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splatter-tennis/src
wuwiandClaude Opus 5 f67411e330 The opponent shows up, and the death loop dies
"still very weak and slow opponent. it also spawns at places where it is
impossible to react to my serve. so i win like always. in the cases i dont
win there is a bug. when trying to serve after i got hurt i get hurt again
and again until i die".

The death loop was G.serveNum. Tennis's pointTo is the only thing that ever
reset it, and the match bypasses pointTo entirely — so the first fault of the
match armed "second serve" permanently, and every missed serve after it was a
double fault, a point, and blood, repeating to death. Exactly the spiral a
rattled player serves into. matchReady(), the match's own point boundary,
resets it now; a regression pins it.

The receiver starts every point on its mark: matchReady drops it onto the
exact receiver position the tennis branch computes for O, deuce/ad mirrored,
instead of a random spawn x or wherever the last rally left it. An opponent
that cannot reach the serve is not weak, it is absent.

And the base opponent is a player now: matchSpeedBase 1.4 (the duel's 2.8m/s
lumber was tuned for one sudden-death point), matchFlub 0.08 (0.2 gives away
a fifth of all returns). Measured with the same autopilot that previously won
seven straight games: it now loses the match. Possibly too hot — the two
dials are named, Oliver's thumb decides.

40 tests, 15 seeds clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-11 22:41:10 +02:00
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