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.
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@@ -2306,6 +2306,29 @@ test('假想敌:胄 死亡集群: the 2 % reads the leader\'s shown max HP (th
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assert.equal(droneLinkBase(hb, 'unit'), 1200000);
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});
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test('假想敌:胄 (隐秘核心) 死亡集群 past 限伤: with 3 / 4 players alive the drone share (432 000 / 576 000) still lands — a share, no hit (DESIGN §25.13.4)', () => {
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// the pool counts every player alive at the fight's start (the owner's decision of 2026-10-06, PR #209): hidden 胄 终极
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// 7 200 000 × 3 / × 4 — 2 % is ≥ BOSS_HIT_LIMIT (300000), which cancels a hit; the drone link is no hit
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for (const [n, loss] of [[3, 432000], [4, 576000]]) {
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const h = bossArena({ kind: 'hidden', hp: 7200000 * n, units: [{ chessId: 't_gun', row: 12, col: 3 }], setup: setTpl('act1autochess_h08_01') });
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h.step();
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const boss = put(h, 'enemy_9013_acstmk_2', [3, 10], { tag: 'boss' });
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boss.profile.noAttack = true;
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h.run(skb('enemy_9013_acstmk_2', '2').initCooldown + 0.1);
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const d = alive(h, 'enemy_1005_yokai')[0];
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assert.ok(d, `${n} players: a drone`);
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const before = h.b.sharedBoss.hp;
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h.b.kill(d, h.unit('t_gun'));
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approx(before - h.b.sharedBoss.hp, loss, 1e-6, `${n} players: 2 % of ${7200000 * n}`);
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assert.ok(!h.eventsOf('fx').some((f) => f[1] === 'hitCap'), `${n} players: not cancelled`);
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// a hit of the same size is still cancelled (限伤)
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const hp = h.b.sharedBoss.hp;
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h.b.dealDamage(h.unit('t_gun'), boss, { amount: loss, type: 'true', canDodge: false });
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assert.equal(h.b.sharedBoss.hp, hp, `${n} players: a ${loss} hit is cancelled`);
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assert.ok(h.eventsOf('fx').some((f) => f[1] === 'hitCap'));
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}
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});
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test('假想敌:胄 (隐秘核心) 死亡集群: summon.hp_ratio scales the drone HP', () => {
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const h = bossArena({ units: [{ chessId: 't_gun', row: 12, col: 3 }], setup: setTpl('act1autochess_h08_01') });
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h.step();
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