Sharpen league and Climb difficulty and give Gore a front door
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+34
@@ -4888,6 +4888,40 @@ per late opponent check quality ceilings and open-court frequency, with Club Pro
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control. All 131 tests pass with the default seed and eight additional seeds. Build v349 targets
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staging only. Combined difficulty still needs Oliver's playtest; shot statistics are not win rates.
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## Session log: THE RETEST — sustained final-league returns, a brisker Climb, Gore at the front (2026-09-07, v350)
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Oliver still defends league 5 reliably at level 26; the first 6–7 Climb opponents feel like filler.
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The previous final-league pass raised quality CAPS but left the .45 floor intact. Raising pace
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traits alone would do nothing here: their return-pace multiplier already hits its cap of 1.
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- Brute / Director / Champion now return in quality bands .62–.76 / .68–.83 / .74–.90, and use
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open-court aim on 50% / 70% / 85% of returns. `trySwing` reads the optional foe `qMin` just as
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it already reads classic's floor. These final-league traits follow the body into cup, training
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and Climb. Player level/peer gifts, opponent legs, wrong-footing, wounds and cup length stay put.
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- **Climb-only opening**: `gameplay.matchStep` adds four progression steps at opponent one,
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tapering linearly to zero at opponent eight. Movement (including intercept planning), return
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pace, width and flub all read it. Actual opponent identity, territory pace and learning still
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read the real rung. Cup onboarding and its training reps retain their old early curve.
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Measured on actual update/return paths: the first Climb foe chases at 3.407 vs 2.520 m/s,
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averages 18.639 vs 14.817 m/s return pace, reaches 2.364 vs 1.595 m return width, and returns
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1152 vs 1073 of 1200 contact attempts. The existing auto-run reachability soak still passes.
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- Oliver chose the **direct Gore door** over a mid-season teaser: SPLATTER GORE sits below the
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primary league fixture and starts Gore in one tap with the selected court/kit. OTHER GAMES,
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STATS and BOARD share one quiet navigation row (44px touch targets); their headline numbers
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are removed from the splash. Court/kit setup remains accessible through OTHER GAMES.
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- Badge glints peak at the START of their long CSS cycle; the first peak is now .39–.89 s after
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creation instead of ~5.5–19 s. The three points stagger, repeat slowly and still respect reduced
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motion. Existing art and typography are reused; no generated assets or dependencies.
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Validation: 132 tests pass with the default seed plus 1, 7, 42, 99, 1234, 2026, 8888 and 20260907.
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The return sampler measures mean quality .688 / .756 / .820 and open-corner shares 66.8% / 80.1% /
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90.7% for the three final opponents. New Climb regression exercises real movement and returns,
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including convergence at eight and unchanged cup/training behavior. Browser checked at 390×844
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and 320×568; all splash buttons fit, Gore starts directly, no browser errors in that flow.
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This is stronger measured opposition, not a measured human win rate: league 5 still needs
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Oliver's level-26 phone verdict. Oliver requested merging to main and pushing for his iPhone
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test; this release carries the cache-busting entry version v350.
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# OPEN — leftovers, in rough priority order
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Nothing here is broken; these are known gaps and unverified risks.
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+24
-17
@@ -374,8 +374,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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#cdBadges { display: flex; gap: 10px; align-items: flex-end; }
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#cdBadges .badge { position: relative; flex: 1; min-width: 0; display: flex; flex-direction: column;
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align-items: center; gap: 4px; }
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/* ...and an earned shield SMOULDERS: two-pixel embers drifting off it, each on its own delay and
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lane (main.embers). Pure CSS — the menu parks the game loop and this has no business waking it. */
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/* ...and it CATCHES THE LIGHT: three points on the shield, dark for most of a long cycle and
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flaring for a fraction of it (main.glints). Not a fire — a glint, the way metal behaves. */
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#cdBadges .badge em { position: absolute; width: 4px; height: 4px; border-radius: 50%;
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@@ -383,9 +381,9 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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opacity: 0; pointer-events: none; animation-name: glint;
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animation-timing-function: ease-out; animation-iteration-count: infinite; }
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@keyframes glint {
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0%, 88%, 100% { opacity: 0; transform: scale(0.3); }
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92% { opacity: 1; transform: scale(1); }
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96% { opacity: 0.35; transform: scale(0.6); } }
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0%, 12%, 100% { opacity: 0; transform: scale(0.3); }
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4% { opacity: 1; transform: scale(1); }
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8% { opacity: 0.35; transform: scale(0.6); } }
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@media (prefers-reduced-motion: reduce) { #cdBadges .badge em { display: none; } }
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#cdBadges img { height: 46px; image-rendering: pixelated; }
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#cdBadges .badge u { font: 700 7px Silkscreen, monospace; color: var(--acid); letter-spacing: 0.5px;
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@@ -659,8 +657,16 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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padding-bottom: max(10px, env(safe-area-inset-bottom));
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border-top: 2px solid var(--line); background: var(--solid); }
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.foot .btn { margin-bottom: 0; }
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/* ...except the splash's own secondary door: OTHER GAMES sat flush on the STATS/RANKINGS row */
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.foot.bare #mOther { margin-bottom: 12px; }
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/* Gore gets a front door; the records become quiet navigation, with full touch targets. */
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#mGore { display: flex; align-items: center; justify-content: center; gap: 12px;
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padding: 9px 12px; border-color: #804338; background: #281b19; color: #f1d6bf; }
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#mGore b { font: 400 23px/1.1 Bangers, cursive; letter-spacing: 1px; }
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#mGore i { margin: 0; color: #d5aa91; font: 400 9px/1.5 Silkscreen, monospace; letter-spacing: 0; }
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.splashLinks { display: flex; gap: 4px; margin-top: 5px; }
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.splashLinks .btn.sec { flex: 1; width: auto; min-height: 44px; padding: 7px 2px;
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background: transparent; border-color: transparent; color: #ccc4b5;
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font-size: 16px; letter-spacing: 0; }
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.splashLinks #mOther { flex: 1.5; }
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/* the splash's bottom band: no bar, no rule — the court art has to keep running under it */
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.foot.bare { border: 0; background: none; }
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.foot.bare .btn.big { margin-bottom: 10px; }
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@@ -680,10 +686,10 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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animation: dealIn 0.3s cubic-bezier(0.34, 1.56, 0.64, 1) backwards; }
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#intro.deal #splash #plaque { animation-delay: 0.02s; }
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#intro.deal #splash #mStart { animation-delay: 0.12s; }
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#intro.deal #splash #mOther { animation-delay: 0.19s; }
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/* the pair of secondary buttons is a CLASS, so it needs the same weight as the shorthand above
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#intro.deal #splash #mGore { animation-delay: 0.19s; }
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/* the navigation row is a CLASS, so it needs the same weight as the shorthand above
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to override its delay — the id selectors around it get there on their own */
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#intro.deal #splash .foot.bare > .two { animation-delay: 0.26s; }
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#intro.deal #splash .foot.bare > .splashLinks { animation-delay: 0.26s; }
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#intro.deal #splash #build { animation-delay: 0.33s; }
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@media (prefers-reduced-motion: reduce) {
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#intro.deal #splash #plaque, #intro.deal #splash .foot.bare > * { animation: none; } }
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@@ -696,7 +702,7 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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#boot u { display: block; margin-top: 7px; text-align: center; text-decoration: none;
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font: 400 9px Silkscreen, monospace; color: var(--dim); letter-spacing: 2px; }
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#splash.busy #boot { display: block; }
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#splash.busy .btn, #splash.busy .two, #splash.busy #build { display: none; }
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#splash.busy .btn, #splash.busy .splashLinks, #splash.busy #build { display: none; }
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/* NOTHING DATA-DRIVEN DURING THE BOOT (2026-08-31, Oliver: "die oberfläche ist hier regelmäßig
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in einem undefinierten zustand"). The plaque used to stand there as a skeleton, which is still
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a plaque saying LEVEL 1 to a level-25 player for as long as the profile takes to land. The
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@@ -847,12 +853,13 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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<!-- THE FRONT DOOR IS THE FIXTURE (2026-08-31, THE SEASON). The primary button used to say
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PLAY MATCH and open a wall of posters, which asked the player a question the game
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already knows the answer to. It names the next cup fixture now and enters the draw;
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everything else lives one tap down, behind OTHER GAMES. -->
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Gore has its own secondary door; the other modes live behind OTHER GAMES. -->
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<button class="btn big" id="mStart"><b id="msTitle">THE CUP</b><i id="msLine"></i></button>
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<button class="btn sec" id="mOther">OTHER GAMES</button>
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<div class="two">
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<button class="btn sec" id="mStats">STATS<i id="mKills">0</i></button>
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<button class="btn sec" id="mRanks">BOARD<i id="mBest">BEST 0</i></button>
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<button class="btn sec" id="mGore"><b>SPLATTER GORE</b><i>NO CUP.<br>JUST CARNAGE.</i></button>
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<div class="splashLinks">
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<button class="btn sec" id="mOther">OTHER GAMES</button>
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<button class="btn sec" id="mStats">STATS</button>
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<button class="btn sec" id="mRanks">BOARD</button>
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</div>
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<p id="build"></p>
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</div>
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@@ -1082,6 +1089,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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</div>
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</div>
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</div>
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<script type="module" src="src/main.js?v=349"></script>
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<script type="module" src="src/main.js?v=350"></script>
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</body>
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</html>
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+4
-4
@@ -1250,19 +1250,19 @@ const OPPONENTS = [
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line: 'HE GAVE LESSONS ON THIS COURT.', speed: 1.16, pace: 1.22, wide: 1.20, flub: 0.70 },
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// THE BRUTE, not "THE BULK": the gore mode's stats screen has called this body THE BRUTE since it
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// was the pole-dragger (ENEMIES.g below), and one character may not carry two names.
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// Final-league returns hunt the open court (smart) and have individual quality caps. Earlier
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// Final-league returns hunt the open court (smart) and have individual quality bands. Earlier
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// opponents keep random lanes and racketQMax. Brute's legs must clear even league 4's fastest.
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{ short: 'BRUTE', name: 'THE BRUTE', fam: 'br', h: 2.0,
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line: 'NOTHING GETS PAST HIM TWICE.', speed: 1.12, pace: 1.34, wide: 1.24, flub: 0.66, smart: 0.20, qMax: 0.60 },
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line: 'NOTHING GETS PAST HIM TWICE.', speed: 1.12, pace: 1.34, wide: 1.24, flub: 0.66, smart: 0.50, qMin: 0.62, qMax: 0.76 },
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{ short: 'DIRECTOR', name: 'THE DIRECTOR', fam: 'dr',
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line: 'HE CAN HAVE YOU REMOVED.', speed: 1.26, pace: 1.28, wide: 1.28, flub: 0.60, smart: 0.40, qMax: 0.65 },
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line: 'HE CAN HAVE YOU REMOVED.', speed: 1.26, pace: 1.28, wide: 1.28, flub: 0.60, smart: 0.70, qMin: 0.68, qMax: 0.83 },
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// 18: the man whose name is on the honours board. `h` is WORLD height (zombieH reads it, so the
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// serve aims at the body actually drawn): four family rolls could not make the art itself bulky
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// against the pose sheet — see _famroll.py's pair-reference note — so his size is stature.
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// Six new rungs stand between him and the start now, so he took the step up Oliver asked for:
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// he reads the court faster, hits harder, paints wider, and misses half as often as he did.
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{ short: 'CHAMPION', name: 'THE CHAMPION', fam: 'ch', h: 2.1,
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line: 'HE RETURNS EVERYTHING.', speed: 1.45, pace: 1.42, wide: 1.36, flub: 0.38, smart: 0.60, qMax: 0.70 },
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line: 'HE RETURNS EVERYTHING.', speed: 1.45, pace: 1.42, wide: 1.36, flub: 0.38, smart: 0.85, qMin: 0.74, qMax: 0.90 },
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];
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// Who opponent N is. This used to reuse the chapter roster's cycling (bossArt) so the two lists
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+14
-8
@@ -275,7 +275,7 @@ function doHit(ch, quality, aim) {
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// rungs take it back.
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// ...and the RUNG's own pace trait rides on top, inside the cap: full pace is still the ceiling,
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// an opponent just gets there sooner or later than the flat curve would (see matchFoe in config).
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s *= Math.min(1, (TUNE.matchOppPace + (G.match.opp - 1) * TUNE.matchOppPacePer) * (ch.foe?.pace || 1));
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s *= Math.min(1, (TUNE.matchOppPace + matchStep() * TUNE.matchOppPacePer) * (ch.foe?.pace || 1));
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}
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if (G.match) {
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// THE OPPONENT'S WIDTH IS THE THIRD DIAL. Its returns scatter off aimError x (1 - 0.55
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@@ -283,7 +283,7 @@ function doHit(ch, quality, aim) {
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// balls". Opponent one keeps its returns inside matchWideBase of the centre line; each rung
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// earns matchWidePer more width, so the line-painting is the LATE ladder, not the opening one.
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if (ch.side !== 'P') {
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const wide = (TUNE.matchWideBase + (G.match.opp - 1) * TUNE.matchWidePer) * (ch.foe?.wide || 1);
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const wide = (TUNE.matchWideBase + matchStep() * TUNE.matchWidePer) * (ch.foe?.wide || 1);
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tx = Math.max(-wide, Math.min(wide, tx));
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}
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}
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@@ -1172,8 +1172,15 @@ function matchFallWillPlay() {
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// One definition, because the read boost, the wrong-foot slow and the surprise whiff must all
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// answer "how smart is this one" identically or the twist pulls in three directions at once.
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const learnK = rz => G.match && !G.net ? Math.min(1, Math.max(0, (G.match.opp - 1) / (LADDER - 1))) : 0;
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// The Climb is a repeatable arcade run: less nursery at the bottom. Four extra progression
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// steps taper to zero at opponent eight; identities, territory tempo and cup onboarding stay put.
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// Share this across movement, intercept planning and returns so all four dials agree.
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const matchStep = () => {
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const n = G.match.opp - 1;
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return n + (!G.net && !G.match.cup && !G.match.train ? 4 * Math.max(0, 1 - n / 7) : 0);
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};
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const rzChaseSpeed = rz => TUNE.racketSpeed * leaguePace()
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* (G.match ? (TUNE.matchSpeedBase + (G.match.opp - 1) * TUNE.matchSpeedPer) * ((rz.foe && rz.foe.speed) || 1)
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* (G.match ? (TUNE.matchSpeedBase + matchStep() * TUNE.matchSpeedPer) * ((rz.foe && rz.foe.speed) || 1)
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: 1 + TUNE.duelSpeedMax * duelSkill())
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* (G.wasServe && ball.lastHit === 'P' ? TUNE.aiReturnDash : 1)
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// wrong-footed: a body mid-lean is slow to turn — THE READ's one-ball cost, and it lives HERE
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@@ -1456,10 +1463,9 @@ function trySwing(ch, isAI, qCap = TUNE.aiQualityMax) {
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: [ -1, 0, 1 ][Math.floor(Math.random() * 3)],
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az: Math.random() < 0.25 ? -1 : 0 }
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: flick || { ax: axisX(), az: axisZ() * (ch.side === 'P' ? 1 : -1) };
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// G.diff (classic difficulty) moves the FLOOR too: a raised qMin is what makes HARD's every
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// ball arrive with pace, where a cap alone just trims the best ones. Null outside classic, so
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// the racket zombie and the gore opener keep the TUNE floor.
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const qMin = G.diff ? G.diff.qMin : TUNE.aiQualityMin;
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// A quality floor makes strong opponents sustain pressure, instead of only improving their
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// luckiest returns. Classic and solo match traits own their bands; gore keeps its own floor.
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const qMin = G.diff ? G.diff.qMin : G.match && !G.net ? (ch.foe?.qMin ?? TUNE.aiQualityMin) : TUNE.aiQualityMin;
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if (isAI) q = Math.min(q, qMin + Math.random() * (Math.max(qCap, qMin) - qMin));
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if (!isAI && G.mode === 'tennis') {
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G.swingSnaps = null; G.rallyNear = null;
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@@ -1540,7 +1546,7 @@ function racketAI(rz, dt) {
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&& ball.y < CONTACT.maxY && ball.y > CONTACT.minY) {
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// ...and the match has its OWN flub base: the duel's 0.2 hands a fifth of all returns away,
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// which across a game is an opponent that beats itself.
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const flub = (G.match ? TUNE.matchFlub * Math.pow(TUNE.matchFlubKeep, G.match.opp - 1) * (rz.foe?.flub || 1) * wnd.flub
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const flub = (G.match ? TUNE.matchFlub * Math.pow(TUNE.matchFlubKeep, matchStep()) * (rz.foe?.flub || 1) * wnd.flub
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: TUNE.racketFlub * (1 - TUNE.duelFlubCut * duelSkill()))
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// THE READ: a wrong-footed racket reaches the ball late even when the legs got there —
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// the surprise ball ADDS whiff on top of the rung's own rate, scaled by how much this
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+10
-18
@@ -600,13 +600,12 @@ const countUp = (write, target, dur = 700) => {
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};
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// A SHIELD CATCHES THE LIGHT (2026-08-31, Oliver: not burning — "manchmal random schimmern").
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// The first cut was a chimney of embers, which read as a fire on a trophy. This is the opposite:
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// three points ON the shield, each dark for most of a long cycle and flaring for a fraction of it,
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// on delays and durations that share no common multiple — so a glint lands somewhere on the row
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// every couple of seconds and never twice in the same rhythm. CSS keyframes, no game loop.
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const glints = won => !won ? '' : Array.from({ length: 3 }, () =>
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// Three points ON the shield: the first catches the light within a second of opening the card,
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// then the long, varied cycles keep it occasional. CSS keyframes, no game loop.
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const glints = won => !won ? '' : Array.from({ length: 3 }, (_, i) =>
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`<em style="left:${(18 + Math.random() * 60).toFixed(0)}%;` +
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`top:${(12 + Math.random() * 52).toFixed(0)}%;` +
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`animation-delay:${(Math.random() * 9).toFixed(2)}s;` +
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`animation-delay:${(0.15 + i * 0.6 + Math.random() * 0.3).toFixed(2)}s;` +
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`animation-duration:${(6 + Math.random() * 5).toFixed(2)}s"></em>`).join('');
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function buildCard() {
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@@ -737,21 +736,11 @@ document.getElementById('prGo').addEventListener('click', () => {
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const boardFor = m => m === 'zombie' || m === 'cup' || m === 'train' ? stats.MODE_MATCH
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: m === 'classic' ? stats.MODE_CLASSIC : stats.MODE_GORE;
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// what the setup footer says you are about to play, and what it is worth beating
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// The splash carries ONE number, on the STATS button. A boxed BEST RUN / WORLD RANK bar across the
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// top came out of the mockup and went again: it sat on the best part of the art and said twice what
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// the two buttons underneath already say. Re-read whenever the splash comes back up, because a run
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// has just ended and the count has moved.
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// The splash keeps career progress on the plaque; detailed records live behind STATS and BOARD.
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// Re-read on each arrival because the preceding run may have moved the level or league.
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function refreshSplash() {
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// THE TEXT REDUCTION (2026-08-31): the two secondary doors carry a NUMBER each instead of a
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// description — what you have done, and your own best on the board they open. The board figure
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// is read locally on purpose: the splash does not fetch the world board.
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document.getElementById('mKills').textContent = stats.total().kills.toLocaleString('en-GB');
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document.getElementById('mBest').textContent =
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'BEST ' + stats.bestScore(boardFor(pickedMode)).toLocaleString('en-GB');
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// THE PLAQUE — the meta identity, re-read whenever the splash comes back because a run has just
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// moved it (same rule as the kill count above). One row now: crest, name and level, and the bar
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// moved it. One row now: crest, name and level, and the bar
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// under them wearing the level it fills toward. The goal LINE is gone — the fixture button below
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// says what to do, and it said it twice.
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const pr = profile.progress(), lg = leagueOf(profile.prof.lg);
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@@ -819,6 +808,9 @@ document.getElementById('mStart').addEventListener('click', () => {
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pickMode('cup'); start('cup');
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||||
});
|
||||
document.getElementById('mOther').addEventListener('click', goMode);
|
||||
document.getElementById('mGore').addEventListener('click', () => {
|
||||
pickMode('gore'); start('gore');
|
||||
});
|
||||
document.getElementById('mStats').addEventListener('click', openStats);
|
||||
// the world board opens on the mode you last PICKED, like the stats screen does — that is the one
|
||||
// whose names you came to look at
|
||||
|
||||
@@ -929,16 +929,17 @@ test('league 5 has no speed dip below league 4, including serve and wrong-footed
|
||||
endMatch();
|
||||
});
|
||||
|
||||
test('league 5 returns hunt the open court and use their own quality caps; league 4 stays unchanged', () => {
|
||||
test('league 5 sustains strong returns and hunts the open court; league 4 stays unchanged', () => {
|
||||
startMatch(); G.interlude.introT = 0;
|
||||
const zb = oppOf();
|
||||
for (let n = 1; n <= cfg.leagueOf(4).band[1]; n++) {
|
||||
assert.equal(cfg.matchFoe(n).smart, undefined, 'no new aim bonus in earlier leagues');
|
||||
assert.equal(cfg.matchFoe(n).qMax, undefined, 'no new quality bonus in earlier leagues');
|
||||
assert.equal(cfg.matchFoe(n).qMin, undefined, 'no new quality floor in earlier leagues');
|
||||
}
|
||||
for (const [n, smart, cap] of [[15, 0, 0.55], [16, 0.2, 0.60], [17, 0.4, 0.65], [18, 0.6, 0.70]]) {
|
||||
for (const [n, smart, floor, cap] of [[15, 0, 0.45, 0.55], [16, 0.5, 0.62, 0.76], [17, 0.7, 0.68, 0.83], [18, 0.85, 0.74, 0.90]]) {
|
||||
G.match.opp = n; zb.foe = cfg.matchFoe(n);
|
||||
let hits = 0, open = 0, maxQ = 0;
|
||||
let hits = 0, open = 0, maxQ = 0, sumQ = 0;
|
||||
for (let i = 0; i < 1200; i++) {
|
||||
G.phase = 'rally'; G.wasServe = false;
|
||||
G.match.surprised = G.match.expected = false;
|
||||
@@ -949,7 +950,8 @@ test('league 5 returns hunt the open court and use their own quality caps; leagu
|
||||
update(DT);
|
||||
if (ball.lastHit !== 'O') continue; // actual flubs remain part of the opponent
|
||||
hits++;
|
||||
assert.ok(ball.pow >= TUNE.aiQualityMin && ball.pow <= cap, `${n}: quality ${ball.pow} within its band`);
|
||||
assert.ok(ball.pow >= floor && ball.pow <= cap, `${n}: quality ${ball.pow} within its band`);
|
||||
sumQ += ball.pow;
|
||||
maxQ = Math.max(maxQ, ball.pow);
|
||||
const t = (ball.vy + Math.sqrt(ball.vy * ball.vy + 2 * ball.g * ball.y)) / ball.g;
|
||||
const landingX = ball.x + ball.vx * t;
|
||||
@@ -959,6 +961,7 @@ test('league 5 returns hunt the open court and use their own quality caps; leagu
|
||||
}
|
||||
assert.ok(hits > 1100, `${n}: enough actual returns (${hits})`);
|
||||
assert.ok(maxQ > cap - 0.002, `${n}: the live return reaches its cap (${maxQ})`);
|
||||
assert.ok(Math.abs(sumQ / hits - (floor + cap) / 2) < 0.01, `${n}: normal returns sustain the stronger quality`);
|
||||
const expected = 1 / 3 + 2 / 3 * smart;
|
||||
assert.ok(Math.abs(open / hits - expected) < 0.05,
|
||||
`${n}: open-court share ${open / hits} should be near ${expected}`);
|
||||
@@ -966,6 +969,64 @@ test('league 5 returns hunt the open court and use their own quality caps; leagu
|
||||
endMatch();
|
||||
});
|
||||
|
||||
test('The Climb opens briskly, converges at opponent eight, and leaves cup and training intact', () => {
|
||||
startMatch(); G.interlude.introT = 0;
|
||||
const zb = oppOf();
|
||||
const measure = (n, mode) => {
|
||||
G.match.opp = n; G.match.train = mode === 'train';
|
||||
G.match.cup = mode === 'cup' ? { round: 0, rounds: [{ need: 1 }] } : null;
|
||||
G.match.surprised = G.match.expected = false;
|
||||
zb.foe = cfg.matchFoe(n); zb.x = -3; zb.z = 2; zb.swingCool = 999;
|
||||
G.phase = 'rally'; G.wasServe = false;
|
||||
Object.assign(ball, { active: true, lastHit: 'P', bounces: 0,
|
||||
x: 3, z: 5, y: 2, vx: 0, vy: 4, vz: -8 });
|
||||
update(DT);
|
||||
const chase = Math.hypot(zb.vx, zb.vz);
|
||||
let hits = 0, pace = 0, width = 0;
|
||||
const seed = _seed;
|
||||
_seed = 9173; // repeatable samples; cosmetic timers may still consume different rolls
|
||||
for (let i = 0; i < 1200; i++) {
|
||||
G.phase = 'rally'; G.wasServe = false;
|
||||
P.x = 0; P.z = 23; P.swingT = -1;
|
||||
zb.x = 0; zb.z = 2; zb.swingT = -1; zb.swingCool = 0; zb.serveHold = 0;
|
||||
Object.assign(ball, { active: true, lastHit: 'P', bounces: 1,
|
||||
x: 0, z: 2.4, y: 1.2, vx: 0, vy: 0, vz: -1 });
|
||||
update(DT);
|
||||
if (ball.lastHit !== 'O') continue;
|
||||
hits++; pace += Math.hypot(ball.vx, ball.vz);
|
||||
const t = (ball.vy + Math.sqrt(ball.vy ** 2 + 2 * ball.g * ball.y)) / ball.g;
|
||||
width = Math.max(width, Math.abs(ball.x + ball.vx * t));
|
||||
ball.active = false;
|
||||
}
|
||||
_seed = seed;
|
||||
return { chase, hits, pace: pace / hits, width };
|
||||
};
|
||||
let previous = 0;
|
||||
for (let n = 1; n <= 8; n++) {
|
||||
const cup = measure(n, 'cup'), train = measure(n, 'train'), climb = measure(n, 'climb');
|
||||
const same = (a, b, why) => {
|
||||
assert.equal(a.chase, b.chase, why + ': chase');
|
||||
assert.ok(Math.abs(a.pace / b.pace - 1) < 0.005, why + ': return pace');
|
||||
assert.ok(Math.abs(a.width - b.width) < 0.12, why + ': width ' + a.width + ' / ' + b.width);
|
||||
assert.ok(Math.abs(a.hits - b.hits) < 40, why + ': whiff rate');
|
||||
};
|
||||
same(train, cup, `${n}: the training rep matches its cup opponent`);
|
||||
assert.ok(climb.chase > previous, `${n}: the arcade's early chase curve keeps rising`);
|
||||
previous = climb.chase;
|
||||
if (n < 8) assert.ok(climb.chase > cup.chase, `${n}: less opening assistance in arcade`);
|
||||
else same(climb, cup, 'opponent eight rejoins the original curve');
|
||||
if (n === 1) {
|
||||
assert.ok(climb.chase / cup.chase > 1.3, 'the opening opponent covers materially more ground');
|
||||
assert.ok(climb.pace / cup.pace > 1.2, 'its actual returns arrive faster');
|
||||
assert.ok(climb.width / cup.width > 1.4, 'its actual returns use more of the court');
|
||||
assert.ok(climb.hits > cup.hits + 40, 'it gives away fewer returns');
|
||||
assert.ok(climb.width < 2.5, 'opening returns still leave a reachable margin');
|
||||
}
|
||||
}
|
||||
G.match.cup = null; G.match.train = false;
|
||||
endMatch();
|
||||
});
|
||||
|
||||
test('the first opponent cannot paint lines: its returns are width-clamped', () => {
|
||||
// aimError x (1 - 0.55 quality) scattered returns to +-3.5 m, which an auto-run player cannot
|
||||
// cover — "still a LOT of unreachable balls". Width is the ladder's third dial now.
|
||||
|
||||
Reference in new issue
Block a user