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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@@ -461,7 +461,6 @@ export const TUNE = {
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drillSeed: 4, // bodies placed at the start so there is a queue to read from the first second
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drillSeedGap: 2.6,// m of depth between those seeded bodies
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drillSpawnZ: 0.6, // z they enter at (the far baseline is 0)
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drillNearZ: 9.0, // spawn spacing is measured against bodies nearer than this
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drillSpread: 3.4, // m either side of the centre line the lanes fan across
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drillSpeed: 0.85, // m/s at the bottom of the ramp (x the type's vMul)...
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drillSpeedMax: 2.0,// ...and at the top. Stamped per body AT SPAWN — constant v is also what lets
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+8
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@@ -73,15 +73,19 @@ function pickType() {
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return pool[Math.floor(Math.random() * pool.length)];
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}
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// ---- THE STREAM. One body at a time, spaced (best-of-9 lanes against the back half — a retry loop
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// ---- THE STREAM. One body at a time, spaced (best-of-9 lanes against EVERY live body — a retry loop
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// would stall the stream exactly when it should be getting harder), holding its lane all the way in.
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// The measure used to ignore anything past the back half, which was wrong for a court where lanes are
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// held for life and speeds are stamped per body: a lane 12 m down is still OWNED, and handing it to a
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// faster body just books the overtake for ten seconds later, where it lands as two sprites walking
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// through each other mid-court. A lane is free when its body is gone, not when it is far away.
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function spawnDrillBody(d) {
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if (zombies.filter(z => z.drill).length >= TUNE.drillMaxOnCourt) return null;
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const near = zombies.filter(z => z.drill && z.z < TUNE.drillNearZ);
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const live = zombies.filter(z => z.drill);
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if (live.length >= TUNE.drillMaxOnCourt) return null;
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let bx = 0, bs = -1;
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for (let k = 0; k < 9; k++) {
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const x = -TUNE.drillSpread + (2 * TUNE.drillSpread) * (k / 8) + (Math.random() - 0.5) * 0.5;
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const s = near.length ? Math.min(...near.map(z => Math.abs(z.x - x))) : 1e9;
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const s = live.length ? Math.min(...live.map(z => Math.abs(z.x - x))) : 1e9;
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if (s > bs) { bs = s; bx = x; }
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}
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const t = pickType();
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