Biliardo dell'Ing. Tozzi: il tiro pieno va più forte (720 cm/s; i rinquarti restano a 520) e il test nel browser segue i comandi nuovi (Andrea)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GiECdCPptNRwbVzjzHbohi
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@@ -30,7 +30,10 @@ export function castle() {
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}
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export const powerAt = time => clamp(time / SWING, 0, 1);
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export const speedFor = power => MIN_SPEED + (MAX_SPEED - MIN_SPEED) * power;
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// Il tiro più forte: al biliardo dell'Ing. Tozzi si arriva a STRONG (Andrea, 29 ottobre: «più potenza»); i rinquarti
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// restano a MAX_SPEED, perché le loro posizioni sono misurate a quella forza.
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export const STRONG = 720;
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export const speedFor = (power, max = MAX_SPEED) => MIN_SPEED + (max - MIN_SPEED) * power;
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// Quanta strada fa una biglia lanciata a velocità v, senza urti (attrito costante più un po' di resistenza).
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export function reach(v) {
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const k = FRICTION / DRAG, t = Math.log((v + k) / k) / DRAG;
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@@ -48,7 +51,7 @@ export const LEVELS = {
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};
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export function newBiliardo(seed = Date.now() >>> 0, def = {}) {
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const level = LEVELS[def.level] ? def.level : 'seria';
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const c = { step: 'aim', t: 0, seed, level, skill: LEVELS[level], current: 'player', target: def.target ?? TARGET, power: 0.45, angle: 0,
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const c = { step: 'aim', t: 0, seed, level, skill: LEVELS[level], current: 'player', target: def.target ?? TARGET, maxSpeed: def.maxSpeed ?? STRONG, power: 0.45, angle: 0,
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holding: false, holdTime: 0, accumulator: 0, events: [], points: { player: 0, cpu: 0 }, last: null, shot: null, plan: null };
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c.balls = { player: ball('player', LEN * 0.18, WID * 0.5), cpu: ball('cpu', LEN * 0.81, WID * 0.25), pallino: ball('pallino', LEN * 0.88, WID * 0.7) };
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c.pins = castle();
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@@ -171,7 +174,7 @@ function step(w, dt) {
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export function strike(c, who, angle, power) {
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c.turn = null;
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const b = c.balls[who], v = speedFor(power);
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const b = c.balls[who], v = speedFor(power, c.maxSpeed);
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c.visual.shot = { at: c.visual.time, angle, power, x: b.x, y: b.y };
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c.pending = { ball: b, vx: Math.cos(angle) * v, vy: Math.sin(angle) * v, power };
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c.windup = WINDUP;
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@@ -183,7 +186,7 @@ export function strike(c, who, angle, power) {
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export function simulate(c, who, angle, power, { onContact, stop } = {}) {
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const balls = list(c).map(b => ({ ...b })), pins = c.pins.map(p => ({ ...p }));
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const w = { balls, pins, onContact, shot: { shooter: who, first: null, pallino: false, pins: [] } };
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const b = balls.find(x => x.role === who), v = speedFor(power);
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const b = balls.find(x => x.role === who), v = speedFor(power, c.maxSpeed);
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b.vx = Math.cos(angle) * v; b.vy = Math.sin(angle) * v;
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for (let i = 0; i < 15 / FIXED_STEP && !stop?.() && balls.some(x => x.vx || x.vy); i++) step(w, FIXED_STEP);
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return judge(w.shot);
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@@ -343,7 +346,7 @@ export function predict(c) {
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const cached = predictions.get(c);
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if (cached?.key === key) return cached.result;
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const balls = list(c).map(b => ({ ...b })), me = balls.find(b => b.role === c.current);
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const v = speedFor(c.power);
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const v = speedFor(c.power, c.maxSpeed);
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me.vx = Math.cos(c.angle) * v; me.vy = Math.sin(c.angle) * v;
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const result = { points: [[me.x, me.y]], ghost: null, hit: null, dir: null, outgoing: [] };
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const tracks = [];
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@@ -152,7 +152,7 @@ function nextPosition(c) {
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export function newRinquarto(seed = Date.now() >>> 0, def = {}) {
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const level = LEVELS[def.level] ? def.level : 'seria';
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const c = { ...billiard.newBiliardo(seed), level, skill: LEVELS[level], position: 0, score: { andrea: 0, bertovo: 0 }, history: [],
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const c = { ...billiard.newBiliardo(seed, { maxSpeed: billiard.MAX_SPEED }), level, skill: LEVELS[level], position: 0, score: { andrea: 0, bertovo: 0 }, history: [],
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order: LEVELS[level].training ? ['bertovo', 'andrea'] : ['andrea', 'bertovo'], ready: [], gen: null, fixedPower: 1, trail: [], last: false };
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nextPosition(c);
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return c;
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