ball is still at hitting
// height: running forward onto the short ball is the tennis answer, and now it is the assist's.
if (side === 'P' && rallyFeel() && !anyHit && i > 5 && z > COURT.netZ && y < 1.6 && y > 0.35) {
const pt = { x, z: Math.min(24.5, z) };
if (Math.abs(x) <= xl && Math.hypot(pt.x - ch.x, pt.z - ch.z) / spd <= i * dt) anyHit = pt;
const pt = { x, z: Math.min(24.5, z), ti: o.t + i * dt };
if (Math.abs(x) <= xl && can(pt.x, pt.z, i)) anyHit = pt;
}
if (i > 5 && inZone(z) && y < 1.6 && y > 0.3) {
const pt = { x, z: side === 'O' ? Math.max(0.8, z) : Math.min(24.5, z) };
const reachable = Math.abs(x) <= xl && Math.hypot(pt.x - ch.x, pt.z - ch.z) / spd <= i * dt;
const pt = { x, z: side === 'O' ? Math.max(0.8, z) : Math.min(24.5, z), ti: o.t + i * dt };
const reachable = Math.abs(x) <= xl && can(pt.x, pt.z, i);
if (y > 0.7 && reachable && !back) return pt; // waist-high AND arrivable in time
if (reachable && !fallback) fallback = pt; // low but arrivable
deepest = pt; // last resort: run at the deepest hittable point
}
}
if (smashing) plan.over = null; // no overhead in reach: he runs it down
const to = rise || fallback || deepest || anyHit || home; // zone points first: meeting deep is still better
// ...and a frame that finds NOTHING mid-chase holds the plan it had: a dying drop's bounce sits on the
// 0.35 m floor, and every other frame without a candidate sent him home, 10 m away, and back again
const hold = side === 'P' && P.chase && P.goal ? P.goal : null;
const to = rise || fallback || deepest || anyHit || hold || home; // zone points first: meeting deep is still better
// a ball no point of which he can reach still gets a run — to the nearest spot he is allowed to stand
return Math.abs(to.x) > xl ? { x: Math.sign(to.x) * xl, z: to.z } : to;
return Math.abs(to.x) > xl ? { x: Math.sign(to.x) * xl, z: to.z, ti: to.ti } : to;
}
// THE GOLD RING, TIMED (2026-10-14). The approach ring used to go gold at a DISTANCE (matchRingSweet
@@ -2346,7 +2359,11 @@ export function update(dt) {
// ON HIS HEELS: a put-away of his own sitter is read late (step 4 (b)). Without this the auto-run
// started on the strike's frame with a perfect read and covered the whole court — no put-away ever
// won a point, and the CPU still had no way to take one
if (chasing && ball.heels > 0) { ball.heels -= dt; rate = 0; }
const key = ball.lastHit + (chasing ? 'c' : 'r');
if (!chasing) P.chase = null;
else if (!P.chase || P.goalKey !== key) P.chase = { x: P.x, z: P.z, t: 0, lost: 0, plan: null }; // where this chase began
if (chasing && ball.heels > 0) { ball.heels -= dt; rate = 0; if (P.chase) P.chase.lost += dt; }
else if (P.chase) P.chase.t += dt; // the time he has had to run, for intercept's reach
// Run to the ball — then recover. WHERE you recover to is mode-specific and each rule exists
// for a reason:
// GORE SPLATTER recovers in DEPTH ONLY, holding your lane — recovering to HOME.P's x undid
@@ -2358,12 +2375,33 @@ export function update(dt) {
// unreachable": one wide return pulled you off centre and you STAYED there, so the next
// ball to the opposite corner was lost before it was struck. Not a strong CPU — a player
// who never walked back.
const tgt = chasing ? intercept('P')
// ...and the plan is LATCHED for the chase: the flight is fixed the moment the ball is struck, so the
// point chosen first stays the answer while his legs still make it in time (net of any time he stood:
// a split-step, a put-away's heels). Re-asked every frame, every margin in intercept — a bounce that
// peaks on a height floor, a point on the back boundary — flipped the plan by metres as the 10 ms
// sampling grid slid against the frame: the shake Oliver saw. Hysteresis there only moved the margin.
const c = P.chase, spdP = TUNE.playerSpeed * aK;
const latched = c && c.plan && c.plan.ti !== undefined
&& Math.hypot(c.plan.x - c.x, c.plan.z - c.z) / spdP <= c.plan.ti - (c.lost - c.plan.lost0) + 0.02;
const raw = chasing ? (latched ? c.plan : (c ? (c.plan = { ...intercept('P'), lost0: c.lost }) : intercept('P')))
: G.mode === 'splatter' && !G.match ? { x: P.x, z: HOME.P.z }
: rallyFeel() ? rallyHome(P) : HOME.P;
// THE RUN, SMOOTHED (2026-10-14, Oliver: "wenn der Autoplay den Ball versucht zu bekommen, zittert der
// Player schnell hin und her"). intercept asks every frame for the EARLIEST point he reaches in time,
// and his own step moves that point: the target jumped ~10 cm a frame (p90 0.3 m) and flipped across
// him, start/stop at the deadzone's edge, dozens of reversals a minute. It now EASES toward each plan
// (runSmooth); a new shot or a re-plan further than runSnap (the lob read) is still taken at once.
const jump = P.goal ? Math.hypot(raw.x - P.goal.x, raw.z - P.goal.z) : Infinity;
if (!P.goal || P.goalKey !== key || jump > TUNE.runSnap) P.goal = { x: raw.x, z: raw.z };
else { const k = Math.min(1, dt * TUNE.runSmooth); P.goal = { x: P.goal.x + (raw.x - P.goal.x) * k, z: P.goal.z + (raw.z - P.goal.z) * k }; }
P.goalKey = key;
const tgt = P.goal;
P.tgt = tgt; // the timed gold ring (ringCue) predicts the contact from where this run ends
const dx = tgt.x - P.x, dz = tgt.z - P.z, d = Math.hypot(dx, dz);
if (d > 0.35) { // deadzone: stand ready near the spot instead of dithering over it
// deadzone WITH HYSTERESIS: start at 0.35, and once running, carry on to runStop — a target hovering
// at the edge no longer toggles him between a step and a stand every other frame
P.running = d > (P.running ? TUNE.runStop : 0.35);
if (P.running) { // deadzone: stand ready near the spot instead of dithering over it
P.x += dx / d * Math.min(rate, d);
P.z += dz / d * Math.min(rate, d);
assist = dx;
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@@ -206,7 +206,7 @@ export const other = s => s === 'P' ? 'O' : 'P';
export const deuceSide = () => (score.pts[0] + score.pts[1]) % 2 === 0; // even points → deuce (right) side
export function setupPoint() {
G.phase = 'pretoss'; ball.active = false; ball.bounces = 0; ball.scored = false; ball.rx = null; ball.heels = 0; ball.approach = null; ball.retreat = null; ball.smash = false;
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;
G.swingSnaps = null; G.rallyNear = null; G.swung = false;
if (G.mode === 'splatter' && !G.match) { // always your serve, from wherever you're standing
// (the MATCH falls through to the tennis branch below:
+36 -1
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@@ -1146,6 +1146,41 @@ test('a SHORT ball is an approach, a deep one keeps the baseliner back, and nobo
} finally { TUNE.matchFlub = flub; }
});
test('the auto-run does not SHAKE: no back-and-forth while it chases a ball', () => {
// Oliver, 2026-10-14: "wenn der Autoplay den Ball versucht zu bekommen, zittert der Player schnell hin und
// her". intercept re-planned every frame and its margins (a bounce peaking on a height floor, a point on
// the back boundary) flipped the target by metres as the 10 ms flight grid slid against the frame:
// 9-62 reversals inside 200 ms per five minutes. The chase now latches its plan. Ring-tapping play.
const assist = TUNE.autoAssist; TUNE.autoAssist = 1.15;
try {
let fast = 0, chases = 0;
for (const opp of [4, 12, 18]) {
startMatch(); G.interlude.introT = 0; G.match.opp = opp;
for (let i = 0; i < 2.2 * 60; i++) update(DT);
let last = 0, lastRev = -99, armed = false;
for (let i = 0; i < 60 * 60; i++) {
G.modal = null; G.modalQ.length = 0; G.hp = G.hpMax; G.match.opp = opp;
if (G.phase === 'pretoss' && !(G.interlude && G.interlude.introT > 0)) { if (i % 40 === 0) keyPressed('Space'); }
else if (G.phase === 'toss') { if (ball.vy < 0.4 && ball.y > 2.4) keyPressed('Space'); }
else if (G.phase === 'rally' && ball.active && ball.lastHit === 'O' && ball.vz > 0 && !armed && ringCue()?.gold) { armed = true; keyPressed('Space'); }
if (ball.lastHit !== 'O') armed = false;
const x0 = P.x, chasing = G.phase === 'rally' && ball.active && ball.lastHit === 'O';
update(DT);
if (!chasing) { last = 0; continue; }
chases++;
const dx = P.x - x0;
if (Math.abs(dx) > 1e-4) {
if (last && Math.sign(dx) !== Math.sign(last)) { if (i - lastRev < 12) fast++; lastRev = i; }
last = dx;
}
}
endMatch();
}
assert.ok(chases > 3000, 'a real sample of chasing: ' + chases + ' frames');
assert.ok(fast <= 2, `no shake: ${fast} direction reversals inside 200 ms`);
} finally { TUNE.autoAssist = assist; }
});
test('THE FOLLOW-THROUGH: a tap ~80 ms early on a baseline ball is met weakly, not whiffed', () => {
// Step 4 (b), 2026-10-14. An early tap starts the swing while the ball is in the air, the swing waits
// for the bounce, and the groundstroke window had run out by then: a whiff at ~70 ms early, while a
@@ -1270,7 +1305,7 @@ test('a groundstroke a little off PERFECT is a little worse, not a weak ball (no
}
assert.ok(incoming >= 20, 'a real sample: ' + incoming);
assert.ok(returned / incoming >= 0.9, `an early-ish tap still returns: ${returned}/${incoming}`);
assert.ok(sumQ / returned >= 0.45, 'and still returns a real ball (0.32 on the old curve): mean q ' + (sumQ / returned).toFixed(2));
assert.ok(sumQ / returned >= 0.42, 'and still returns a real ball (0.33 on the old curve): mean q ' + (sumQ / returned).toFixed(2));
} finally { TUNE.autoAssist = assist; }
});
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@@ -6,6 +6,7 @@
// Since step 4: BOT=human (default; JIT, BIAS ms), CLIMB=1, XP, WHY=1, PROBE=1, LOG=1|all, SUMMARY=1,
// JSON=1 — see PROJECT.md "Step 4, measured first". Pool 8 seeds before reading a win rate.
// ATTACK=0.3 (the long up-flick share), NETX=1 (net/smash tally), KILL=1 (put-aways), T_<knob>=<v> sets TUNE.
// JITTER=1 (auto-run shake: reversals, target jumps), =2 prints big jumps, =3 prints fast reversals.
// ponytail: the platform stubs are copied from test.js; fold this into a test once the rework lands.
let _seed = (Number(process.env.SEED) || 20260811) >>> 0;
Math.random = () => { // xorshift32 — small, fast, good enough for jitter
@@ -96,6 +97,7 @@ const ATTACK = Number(process.env.ATTACK || 0); // share of baseline shots playe
const JIT = Number(process.env.JIT ?? 60) / 1000, LAG = 7;
const gauss = () => Math.sqrt(-2 * Math.log(1 - Math.random())) * Math.cos(2 * Math.PI * Math.random());
const netx = { attacks: 0, smash: 0, smashWon: 0, lobbed: 0, open: null, p0: 0 };
const jit = { shown: 0, rev: 0, fastRev: 0, lastRev: -99, last: 0, jumps: [], frames: 0 };
const probe = [], kills = []; let kOpen = null, kpow = 1;
const bot = { armed: false, fire: -1, jit: null, swipe: null };
const sw = (dx, dy, mag) => { const n = Math.hypot(dx, dy) || 1, fx = dx / n, fy = dy / n;
@@ -173,6 +175,7 @@ for (const rung of RUNGS) {
}
}
const lh = ball.lastHit;
const px0 = P.x, pz0 = P.z, tg0 = P.tgt;
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;
update(DT);
if (lh !== 'P' && ball.lastHit === 'P' && ball.active) { if (ball.approach === 'P' && !G.wasServe) netx.attacks++; if (ball.smash) { netx.smash++; netx.open = 'smash'; } }
@@ -183,6 +186,15 @@ for (const rung of RUNGS) {
if (ball.lastHit !== 'O') G.swipe = null;
// KILL=1: every put-away (a q >= .95 CPU ball straight after a player ball under .5) — where it went,
// how far the player had to go, how long he had, and whether he got it back
// JITTER=1: the auto-run's shake — a direction reversal of the x step inside a chase, and how far the
// target jumps between frames (the two things a "zittert hin und her" can be made of)
if (process.env.JITTER && G.phase === 'rally' && ball.active && ball.lastHit === 'O' && lh === 'O') {
const dx = P.x - px0;
if (Math.abs(dx) > 1e-4) { if (jit.last && Math.sign(dx) !== Math.sign(jit.last)) { jit.rev++; if (i - jit.lastRev < 12) { jit.fastRev++; if (process.env.JITTER === '3' && jit.shown++ < 12) console.log('rev', i, 'dx', dx.toFixed(3), 'prev', jit.last.toFixed(3), 'P', P.x.toFixed(2), P.z.toFixed(2), 'tgt', P.tgt && P.tgt.x.toFixed(2), P.tgt && P.tgt.z.toFixed(2), 'swingT', P.swingT.toFixed(2), 'heels', ball.heels.toFixed(2)); } jit.lastRev = i; } jit.last = dx; }
if (tg0 && P.tgt) { const j = Math.hypot(P.tgt.x - tg0.x, P.tgt.z - tg0.z); jit.jumps.push(j); }
if (process.env.JITTER === '2' && tg0 && P.tgt && Math.hypot(P.tgt.x - tg0.x, P.tgt.z - tg0.z) > 0.5 && jit.shown++ < 25) console.log('jump', i, 'from', tg0.x.toFixed(2), tg0.z.toFixed(2), 'to', P.tgt.x.toFixed(2), P.tgt.z.toFixed(2), 'P', P.x.toFixed(2), P.z.toFixed(2), 'ball', ball.y.toFixed(2), ball.z.toFixed(2), 'b', ball.bounces, JSON.stringify(ball.rx));
jit.frames++;
} else jit.last = 0;
if (process.env.KILL) {
if (lh === 'P' && ball.lastHit === 'O' && kpow < 0.5 && ball.pow >= 0.95) {
const L = gp.predictLanding(); kills.push({ px: +P.x.toFixed(1), pz: +P.z.toFixed(1), lx: L && +L.x.toFixed(1), lz: L && +L.z.toFixed(1), tl: L && +L.t.toFixed(2), v: +Math.hypot(ball.vx, ball.vz).toFixed(1), got: null }); kOpen = kills[kills.length - 1];
@@ -241,6 +253,8 @@ for (const rung of RUNGS) {
}
if (!process.env.SUMMARY) { console.table(rows); console.table(land); }
if (process.env.NETX) console.log(JSON.stringify(netx));
if (process.env.JITTER) { const j = jit.jumps.sort((a, b) => a - b), q = f => +(j[Math.floor(j.length * f)] || 0).toFixed(3);
console.log(JSON.stringify({ chaseFrames: jit.frames, reversals: jit.rev, fastReversals_lt200ms: jit.fastRev, tgtJump_p50: q(0.5), p90: q(0.9), p99: q(0.99), max: q(0.9999), over20cm: j.filter(x => x > 0.2).length })); }
if (process.env.KILL) { console.table(kills.slice(0, 30)); const l = kills.filter(k => k.got === 'LOST').length; console.log('put-aways', kills.length, 'won by CPU', l); }
if (process.env.PROBE) { const l = probe.map(p => p.late).sort((a, b) => a - b); console.log("contact after predicted entry, ms: n", l.length, "mean", (l.reduce((a, b) => a + b, 0) / l.length).toFixed(1), "p10", l[l.length * 0.1 | 0], "p50", l[l.length / 2 | 0], "p90", l[l.length * 0.9 | 0]); }
if (process.env.JSON) { console.log(JSON.stringify(pts)); process.exit(0); }