A lane is free when its body is gone, not when it is far away
The drill spawner measured its best-of-9 lane spacing only against bodies still in the back half (drillNearZ 9 m). On a court where lanes are HELD for life and speed is stamped at spawn, a body 12 m down still owns its lane — handing it to a faster arrival books an overtake for ten seconds later, mid-court, as two sprites walking through each other. That is what the seed-sensitive test failure (SEED=1234) was reporting: the assertion was right, the stream was not. Spacing now measures against every live drill body; drillNearZ is deleted (no other reader). Still best-of-9, no retry loop, so the stream cannot stall. 60 seeds x 150 s of drill: before, 7 seeds overlapped with narrowest clearance 0.00 m; after, zero overlap frames, narrowest 0.46 m (the test asks > 0.3). Suite green on 20260811/1234/777/99/424242/8 and on 299 of seeds 1..300; the straggler (SEED=80, the slid-serve return rate) is unrelated and logged as open. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -414,6 +414,29 @@ 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: a lane is free when its body is gone, not when it is far away (2026-08-16)
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A seed-sensitive red suite (`SEED=1234 node test.js` failed on the drill's "spaced *after the walk
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in*" assertion) turned out to be the assertion telling the truth: **two drill bodies genuinely walked
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through each other.** The spawner measured its best-of-9 lane spacing only against bodies with
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`z < drillNearZ` (9 m) — sound for a court where bodies wander, wrong for this one, where a lane is
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HELD for life and speed is stamped at spawn. A body 12 m down still owns its lane; handing that lane
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to a faster arrival does not create a spacing problem at spawn, it books an overtake for ten seconds
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later, mid-court, as two sprites occupying the same metre. The fix is the filter: spacing is measured
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against every live drill body, `drillNearZ` is deleted (it had no other reader). No retry loop, so
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the stream still cannot stall.
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Measured, 60 seeds × 150 s of drill each: before, **7 seeds produced overlaps, narrowest clearance
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0.00 m**; after, **zero overlap frames, narrowest 0.46 m** (the test asks for > 0.3). Peak on court
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is still the cap of 7, so the fan is wider, not thinner. Suite green on 20260811 / 1234 / 777 / 99 /
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424242 / 8, and on 299 of seeds 1..300 — the one straggler is unrelated and still open (see below).
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**OPEN, found by the same fuzz:** `SEED=80` fails *"opponent one returns a slid serve: 5/10"*. That
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assertion wants 6 of 10 sliced serves returned and the AI's real rate sits right on the threshold, so
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it is a coin-flip gate of exactly the kind this file warns about. Untouched here because the honest
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fix is a decision about the opponent, not the test: either widen `n` so the mean settles, or accept
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5/10 as the real return rate and say so.
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## Session log: THE NETPLAY LOBBY — a link to send, a code to type, a name to be (2026-08-15)
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Oliver: *"multiplayer should be easier to setup — a share with link next to the code; also entering
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@@ -1000,9 +1023,9 @@ are the ones being called now, which is a better decoy than the old fixed-batch
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- **`PLACEMENTS` is deleted along with the marks.** Nothing rushes anywhere and nothing stops, so
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there are no shapes to place — the geometry now comes from lane choice at spawn plus the depth the
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stream naturally strings bodies out into. That is a net DELETION of the fanciest code in the file.
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- **Spacing is best-of-9 lane sampling** against everyone still in the back half, not a retry loop:
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a hard minimum would silently stall the stream at exactly the moment it is meant to be getting
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harder, which reads as the mode dying.
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- **Spacing is best-of-9 lane sampling** against every live drill body (it measured only the back
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half until 2026-08-16, see that session log), not a retry loop: a hard minimum would silently stall
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the stream at exactly the moment it is meant to be getting harder, which reads as the mode dying.
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- **A DRILL BODY HOLDS ITS LANE**, and this was the fix the screenshot forced. `updateZombies` homes
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bodies onto the player's x once they cross the net — a gore-mode behaviour — so they arrived nicely
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spread and then bunched into an unreadable knot right in front of you. Spawn spacing cannot survive
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