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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@@ -13,7 +13,7 @@ import {
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const RAW = withoutTuning(DATA);
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test('no custom balance: legacy tuning multipliers are ignored; enemy scale = the PRTS table; leader pool = bloodPoint', () => {
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test('no custom balance: legacy tuning multipliers are ignored; enemy scale = the PRTS table; leader pool = bloodPoint × alive players', () => {
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const tuning = {
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modes: {
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'*': { enemyHpMul: 0.5, enemyAtkMul: 0.9 },
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@@ -28,21 +28,21 @@ test('no custom balance: legacy tuning multipliers are ignored; enemy scale = th
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assert.deepEqual(hard.enemyScale(r), { hpMul: e.hp, atkMul: e.atk, speedMul: e.speed }, `R${r}: the config (PRTS) table`);
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}
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assert.equal(hard.bossHpMul('boss_1'), 1);
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// co-op: one pool = bloodPoint[difficulty] whatever the alive count (× alive / 4 only with config aliveScaling, off —
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// DESIGN §20.10); solo: ×0.25 [ASSUMED, flagged]
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// co-op: one pool = bloodPoint[difficulty] × the players alive at the fight's start; solo × 1 (DESIGN §25.13.4, the
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// owner's decision of 2026-10-06 adopting PR #209 — it replaces the fixed pool of DESIGN §20.10)
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for (const [modeId, key] of [['mode_multi_funny', 'FUNNY'], ['mode_multi_normal', 'NORMAL'], ['mode_multi_hard', 'HARD'], ['mode_multi_abyss', 'ABYSS']]) {
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const gd = new GameData(RAW, modeId);
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for (const b of ['boss_1', 'boss_5', 'boss_8']) {
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assert.equal(gd.bossPoolHp(b), DATA.bosses[b].bloodPoint[key], `${modeId} ${b}`);
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assert.equal(gd.bossPoolHp(b, 4), DATA.bosses[b].bloodPoint[key], `${modeId} ${b} four alive`);
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assert.equal(gd.bossPoolHp(b, 2), DATA.bosses[b].bloodPoint[key], `${modeId} ${b} two alive: still the data value`);
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assert.equal(gd.bossPoolHp(b), DATA.bosses[b].bloodPoint[key] * 4, `${modeId} ${b}: no count, a full team`);
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assert.equal(gd.bossPoolHp(b, 4), DATA.bosses[b].bloodPoint[key] * 4, `${modeId} ${b} four alive`);
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assert.equal(gd.bossPoolHp(b, 2), DATA.bosses[b].bloodPoint[key] * 2, `${modeId} ${b} two alive: twice the data value`);
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}
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}
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assert.equal(DATA.config.bossHpScale.aliveScaling, false);
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assert.equal(DATA.config.bossHpScale.aliveAssumed, true);
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assert.equal(DATA.config.bossHpScale.perPlayer, true);
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assert.equal(DATA.config.bossHpScale.aliveScaling, false, 'the fixed pool\'s optional scaling stays off');
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const solo = new GameData(RAW, 'mode_single_hard');
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assert.equal(solo.bossPoolHp('boss_2'), Math.round(DATA.bosses.boss_2.bloodPoint.HARD * 0.25));
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assert.equal(DATA.config.bossHpScale.soloAssumed, true);
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assert.equal(solo.bossPoolHp('boss_2'), DATA.bosses.boss_2.bloodPoint.HARD);
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assert.equal(DATA.config.bossHpScale.solo, 1);
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// the waves carry exactly the table
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const setup = setupMatchWaves(hard, createRng(3));
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const w = buildNormalWave(hard, createRng(3), setup.factions, 3);
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