The match plays fair: deeper pool, no regicide, serves from the line

"the player is too weak in this mode. also the killing by smashing occurs too
often. i cant really control it. maybe obsolete? also the serving after the
first serve does not happen from behind the groundline".

matchPlayerHp 8 — the match brings its own pool. The gore mode's 4 was an
inheritance, not a decision, and a real game has rallies you deserve to lose
without the run ending.

Regicide is out of the match (kept in the duel, where any-weapon-counts is
the point of sudden death). In a full game every hard serve that happened to
meet the body was a free kill nobody aimed. A match ball never damages the
opponent — it passes through like a soft ball and racketAI plays it — so the
wound stages are exactly the scoreboard. That also made hp-per-opponent
meaningless, so the ladder escalates in racketAI instead: +12% speed per body
felled, whiff chance x0.82 per rung.

And serving resets to behind the baseline with real deuce/ad mirroring:
setupPoint's "serve from wherever you're standing" branch now excludes the
match, which falls through to the tennis positioning. Verified live: second
serve from z 24.3, x mirrored to the ad side, opponent unwounded by anything
but the score.

38 tests, 15 seeds clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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wuwiandClaude Opus 5 committed 2026-08-11 22:31:57 +02:00
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@@ -219,6 +219,9 @@ export function watchdog(dt) {
export function startMatch() {
if (G.interlude || G.horde || G.bossFight || G.drill || G.match) return false;
G.match = { opp: 1, ending: false };
G.hp = G.hpMax = TUNE.matchPlayerHp; // a real match is longer than four mistakes — the gore
// mode's 4 was "too weak" here, felt not calculated
score.server = 'P'; // you serve every point (the corpse never learned to toss)
G.weapon = 0; G.mgT = 0; endBurst(); pellets.length = 0; extras.length = 0; shots.length = 0;
zombies.length = 0;
G.boy = null;
@@ -239,7 +242,10 @@ function matchOpponent() {
spawnRacketZombie();
const zb = zombies.find(z => z.variant === 'r');
zb.dueled = true; // wakes racketAI, same as a fresh duel
zb.hp = zb.hpMax = TUNE.matchOppHp + (G.match.opp - 1) * TUNE.matchOppHpPer;
zb.hp = zb.hpMax = TUNE.matchOppHp; // a FLAT pool: with regicide gone the body is pure
// scoreboard (a quarter per point), so a deeper pool would
// change nothing — the ladder escalates in racketAI instead
// (matchSpeedPer / matchFlubKeep)
G.interlude = { introT: 1.6 }; // the duel machinery IS the match machinery
}