f37fb93875d8972916362f4f8f78cd5547ea30d5
Second recorded session: 5 wins and a deuce war to 5-6 — the mode is a contest — but all seven losses shared one signature: the ball died in court 1.4-2m short of him while he ran 0.2-0.5m. Three defects: The pace cut created dying rollers. Slow returns bounce and die at z 18-20, outside intercept's near zone, so nothing chased them, and the rolled-dead rule hands the point to the zombie. They also arrive at his feet below legal contact height — the "ball arrives right at the player" feel. intercept keeps an anyHit candidate now: the earliest reachable point on his half where the ball is still at hitting height, so the assist runs forward onto the short ball. Verified: he sprints z 23 -> 16.4 and meets it at gap ~0. intercept computed reachability with autoAssist — 0 on any fine pointer — so a desktop match's planner answered "home" every time. He had legs, his destination was always the baseline. assistK() is shared by mover and planner now. And the vignette was a radial gradient in a portrait canvas: the circle reaches the corners but hits the side edges at fraction zero — "red pulsing from below" was the bottom edge being the only place it got close. Four linear edge fades now, hugging the rectangle on any aspect. 48 tests, 12 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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