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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sganggs committed 2026-10-06 21:41:49 +08:00
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@@ -2,8 +2,8 @@
// seconds; with our layers the official leader never dies that fast"). DESIGN §20.10.
// * Pool: one pool for every boss field (official tip "最终攻势中,所有人将一起对敌方领袖造成伤害"), bloodPoint[difficulty]
// of data/bosses.json (= activity_table bossInfoDict bloodPoint / Normal / Hard / Abyss of the current data; PRTS
// 盟约记录's leader table is the older 11月18日 revision, 铳 险境 and 胄 / 铳 / 萨米 绝境 differ, no 终极 column) whatever
// the number of alive players (× alive / 4 only with config bossHpScale.aliveScaling, off until confirmed).
// 盟约记录's leader table is the older 11月18日 revision, 铳 险境 and 胄 / 铳 / 萨米 绝境 differ, no 终极 column) per
// player alive when the fight starts (DESIGN §25.13.4: the owner's decision of 2026-10-06, adopting PR #209).
// * Damage: the 卫戍 systems' "+X%" attribute bonuses are 直接乘算 — summed, not compounded (PRTS 盟约记录 / 游戏数据基础);
// v2.5 compounded them, which made stacked lineups kill the leaders 1.2–3× faster (more with more layers).
// Real bot matches to the Final Assault (real sim, server-run fields): every operator fighting the leader carries its
@@ -67,12 +67,12 @@ test('leader HP data = the current official bossInfoDict for every leader and di
const SYSTEM_KEY = /^(bond|item|band|choice):/;
const MUL_STATS = ['atkMul', 'defMul', 'hpMul'];
test('终极 Final Assault (+200 layers per active bond): one bloodPoint pool for both fields, bonuses additive, each hit once', () => {
test('终极 Final Assault (+200 layers per active bond): one pool (bloodPoint × 4 alive) for both fields, bonuses additive, each hit once', () => {
const h = toFinalAssault({ difficulty: 'ABYSS', seed: 2, bossId: 'boss_1', layers: 200 });
const m = h.m;
const pool = m.bossPool;
assert.equal(m.alivePlayers().length, 4);
assert.equal(pool.maxHp, DATA.bosses.boss_1.bloodPoint.ABYSS, 'full team: the data value (3 600 000)');
assert.equal(pool.maxHp, DATA.bosses.boss_1.bloodPoint.ABYSS * 4, 'four alive: 4 × the data value (14 400 000)');
const fields = m.fields.filter((f) => f.battle);
assert.equal(fields.length, 2, 'two pair fields');
// one second into the fight: every operator's stats
@@ -99,8 +99,8 @@ test('终极 Final Assault (+200 layers per active bond): one bloodPoint pool fo
test('绝境 Final Assault: both pair fields drain the one pool, every hit exactly once', () => {
const h = toFinalAssault({ difficulty: 'HARD', seed: 3, bossId: 'boss_5' });
const m = h.m;
assert.equal(m.bossPool.maxHp, DATA.bosses.boss_5.bloodPoint.HARD, 'four alive: the data value');
assert.equal(m.gd.bossPoolHp('boss_5', 2), DATA.bosses.boss_5.bloodPoint.HARD, 'two alive: the same pool (aliveScaling off)');
assert.equal(m.bossPool.maxHp, DATA.bosses.boss_5.bloodPoint.HARD * 4, 'four alive: 4 × the data value');
assert.equal(m.gd.bossPoolHp('boss_5', 2), DATA.bosses.boss_5.bloodPoint.HARD * 2, 'two alive: 2 × the data value');
const pool = m.bossPool;
const fields = m.fields.filter((f) => f.battle);
assert.equal(fields.length, 2);
@@ -118,7 +118,8 @@ test('绝境 Final Assault: both pair fields drain the one pool, every hit exact
test('终极 Final Assault vs 假想敌:胄 (seeded bot match): both players\' 奥术 never multiply on the leader; a drone costs it 2 % of the pool', () => {
// DESIGN §20.10: one 奥术 instance per target (the strongest — PRTS 作战机制 同名buff, 巴哈姆特 12316 "共享型buff會跟對面搶");
// 死亡集群's "最大生命值2%" = the leader's shown max HP, the pool (DRONE_LINK_BASE 'pool' [ASSUMED]): 72 000 at 终极
// 死亡集群's "最大生命值2%" = the leader's shown max HP, the pool (DRONE_LINK_BASE 'pool' [ASSUMED]): 288 000 at 终极
// with 4 alive (14 400 000)
// the bots' boards follow every draw of the match (the elite-to-board merge, DESIGN §20.11, moved seed 7 to 12; the
// 战术决策 drawn with replacement moved 12 on): the first of these seeds whose bots pair two 奥术 players
const pairOf = (m) => m.fields.filter((f) => f.battle).find((f) => f.players.length === 2 && f.players.every((pid) => f.battle.getPlayer(pid).bonds.arcaneShip?.active));
@@ -161,7 +162,8 @@ test('终极 Final Assault vs 假想敌:胄 (seeded bot match): both players\'
}
assert.ok(withArcane > 100, `the leader carried 奥术 (${withArcane} samples)`);
assert.ok(links.length >= 1, 'drones were shot down');
for (const x of links) assert.equal(x, DATA.bosses.boss_1.bloodPoint.ABYSS * 0.02, 'drone link = 2 % × the 3 600 000 pool');
for (const x of links) assert.equal(x, m.bossPool.maxHp * 0.02, 'drone link = 2 % × the pool');
assert.equal(m.bossPool.maxHp, DATA.bosses.boss_1.bloodPoint.ABYSS * 4, 'the 14 400 000 pool of 4 alive players');
m.dispose();
});
@@ -194,7 +196,7 @@ test('绝境 Hidden Core vs 假想敌:铳 (隐秘核心): a 碎铳之簧 passe
assert.equal(m.phase, PHASE.HIDDEN_CORE, 'reached the Hidden Core');
assert.ok(specs.length >= 1);
const pool = new SharedBossPool(m.bossPool.maxHp);
assert.equal(pool.maxHp, DATA.bosses.boss_9.bloodPoint.HARD, 'the hidden 铳 pool = bloodPoint');
assert.equal(pool.maxHp, DATA.bosses.boss_9.bloodPoint.HARD * m.alivePlayers().length, 'the hidden 铳 pool = bloodPoint × the players alive at its start');
const b = createBattleFromSpec(specs[0], new DataSource(DATA, null), { sharedBoss: pool, recordEvents: false, quiet: true });
// the springs stand from the start, 铳 enters ≈ 10 game s later
for (let i = 0; i < 1200 && !b.enemies.some((e) => e.alive && e.isBoss); i++) b.step();