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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@@ -948,6 +948,25 @@ strength because the balls kept landing where he wasn't.
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the state is worn, not reported. At 1 hp the frame is properly blood-rimmed and the court centre
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stays legible.
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**NINETEENTH PASS — pace was the missing dial, and the reachability test finally exists.** Oliver:
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*"the vignette can get more pronounced and there are still balls which are basically not reachable
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with auto run.. please recheck"* — plus, asked twice and deserving a straight answer: *"did you
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write tests for the last issues we encountered?"* **No — the unreachable-balls issue only ever had
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config assertions, which is exactly why it came back twice.**
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- **Pace, the ladder's FOURTH dial** (`matchOppPace` 0.78, `matchOppPacePer` 0.05/rung): width alone
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never fixed reachability because the returns left at ~27 m/s — crossing to your baseline in
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~0.6 s, less than auto-run needs from the far corner. Opponent one now returns at ~20 m/s
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(measured live: twelve returns, 20.0-20.7), a quarter more flight time; the rungs take it back.
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- **The vignette deepens**: `dmg * 0.8` (was 0.5), cap 0.85, and the clean centre SHRINKS with
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damage rather than only the rim darkening.
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- **The REACHABILITY REGRESSION** (the test this issue always deserved): a headless 90 s autopilot
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soak — auto-run, fixed tap window, no placement — asserting ≥10 returns sampled and ≤15% that
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never came within volley reach. Sabotage-verified: cranked knobs trip the suite.
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**Its honest limit, recorded so nobody overtrusts it**: the autopilot attends perfectly and taps
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frame-precisely, so it OUT-COVERS a human — knob-legal-but-hostile values still pass it. It is a
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floor against catastrophic regressions, not a proxy for Oliver's thumb; his playtest stays the
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real gate for "reachable".
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**Open, and every one of them is Oliver's call after he plays it:**
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1. ~~**A ball that carries through the lane can complete two steps at once.**~~ Largely CLOSED by
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the slice removal (seventh pass) — a cut ball picking its own next victim was the main way this
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+1
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@@ -400,6 +400,6 @@
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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=170"></script>
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<script type="module" src="src/main.js?v=171"></script>
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</body>
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</html>
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@@ -394,6 +394,9 @@ export const TUNE = {
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matchFlub: 0.08, // the match's own whiff base — the duel's 0.2 gives away a fifth of all
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// returns, which across a game is an opponent that beats itself
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matchFlubKeep: 0.82, // ...and it keeps only this much per rung — the ladder now that hp is flat
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matchOppPace: 0.78, // scale on the opponent's return SPEED for opponent one (~21 m/s instead
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// of ~27) — the flight time auto-run needs. THE reachability dial
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matchOppPacePer: 0.05,// ...climbing back per rung, capped at full pace
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matchWideBase: 2.1, // m either side of centre the FIRST opponent's returns may land — the width an
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// auto-run player can actually cover. Its scatter painted lines from game one
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// ("still a LOT of unreachable balls"); now line-painting is the late ladder
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@@ -146,6 +146,13 @@ function doHit(ch, quality, aim) {
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tz = (toFar ? tzBase : COURT.L - tzBase) + err() * 0.8;
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}
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tx = Math.max(-5, Math.min(5, tx));
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if (G.match && ch.side !== 'P') {
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// ...AND ITS PACE IS THE FOURTH. Width alone did not fix "unreachable" because the returns left
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// at ~27 m/s (baseShotSpeed + 0.55 quality) — crossing to your baseline in ~0.6 s, which is less
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// time than auto-run needs from the far corner. Opponent one gives you the flight time; the
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// rungs take it back.
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s *= Math.min(1, TUNE.matchOppPace + (G.match.opp - 1) * TUNE.matchOppPacePer);
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}
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if (G.match) {
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// THE OPPONENT'S WIDTH IS THE LADDER'S THIRD DIAL. Its returns scatter off aimError x (1 - 0.55
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// quality), which paints lines an auto-run player cannot reach — "still a LOT of unreachable
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+6
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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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@@ -607,6 +607,43 @@ test('the placement mark fades on its own clock', () => {
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assert.equal(G.placeMark, null, 'gone within a second');
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});
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test('REACHABILITY: an auto-run player can cover the first opponent\'s returns', () => {
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// The test this issue always deserved and never had — "unreachable balls" came back TWICE because
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// the suite only asserted the config dials, never the experience. This plays the match headless
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// with the same mediocre autopilot the browser uses (auto-run + a fixed tap window, no placement)
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// and asserts that the returns actually present themselves: a ball that never comes within volley
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// reach of an auto-run player is unreachable BY CONSTRUCTION, whatever the knobs claim.
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const assist = TUNE.autoAssist; TUNE.autoAssist = 1.15;
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try {
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startMatch();
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for (let i = 0; i < 2.2 * 60; i++) update(DT);
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const returns = [];
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let cur = null;
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for (let i = 0; i < 90 * 60 && G.mode !== 'eaten'; i++) {
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G.modal = null; G.modalQ.length = 0;
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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') {
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const d = Math.hypot(ball.x - P.x, (ball.z - P.z) * 0.8);
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if (!cur) cur = { minD: 99 };
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cur.minD = Math.min(cur.minD, d);
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if (d < 2.9 && d > 2.2) keyPressed('Space');
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}
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if (cur && (!ball.active || ball.lastHit !== 'O')) { returns.push(cur.minD); cur = null; }
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update(DT);
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}
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assert.ok(returns.length >= 10, 'the soak saw a real rally sample: ' + returns.length + ' returns');
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const unreachable = returns.filter(d => d > 2.6).length; // never inside volley reach
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assert.ok(unreachable / returns.length <= 0.15,
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unreachable + ' of ' + returns.length + ' returns never came within reach of an auto-run player');
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} finally { TUNE.autoAssist = assist; }
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});
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test('the ladder pace dial exists and starts below full pace', () => {
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assert.ok(TUNE.matchOppPace < 1, 'opponent one returns slower than the physics maximum');
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assert.ok(TUNE.matchOppPacePer > 0, 'and earns pace back per rung');
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});
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test('THE REAL DEATH LOOP: a toss after their rally touch is not their passing shot', () => {
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// tossBall left ball.lastHit stale. After any rally the zombie touched last, the fresh toss still
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// said lastHit 'O' — and the match serves from BEHIND the baseline (z 24.3), past the passing-shot
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