diff --git a/PROJECT.md b/PROJECT.md index 91936eb..ecf5830 100644 --- a/PROJECT.md +++ b/PROJECT.md @@ -4888,6 +4888,40 @@ per late opponent check quality ceilings and open-court frequency, with Club Pro control. All 131 tests pass with the default seed and eight additional seeds. Build v349 targets staging only. Combined difficulty still needs Oliver's playtest; shot statistics are not win rates. +## Session log: THE RETEST — sustained final-league returns, a brisker Climb, Gore at the front (2026-09-07, v350) + +Oliver still defends league 5 reliably at level 26; the first 6–7 Climb opponents feel like filler. +The previous final-league pass raised quality CAPS but left the .45 floor intact. Raising pace +traits alone would do nothing here: their return-pace multiplier already hits its cap of 1. + +- Brute / Director / Champion now return in quality bands .62–.76 / .68–.83 / .74–.90, and use + open-court aim on 50% / 70% / 85% of returns. `trySwing` reads the optional foe `qMin` just as + it already reads classic's floor. These final-league traits follow the body into cup, training + and Climb. Player level/peer gifts, opponent legs, wrong-footing, wounds and cup length stay put. +- **Climb-only opening**: `gameplay.matchStep` adds four progression steps at opponent one, + tapering linearly to zero at opponent eight. Movement (including intercept planning), return + pace, width and flub all read it. Actual opponent identity, territory pace and learning still + read the real rung. Cup onboarding and its training reps retain their old early curve. + Measured on actual update/return paths: the first Climb foe chases at 3.407 vs 2.520 m/s, + averages 18.639 vs 14.817 m/s return pace, reaches 2.364 vs 1.595 m return width, and returns + 1152 vs 1073 of 1200 contact attempts. The existing auto-run reachability soak still passes. +- Oliver chose the **direct Gore door** over a mid-season teaser: SPLATTER GORE sits below the + primary league fixture and starts Gore in one tap with the selected court/kit. OTHER GAMES, + STATS and BOARD share one quiet navigation row (44px touch targets); their headline numbers + are removed from the splash. Court/kit setup remains accessible through OTHER GAMES. +- Badge glints peak at the START of their long CSS cycle; the first peak is now .39–.89 s after + creation instead of ~5.5–19 s. The three points stagger, repeat slowly and still respect reduced + motion. Existing art and typography are reused; no generated assets or dependencies. + +Validation: 132 tests pass with the default seed plus 1, 7, 42, 99, 1234, 2026, 8888 and 20260907. +The return sampler measures mean quality .688 / .756 / .820 and open-corner shares 66.8% / 80.1% / +90.7% for the three final opponents. New Climb regression exercises real movement and returns, +including convergence at eight and unchanged cup/training behavior. Browser checked at 390×844 +and 320×568; all splash buttons fit, Gore starts directly, no browser errors in that flow. +This is stronger measured opposition, not a measured human win rate: league 5 still needs +Oliver's level-26 phone verdict. Oliver requested merging to main and pushing for his iPhone +test; this release carries the cache-busting entry version v350. + # OPEN — leftovers, in rough priority order Nothing here is broken; these are known gaps and unverified risks. diff --git a/index.html b/index.html index 444f392..fd785a3 100644 --- a/index.html +++ b/index.html @@ -374,8 +374,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat #cdBadges { display: flex; gap: 10px; align-items: flex-end; } #cdBadges .badge { position: relative; flex: 1; min-width: 0; display: flex; flex-direction: column; align-items: center; gap: 4px; } - /* ...and an earned shield SMOULDERS: two-pixel embers drifting off it, each on its own delay and - lane (main.embers). Pure CSS — the menu parks the game loop and this has no business waking it. */ /* ...and it CATCHES THE LIGHT: three points on the shield, dark for most of a long cycle and flaring for a fraction of it (main.glints). Not a fire — a glint, the way metal behaves. */ #cdBadges .badge em { position: absolute; width: 4px; height: 4px; border-radius: 50%; @@ -383,9 +381,9 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat opacity: 0; pointer-events: none; animation-name: glint; animation-timing-function: ease-out; animation-iteration-count: infinite; } @keyframes glint { - 0%, 88%, 100% { opacity: 0; transform: scale(0.3); } - 92% { opacity: 1; transform: scale(1); } - 96% { opacity: 0.35; transform: scale(0.6); } } + 0%, 12%, 100% { opacity: 0; transform: scale(0.3); } + 4% { opacity: 1; transform: scale(1); } + 8% { opacity: 0.35; transform: scale(0.6); } } @media (prefers-reduced-motion: reduce) { #cdBadges .badge em { display: none; } } #cdBadges img { height: 46px; image-rendering: pixelated; } #cdBadges .badge u { font: 700 7px Silkscreen, monospace; color: var(--acid); letter-spacing: 0.5px; @@ -659,8 +657,16 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat padding-bottom: max(10px, env(safe-area-inset-bottom)); border-top: 2px solid var(--line); background: var(--solid); } .foot .btn { margin-bottom: 0; } - /* ...except the splash's own secondary door: OTHER GAMES sat flush on the STATS/RANKINGS row */ - .foot.bare #mOther { margin-bottom: 12px; } + /* Gore gets a front door; the records become quiet navigation, with full touch targets. */ + #mGore { display: flex; align-items: center; justify-content: center; gap: 12px; + padding: 9px 12px; border-color: #804338; background: #281b19; color: #f1d6bf; } + #mGore b { font: 400 23px/1.1 Bangers, cursive; letter-spacing: 1px; } + #mGore i { margin: 0; color: #d5aa91; font: 400 9px/1.5 Silkscreen, monospace; letter-spacing: 0; } + .splashLinks { display: flex; gap: 4px; margin-top: 5px; } + .splashLinks .btn.sec { flex: 1; width: auto; min-height: 44px; padding: 7px 2px; + background: transparent; border-color: transparent; color: #ccc4b5; + font-size: 16px; letter-spacing: 0; } + .splashLinks #mOther { flex: 1.5; } /* the splash's bottom band: no bar, no rule — the court art has to keep running under it */ .foot.bare { border: 0; background: none; } .foot.bare .btn.big { margin-bottom: 10px; } @@ -680,10 +686,10 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat animation: dealIn 0.3s cubic-bezier(0.34, 1.56, 0.64, 1) backwards; } #intro.deal #splash #plaque { animation-delay: 0.02s; } #intro.deal #splash #mStart { animation-delay: 0.12s; } - #intro.deal #splash #mOther { animation-delay: 0.19s; } - /* the pair of secondary buttons is a CLASS, so it needs the same weight as the shorthand above + #intro.deal #splash #mGore { animation-delay: 0.19s; } + /* the navigation row is a CLASS, so it needs the same weight as the shorthand above to override its delay — the id selectors around it get there on their own */ - #intro.deal #splash .foot.bare > .two { animation-delay: 0.26s; } + #intro.deal #splash .foot.bare > .splashLinks { animation-delay: 0.26s; } #intro.deal #splash #build { animation-delay: 0.33s; } @media (prefers-reduced-motion: reduce) { #intro.deal #splash #plaque, #intro.deal #splash .foot.bare > * { animation: none; } } @@ -696,7 +702,7 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat #boot u { display: block; margin-top: 7px; text-align: center; text-decoration: none; font: 400 9px Silkscreen, monospace; color: var(--dim); letter-spacing: 2px; } #splash.busy #boot { display: block; } - #splash.busy .btn, #splash.busy .two, #splash.busy #build { display: none; } + #splash.busy .btn, #splash.busy .splashLinks, #splash.busy #build { display: none; } /* NOTHING DATA-DRIVEN DURING THE BOOT (2026-08-31, Oliver: "die oberfläche ist hier regelmäßig in einem undefinierten zustand"). The plaque used to stand there as a skeleton, which is still a plaque saying LEVEL 1 to a level-25 player for as long as the profile takes to land. The @@ -847,12 +853,13 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat + Gore has its own secondary door; the other modes live behind OTHER GAMES. --> - -
- - + +

@@ -1082,6 +1089,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat - + diff --git a/src/config.js b/src/config.js index bae63d8..bc8c661 100644 --- a/src/config.js +++ b/src/config.js @@ -1250,19 +1250,19 @@ const OPPONENTS = [ line: 'HE GAVE LESSONS ON THIS COURT.', speed: 1.16, pace: 1.22, wide: 1.20, flub: 0.70 }, // THE BRUTE, not "THE BULK": the gore mode's stats screen has called this body THE BRUTE since it // was the pole-dragger (ENEMIES.g below), and one character may not carry two names. - // Final-league returns hunt the open court (smart) and have individual quality caps. Earlier + // Final-league returns hunt the open court (smart) and have individual quality bands. Earlier // opponents keep random lanes and racketQMax. Brute's legs must clear even league 4's fastest. { short: 'BRUTE', name: 'THE BRUTE', fam: 'br', h: 2.0, - line: 'NOTHING GETS PAST HIM TWICE.', speed: 1.12, pace: 1.34, wide: 1.24, flub: 0.66, smart: 0.20, qMax: 0.60 }, + 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 }, { short: 'DIRECTOR', name: 'THE DIRECTOR', fam: 'dr', - line: 'HE CAN HAVE YOU REMOVED.', speed: 1.26, pace: 1.28, wide: 1.28, flub: 0.60, smart: 0.40, qMax: 0.65 }, + 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 }, // 18: the man whose name is on the honours board. `h` is WORLD height (zombieH reads it, so the // serve aims at the body actually drawn): four family rolls could not make the art itself bulky // against the pose sheet — see _famroll.py's pair-reference note — so his size is stature. // Six new rungs stand between him and the start now, so he took the step up Oliver asked for: // he reads the court faster, hits harder, paints wider, and misses half as often as he did. { short: 'CHAMPION', name: 'THE CHAMPION', fam: 'ch', h: 2.1, - line: 'HE RETURNS EVERYTHING.', speed: 1.45, pace: 1.42, wide: 1.36, flub: 0.38, smart: 0.60, qMax: 0.70 }, + 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 }, ]; // Who opponent N is. This used to reuse the chapter roster's cycling (bossArt) so the two lists diff --git a/src/gameplay.js b/src/gameplay.js index 87ec5b3..2dd7b80 100644 --- a/src/gameplay.js +++ b/src/gameplay.js @@ -275,7 +275,7 @@ function doHit(ch, quality, aim) { // rungs take it back. // ...and the RUNG's own pace trait rides on top, inside the cap: full pace is still the ceiling, // an opponent just gets there sooner or later than the flat curve would (see matchFoe in config). - s *= Math.min(1, (TUNE.matchOppPace + (G.match.opp - 1) * TUNE.matchOppPacePer) * (ch.foe?.pace || 1)); + s *= Math.min(1, (TUNE.matchOppPace + matchStep() * TUNE.matchOppPacePer) * (ch.foe?.pace || 1)); } if (G.match) { // THE OPPONENT'S WIDTH IS THE THIRD DIAL. Its returns scatter off aimError x (1 - 0.55 @@ -283,7 +283,7 @@ function doHit(ch, quality, aim) { // balls". Opponent one keeps its returns inside matchWideBase of the centre line; each rung // earns matchWidePer more width, so the line-painting is the LATE ladder, not the opening one. if (ch.side !== 'P') { - const wide = (TUNE.matchWideBase + (G.match.opp - 1) * TUNE.matchWidePer) * (ch.foe?.wide || 1); + const wide = (TUNE.matchWideBase + matchStep() * TUNE.matchWidePer) * (ch.foe?.wide || 1); tx = Math.max(-wide, Math.min(wide, tx)); } } @@ -1172,8 +1172,15 @@ function matchFallWillPlay() { // One definition, because the read boost, the wrong-foot slow and the surprise whiff must all // answer "how smart is this one" identically or the twist pulls in three directions at once. const learnK = rz => G.match && !G.net ? Math.min(1, Math.max(0, (G.match.opp - 1) / (LADDER - 1))) : 0; +// The Climb is a repeatable arcade run: less nursery at the bottom. Four extra progression +// steps taper to zero at opponent eight; identities, territory tempo and cup onboarding stay put. +// Share this across movement, intercept planning and returns so all four dials agree. +const matchStep = () => { + const n = G.match.opp - 1; + return n + (!G.net && !G.match.cup && !G.match.train ? 4 * Math.max(0, 1 - n / 7) : 0); +}; const rzChaseSpeed = rz => TUNE.racketSpeed * leaguePace() - * (G.match ? (TUNE.matchSpeedBase + (G.match.opp - 1) * TUNE.matchSpeedPer) * ((rz.foe && rz.foe.speed) || 1) + * (G.match ? (TUNE.matchSpeedBase + matchStep() * TUNE.matchSpeedPer) * ((rz.foe && rz.foe.speed) || 1) : 1 + TUNE.duelSpeedMax * duelSkill()) * (G.wasServe && ball.lastHit === 'P' ? TUNE.aiReturnDash : 1) // wrong-footed: a body mid-lean is slow to turn — THE READ's one-ball cost, and it lives HERE @@ -1456,10 +1463,9 @@ function trySwing(ch, isAI, qCap = TUNE.aiQualityMax) { : [ -1, 0, 1 ][Math.floor(Math.random() * 3)], az: Math.random() < 0.25 ? -1 : 0 } : flick || { ax: axisX(), az: axisZ() * (ch.side === 'P' ? 1 : -1) }; - // G.diff (classic difficulty) moves the FLOOR too: a raised qMin is what makes HARD's every - // ball arrive with pace, where a cap alone just trims the best ones. Null outside classic, so - // the racket zombie and the gore opener keep the TUNE floor. - const qMin = G.diff ? G.diff.qMin : TUNE.aiQualityMin; + // A quality floor makes strong opponents sustain pressure, instead of only improving their + // luckiest returns. Classic and solo match traits own their bands; gore keeps its own floor. + const qMin = G.diff ? G.diff.qMin : G.match && !G.net ? (ch.foe?.qMin ?? TUNE.aiQualityMin) : TUNE.aiQualityMin; if (isAI) q = Math.min(q, qMin + Math.random() * (Math.max(qCap, qMin) - qMin)); if (!isAI && G.mode === 'tennis') { G.swingSnaps = null; G.rallyNear = null; @@ -1540,7 +1546,7 @@ function racketAI(rz, dt) { && ball.y < CONTACT.maxY && ball.y > CONTACT.minY) { // ...and the match has its OWN flub base: the duel's 0.2 hands a fifth of all returns away, // which across a game is an opponent that beats itself. - const flub = (G.match ? TUNE.matchFlub * Math.pow(TUNE.matchFlubKeep, G.match.opp - 1) * (rz.foe?.flub || 1) * wnd.flub + const flub = (G.match ? TUNE.matchFlub * Math.pow(TUNE.matchFlubKeep, matchStep()) * (rz.foe?.flub || 1) * wnd.flub : TUNE.racketFlub * (1 - TUNE.duelFlubCut * duelSkill())) // THE READ: a wrong-footed racket reaches the ball late even when the legs got there — // the surprise ball ADDS whiff on top of the rung's own rate, scaled by how much this diff --git a/src/main.js b/src/main.js index dc2e57f..63ddaa5 100644 --- a/src/main.js +++ b/src/main.js @@ -600,13 +600,12 @@ const countUp = (write, target, dur = 700) => { }; // A SHIELD CATCHES THE LIGHT (2026-08-31, Oliver: not burning — "manchmal random schimmern"). // The first cut was a chimney of embers, which read as a fire on a trophy. This is the opposite: -// three points ON the shield, each dark for most of a long cycle and flaring for a fraction of it, -// on delays and durations that share no common multiple — so a glint lands somewhere on the row -// every couple of seconds and never twice in the same rhythm. CSS keyframes, no game loop. -const glints = won => !won ? '' : Array.from({ length: 3 }, () => +// Three points ON the shield: the first catches the light within a second of opening the card, +// then the long, varied cycles keep it occasional. CSS keyframes, no game loop. +const glints = won => !won ? '' : Array.from({ length: 3 }, (_, i) => ``).join(''); function buildCard() { @@ -737,21 +736,11 @@ document.getElementById('prGo').addEventListener('click', () => { const boardFor = m => m === 'zombie' || m === 'cup' || m === 'train' ? stats.MODE_MATCH : m === 'classic' ? stats.MODE_CLASSIC : stats.MODE_GORE; -// what the setup footer says you are about to play, and what it is worth beating - -// The splash carries ONE number, on the STATS button. A boxed BEST RUN / WORLD RANK bar across the -// top came out of the mockup and went again: it sat on the best part of the art and said twice what -// the two buttons underneath already say. Re-read whenever the splash comes back up, because a run -// has just ended and the count has moved. +// The splash keeps career progress on the plaque; detailed records live behind STATS and BOARD. +// Re-read on each arrival because the preceding run may have moved the level or league. function refreshSplash() { - // THE TEXT REDUCTION (2026-08-31): the two secondary doors carry a NUMBER each instead of a - // description — what you have done, and your own best on the board they open. The board figure - // is read locally on purpose: the splash does not fetch the world board. - document.getElementById('mKills').textContent = stats.total().kills.toLocaleString('en-GB'); - document.getElementById('mBest').textContent = - 'BEST ' + stats.bestScore(boardFor(pickedMode)).toLocaleString('en-GB'); // THE PLAQUE — the meta identity, re-read whenever the splash comes back because a run has just - // moved it (same rule as the kill count above). One row now: crest, name and level, and the bar + // moved it. One row now: crest, name and level, and the bar // under them wearing the level it fills toward. The goal LINE is gone — the fixture button below // says what to do, and it said it twice. const pr = profile.progress(), lg = leagueOf(profile.prof.lg); @@ -819,6 +808,9 @@ document.getElementById('mStart').addEventListener('click', () => { pickMode('cup'); start('cup'); }); 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 diff --git a/test.js b/test.js index c03aba1..2e89525 100644 --- a/test.js +++ b/test.js @@ -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.