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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+4194 -447

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@@ -8,12 +8,14 @@
// copy, an elite ≤ goldenCopies; merges are immediate (never `mergeCount` normal copies of one chess, never
// two copies of a mergeable normal item); every token's owner chess is deployed
// board tiles inside the own region and legal for the piece; no items on the board; chess count ≤ deploy cap
// bonds ps.bonds equals a fresh computeBonds() (every mutation recomputed them)
// (where a merge's elite goes — a consumed deployed copy's tile, else the hand — needs the state before the
// merge: audit.js checks it per merge)
// bonds ps.bonds equals a fresh computeBonds() (every mutation recomputed them); every bond's layers 0 … BOND_LAYER_CAP
// shop slot count follows the rolled layout; ids known; banned chess never offered by the shop / rewards
// elim. an eliminated player owns nothing (board, hand, temp, shop, offers, bounties, funds)
// match phase known; teamLp / boss pool within range; combat fields match the alive players
import { PHASE } from '../../shared/constants.js';
import { PHASE, BOND_LAYER_CAP } from '../../shared/constants.js';
import { FIELD, canPlace, positionClass, parseKey } from './board.js';
import { computeBonds } from './bondsMeta.js';
@@ -52,6 +54,10 @@ export function collectViolations(m, { limit = 25 } = {}) {
if (!(ps.shop.level >= 1 && ps.shop.level <= gd.maxShopLevel)) fail(`${id}: shop level ${ps.shop.level}`);
if (!(ps.shop.upgradePrice >= 0)) fail(`${id}: upgradePrice ${ps.shop.upgradePrice}`);
if (!Number.isInteger(ps.shop.freeRefreshes) || ps.shop.freeRefreshes < 0) fail(`${id}: freeRefreshes ${ps.shop.freeRefreshes}`);
// the official per-bond layer cap (shared/constants.js): no writer may pass it
for (const [b, v] of Object.entries(ps.layers || {})) {
if (!(Number.isFinite(v) && v >= 0 && (!(BOND_LAYER_CAP > 0) || v <= BOND_LAYER_CAP))) fail(`${id}: ${b} layers ${v}`);
}
if (!ps.alive) {
if (ps.board.size) fail(`${id}: eliminated but keeps ${ps.board.size} board pieces`);