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:
1 parent
661f1c074e
commit
4e58481706
33 files changed
+778
-531
No files matched your search
@@ -8,13 +8,13 @@
|
||||
// RIGHT side (the sim mirrors the right side: board col c → field col 20 − c with the piece direction RIGHT ↔
|
||||
// LEFT, UP / DOWN unchanged (DESIGN §3, research 09 §1.2 ConvertChessPositionInfoToBossMap); board rows 9–12 →
|
||||
// boss rows 2–5, sim/constants BOSS_ROW_OFFSET). `bossFieldPlacement` gives that mapping for UIs / tools.
|
||||
// * Shared boss HP pool (DESIGN §20.10, GameData.bossPoolShare): one pool shared by every boss field (official tip
|
||||
// "所有人将一起对敌方领袖造成伤害"); co-op = bloodPoint[difficulty] whatever the number of alive players (notice 5114's
|
||||
// "敌方领袖的总生命值不变" is about the mirrored copies of a pair field sharing it, not about that number); config
|
||||
// bossHpScale.aliveScaling true scales it × alive / 4 (巴哈姆特 12294 "聯機隊友(撤退/死掉)變少,最後boss血條也會變少" — one
|
||||
// community note, no proportion; off until the user confirms it); solo = bloodPoint × config bossHpScale.solo (0.25,
|
||||
// flagged unknown); × the tuning bossHpMul when data/tuning.json still has one (docs/BALANCE.md); bosses are never
|
||||
// scaled by enemyScale.
|
||||
// * Shared boss HP pool (DESIGN §20.10, §25.13.4, gamedata.js bossPoolShareOf): one pool shared by every boss field
|
||||
// (official tip "所有人将一起对敌方领袖造成伤害"; notice 5114's "敌方领袖的总生命值不变" is about the mirrored copies of
|
||||
// a pair field sharing it) = bloodPoint[difficulty] × the players alive when the fight starts (bots and AI 托管 seats
|
||||
// count, eliminated and departed seats do not; solo × 1) — the owner's decision of 2026-10-06, adopting PR #209 by
|
||||
// @qingjingshenghuo, which replaces the fixed pool of 「保持固定血量」 (config bossHpScale perPlayer false / solo 0.25
|
||||
// restores it); × the tuning bossHpMul when data/tuning.json still has one (docs/BALANCE.md); bosses are never scaled
|
||||
// by enemyScale and their parts / escorts keep their own HP.
|
||||
// * Overtime: bossTurnHpReduceTime counts REAL seconds like the level's 120 s maxPlayTime (which runs out first; the
|
||||
// battle goes on): from 150 real s (300 game s on the 2× field clock) the team loses bossOvertimeDrainPerSec (1) LP
|
||||
// per real second (gamedata.js bossOvertimeDue); m.public.deadline = the 120 s countdown, m.public.overtimeAt = the
|
||||
@@ -35,6 +35,7 @@
|
||||
|
||||
import { BOSS_ROW_OFFSET, COLS, BOSS_POOL_MIN_HP } from '../sim/constants.js';
|
||||
import { mirrorDir, normDir } from '../sim/dir.js';
|
||||
import { bossPoolShareOf } from './gamedata.js';
|
||||
|
||||
/**
|
||||
* BOSS_HIT ticker thresholds (activity_table autoChessData.broadcastList comment_boss_hit_1..3, paramList 0.2 / 0.5 /
|
||||
@@ -62,7 +63,7 @@ export function pairPlayers(alive) {
|
||||
return groups;
|
||||
}
|
||||
|
||||
/** Shared boss HP for a boss id with `aliveCount` alive players (GameData.bossPoolShare; omitted ⇒ a full team). */
|
||||
/** Shared boss HP for a boss id with `aliveCount` alive players (GameData.bossPoolShare / bossPoolShareOf; omitted ⇒ a full team). */
|
||||
export function bossPoolHp(gd, bossId, aliveCount) {
|
||||
const boss = gd.boss(bossId);
|
||||
const diff = gd.difficulty;
|
||||
@@ -70,13 +71,8 @@ export function bossPoolHp(gd, bossId, aliveCount) {
|
||||
if (base == null && boss && boss.bloodPoint) base = Object.values(boss.bloodPoint).find((v) => Number.isFinite(v)) ?? null;
|
||||
if (base == null) base = 500000;
|
||||
const tune = typeof gd.bossHpMul === 'function' ? gd.bossHpMul(bossId) : 1;
|
||||
let share;
|
||||
if (typeof gd.bossPoolShare === 'function') share = gd.bossPoolShare(aliveCount);
|
||||
else {
|
||||
const scale = gd.mode.bossHpScale && typeof gd.mode.bossHpScale === 'object' ? gd.mode.bossHpScale : {};
|
||||
const cfg = gd.config.bossHpScale && typeof gd.config.bossHpScale === 'object' ? gd.config.bossHpScale : {};
|
||||
share = gd.isSolo ? (Number.isFinite(scale.solo) ? scale.solo : Number.isFinite(cfg.solo) ? cfg.solo : 0.25) : 1;
|
||||
}
|
||||
const share = typeof gd.bossPoolShare === 'function' ? gd.bossPoolShare(aliveCount)
|
||||
: bossPoolShareOf(gd.mode && gd.mode.bossHpScale, gd.config && gd.config.bossHpScale, !!gd.isSolo, aliveCount);
|
||||
return Math.max(1, Math.round(base * share * tune));
|
||||
}
|
||||
|
||||
|
||||
+37
-20
@@ -5,8 +5,8 @@
|
||||
// key is missing, so a partial data set (tests, data being regenerated) still yields a working match.
|
||||
//
|
||||
// No custom balance (DESIGN §14 corrections, research 08 §6): enemy numbers are the official ones — the PRTS
|
||||
// per-round enemyScale table of data/config.json, the leader pool = bloodPoint. data/tuning.json only overrides result
|
||||
// titles:
|
||||
// per-round enemyScale table of data/config.json, the leader pool = bloodPoint per player alive at the fight's start
|
||||
// (bossPoolShareOf). data/tuning.json only overrides result titles:
|
||||
// titles[titleId] { stat?, rule? } merged over config.titles
|
||||
// (the former enemyHpMul / enemyAtkMul / enemySpeedMul / bossHpMul / flyPlaceholders knobs were removed; a tuning file
|
||||
// that still carries them is ignored).
|
||||
@@ -55,6 +55,34 @@ export const DEFAULTS = Object.freeze({
|
||||
/** Game seconds per real second of a battle (forced 2×): combat limits in data are real seconds (combatTimeLimit). */
|
||||
export const COMBAT_TIME_SCALE = 2;
|
||||
|
||||
/**
|
||||
* Multiplier of bloodPoint[difficulty] for the shared leader pool (DESIGN §20.10, §25.13.4), from config bossHpScale —
|
||||
* each key from the mode's entry first, then the global one; the defaults are the current rule:
|
||||
* solo `solo` (1: the table value — one player's share);
|
||||
* co-op `perPlayer` true (the owner's decision of 2026-10-06, adopting PR #209 by @qingjingshenghuo): `coop` (1) × the
|
||||
* players alive when the fight starts — bots and AI 托管 seats count, eliminated and departed seats do not —
|
||||
* at most `aliveFull` (4); a count left out means a full team;
|
||||
* `perPlayer` false: the fixed pool of 0.1.x (「保持固定血量」, restorable with `solo` 0.25): `coop` whatever the
|
||||
* count, × min(alive, aliveFull) / aliveFull with `aliveScaling`.
|
||||
* @param {object|null|undefined} modeScale config.modes[modeId].bossHpScale
|
||||
* @param {object|null|undefined} cfgScale config.bossHpScale
|
||||
* @param {boolean} isSolo
|
||||
* @param {number} [aliveCount] alive players at the Final Assault / Hidden Core start (co-op)
|
||||
* @returns {number}
|
||||
*/
|
||||
export function bossPoolShareOf(modeScale, cfgScale, isSolo, aliveCount) {
|
||||
const ms = modeScale && typeof modeScale === 'object' ? modeScale : {};
|
||||
const cs = cfgScale && typeof cfgScale === 'object' ? cfgScale : {};
|
||||
const pick = (k, d) => (Number.isFinite(ms[k]) && ms[k] > 0 ? ms[k] : Number.isFinite(cs[k]) && cs[k] > 0 ? cs[k] : d);
|
||||
const flag = (k, d) => (typeof ms[k] === 'boolean' ? ms[k] : typeof cs[k] === 'boolean' ? cs[k] : d);
|
||||
if (isSolo) return pick('solo', 1);
|
||||
const full = Math.max(1, Math.floor(pick('aliveFull', 4)));
|
||||
const n = Number(aliveCount);
|
||||
const alive = Number.isFinite(n) && n >= 1 ? Math.min(full, Math.floor(n)) : full;
|
||||
if (flag('perPlayer', true)) return pick('coop', 1) * alive;
|
||||
return pick('coop', 1) * (flag('aliveScaling', false) ? alive / full : 1);
|
||||
}
|
||||
|
||||
/** Strip the _a/_b suffix of an item id (the registry key of an item family). */
|
||||
export const itemKey = (id) => (typeof id === 'string' ? id.replace(/_[ab]$/, '') : '');
|
||||
|
||||
@@ -110,14 +138,12 @@ export class GameData {
|
||||
}
|
||||
|
||||
/**
|
||||
* Official shared leader HP pool (DESIGN §20.10): ONE pool for every boss field of the match (official tip "最终攻势中,
|
||||
* Shared leader HP pool (DESIGN §20.10, §25.13.4): ONE pool for every boss field of the match (official tip "最终攻势中,
|
||||
* 所有人将一起对敌方领袖造成伤害"; the mirrored copies of a pair field share it — notice 5114 "两侧的敌方领袖共享生命值
|
||||
* (敌方领袖的总生命值不变)", which is about those copies, not about the number of players). Co-op = bloodPoint
|
||||
* [difficulty]; with config bossHpScale.aliveScaling (default false) × alive / aliveFull (4) — 巴哈姆特 12294 "聯機隊友
|
||||
* (撤退/死掉)變少,最後boss血條也會變少" is one community note without a proportion, kept off until confirmed (it would
|
||||
* shorten fights after eliminations, the opposite of the playtest report); `aliveCount` omitted ⇒ a full team. Solo = bloodPoint ×
|
||||
* bossHpScale.solo (0.25 = one player of four, [ASSUMED]). Leaders are never scaled by enemyScale ("领袖单位于服务器的
|
||||
* 生命值加成不受上述加成影响").
|
||||
* (敌方领袖的总生命值不变)", which is about those copies). Size = bloodPoint[difficulty] × bossPoolShare: the table value
|
||||
* per player alive when the fight starts (the owner's decision of 2026-10-06, PR #209; it replaces the fixed pool of
|
||||
* 「保持固定血量」, which config bossHpScale restores — bossPoolShareOf); `aliveCount` omitted ⇒ a full team. Leaders are
|
||||
* never scaled by enemyScale ("领袖单位于服务器的生命值加成不受上述加成影响").
|
||||
* @param {string} bossId
|
||||
* @param {number} [aliveCount] alive players at the Final Assault / Hidden Core start (co-op)
|
||||
* @returns {number}
|
||||
@@ -132,20 +158,11 @@ export class GameData {
|
||||
}
|
||||
|
||||
/**
|
||||
* Multiplier of bloodPoint for the leader pool (see bossPoolHp): solo = bossHpScale.solo (0.25); co-op = coop (1) ×
|
||||
* min(alive, aliveFull) / aliveFull when bossHpScale.aliveScaling (mode entry first, then the global one).
|
||||
* Multiplier of bloodPoint for the leader pool (see bossPoolHp; the rule and the config keys: bossPoolShareOf).
|
||||
* @param {number} [aliveCount]
|
||||
*/
|
||||
bossPoolShare(aliveCount) {
|
||||
const ms = this.mode.bossHpScale && typeof this.mode.bossHpScale === 'object' ? this.mode.bossHpScale : {};
|
||||
const cs = this.config.bossHpScale && typeof this.config.bossHpScale === 'object' ? this.config.bossHpScale : {};
|
||||
const pick = (k, d) => (Number.isFinite(ms[k]) && ms[k] > 0 ? ms[k] : Number.isFinite(cs[k]) && cs[k] > 0 ? cs[k] : d);
|
||||
if (this.isSolo) return pick('solo', 0.25);
|
||||
const scaling = typeof ms.aliveScaling === 'boolean' ? ms.aliveScaling : cs.aliveScaling === true;
|
||||
const full = Math.max(1, Math.floor(pick('aliveFull', 4)));
|
||||
const n = Number(aliveCount);
|
||||
const alive = scaling && Number.isFinite(n) && n >= 1 ? Math.min(full, Math.floor(n)) : full;
|
||||
return pick('coop', 1) * (alive / full);
|
||||
return bossPoolShareOf(this.mode.bossHpScale, this.config.bossHpScale, this.isSolo, aliveCount);
|
||||
}
|
||||
|
||||
/** config.titles with the tuning overrides (stat / rule per title id) merged in. */
|
||||
|
||||
@@ -144,7 +144,8 @@ export class MatchPlatform {
|
||||
/**
|
||||
* 中途退出 counts as elimination (research 00-INDEX §3, 01 §9, 06 §7 / §10.3): every copy the player holds goes back
|
||||
* to the shared pool at once, and the seat has no place in later rounds, the Final Assault pairing or the boss pool
|
||||
* (alive × 25 %). Rounds passed = the rounds the player had survived when leaving.
|
||||
* (bloodPoint per player alive at the fight's start, DESIGN §25.13.4). Rounds passed = the rounds the player had
|
||||
* survived when leaving.
|
||||
*/
|
||||
_quit(ps) {
|
||||
this.maybeEndInfo();
|
||||
|
||||
Reference in new issue
Block a user