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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@@ -7,8 +7,8 @@
// matches (stage, factions, bans, boss and lineups all vary with the seed), simulates the real wave of that round with
// the real Battle and FULL content (kits, talents, bonds incl. layers, IN_BATTLE garrisons, items, bands, tokens) and
// reports the leak distribution and clear time. Boss rounds (R14 / solo 标准 R9) and the Hidden Core (R15) run the
// real Final Assault fields (pairs, `_s` template for a lone player, shared boss HP pool = bloodPoint (co-op; × alive / 4
// only with config bossHpScale.aliveScaling; solo ×0.25 [ASSUMED]) — GameData.bossPoolHp —, team LP, overtime drain) and report the pool damage by 150 s, the kill time and the team LP spent.
// real Final Assault fields (pairs, `_s` template for a lone player, shared boss HP pool = bloodPoint × the players alive
// at the fight's start (solo × 1; DESIGN §25.13.4) — GameData.bossPoolHp —, team LP, overtime drain) and report the pool damage by 150 s, the kill time and the team LP spent.
//
// The competent board of round r (curves below, profile-scaled): shop level, deployed units, elites (精锐), equipment,
// 2–3 active bonds built around a core bond (3 members early, 6 from R11 when the pool allows it) and the layers those
@@ -378,7 +378,7 @@ export function runBoss({ data, mode, difficulty, round, seed, profile = 1, boss
}
}
const alive = m.alivePlayers();
// the official pool (co-op = bloodPoint, × alive / 4 only with aliveScaling, DESIGN §20.10; solo ×0.25) — the match's own rule
// the match's own pool rule (bloodPoint × the players alive, solo × 1 — DESIGN §25.13.4)
const pool = new SharedBossPool(bossPoolHp(gd, id, alive.length));
let teamLp = alive.reduce((s, p) => s + p.lp, 0);
const teamLp0 = teamLp;