Time a tap from touch-down, and give the opponents' legs a knee
Oliver after step 1: much harder, stuck at the Steward, "trotz gutem Timing nicht mehr bekommen". A tap only proves it is a tap when the finger lifts, so the swing started 100-150 ms after he meant it; the old volley window hid that, step 1's groundstrokes did not. A tap made on the gold ring fell from q 0.82 to 0.09 (and a third were missed at 150 ms), murky balls landed short and the opponent came in. The swing clock now starts at the touch's age (rally modes only); flicks keep their crossing. The opponents' legs had no ceiling: 7.3 m/s at the Runner, 15.7 at the Champion against the player's ~6.2. Past legKnee (6 m/s) only 15% of the growth survives, monotone, so the ladder order holds; champion ~7.5. v362. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+24
@@ -5262,6 +5262,30 @@ late opponent at the net covers every pass, so the bot loses ~95% of the points
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comes in. That is step 4 (and the passing/lob game of steps 2-3); it is deliberately not mixed into
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step 1, so its phone verdict reads one change.
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### Step 1's phone verdict, and the two fixes it surfaced (2026-10-14, v362)
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Oliver: *"schritt 1 ist schon gut ... Das Spiel ist momentan wesentlich schwerer geworden (not a bad
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thing) — ich komme als geübter Spieler über the Climb vielleicht höchstens bis zum Steward. das liegt vor
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allem gefühlt an der Geschwindigkeit und manchmal scheine ich den Ball trotz gutem Timing nicht mehr zu
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bekommen."* Two real defects, measured, and neither of them was a balance value:
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- **A TAP SWUNG WHEN THE FINGER LIFTED.** A touch only proves it is a tap at touchend (it could still
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become a flick), so the swing started 100-150 ms after the player meant it. The volley window used to
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absorb that (x1.8 window, x1.4 reach). Step 1 made the rally groundstrokes, and the lag became visible.
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Ring-tapping bot at opponent 6, finger down exactly on gold:
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0 ms of tap = 100% returned at q 0.82, 100 ms = 95% at **q 0.09**, 150 ms = **40%** returned.
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Murky returns land short, a short ball pulls the opponent in, and his legs then made him unpassable: a
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cascade, felt as "speed". **Fix:** input.js hands the touch's age to `keyPressed('Space', lead)`, and
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the rally swing clock starts at `lead` (rally modes only). Timing is judged from touch-down; the ball
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still has to arrive inside the window. Flicks keep their crossing-fired swing (the left-flick saga).
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After the fix: 100 ms taps 99-100% at q 0.96. Verified with real touch events in the pane (a 120 ms
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tap starts the swing at 0.122 s). Test: a gold-ring tap with 120 ms on top returns >= 90% at q >= 0.6
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(it fails at q 0.08 without the fix).
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- **THE LEGS GET A KNEE** (step 4, first cut). `gameplay.knee`: up to `legKnee` (6.0 m/s) nothing
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changes; past it only `legSoft` (15%) of the growth survives. Runner 7.3 -> 6.2, Umpire 8.3 -> 6.3,
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Coach 10.6 -> 6.7, Champion 15.7 -> ~7.5. The player is ~6.2 at level 1 and gets more with level and
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peer gifts. The mapping is monotone, so the ladder order and the like-for-like speed tests hold. Only
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the rig guard (`> 7 m/s`) moved, to `> legKnee*0.8`. Rungs 1-7 are unchanged: the Steward (6) already
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ran 5.6. Ball PACE is untouched; it is at full pace times the league tier from rung 5.
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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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+1
-1
@@ -1140,6 +1140,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one' && !window.Capacitor?.isNat
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</div>
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</div>
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<span id="recLamp" hidden>REC</span>
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<script type="module" src="src/main.js?v=361"></script>
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<script type="module" src="src/main.js?v=362"></script>
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</body>
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</html>
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@@ -578,6 +578,9 @@ export const TUNE = {
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// the peer gift; reaching parity earns all of it. Never a penalty.
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peerRun: 0.08, // parity adds 8% legs on top of the permanent level bonus
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peerWindow: 0.12, // ...and 12% contact window. Skill still wins; grinding opens the margin
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legKnee: 6.0, // m/s past which an opponent's legs stop growing at full rate (gameplay.knee) —
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// the player's auto-run is ~6.2. Was uncapped: the champion ran 15.7 m/s
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legSoft: 0.15, // ...and the share of the growth past the knee that survives (champion ~7.5)
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matchSpeedBase: 1.25, // racketAI speed multiplier for opponent ONE. 1.4 was calibrated against
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// the broken recovery (the player never walked back to centre, so every
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// wide return looked like opponent strength) — with real footwork restored
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+19
-4
@@ -1198,7 +1198,15 @@ 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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// THE LEGS HAVE A KNEE (2026-10-14). The ladder multiplied speed rung on rung with nothing on top:
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// 7.3 m/s at the RUNNER, 10.6 at the HEAD COACH, 15.7 at the CHAMPION — a sprinter's top speed and
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// 2.5x the player's ~6.2. Under step 1's geometry a late opponent at the net then covered every pass.
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// Up to legKnee nothing changes; past it only legSoft of the growth survives, so the order of the
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// ladder (and every like-for-like speed test) holds while the champion lands near ~7.5. Wrong-footing,
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// the read, placement and consistency are what climb past it now.
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const knee = v => v <= TUNE.legKnee ? v : TUNE.legKnee + (v - TUNE.legKnee) * TUNE.legSoft;
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const rzChaseSpeed = rz => knee(rzRawSpeed(rz));
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const rzRawSpeed = rz => TUNE.racketSpeed * leaguePace()
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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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@@ -1750,7 +1758,7 @@ function meleeCooldown() {
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TUNE.meleeCool / (1 + Math.max(0, near - 1) * TUNE.meleeCrowd));
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}
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export function keyPressed(code) {
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export function keyPressed(code, lead = 0) {
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// THE SPRITE BENCH takes the key before anything else reads it: it is a back-room art test with no
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// ball and no scoring, so every other meaning a key has here is meaningless inside it.
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if (G.bench) return benchKey(code);
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@@ -1840,8 +1848,15 @@ export function keyPressed(code) {
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return;
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}
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if (G.phase === 'rally' && P.swingT < 0) {
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recordEvent('swing', { window: TUNE.swingWindow * winLevel(), assist: assistK() });
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P.swingT = 0; P.pose = 'swing'; P.poseT = 0; G.swung = true;
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recordEvent('swing', { window: TUNE.swingWindow * winLevel(), assist: assistK(), lead });
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// A TAP COUNTS FROM THE MOMENT THE FINGER LANDS (rally modes). A tap is only known to BE a tap
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// when the finger lifts — it could still turn into a flick — so it used to swing ~100-150 ms
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// after the player meant it. Inside step 1's groundstroke window that collapsed the contact
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// quality of a tap made exactly on the gold ring from 0.82 to 0.09 (Oliver, 2026-10-14: "trotz
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// gutem Timing nicht mehr bekommen"). input.js hands the touch's age in as `lead`, and the swing
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// clock starts that far along: the timing is judged from touch-down, the ball still has to be
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// there for the contact.
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P.swingT = rallyFeel() ? lead : 0; P.pose = 'swing'; P.poseT = 0; G.swung = true;
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}
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}
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+1
-1
@@ -223,7 +223,7 @@ const endTouch = e => {
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// (a bare hold used to fire at a free auto-target; that was the whole exploit)
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if (aim && dist >= TUNE.pullMin) dragServe(aim);
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}
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else if (!stick.moved && dt < 250) { if (!stick.nearRack) keyPressed('Space'); } // tap — dead if it was a near-miss at the rack
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else if (!stick.moved && dt < 250) { if (!stick.nearRack) keyPressed('Space', dt / 1000); } // tap — dead if it was a near-miss at the rack; timed from touch-down (keyPressed)
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else if (!stick.adopted && dist > TUNE.flickMin
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&& (stick.swung || dt < FLICK_MS || (rallyFeel() && G.phase === 'rally'))) {
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// flick = aimed swing. The FLICK_MS deadline only still applies where the swing could NOT
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@@ -920,7 +920,8 @@ test('league 5 has no speed dip below league 4, including serve and wrong-footed
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const fourth = cfg.leagueOf(4).band, fifth = cfg.leagueOf(5).band;
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let floor = 0;
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for (let n = fourth[0]; n <= fourth[1]; n++) floor = Math.max(floor, measure(n, serve, surprised));
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assert.ok(floor > 7, 'the rig measures a real full-speed chase');
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// since the legs have a knee (gameplay.knee) the late ladder runs at ~6-7.5 m/s, not 7-15
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assert.ok(floor > TUNE.legKnee * 0.8, 'the rig measures a real full-speed chase: ' + floor.toFixed(2));
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for (let n = fifth[0]; n <= fifth[1]; n++) {
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const speed = measure(n, serve, surprised);
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assert.ok(speed >= floor, `${cfg.matchFoe(n).short}: ${speed} must clear ${floor} (serve ${serve}, surprised ${surprised})`);
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@@ -1136,6 +1137,38 @@ test('a SHORT ball is an approach, a deep one keeps the baseliner back, and nobo
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} finally { TUNE.matchFlub = flub; }
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});
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test('a TAP is timed from touch-down: a normal 120 ms tap on the gold ring still returns cleanly', () => {
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// Oliver, 2026-10-14: "manchmal scheine ich den Ball trotz gutem Timing nicht mehr zu bekommen".
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// A tap only proves it is a tap when the finger LIFTS, so it swung ~100-150 ms late — inside the
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// groundstroke window that took a tap made exactly on the gold ring from q 0.82 to 0.09, and at
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// 150 ms a third of the balls were simply missed. keyPressed's `lead` starts the swing clock at
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// touch-down; this is the ring-tapping player, with a real finger's 120 ms of tap on top.
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const assist = TUNE.autoAssist; TUNE.autoAssist = 1.15;
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try {
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startMatch(); G.interlude.introT = 0; G.match.opp = 6;
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for (let i = 0; i < 2.2 * 60; i++) update(DT);
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const LAG = 7; // frames: ~120 ms between the finger landing and it lifting
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let fire = -1, armed = false, incoming = 0, returned = 0, sumQ = 0;
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for (let i = 0; i < 90 * 60; i++) {
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G.modal = null; G.modalQ.length = 0; G.hp = G.hpMax; G.match.opp = 6;
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if (G.phase === 'pretoss' && !(G.interlude && G.interlude.introT > 0)) { if (i % 40 === 0) keyPressed('Space'); }
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else if (G.phase === 'toss') { if (ball.vy < 0.4 && ball.y > 2.4) keyPressed('Space'); }
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else if (G.phase === 'rally' && ball.active && ball.lastHit === 'O' && ball.vz > 0 && !armed) {
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const d = Math.hypot(ball.x - P.x, (ball.z - P.z) * 0.8);
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if (Math.abs(d - TUNE.matchRingSweet) < TUNE.matchRingBand) { armed = true; incoming++; fire = i + LAG; }
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}
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if (i === fire) keyPressed('Space', LAG / 60); // the lift: the touch's age rides along
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const before = ball.lastHit;
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update(DT);
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if (armed && before === 'O' && ball.lastHit === 'P') { returned++; sumQ += ball.pow; armed = false; }
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else if (armed && (!ball.active || G.phase !== 'rally')) armed = false;
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}
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assert.ok(incoming >= 30, 'a real sample: ' + incoming);
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assert.ok(returned / incoming >= 0.9, `a gold-ring tap returns the ball: ${returned}/${incoming}`);
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assert.ok(sumQ / returned >= 0.6, 'and returns it cleanly: mean q ' + (sumQ / returned).toFixed(2));
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} finally { TUNE.autoAssist = assist; }
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});
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test('rally depth: deep by default, mistiming lands it SHORTER, never longer', () => {
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// the only out a rally ball may find is wide — depth must never put one past the baseline
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startMatch(); G.interlude.introT = 0;
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