Exact touchdown, the boy finishes his shift, healing announces itself, 4K heads
Five of Oliver's six (the sixth is a play-mode discussion): - THE DOUBLE FAULTS WERE FRAME QUANTIZATION: the bounce registered a full integration step after true contact — ~0.75 m of travel at serve pace — so serves aimed half a metre safe were judged long. Classic enforces the service box, the match only the court, hence 'zombie tennis does not'. The bounce now rewinds to y=0 before anything reads the position. Measured in-pane: 30/40 faults on good taps before, 0/40 after (mistimed and smudged taps also 0/40; aimed hard serves keep their scatter risk). Also: the strike flick dead zone is 44 px so a smudged tap stays a tap, and the aim base clamps 0.18 m inside the lines — scatter, not the aim, is what faults. - The mop beat holds the walk-on until the boy actually LEAVES the court (ordered off at beat end, 6 s cap). - A match game win that restores blood shows the duel's WOUNDS TREATED popup; full-blood wins stay silent. - The opponent walk-on card holds 4.0 s (was 2.4). - Card heads are cut from the 4K sheets at 144 px (assets/_heads.py, z_<fam>head.png, HEAD_CROP stays as fallback) — the old 65 px crops were the 'very low res' heads. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -379,7 +379,16 @@ function hitServe(sv, quality, aim = null, perfect = quality > 0.999) {
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else {
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// target: diagonal service box. Serving from deuce side → target box is across.
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const scatter = (0.8 + hard * TUNE.serveHardErr) * (1 - quality);
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boxX = (deuceSide() ? -1 : 1) * (toFar ? 1 : -1) * 2.0 + sx * TUNE.serveAimX
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// THE AIM BASE NEVER LEAVES THE BOX. A full sway used to carry the target ACROSS the centre
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// line — an aimed serve was a fault by construction, not by risk. The sway now runs from the
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// box centre to 0.18 m INSIDE either line, and only the timing scatter (added after) can
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// carry the ball out — which is the tennis being asked for: the line is where you aim, the
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// miss is what you risked. (Classic enforces the box; see fault()'s caller.)
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const side = (deuceSide() ? -1 : 1) * (toFar ? 1 : -1);
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const half = COURT.W / 2;
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const aim = side * 2.0 + sx * TUNE.serveAimX;
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const lo = side < 0 ? -half + 0.18 : 0.18, hi = side < 0 ? -0.18 : half - 0.18;
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boxX = Math.max(lo, Math.min(hi, aim))
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+ (Math.random() * 2 - 1) * TUNE.aimError * scatter;
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// DEPTH RIDES QUALITY (player serves only): a flush strike aims near the service line, the
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// ONLY depth where flat pace survives the net-clearance loop — MEASURED with the replica
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@@ -1296,7 +1305,10 @@ export function keyPressed(code) {
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// unit components; mag carries the length). Keyboard: left/right sway, up = the hard one.
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// A plain tap stays the safe centre-box serve — that is the second-serve decision.
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const kb = { ax: axisX(), az: axisZ() };
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const k = flick ? Math.max(0, Math.min(1, (flick.mag - 24) / 130)) : 0;
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// the dead zone is 44 px, well above the 28 px flick threshold: a slightly smudged strike TAP
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// must stay a safe serve — accidental sway was most of classic's "double fault very often",
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// because classic's line call enforces the service box (the match's only checks the court)
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const k = flick ? Math.max(0, Math.min(1, (flick.mag - 44) / 130)) : 0;
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const sway = flick ? flick.fx * k : kb.ax * 0.75;
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const hard = flick ? Math.max(0, -flick.fy) * k : (kb.az < 0 ? 0.8 : 0);
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hitServe(P, q, sway || hard ? { sx: sway, hard } : null);
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@@ -1688,6 +1700,17 @@ export function update(dt) {
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}
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}
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if (ball.y <= 0 && ball.vy < 0) {
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// EXACT TOUCHDOWN, not the frame after it. The integrated position lands up to one full
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// step PAST the true contact — at serve pace that is ~0.75 m of travel in 1/60 s, so a
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// serve aimed half a metre inside the service line was routinely JUDGED long. Oliver saw it
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// as "classic tennis gives double fault very often" (the match's line call only checks the
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// whole court, which is why zombie tennis seemed immune). Rewind the step to y = 0 before
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// the bounce position is read by anything — the line call, the bounce dust, the mark.
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const yOld = ball.y - ball.vy * dt; // where this step began (vy already g-updated)
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if (yOld > 0) {
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const back = dt * (1 - yOld / (yOld - ball.y)); // time spent below the ground this step
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ball.x -= ball.vx * back; ball.z -= ball.vz * back;
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}
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ball.y = 0; ball.vy = -ball.vy * TUNE.bounceY;
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ball.vx *= TUNE.bounceXZ; ball.vz *= TUNE.bounceXZ;
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if (Math.abs(ball.vy) > 1.0) dustPuff(ball.x, ball.z, 3, 0.7); // a real bounce kicks up the court
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