Pace was the missing dial, and the reachability test finally exists
"there are still balls which are basically not reachable with auto run.. please recheck" — and, asked twice: "did you write tests for the last issues we encountered?" The straight answer: no. The unreachable-balls issue only ever had config assertions, which is why it came back twice. Pace is the ladder's fourth dial. Width alone never fixed reachability because the returns left at ~27 m/s, crossing to the baseline in ~0.6s — less than auto-run needs from the far corner. matchOppPace 0.78 puts opponent one at ~20 m/s (measured live: twelve returns, 20.0-20.7), a quarter more flight time, and matchOppPacePer hands it back per rung. The vignette deepens: dmg x 0.8, cap 0.85, and the clean centre shrinks with damage instead of only the rim darkening. And the reachability regression the issue always deserved: a headless 90s autopilot soak asserting at least 10 returns sampled and at most 15% that never came within volley reach. Sabotage-verified. Its honest limit is recorded in PROJECT.md: the autopilot attends perfectly and taps frame-precisely, so it out-covers a human — it is a floor against catastrophic regressions, not a proxy for the thumb. Oliver's playtest stays the real gate. 46 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1971,9 +1971,12 @@ export function render() {
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const dmg = 1 - Math.max(0, G.hp) / (G.hpMax || 1);
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const pulse = G.hurtFlash > 0 ? Math.min(1, G.hurtFlash / 0.3) * 0.3 : 0;
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if (dmg > 0 || pulse > 0) {
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const a = Math.min(0.72, dmg * 0.5 + pulse);
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const g = ctx.createRadialGradient(W / 2, H / 2, Math.min(W, H) * (0.52 - dmg * 0.14),
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W / 2, H / 2, Math.max(W, H) * 0.74);
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// dmg * 0.8: at half health the frame is unmistakably bloodied, at 1 hp it closes in hard
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// ("the vignette can get more pronounced") — the inner radius tightens with damage too, so
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// deep wounds shrink the clean centre instead of only darkening the rim
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const a = Math.min(0.85, dmg * 0.8 + pulse);
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const g = ctx.createRadialGradient(W / 2, H / 2, Math.min(W, H) * (0.5 - dmg * 0.22),
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W / 2, H / 2, Math.max(W, H) * 0.7);
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g.addColorStop(0, 'rgba(120,8,12,0)');
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g.addColorStop(1, `rgba(120,8,12,${a.toFixed(3)})`);
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ctx.fillStyle = g; ctx.fillRect(0, 0, W, H);
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