feedback5 WY: the Final Assault / Hidden Core leader pool is bloodPoint × the players alive when the fight starts (solo × 1), replacing 「保持固定血量」; 胄's drone share passes 限伤 (from PR #209 by @qingjingshenghuo; the owner's decision of 2026-10-06)

Ported by hand from PR #209 by @qingjingshenghuo (its one-line data/config.json was not taken):
- server/match/gamedata.js bossPoolShareOf (used by GameData.bossPoolShare and by finalAssault.bossPoolHp for a plain
  game-data object): solo × `solo` (1); co-op with `perPlayer` true × `coop` (1) × the players alive at the boss
  round's start (bots and AI 托管 seats count, eliminated / departed seats do not; at most aliveFull 4; a count left
  out = a full team). The fixed pool stays restorable through config: bossHpScale perPlayer false + solo 0.25 (and its
  optional aliveScaling).
- tools/build-data.mjs: the global bossHpScale carries the rule (perPlayer true, solo 1); the modes' entries keep only
  bloodPointKey / unaffectedByEnemyScale. data/config.json regenerated offline — JSON compare: only bossHpScale (global
  and the 9 mode entries) changed.
- The problem #209 documented: a 胄 drone death is 2 % of the pool and 限伤 cancels a hit of ceil ≥ 300000, so the
  hidden 胄 终极 pool at 3 / 4 players (21.6M / 28.8M) would cancel every drone (432000 / 576000). The drone link is
  a share of the pool, no hit: Battle.loseHp takes noHitLimit and the link passes the limit [ASSUMED: the official
  client checks every damage modifier and PRTS calls it 真实伤害, but which max HP it reads is undocumented]; a part's
  传递 and every hit stay under the limit.

Golden (regenerated; why: the pool size):
- fields: boss-boss_1..7-pair/-solo and hidden-boss_8..10-pair/-solo (all 20 boss / hidden scenarios) — a pair
  field's pool × 2 (two players), a solo template's × 4 (solo × 1, was × 0.25); boss-boss_1-pair, boss-boss_1-solo,
  boss-boss_3-pair, boss-boss_3-solo, boss-boss_5-solo, boss-boss_7-pair and hidden-boss_9-solo now end at the
  200 s cap instead of clearing; the two 联防 scenarios are unchanged.
- matches: solo-FUNNY-2, solo-NORMAL-1, solo-HARD-1, solo-HARD-2 now lose the Final Assault (solo leaders have 4× the
  HP: team LP 0 with 93088–176395 of the pool left); solo-FUNNY-1, solo-NORMAL-2, solo-HARD-9-boosted (its Hidden Core
  too), coop2-NORMAL-3, coop4-FUNNY-6, coop2-ABYSS-10-boosted, coop2-NORMAL-70-diy still win with more leader damage
  (pool × players alive; solo-FUNNY-1 / solo-HARD-9-boosted end with 6 / 1 team LP less). Unchanged:
  coop2-NORMAL-8-serverrun and coop2-NORMAL-14-standins (one player left at R14: × 1 as before) and the matches that
  end before R14; roster / bonds / standins / diy unchanged.

Tests: test/match/boss-hp-scaling.test.js (from PR #209, adapted — every leader and difficulty × 1–4 players and solo;
R14 / R15 leave out two departed players; AI 托管 and bots count, an eliminated player does not; config restores the
fixed pool, the opposite of the PR's test; the plain-object fallback agrees; only the leader's HP scales);
test/content/enemies_bosses.test.js (hidden 胄 终极 at 3 / 4 players: the drone share lands, a hit of the same size is
cancelled — fails without the change). Updated on purpose: finalAssault, balance, bosshp, connection, docs-consistency
(the §20.9 record points to §25.13.4; the data carries perPlayer true), sim/playtest6_limits (the drone share lands
past the line), match/playtest6-bosspool (the 5 % knob halved to keep the 2-player pool's size: that test is about the
pool's arithmetic). Docs: PLAYING §7, DATA, META, BALANCE, SIM, design engine.md / network.md, the §20.9 / §20.10
records, research 00 / 01 / 08, the code comments, DESIGN §25.13.4 and the §25.10 table.
This commit is contained in:
sganggs committed 2026-10-06 21:41:49 +08:00
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@@ -142,7 +142,7 @@ The server draws a disabled bond set **D**: **3 core + 4 add-on** in NORMAL/HARD
| 3 | Item slot odds and server pools `pool_equip_*` | Same tier shares; pool contents as in 04 §8 |
| 4 | Disabled-bond counts for NORMAL/HARD | 3 core + 4 add-on |
| 5 | 机变 family per SP round, card pools, 道具补给 tiers | 01 A4 table: HARD+ R3/R9 悬赏, R11 道具补给/机密商店. 道具补给 tier windows R3 I–IV, R6 II–V, R9 III–VI, R11 IV–VI. |
| 6 | Boss HP pool vs alive players | `bloodPoint × alive/4`; solo ×0.25 |
| 6 | Boss HP pool vs alive players | `bloodPoint × alive/4`; solo ×0.25 (since 2026-10-06, the owner's decision adopting PR #209: `bloodPoint × alive` at the fight's start, solo × 1 — DESIGN §25.13.4) |
| 7 | Pair order in the Final Assault | Alive players by seat: (1,2), (3,4); an odd player gets an `_s` map |
| 8 | 联防 helper choice when >2 are perfect; leaked-enemy HP | Highest LP, then seat; leaked enemies re-enter at full HP |
| 9 | Per-turn band-draft timer | 12 s, with the 50 s step cap |
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@@ -173,6 +173,8 @@ Boss HP scaling:
- The boss HP is one shared pool for the whole team.
- It shrinks when teammates are eliminated or leave [COMM: "联机队友变少,最后boss血条也会变少"].
- Proposal: `hp = bloodPoint × alivePlayers / 4` [ASSUMED]. Solo uses `bloodPoint × 0.25` [ASSUMED].
- [2026-10-06: the owner adopted PR #209 instead — `hp = bloodPoint × the players alive when the fight starts`, solo
`bloodPoint` (bloodPoint is one player's share; players' observation, no official text); DESIGN §25.13.4.]
---
+2 -2
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@@ -551,7 +551,7 @@ Everything in `docs/BALANCE.md` §4 (the tuned tables) and the `tools/balance.mj
2. **Stat scaling and balance.**
- Delete every `enemyHpMul`, `enemyAtkMul` and `bossHpMul` in `data/tuning.json`. Keep the `titles` block.
- Remove the `soloMul` in `bountySpawns`.
- `config.bossHpScale`: co-op pool = `bloodPoint[difficulty]` with no alive-player factor; solo stays a flagged config value. (2026-10-01: × alive / 4 available behind `aliveScaling`, off, see §6 #7.)
- `config.bossHpScale`: co-op pool = `bloodPoint[difficulty]` with no alive-player factor; solo stays a flagged config value. (2026-10-01: × alive / 4 available behind `aliveScaling`, off, see §6 #7.) (2026-10-06: replaced by the owner's decision adopting PR #209 — `bloodPoint` × the players alive at the fight's start, solo × 1; `perPlayer: false` restores the fixed pool; DESIGN §25.13.4.)
- Keep `enemyScale` (PRTS table) and the 终极 speed ×1.15 from R3.
- Re-run `tools/balance.mjs --tuning off` only to report, not to tune.
3. **Pathing** (`server/sim/grid.js`, `server/sim/ai.js`, `server/sim/Battle.js` — since 0.2.0 `server/sim/battle/spawns.js` / `tiles.js`):
@@ -581,7 +581,7 @@ Everything in `docs/BALANCE.md` §4 (the tuned tables) and the `tools/balance.mj
| # | Question | Default |
|---|---|---|
| 1 | Do 射击台 (act1 m03 (10,3)/(10,4)) and 土石结构 block ground movement? | Block [ASSUMED] |
| 2 | Leader HP pool in solo, and in co-op with fewer than 4 alive players | co-op `bloodPoint` (× alive / 4 behind `aliveScaling`, off — ask the user, 2026-10-01); solo config value (flagged) |
| 2 | Leader HP pool in solo, and in co-op with fewer than 4 alive players | co-op `bloodPoint` (× alive / 4 behind `aliveScaling`, off — ask the user, 2026-10-01); solo config value (flagged). Answered 2026-10-06 (the owner, PR #209): `bloodPoint` × the players alive at the fight's start, solo × 1 (DESIGN §25.13.4) |
| 3 | Unit of `maxPlayTime` | Real seconds (×2 game) [ASSUMED] |
| 4 | Exact 联防 predelay formula (`_CalculateActionPredelayConsiderUid`) | 0.5 s per owner [ASSUMED] |
| 5 | DEF reduction in the 70 % / 80 % bases | HP/ATK only (下半 text) |