File size: 44,917 Bytes
ab93d31
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
8d8329b
ab93d31
 
 
 
 
 
 
 
e1aa47c
ab93d31
 
 
 
 
 
 
 
 
 
 
 
 
 
8d8329b
 
 
 
 
 
 
ab93d31
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
e1aa47c
 
ab93d31
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
8d8329b
ab93d31
 
 
 
 
 
 
 
8d8329b
ab93d31
 
 
 
 
 
 
 
 
 
 
 
 
 
 
8d8329b
 
ab93d31
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
e1aa47c
 
 
 
 
 
 
 
 
 
 
 
ab93d31
 
 
8d8329b
ab93d31
 
 
 
e1aa47c
ab93d31
 
 
 
e1aa47c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
"""HAWK ONE play engine: one play, simulated at 20 Hz with real motion limits and collisions.

Pure rules + hand-written football logic (no learning). Level-specific behaviour comes ONLY from the
RuleProfile passed in (catch feet, down-by-contact, DPI spot, ineligible-downfield limit).
"""
from __future__ import annotations

import math
import random

from formations import DEFENSE, OFFENSE
from playbook import DEFENSE_CALLS, OFFENSE_PLAYS
from rules import (FIELD_WIDTH_YD as W, RuleProfile, catch_is_complete, dpi_enforcement,
                   ineligible_downfield_ok, runner_is_down)

DT = 0.05
REC = 2                      # record every 2nd tick -> 10 fps
MAXT = 9.0
RUN_ADV = 16.0          # extra leverage drift the offensive line gets on run plays
LB_READ = 0.25         # extra read delay for non-linemen on run plays
LOOK = 0.35            # seconds ahead on a scripted path that the player steers toward
OL = {"LT", "LG", "C", "RG", "RT"}
DL = {"DE", "DT", "NT"}
ELIG = {"WR", "TE", "RB", "FB"}
DB = {"CB", "FS", "SS", "NB"}


def dist(a, b):
    return math.hypot(a[0] - b[0], a[1] - b[1])


def unit(dx, dy):
    d = math.hypot(dx, dy)
    return (dx / d, dy / d) if d > 1e-9 else (0.0, 0.0)


class P:
    def __init__(s, spec, side, attr, bx, by):
        s.id, s.pos, s.num, s.side, s.a = spec["id"], spec["pos"], spec["num"], side, attr
        anc = spec["anchor"]
        s.x = bx + spec["ox"]
        s.y = by + spec["oy"] if anc == "B" else (spec["oy"] if anc == "T" else W - spec["oy"])
        s.vx = s.vy = 0.0
        s.r = attr.radius
        s.m = attr.weight_lb / 200.0
        s.task, s.tx, s.ty, s.frac = "hold", s.x, s.y, 0.0
        s.cap, s.slow_until, s.slow = 1.0, -1.0, 1.0
        s.lev, s.free_until = 0.0, -1.0
        s.blockers, s.btarget, s.targeters, s.retarget = [], None, set(), 0.0
        s.route, s.rpt, s.rdelay = [], 0, 0.0
        s.mark, s.zone, s.zone_reached = None, None, False
        s.tcd = 0.0
        s.react = 0.15 + 0.30 * (1 - attr.awareness / 100)
        s.script, s.script_end = None, -1.0       # coach-drawn timed path [(t,x,y)...] overriding movement

    @property
    def speed(s):
        return math.hypot(s.vx, s.vy)

    @property
    def xy(s):
        return (s.x, s.y)


class Sim:
    def __init__(self, profile: RuleProfile, off_team, def_team, off_play: str, def_call: str,
                 bx: float, by: float, seed=None, scripts=None, react=None):
        self.pf, self.rng = profile, random.Random(seed)
        self.bx, self.by = bx, by
        self.play, self.call = OFFENSE_PLAYS[off_play], DEFENSE_CALLS[def_call]
        self.off_play, self.def_call, self.kind = off_play, def_call, self.play["kind"]
        self.O = [P(s, "O", off_team.attrs[s["id"]], bx, by) for s in OFFENSE[self.play["formation"]]]
        self.D = [P(s, "D", def_team.attrs[s["id"]], bx, by) for s in DEFENSE[self.call["formation"]]]
        self.all = self.O + self.D
        self.byid = {p.id: p for p in self.all}
        self.pidx = {p.id: i for i, p in enumerate(self.all)}
        self.qb = self.byid["QB"]
        self.t, self.n = 0.0, 0
        self.ball_state, self.carrier, self.thrown = "held", self.qb, None
        self.ball = [bx, by, 0.0]
        self.frames, self.events, self.result = [], [], None
        self.handed, self.decided = False, False
        self.flags = dict(hold=False, inel=None, pressure=False, dpi=None)
        self.pressure_t = None
        self.aim = (bx + self.play.get("aim", (3, 0))[0], by + self.play.get("aim", (3, 0))[1])
        self.mesh = None
        self.setup_offense()
        self.setup_defense()
        self.info = {}
        self.gap = {}
        # reaction-time edits (seconds, negative = reads it sooner): defenders break earlier/later; the QB's first read moves
        self.t_first = self.play.get("t_first", 0.0) + max(-0.6, min(0.6, (react or {}).get("QB", 0.0)))
        self.t_first = max(0.3, self.t_first)
        for pid, dt in (react or {}).items():
            p = self.byid.get(pid)
            if p is not None and p.side == "D":
                p.react = max(0.02, p.react + dt)
        for pid, pts in (scripts or {}).items():
            p = self.byid.get(pid)
            if p is not None and pts and len(pts) >= 2:
                p.script = sorted((float(a), float(b), float(c)) for a, b, c in pts)
                p.script_end = p.script[-1][0]
                self.gap[pid] = [0.0, 0.0, 0]

    # ------------------------------------------------------------------ setup
    def event(self, text, kind="info"):
        self.events.append(dict(t=round(self.t, 2), text=text, kind=kind))

    def setup_offense(self):
        pl, k = self.play, self.kind
        for p in self.O:
            if p.pos in OL:
                p.task = "pblock" if (k == "pass" or pl.get("fake_pass")) else "rblock"
            elif p.id == "QB":
                p.task = "drop" if k == "pass" else "mesh"
            else:
                p.task = "hold"
        for pid, rt in pl.get("routes", {}).items():
            p = self.byid.get(pid)
            if p:
                p.route = [(p.x + dx, p.y + dy) for dx, dy in rt["pts"]]
                p.rdelay, p.task = rt["delay"], "route"
        if k in ("run", "rpo"):
            self.byid[pl["runner"]].task = "runner"
            self.mesh = (self.bx + pl["mesh"][0], self.by + pl["mesh"][1])
            for p in self.O:
                if p.task == "hold":
                    p.task = "rblock" if p.pos in ("TE", "FB") else "stalk"
        else:
            for pid in pl["blockers"]:
                self.byid[pid].task = "pblock"
            if pl.get("play_action"):
                self.byid["RB"].task = "fake_run"
            for p in self.O:
                if p.task == "hold":
                    p.task = "pblock"

    def setup_defense(self):
        call, D = self.call, self.D
        blitz = set(call["blitz"])
        rushers = [p for p in D if p.pos in DL or p.id in blitz]
        for p in rushers:
            p.task = "rush"
        cover = [p for p in D if p not in rushers]
        elig = [p for p in self.O if p.pos in ELIG]
        cov, bx = call["coverage"], self.bx
        if cov in ("cover1", "cover0"):
            if cov == "cover1":
                fs = next((p for p in cover if p.id == "FS"), None)
                if fs:
                    fs.task, fs.zone = "zone", (bx + 14, W * 0.5, True)
                    cover.remove(fs)
            pairs = sorted((dist(d.xy, e.xy), i, j) for i, d in enumerate(cover) for j, e in enumerate(elig))
            used_d, used_e = set(), set()
            for _, i, j in pairs:
                if i in used_d or j in used_e:
                    continue
                cover[i].task, cover[i].mark = "man", elig[j]
                used_d.add(i), used_e.add(j)
            for i, d in enumerate(cover):
                if i not in used_d:
                    d.task = "spy"
        else:
            deep_ids = ["CB1", "CB2", "FS"] if cov == "cover3" else ["FS", "SS"]
            deep = [p for p in cover if p.id in deep_ids]
            if cov == "cover3" and len(deep) < 3:
                deep += [p for p in cover if p.id == "SS"][:3 - len(deep)]
            under = [p for p in cover if p not in deep]
            depth = 13.0 if cov == "cover3" else 14.5
            for i, p in enumerate(sorted(deep, key=lambda q: q.y)):
                p.task, p.zone = "zone", (bx + depth, W * (i + 0.5) / len(deep), True)
            n = len(under)
            for i, p in enumerate(sorted(under, key=lambda q: q.y)):
                fy = 0.5 if n == 1 else 0.14 + 0.72 * i / (n - 1)
                edge = n >= 4 and i in (0, n - 1)
                p.task, p.zone = "zone", (bx + (3.5 if edge else 6.0), W * fy, False)
        pa = self.play.get("play_action")
        for p in D:
            if self.kind in ("run", "rpo") or pa:
                p.react += (0.6 if self.play.get("fake_pass") else 0.0) + (0.0 if p.pos in DL else LB_READ)
            p.bite_end = 0.45 + 0.5 * (1 - p.a.awareness / 100)
            p.lane = self.rng.uniform(-0.6, 0.6)

    def assign_blocks(self):
        """Snap-time blocking scheme: match blockers to the front by alignment; extras climb or double."""
        blockers = [b for b in self.O if b.task in ("pblock", "rblock") and (b.pos in OL or b.pos in ("TE", "FB", "RB"))]
        if self.kind == "pass":
            front = [d for d in self.D if d.task == "rush"]
        else:
            front = [d for d in self.D if d.pos in DL]
        pairs = sorted((abs(b.y - d.y) + 0.2 * abs(b.x - d.x), i, j)
                       for i, b in enumerate(blockers) for j, d in enumerate(front))
        ub, ud = set(), set()
        for _, i, j in pairs:
            if i in ub or j in ud:
                continue
            ub.add(i), ud.add(j)
            blockers[i].btarget = front[j]
            front[j].targeters.add(blockers[i].id)
        rest = [d for d in self.D if d not in front and d.pos not in DB] if self.kind != "pass" else front
        for i, b in enumerate(blockers):
            if i in ub:
                continue
            pool = rest if rest else front
            if not pool:
                continue
            d = min(pool, key=lambda q: abs(b.y - q.y) + 0.15 * abs(b.x - q.x) + 1.5 * len(q.targeters))
            b.btarget = d
            d.targeters.add(b.id)
        for b in blockers:
            b.retarget = 0.4

    # ------------------------------------------------------------------ main loop
    def run(self):
        self.assign_blocks()
        self.record()
        while self.result is None and self.t < MAXT:
            self.tick()
        if self.result is None:
            self.end("tackle", "Play ends (time)")
        for _ in range(6):
            self.record(force=True)
        return self.result

    def tick(self):
        self.t += DT
        self.n += 1
        self.update_engagements()
        for p in self.O:
            self.off_logic(p)
        for p in self.D:
            self.def_logic(p)
        self.check_handoff()
        self.apply_scripts()
        for p in self.all:
            self.integrate(p)
        self.collide()
        self.update_ball()
        self.resolve()
        if self.n % REC == 0:
            self.record()

    # ------------------------------------------------------------------ coach-drawn paths
    @staticmethod
    def script_pos(s, t):
        if t <= s[0][0]:
            return s[0][1], s[0][2]
        for i in range(1, len(s)):
            if t <= s[i][0]:
                a, b = s[i - 1], s[i]
                f = (t - a[0]) / max(1e-9, b[0] - a[0])
                return a[1] + (b[1] - a[1]) * f, a[2] + (b[2] - a[2]) * f
        return s[-1][1], s[-1][2]

    def apply_scripts(self):
        """A drawn path replaces the player's *movement* only. His reads, blocks and tackles still run; the
        physics decides whether he can actually be where the path says (the shortfall is recorded)."""
        for p in self.all:
            s = p.script
            if not s or self.t > p.script_end:
                continue
            if self.ball_state == "flight" and (p.side == "D" or self.thrown["target"] is p):
                continue                                              # everyone attacks the ball once it is thrown
            p.tx, p.ty = self.script_pos(s, self.t + LOOK)
            p.frac = 1.0
            gx, gy = self.script_pos(s, self.t)
            g = dist(p.xy, (gx, gy))
            rec = self.gap[p.id]
            rec[0], rec[1], rec[2] = max(rec[0], g), rec[1] + g, rec[2] + 1

    def record(self, force=False):
        self.frames.append(dict(t=round(self.t, 2),
                                p=[round(v, 2) for q in self.all for v in (q.x, q.y)],
                                b=[round(self.ball[0], 2), round(self.ball[1], 2), round(self.ball[2], 2)],
                                e=[[self.pidx[b.id], self.pidx[d.id], round(d.lev, 2)] for d in self.D for b in d.blockers]))

    # ------------------------------------------------------------------ physics
    def integrate(self, p):
        cap = p.a.vmax * p.frac * p.cap
        if self.t < p.slow_until:
            cap *= p.slow
        dx, dy = p.tx - p.x, p.ty - p.y
        d = math.hypot(dx, dy)
        if d < 1e-6 or cap <= 1e-6:
            wx = wy = 0.0
        else:
            sp = min(cap, 3.2 * d)
            wx, wy = dx / d * sp, dy / d * sp
        dvx, dvy = wx - p.vx, wy - p.vy
        sp0 = p.speed
        f = 0.7 + 0.6 * p.a.agility / 100
        if p.pos in ELIG and p.task == "route":
            f *= 0.85 + 0.3 * p.a.route / 100
        if sp0 > 0.3:                                  # forward effort tapers with speed; cutting does not
            ux, uy = p.vx / sp0, p.vy / sp0
            par, perp = dvx * ux + dvy * uy, -dvx * uy + dvy * ux
            lp = p.a.accel * f * max(0.12, 1 - 0.8 * min(1.0, sp0 / p.a.vmax)) * DT * (1.6 if par < 0 else 1.0)
            lq = p.a.accel * f * 0.6 * DT
            par = max(-lp, min(lp, par))
            perp = max(-lq, min(lq, perp))
            dvx, dvy = par * ux - perp * uy, par * uy + perp * ux
        else:
            dv = math.hypot(dvx, dvy)
            lim = p.a.accel * f * DT
            if dv > lim:
                dvx, dvy = dvx * lim / dv, dvy * lim / dv
        p.vx += dvx
        p.vy += dvy
        p.x = min(119.5, max(0.5, p.x + p.vx * DT))
        p.y = min(W + 4, max(-4, p.y + p.vy * DT))

    @staticmethod
    def acc_at(p, v):
        """Acceleration available at speed v: strong off the line, tapering toward top speed."""
        f = 0.7 + 0.6 * p.a.agility / 100
        if p.pos in ELIG and p.task == "route":
            f *= 0.85 + 0.3 * p.a.route / 100
        return p.a.accel * f * max(0.12, 1 - 0.8 * min(1.0, v / p.a.vmax))

    def collide(self):
        A, n = self.all, len(self.all)
        for _ in range(2):
            for i in range(n):
                a = A[i]
                for j in range(i + 1, n):
                    b = A[j]
                    if a.side == "O" and b.side == "O" and not (a.pos in OL and b.pos in OL):
                        continue          # teammates avoid each other; only the line is a physical wall
                    dx, dy, rr = b.x - a.x, b.y - a.y, a.r + b.r
                    if abs(dx) > rr or abs(dy) > rr:
                        continue
                    d2 = dx * dx + dy * dy
                    if d2 >= rr * rr:
                        continue
                    d = math.sqrt(d2) or 1e-6
                    nx, ny, ov = dx / d, dy / d, rr - d
                    s = a.m + b.m
                    a.x -= nx * ov * b.m / s
                    a.y -= ny * ov * b.m / s
                    b.x += nx * ov * a.m / s
                    b.y += ny * ov * a.m / s
                    vrel = (a.vx - b.vx) * nx + (a.vy - b.vy) * ny
                    if vrel > 0:
                        j_ = 1.1 * vrel / (1 / a.m + 1 / b.m)
                        a.vx -= j_ * nx / a.m
                        a.vy -= j_ * ny / a.m
                        b.vx += j_ * nx / b.m
                        b.vy += j_ * ny / b.m

    # ------------------------------------------------------------------ blocking
    @staticmethod
    def _power(p, blocking):
        a = p.a
        return (a.block if blocking else a.shed) * 0.5 + a.strength * 0.3 + (a.weight_lb - 250) * 0.12

    def update_engagements(self):
        t = self.t
        for p in self.D:
            p.blockers = []
        for b in self.O:
            d = b.btarget
            if (b.task in ("pblock", "rblock", "stalk") and d is not None and t >= d.free_until
                    and dist(b.xy, d.xy) <= b.r + d.r + 0.55):
                d.blockers.append(b)
        for d in self.D:
            if d.blockers:
                tot = 0.0
                for i, b in enumerate(sorted(d.blockers, key=lambda q: -self._power(q, True))):
                    tot += self._power(b, True) * (1.0 if i == 0 else 0.6)
                adv = tot - self._power(d, False) + (RUN_ADV if self.kind != 'pass' else 0.0)
                d.lev += adv * 0.02 * DT + self.rng.gauss(0, 0.45) * math.sqrt(DT)
                d.lev = max(-1.2, min(1.2, d.lev))
                if d.lev <= -1.0:
                    d.free_until, d.lev = t + 1.0, -0.2
                    if d.task == "rush" and self.kind == "pass":
                        self.event(f"{d.pos} #{d.num} beats his block", "pressure")
                        if self.rng.random() < 0.05:
                            self.flags["hold"] = True
                            self.event("Offensive holding on the blocker", "penalty")
                d.cap = max(0.05, 0.15 + 0.6 * -d.lev) if d.lev < 0 else max(0.04, 0.15 - 0.2 * d.lev)
                if d.lev > 0:
                    b0 = d.blockers[0]
                    ux, uy = unit(d.x - b0.x, d.y - b0.y)
                    d.x += ux * 0.9 * d.lev * DT
                    d.y += uy * 0.9 * d.lev * DT
            else:
                d.lev *= max(0.0, 1 - 0.8 * DT)
                d.cap = 1.0

    def pick_block_target(self, b, exclude=None):
        t = self.t
        if b.task == "pblock":
            cands = [d for d in self.D if d.task == "rush" and t >= d.free_until - 0.2]
            if not cands:
                cands = [d for d in self.D if dist(b.xy, d.xy) < 4.0]
            def cost(d):
                return dist(b.xy, d.xy) + 3.0 * (len(d.targeters) - (1 if b.id in d.targeters else 0))
        else:
            def cost(d):
                c = dist(b.xy, d.xy) + 0.35 * dist(d.xy, self.aim)
                if b.task == "stalk":
                    c += 0 if d.pos in DB or d.pos == "OLB" else 8
                elif d.pos in DB:
                    c += 6
                elif d.pos not in DL and b.pos in OL:
                    c += 2.0 if t < 0.5 else -1.0
                if b.id == self.play.get("lead") and d.pos not in DL:
                    c -= 2.0
                return c + 4.0 * (len(d.targeters) - (1 if b.id in d.targeters else 0))
            cands = [d for d in self.D if d.x > b.x - 1.0 and t >= d.free_until - 0.2]
        if exclude is not None:
            cands = [d for d in cands if d is not exclude]
        if not cands:
            return None
        return min(cands, key=cost)

    def block_logic(self, b):
        d0 = b.btarget
        beaten = d0 is not None and self.t < d0.free_until
        climb_now = (d0 is not None and b.task == "rblock" and b in d0.blockers and len(d0.blockers) >= 2
                     and d0.lev > 0.35 and b is not max(d0.blockers, key=lambda q: self._power(q, True)))
        keep = d0 is not None and not beaten and not climb_now
        if (self.t >= b.retarget and not keep) or b.btarget is None:
            climb = d0 if (d0 is not None and b in d0.blockers and not keep) else None
            new = self.pick_block_target(b, exclude=climb)
            if b.btarget is not None:
                b.btarget.targeters.discard(b.id)
            if new is not None:
                new.targeters.add(b.id)
            b.btarget = new
            b.retarget = self.t + 0.3 + self.rng.random() * 0.2
        d = b.btarget
        if d is None:
            b.tx, b.ty, b.frac = b.x, b.y, 0.0
            return
        if b.task == "pblock":
            ux, uy = unit(self.qb.x - d.x, self.qb.y - d.y)
            b.tx, b.ty = d.x + ux * (b.r + d.r) * 0.9, d.y + uy * (b.r + d.r) * 0.9
            if b.pos in OL:
                b.tx = min(b.tx, self.bx - 0.1)
        else:
            side = 1.0 if self.aim[1] >= d.y else -1.0       # take the hole-side shoulder, wash him away from the hole
            k = min(1.0, self.t / 0.7)                        # square up first, then wash
            b.tx, b.ty = d.x + 0.25 * k, d.y + side * 0.9 * k
        b.frac = 0.9

    # ------------------------------------------------------------------ offense AI
    def off_logic(self, p):
        tk = p.task
        if tk == "carry":
            self.carry_logic(p)
        elif tk in ("pblock", "rblock", "stalk"):
            self.block_logic(p)
        elif tk == "route":
            self.route_logic(p)
        elif tk == "drop":
            self.drop_logic(p)
        elif tk == "mesh":
            self.mesh_logic(p)
        elif tk == "runner":
            ux, uy = unit(self.aim[0] - self.mesh[0], self.aim[1] - self.mesh[1])
            if dist(p.xy, self.mesh) > 1.6 and not self.handed:
                p.tx, p.ty, p.frac = self.mesh[0], self.mesh[1], 0.9
            else:
                p.tx, p.ty, p.frac = self.mesh[0] + ux * 5, self.mesh[1] + uy * 5, 0.9
        elif tk == "fake_run":
            p.tx, p.ty, p.frac = self.aim[0], self.aim[1], 0.8
        else:
            p.tx, p.ty, p.frac = p.x, p.y, 0.0

    def route_logic(self, p):
        if self.ball_state == "flight" and self.thrown["target"] is p:      # adjust to the ball in the air
            p.tx, p.ty, p.frac = self.thrown["ex"], self.thrown["ey"], 1.0
            return
        if self.t < p.rdelay:
            p.tx, p.ty, p.frac = p.x, p.y, 0.0
            return
        if p.rpt >= len(p.route):
            p.tx, p.ty, p.frac = p.x, p.y, 0.0
            return
        wx, wy = p.route[p.rpt]
        if math.hypot(wx - p.x, wy - p.y) < 1.0 and p.rpt < len(p.route) - 1:
            p.rpt += 1
            wx, wy = p.route[p.rpt]
        p.tx, p.ty, p.frac = wx, wy, 0.97

    def mesh_logic(self, qb):
        if self.carrier is qb and not self.handed and self.mesh:
            qb.tx, qb.ty, qb.frac = self.mesh[0], self.mesh[1], 0.55
            if self.kind == "rpo" and not self.decided and self.t >= 0.7:
                self.decided = True
                box = sum(1 for d in self.D if d.x < self.bx + 5 and abs(d.y - self.by) < 9)
                if box >= 7 or self.rng.random() < 0.12:
                    self.event(f"RPO read: {box} in the box β€” pull and throw", "decision")
                    self.throw(self.byid[self.play["tgt"]])
                else:
                    self.event(f"RPO read: {box} in the box β€” hand it off", "decision")
            if self.t > 2.2 and not self.handed:
                self.event("Handoff missed β€” QB keeps", "decision")
                qb.task = "carry"
        else:
            qb.tx, qb.ty, qb.frac = qb.x, qb.y, 0.0

    def check_handoff(self):
        if (self.ball_state != "held" or self.carrier is not self.qb or self.handed
                or self.kind not in ("run", "rpo") or self.thrown or self.qb.task == "carry"
                or (self.kind == "rpo" and not self.decided)):
            return
        rb = self.byid[self.play["runner"]]
        if self.t >= self.play["min_handoff"] and dist(rb.xy, self.qb.xy) < 1.3:
            self.handed = True
            self.carrier, rb.task = rb, "carry"
            self.qb.task = "hold"
            if self.play.get("fake_pass"):
                for q in self.O:
                    if q.task == "pblock":
                        q.task = "rblock"
            self.event(f"Handoff to {rb.pos} #{rb.num}", "play")

    # ---- QB
    def drop_logic(self, qb):
        if self.carrier is not qb or self.ball_state != "held":
            qb.tx, qb.ty, qb.frac = qb.x, qb.y, 0.0
            return
        dx = self.bx - self.play["drop"]
        if qb.x > dx + 0.25:
            qb.tx, qb.ty, qb.frac = dx, qb.y, 0.65
        else:
            qb.tx, qb.ty, qb.frac = qb.x, qb.y, 0.0
        if self.t < self.t_first:
            return
        free = [d for d in self.D if d.task == "rush" and not d.blockers and dist(d.xy, qb.xy) < 2.4]
        pressured = bool(free)
        if pressured and self.pressure_t is None:
            self.pressure_t = self.t
            self.flags["pressure"] = True
            self.event(f"QB pressured by {free[0].pos} #{free[0].num}", "pressure")
        reads = self.play["prog"]
        k = int((self.t - self.t_first) / 0.4)
        cand = reads if pressured else reads[:k + 1]
        best, bo = None, -9.0
        for rid in cand:
            r = self.byid[rid]
            if self.rng.random() > 0.55 + 0.45 * qb.a.awareness / 100:
                continue
            op = self.openness(qb, r)
            if op > bo:
                best, bo = r, op
        thr = 1.9 - (0.9 if pressured else 0.0)
        if best is not None:
            thr += 0.07 * max(0.0, dist(qb.xy, best.xy) - 8)          # deep throws need a bigger window
        if best is not None and bo >= thr:
            self.throw(best)
            return
        exhausted = self.t > self.t_first + 0.4 * len(reads) + 0.3
        if (pressured and exhausted) or self.t > self.t_first + 3.2:
            if best is not None and bo >= 0.7 and not self.play.get("screen"):
                self.throw(best)
            elif self.rng.random() < 0.55 and qb.a.vmax > 8.2:
                self.event("QB scrambles", "decision")
                qb.task = "carry"
            else:
                self.throw(None)

    def travel(self, r, T):
        """Distance receiver r covers in T seconds from his current speed (same accel curve as the integrator)."""
        vm = 0.96 * r.a.vmax
        v, d, t = min(r.speed, vm), 0.0, 0.0
        while t < T:
            h = min(0.1, T - t)
            v = min(vm, v + self.acc_at(r, v) * h)
            d += v * h
            t += h
        return d

    def predict(self, r, T):
        """Where receiver r will be T seconds from now, following his remaining route."""
        if r.script and self.t <= r.script_end:
            return self.script_pos(r.script, min(self.t + T, r.script_end))
        if r.task != "route":
            return (r.x + r.vx * T, r.y + r.vy * T)
        if self.t < r.rdelay:
            T = max(0.0, T - (r.rdelay - self.t))
        pts = [r.xy] + r.route[r.rpt:]
        left = self.travel(r, T)
        for i in range(len(pts) - 1):
            seg = dist(pts[i], pts[i + 1])
            if left <= seg:
                f = left / seg if seg else 0
                return (pts[i][0] + (pts[i + 1][0] - pts[i][0]) * f, pts[i][1] + (pts[i + 1][1] - pts[i][1]) * f)
            left -= seg
            if i + 2 < len(pts):                              # speed lost rounding a hard cut
                a1 = math.atan2(pts[i + 1][1] - pts[i][1], pts[i + 1][0] - pts[i][0])
                a2 = math.atan2(pts[i + 2][1] - pts[i + 1][1], pts[i + 2][0] - pts[i + 1][0])
                turn = abs((a2 - a1 + math.pi) % (2 * math.pi) - math.pi)
                if turn > math.radians(12):
                    left -= 5.5 * min(1.0, turn / (math.pi / 2)) * (1.15 - r.a.agility / 150)
        return pts[-1]

    def flight_target(self, qb, r):
        spd = 14 + 0.16 * qb.a.throw_power
        T = dist(qb.xy, r.xy) / spd
        for _ in range(3):
            pt = self.predict(r, T)
            T = dist(qb.xy, pt) / spd
        return pt, T

    def openness(self, qb, r):
        pt, T = self.flight_target(qb, r)
        if pt[1] < 0.2 or pt[1] > W - 0.2 or dist(qb.xy, pt) > 50:
            return -9.0
        cov = [d for d in self.D if d.task != "rush"]
        return min(dist((d.x + d.vx * T * 0.5, d.y + d.vy * T * 0.5), pt) for d in cov)

    def throw(self, r):
        qb = self.qb
        spd = 14 + 0.16 * qb.a.throw_power
        if r is None:
            ex, ey = qb.x + 3, (-1.5 if qb.y < W / 2 else W + 1.5)
            T = dist(qb.xy, (ex, ey)) / spd
            self.event("QB throws it away", "decision")
        else:
            pt, T = self.flight_target(qb, r)
            sig = (100 - qb.a.throw_acc) / 100 * (0.5 + 0.24 * dist(qb.xy, pt)) + (0.35 if self.flags["pressure"] else 0)
            ex, ey = pt[0] + self.rng.gauss(0, sig * 1.1), pt[1] + self.rng.gauss(0, sig * 0.8)
            self.event(f"QB throws to {r.pos} #{r.num} ({dist(qb.xy, (ex, ey)):.0f} yds)", "play")
            if ex > self.bx:
                for q in self.O:
                    if q.pos in OL:
                        ok, _ = ineligible_downfield_ok(self.pf, q.x + q.r - self.bx)
                        if not ok and self.flags["inel"] is None:
                            self.flags["inel"] = q
        self.thrown = dict(t0=self.t, t1=self.t + T, sx=qb.x, sy=qb.y, ex=ex, ey=ey, target=r)
        cov = [d for d in self.D if d.task != "rush"]
        self.info.update(target=r.id if r else None, t_throw=round(self.t, 2), t_land=round(self.t + T, 2),
                         air=round(dist(qb.xy, (ex, ey)), 1),
                         sep_throw=round(min(dist(d.xy, (ex, ey)) for d in cov), 2) if cov else None)
        self.ball_state, self.carrier = "flight", None
        qb.task = "hold"

    # ---- ball carrier
    def carry_logic(self, c):
        if self.t < getattr(c, "next_think", 0.0):
            return
        c.next_think = self.t + 0.15
        best, bs = (1.0, 0.0), -1e9
        for deg in range(-80, 81, 10):
            a = math.radians(deg)
            ux, uy = math.cos(a), math.sin(a)
            risk = 0.0
            for d in self.D:
                w = 0.35 if d.blockers else 1.0
                dxp, dyp = d.x + d.vx * 0.3 - c.x, d.y + d.vy * 0.3 - c.y
                along = dxp * ux + dyp * uy
                proj = max(0.0, min(6.0, along))
                dd = math.hypot(dxp - ux * proj, dyp - uy * proj)
                if along < 0:
                    w *= 0.3
                risk += w * math.exp(-dd / 1.25)
            score = ux * 5.0 - 2.4 * risk
            py_end = c.y + uy * 6.0
            if py_end < 1.5 or py_end > W - 1.5:
                score -= 3.0
            if c.x < self.bx + 1.0 and self.handed:
                ax, ay = unit(self.aim[0] - c.x, self.aim[1] - c.y)
                score += 1.5 * (ux * ax + uy * ay)
            score += self.rng.gauss(0, (100 - c.a.vision) / 100 * 1.2)
            if score > bs:
                best, bs = (ux, uy), score
        c.tx, c.ty, c.frac = c.x + best[0] * 6, c.y + best[1] * 6, 0.93

    # ------------------------------------------------------------------ defense AI
    def def_logic(self, p):
        t, c = self.t, self.carrier
        if self.ball_state == "flight":
            th = self.thrown
            if t >= th["t0"] + p.react:
                if dist(p.xy, (th["ex"], th["ey"])) < 18 or p.task in ("man", "zone"):
                    p.tx, p.ty, p.frac = th["ex"], th["ey"], 1.0
                    return
            if p.task == "rush":
                p.tx, p.ty, p.frac = self.qb.x, self.qb.y, 1.0
                return
        if c is None:
            return
        live = c.side == "O" and c.task == "carry"
        if live:
            deep = p.task == "zone" and p.zone[2]
            man_db = p.task == "man" and p.pos in DB
            if (deep or man_db) and c.x < self.bx + 2.5 and self.kind == "pass" and c is self.qb:
                pass
            elif (deep or man_db) and c.x < self.bx + 2.5 and c is not self.qb:
                self.cover_logic(p)
                return
            else:
                self.pursue(p, c)
                return
        run_play = self.kind in ("run", "rpo") and not self.thrown
        pa_bite = self.play.get("play_action") and t < p.bite_end and p.task in ("zone",) and p.pos not in DB
        if (run_play and t >= p.react) or pa_bite:
            if p.task == "zone" and p.zone[2] and t < p.react + 0.9 and not live:
                self.cover_logic(p)
            elif p.task in ("man",) and p.pos in DB and not live:
                self.cover_logic(p)
            else:
                if pa_bite:
                    tx, ty = self.bx + 1.0, p.y
                elif p.pos in DL and self.ball[0] < self.bx + 0.3 and p.blockers:
                    tx, ty = self.bx + 0.4, p.y + max(-2.0, min(2.0, self.ball[1] - p.y))      # flow with the blocker
                elif p.pos not in DL and self.ball[0] < self.bx + 0.3:
                    tx, ty = self.bx + 0.7, min(W - 1, max(1, 0.5 * self.ball[1] + 0.5 * p.y))
                else:
                    tx, ty = self.ball[0], self.ball[1]
                p.tx, p.ty, p.frac = tx, ty, 0.95
            return
        if p.task == "rush":
            q = self.qb
            p.tx, p.ty, p.frac = q.x, q.y + p.lane, 1.0
        else:
            self.cover_logic(p)

    def pursue(self, p, c):
        d = dist(p.xy, c.xy)
        T = min(1.2, d / (p.a.vmax * 0.9 + 1e-6))
        p.tx, p.ty, p.frac = c.x + c.vx * T, c.y + c.vy * T, 1.0

    def cover_logic(self, p):
        tk = p.task
        if tk == "man":
            m = p.mark
            cushion = 1.2 + (100 - p.a.coverage) / 100 * 1.6
            p.tx, p.ty, p.frac = m.x + m.vx * 0.25 + cushion, m.y + m.vy * 0.25, 1.0
        elif tk == "zone":
            zx, zy, deep = p.zone
            if not p.zone_reached and dist(p.xy, (zx, zy)) < 1.4:
                p.zone_reached = True
            if not p.zone_reached:
                p.tx, p.ty, p.frac = zx, zy, 0.85
                return
            rho = 6.0 if deep else 4.8
            rs = [e for e in self.O if e.pos in ELIG and dist(e.xy, (zx, zy)) < rho]
            if rs:
                r = min(rs, key=lambda e: dist(e.xy, p.xy))
                p.tx, p.ty, p.frac = r.x + r.vx * 0.2 + (2.6 if deep else 0.2), r.y + r.vy * 0.2, 0.95
            else:
                p.tx, p.ty, p.frac = zx, zy, 0.5
        elif tk == "spy":
            p.tx, p.ty, p.frac = self.bx + 5.5, self.qb.y, 0.6
        else:
            p.tx, p.ty, p.frac = self.qb.x, self.qb.y, 1.0

    # ------------------------------------------------------------------ ball + resolution
    def update_ball(self):
        if self.ball_state == "held" and self.carrier:
            self.ball[:] = [self.carrier.x, self.carrier.y, 0.0]
        elif self.ball_state == "flight":
            th = self.thrown
            u = min(1.0, (self.t - th["t0"]) / max(1e-6, th["t1"] - th["t0"]))
            D = math.hypot(th["ex"] - th["sx"], th["ey"] - th["sy"])
            self.ball[:] = [th["sx"] + (th["ex"] - th["sx"]) * u, th["sy"] + (th["ey"] - th["sy"]) * u,
                            math.sin(math.pi * u) * min(1.0, 0.25 + D / 30)]

    def resolve(self):
        if self.result is not None:
            return
        if self.ball_state == "flight" and self.t >= self.thrown["t1"]:
            self.resolve_pass()
        elif self.ball_state == "held" and self.carrier is not None:
            self.resolve_carrier()

    def resolve_carrier(self):
        c, t = self.carrier, self.t
        if c.side != "O":
            return
        if c.x >= 110:
            self.end("touchdown", f"TOUCHDOWN β€” {c.pos} #{c.num}", td=True)
            return
        if c.y < 0 or c.y > W:
            self.end("out_of_bounds", f"{c.pos} #{c.num} runs out of bounds")
            return
        pocket = c is self.qb and c.task != "carry"
        near = [d for d in self.D if dist(c.xy, d.xy) < c.r + d.r + 1.0]
        for d in near:
            if t < d.tcd or (pocket and d.blockers):
                continue
            d.tcd = t + 0.35
            p = (0.55 + (d.a.tackling - c.a.elusive) / 130 + (d.a.weight_lb - c.a.weight_lb) / 900
                 - (c.a.strength - 50) / 400 + 0.12 * (len(near) - 1))
            if d.blockers:
                p *= 0.28
            gap = max(0.0, dist(c.xy, d.xy) - (c.r + d.r + 0.38))      # arm-tackle at the edge of reach is harder
            p *= max(0.35, 1 - 0.6 * gap / 0.62)
            p = min(0.93, max(0.10, p))
            if self.rng.random() < p:
                ok, why = runner_is_down(self.pf, True, True)
                self.tackle(c, d)
                return
            d.slow_until, d.slow = t + 0.6, 0.5
            c.slow_until, c.slow = t + 0.25, 0.8
            self.event(f"{c.pos} #{c.num} breaks a tackle from {d.pos} #{d.num}", "play")
            if not pocket and self.rng.random() < 0.012:
                ok, why = runner_is_down(self.pf, True, False)
                if ok:
                    self.end("tackle", f"{c.pos} #{c.num} loses his footing untouched β€” down ({self.pf.key} rule: {why})",
                             rule="down_no_contact")
                    return
                self.event(f"{c.pos} #{c.num} slips untouched β€” play continues ({self.pf.key} rule)", "rule")
                c.slow_until, c.slow = t + 0.8, 0.4

    def tackle(self, c, d):
        kind = "sack" if (c is self.qb and c.x < self.bx and c.task != "carry") else "tackle"
        fumble_p = 0.010 + 0.025 * (1 - c.a.ballsec / 100) + 0.01 * (d.a.strength - 50) / 50
        txt = f"{c.pos} #{c.num} tackled by {d.pos} #{d.num}"
        if kind == "sack":
            txt = f"SACK β€” {d.pos} #{d.num} drops the QB"
        if self.rng.random() < fumble_p:
            lost = self.rng.random() < 0.55
            self.end("fumble", txt + (" β€” FUMBLE, recovered by the defense" if lost else " β€” fumble, offense recovers"),
                     turnover=lost)
            return
        self.end(kind, txt, tackler=f"{d.pos} #{d.num}")

    def resolve_pass(self):
        th, tgt = self.thrown, self.thrown["target"]
        ex, ey = th["ex"], th["ey"]
        self.ball_state, self.ball[:] = "dead", [ex, ey, 0.0]
        if tgt is None:
            self.end("incomplete", "Incomplete β€” thrown away")
            return
        # defensive pass interference
        for d in self.D:
            if dist(d.xy, tgt.xy) < d.r + tgt.r + 0.55 and d.x <= tgt.x + 0.4 and d.task in ("man", "zone"):
                pr = 0.05 + 0.14 * (100 - d.a.coverage) / 100
                if self.rng.random() < pr:
                    r = dpi_enforcement(self.pf, max(0.0, ex - self.bx), 110 - self.bx)
                    self.flags["dpi"] = r
                    self.end("dpi", f"FLAG β€” defensive pass interference on {d.pos} #{d.num}: {r['yards']} yds, "
                             f"automatic first down ({self.pf.key}: {r['note']})", penalty=dict(
                                 kind="dpi", yards=r["yards"], first=True, replay=False), rule="dpi")
                    return
        cands = []
        for q in self.all:
            if (q.side == "O" and (q.pos in OL or q.pos == "QB")):
                continue
            d = dist(q.xy, (ex, ey))
            reach = q.a.reach * 0.95 + (0.25 if q is tgt else 0.0)      # the target adjusts to the ball
            if d <= reach:
                cands.append((q, d, reach))
        off_c = [x for x in cands if x[0].side == "O"]
        def_c = [x for x in cands if x[0].side == "D"]
        best, bscore = None, -1e9
        for q, d, reach in cands:
            if q.side == "O":
                sc = q.a.catching * 0.8 + (reach - d) * 14 + self.rng.gauss(0, 9) - 8 * len(def_c)
            else:
                sc = (q.a.catching * 0.5 + q.a.coverage * 0.5) * 0.8 + (reach - d) * 14 + self.rng.gauss(0, 9) - 4 * len(off_c)
            if sc > bscore:
                best, bscore = q, sc
        if best is None:
            self.end("incomplete", f"Incomplete β€” pass off target ({dist(tgt.xy, (ex, ey)):.1f} yds from {tgt.pos} #{tgt.num})")
            return
        if best.side == "D":
            if self.rng.random() < 0.10 + 0.22 * best.a.catching / 100:
                self.end("interception", f"INTERCEPTED by {best.pos} #{best.num}", turnover=True)
            else:
                self.end("incomplete", f"Incomplete β€” broken up by {best.pos} #{best.num}")
            return
        air = math.hypot(th["ex"] - th["sx"], th["ey"] - th["sy"])
        if air > 18 and self.rng.random() > max(0.45, 1 - 0.024 * (air - 18)):
            self.end("incomplete", f"Incomplete β€” deep ball just out of reach of {best.pos} #{best.num}")
            return
        near = min(self.D, key=lambda d: dist(d.xy, best.xy))
        dd = dist(near.xy, best.xy)
        if dd < 1.8 and self.rng.random() > 0.45 + 0.3 * (best.a.catching - 60) / 40 + 0.4 * dd / 1.8:
            if self.rng.random() < 0.06 + 0.15 * near.a.catching / 100:
                self.end("interception", f"INTERCEPTED by {near.pos} #{near.num}", turnover=True)
            else:
                self.end("incomplete", f"Incomplete β€” contested, broken up by {near.pos} #{near.num}")
            return
        side = min(best.y, W - best.y)
        feet = 2 if side >= 0.8 else 1 if side >= 0.35 else 0
        ok, why = catch_is_complete(self.pf, True, feet, False)
        if not ok:
            self.end("incomplete", f"No catch β€” {best.pos} #{best.num}: {why} ({self.pf.key} rule)", rule="catch")
            return
        if feet < 2:
            self.event(f"{best.pos} #{best.num} drags ONE foot β€” legal catch under {self.pf.key} rules", "rule")
        self.info.update(completed=True, catcher=best.id, sep_catch=round(dd, 2), catch_x=round(best.x - self.bx, 1))
        self.ball_state, self.carrier, self.thrown = "held", best, None
        best.task = "carry"
        for q in self.O:
            if q is not best and q.pos != "QB":
                q.task = "rblock" if q.pos in OL else "stalk"
                q.btarget, q.retarget = None, 0.0
        self.event(f"Catch β€” {best.pos} #{best.num} at {best.x - self.bx:+.0f} yds", "play")

    def end(self, outcome, text, td=False, turnover=False, penalty=None, rule=None, tackler=None):
        c = self.carrier
        ex = c.x if c is not None else self.ball[0]
        ey = c.y if c is not None else self.ball[1]
        pen = penalty
        if pen is None and outcome not in ("dpi",):
            # penalties that nullify the play
            if self.flags["hold"]:
                pen = dict(kind="holding", yards=-10, first=False, replay=True)
                text = "FLAG β€” offensive holding (10 yds), play nullified"
            elif self.flags["inel"] is not None and self.kind in ("pass", "rpo") and self.thrown is None and outcome != "interception":
                q = self.flags["inel"]
                pen = dict(kind="ineligible", yards=-5, first=False, replay=True)
                text = (f"FLAG β€” ineligible receiver downfield ({q.pos} #{q.num} beyond the "
                        f"{self.pf.ineligible_downfield_yd}-yd {self.pf.key} limit), 5 yds")
                rule = "ineligible"
        self.ball_state = "dead"
        if c is not None:
            self.ball[:] = [c.x, c.y, 0.0]
        self.event(text, "result")
        yards = 0.0 if outcome in ("incomplete", "interception") else round(ex - self.bx, 1)
        self.result = dict(outcome=outcome, text=text, yards=yards, end_x=ex, end_y=ey, td=td, turnover=turnover,
                           penalty=pen, rule=rule, t=round(self.t, 2), pressure=self.flags["pressure"],
                           tackler=tackler, info=dict(self.info),
                           gap={k: (round(v[0], 2), round(v[1] / max(1, v[2]), 2)) for k, v in self.gap.items()})
        if pen and pen["kind"] in ("holding", "ineligible"):
            self.result["yards"] = 0.0
            self.result["td"] = False
            self.result["turnover"] = False

    # ------------------------------------------------------------------ export for replay
    def scheme(self):
        """What each player was asked to do, for the coach's board (coverage shells, man matchups, progressions)."""
        cov = self.call["coverage"]
        d = []
        for p in self.D:
            z = p.zone
            d.append(dict(id=p.id, task=p.task, mark=p.mark.id if p.mark is not None else None,
                          zone=[round(z[0], 1), round(z[1], 1), bool(z[2])] if z else None))
        return dict(coverage=cov, call=self.def_call, play=self.off_play, kind=self.kind, d=d,
                    prog=list(self.play.get("prog") or []), runner=self.play.get("runner"),
                    blitz=list(self.call.get("blitz") or []))

    def replay(self):
        return dict(ids=[p.id for p in self.all],
                    meta=[dict(id=p.id, side=p.side, pos=p.pos, num=p.num, vmax=round(p.a.vmax, 2),
                               react=round(self.t_first if p.id == "QB" else p.react, 2),
                               mph=round(p.a.mph, 1), ht=round(p.a.height_in), wt=round(p.a.weight_lb),
                               forty=p.a.forty) for p in self.all],
                    marks=dict(throw=self.info.get("t_throw"), land=self.info.get("t_land"),
                               end=self.result["t"] if self.result else None, target=self.info.get("target")),
                    scheme=self.scheme(),
                    frames=self.frames, events=self.events, bx=self.bx, by=self.by,
                    result=dict(outcome=self.result["outcome"], yards=self.result["yards"], td=self.result["td"],
                                turnover=self.result["turnover"],
                                penalty=(self.result["penalty"] or {}).get("kind")) if self.result else None,
                    summary=self.result["text"] if self.result else "")