Playtest #6 follow-up (v2.5.1): leader HP review — 直接乘算, one debuff instance, 999 layer cap, 限伤; elite to the board; 假想敌:胄 kit

- co-op leaders died within seconds: leader HP is the official data (40 values pinned); bond / strategy / item /
  机变 / 特质 "+X%" bonuses now add up (PRTS 直接乘算) instead of compounding; a same-named enemy debuff keeps one
  (strongest) instance per target (奥术 across a pair field); leader parts pass damage 1:1; fixed co-op pool (the user's call)
- official limits read from the client: each bond stops at 999 layers (MAX_GARRISON_STACK); a leader hit of 300000+ in
  boss / hidden battles is cancelled (MAX_BATTLE_DAMAGE, 限伤) — shared/constants.js switches, research 11
- a merge that consumes a deployed copy puts the elite on that tile and facing (user-confirmed); gold target highlight,
  promotion effect
- 假想敌:胄 per PRTS: one shell, shells within range, any drone death costs 2 % max HP, 剑/锤 sorties and 瘫痪
- DESIGN §20.10–§20.14; 2842 unit tests, all 28 browser suites green; Chrome = Node on boss fields
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sganggs committed 2026-10-02 04:19:28 +08:00
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commit 620f88c0d8
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@@ -16,6 +16,9 @@
// freeze toggle released
// prep handlers buy / sell / refresh / levelUp pay exactly price / +sell price / refresh price (free first) / level
// price, the level rises by one and its price resets to the next base; Ready only with an empty temp
// merges a merge consuming a deployed copy puts the elite on that copy's tile (of several, the first in deploy
// order legal for it — board.js mergeTile; a transformed piece's own tile counts) with its facing, else
// into the hand / temp; the deploy count never grows (PRTS 卫戍协议/帮助, user playtest #6 follow-up)
// combat start nothing overdue in temp, everyone ready, funds lost (carry bands excepted), unfrozen shop cleared,
// one field per alive player
// drafts every seat holds an allowed band with LP = totalHp; 机变: one card per alive player, card ↔ picker
@@ -38,6 +41,7 @@
import { PHASE } from '../../shared/constants.js';
import { collectViolations } from './invariants.js';
import { mergeTile, pieceDir, canPlace, positionClass } from './board.js';
import { pairPlayers, bossPoolHp, hiddenEligible } from './finalAssault.js';
import { helperOrder } from './unite.js';
import { BAND_TURN_SECONDS } from './Match.js';
@@ -221,6 +225,36 @@ export function attachAudit(m, { invariants = true, limit = 200 } = {}) {
});
return res;
});
// merges (PRTS 卫戍协议/帮助 "若消耗已部署至作战区的干员,则发送至作战区对应位置", user playtest #6 follow-up): with a
// deployed copy among the consumed ones the elite stands on the first such tile in deploy order that is legal for
// it (the incoming piece's own tile when a transformation merged it in place), with that copy's facing; else in the
// hand / temp. A merge never grows the deploy count. Every owned normal copy is consumed (merges are immediate).
wrap(ps, '_mergeChess', function (orig, baseId, incoming, opts) {
const tiles = new Map(); // tile key → facing of the copy standing there
for (const [k, p] of ps.board) if (p.kind === 'chess' && !gd.isGolden(p.id) && gd.baseIdOf(p.id) === baseId) tiles.set(k, pieceDir(p));
if (opts && opts.fromKey) tiles.set(opts.fromKey, pieceDir({ dir: opts.fromDir }));
// a transformation (transformChess) detached its deployed carrier before the merge: it still counts as deployed
const deployed0 = ps.deployCount + (opts && opts.fromKey ? 1 : 0);
const elite = orig(baseId, incoming, opts);
if (elite) check('merge', () => {
const id = ps.playerId;
const loc = ps.find(elite.uid);
if (!loc) { fail(`${id}: the elite of ${baseId} is not owned after its merge`); return; }
if (ps.deployCount > deployed0) fail(`${id}: a merge of ${baseId} grew the deploy count ${deployed0} → ${ps.deployCount}`);
// a pure read of the deploy field (Match.deployMapFor, as invariants.js): the audit must not refresh the cache
const dmap = typeof m.deployMapFor === 'function' ? m.deployMapFor(ps) : ps.deployMap();
const pos = positionClass(gd.chess(elite.id));
const want = mergeTile([...tiles.keys()].map((key) => ({ key })), (r, c) => canPlace(dmap, pos, r, c));
if (want) {
if (loc.area !== 'board' || loc.key !== want.key) fail(`${id}: the elite of ${baseId} went to ${loc.area} ${loc.key || ''}, expected the deployed copy's tile ${want.key}`);
else if (pieceDir(elite) !== tiles.get(want.key)) fail(`${id}: the elite of ${baseId} faces ${pieceDir(elite)}, its copy faced ${tiles.get(want.key)}`);
} else if (loc.area === 'board' && (!tiles.has(loc.key) || ps.hand.some((x) => x == null) || ps.temp.some((x) => x == null))) {
// only the no-room fallback (hand and temp full, no deployed tile legal for it) leaves it on a copy's tile
fail(`${id}: the elite of ${baseId} took tile ${loc.key} although no consumed copy stood on a legal tile`);
}
});
return elite;
});
wrap(ps, 'endPrep', function (orig) {
// a temp piece that got there by other means (not _putTemp) was in temp during this prep: due now
for (const p of ps.temp) if (p && !dueOf(ps).has(p.uid)) dueOf(ps).set(p.uid, endedOf(ps));