// server/match/finalAssault.js — 最终攻势 (R14 / solo FUNNY R9) and 隐秘核心 (R15) helpers (DESIGN §6.1, research // 00-INDEX §5, 06 §10). // // * Merged LP: teamLp = Σ LP of the alive players at the start of the Final Assault (no cap); the Hidden Core // continues with what is left. // * Pairing: alive players by seat → (1,2), (3,4); an odd player is alone on its own field with the `_s` template // (solo modes always use `_s`). Field ids 'b1', 'b2'. In a pair the first player is the LEFT side, the second the // RIGHT side (the sim mirrors the right side: board col c → field col 20 − c with the piece direction RIGHT ↔ // LEFT, UP / DOWN unchanged (DESIGN §3, research 09 §1.2 ConvertChessPositionInfoToBossMap); board rows 9–12 → // boss rows 2–5, sim/constants BOSS_ROW_OFFSET). `bossFieldPlacement` gives that mapping for UIs / tools. // * Shared boss HP pool (DESIGN §20.10, §25.13.4, gamedata.js bossPoolShareOf): one pool shared by every boss field // (official tip "所有人将一起对敌方领袖造成伤害"; notice 5114's "敌方领袖的总生命值不变" is about the mirrored copies of // a pair field sharing it) = bloodPoint[difficulty] × the players alive when the fight starts (bots and AI 托管 seats // count, eliminated and departed seats do not; solo × 1) — the owner's decision of 2026-10-06, adopting PR #209 by // @qingjingshenghuo, which replaces the fixed pool of 「保持固定血量」 (config bossHpScale perPlayer false / solo 0.25 // restores it); × the tuning bossHpMul when data/tuning.json still has one (docs/BALANCE.md); bosses are never scaled // by enemyScale and their parts / escorts keep their own HP. // * Overtime: bossTurnHpReduceTime counts REAL seconds like the level's 120 s maxPlayTime (which runs out first; the // battle goes on): from 150 real s (300 game s on the 2× field clock) the team loses bossOvertimeDrainPerSec (1) LP // per real second (gamedata.js bossOvertimeDue); m.public.deadline = the 120 s countdown, m.public.overtimeAt = the // drain start. Minion / boss leaks cost their `lpr`; team LP 0 ⇒ defeat (all fields force-ended; PRTS 卫戍协议:盟约 下半 // "…使目标生命值扣除至0,则无视倒计时直接失败"); pool 0 ⇒ victory. The first of the two the server registers decides // (Match._finalEnding): a report that arrives after the team LP ran out credits nothing (user playtest #6 item 5). // * Pool HP is a float that never keeps float dust: the hit that would leave less than BOSS_POOL_MIN_HP (1) takes the // rest, so the pool is 0 or ≥ 1 and a leader shown at 0 HP is down (sim/constants.js; the browser's LocalBossPool // follows the same rule, server/sim/spec.js). Before, the per-player crediting of a report could leave 3.6e-12 that // the browser could never deal (user playtest #6 item 5). // * No IN_BATTLE layer gains (flags.layerGainsEnabled = false). // * BOSS_HIT tickers (BOSS_HIT_STEPS 20 / 50 / 80 %): a player's damage to the round's pool (SharedBossPool.byPlayer) // over its size, each threshold once per boss round — the Hidden Core never counts the Final Assault's damage // (player report after 0.1.0: "隐藏boss还没打就出了造成50%伤害播报"). // * Hidden Core eligibility (after an R14 win): difficulty in hiddenCore.difficulties, the mode has a hidden round, // Σ activated layers of the alive players measured at the end of the boss round's prep > threshold (solo 350 / // co-op 1200) and team LP > minTeamLpExclusive (1). import { BOSS_ROW_OFFSET, COLS, BOSS_POOL_MIN_HP } from '../sim/constants.js'; import { mirrorDir, normDir } from '../sim/dir.js'; import { bossPoolShareOf } from './gamedata.js'; /** * BOSS_HIT ticker thresholds (activity_table autoChessData.broadcastList comment_boss_hit_1..3, paramList 0.2 / 0.5 / * 0.8: "{0}博士对敌方领袖造成的伤害超过20%!"): a player's damage to the current leader's pool over that pool * (SharedBossPool.byPlayer — one pool per boss round, so the Final Assault and the Hidden Core count apart). */ export const BOSS_HIT_STEPS = [0.2, 0.5, 0.8]; /** * Where a board piece (board row / col / dir) stands on a boss field for side 'L' | 'R' — the same mapping as the * sim (Battle.mapTile / mapDir): rows 9–12 → 2–5; the right side mirrored col c → 20 − c, RIGHT ↔ LEFT. * @returns {{ row: number, col: number, dir: 'UP'|'RIGHT'|'DOWN'|'LEFT' }} */ export function bossFieldPlacement(side, row, col, dir = 'RIGHT') { const d = normDir(dir); const r = row >= 7 ? row + BOSS_ROW_OFFSET : row; return side === 'R' ? { row: r, col: COLS - 1 - col, dir: mirrorDir(d) } : { row: r, col, dir: d }; } /** Pair alive players by seat: [[a, b], [c, d]] / [[a, b], [c]] / [[a]]. */ export function pairPlayers(alive) { const sorted = alive.slice().sort((a, b) => a.seat - b.seat); const groups = []; for (let i = 0; i < sorted.length; i += 2) groups.push(sorted.slice(i, i + 2)); return groups; } /** Shared boss HP for a boss id with `aliveCount` alive players (GameData.bossPoolShare / bossPoolShareOf; omitted ⇒ a full team). */ export function bossPoolHp(gd, bossId, aliveCount) { const boss = gd.boss(bossId); const diff = gd.difficulty; let base = boss && boss.bloodPoint && Number.isFinite(boss.bloodPoint[diff]) ? boss.bloodPoint[diff] : null; if (base == null && boss && boss.bloodPoint) base = Object.values(boss.bloodPoint).find((v) => Number.isFinite(v)) ?? null; if (base == null) base = 500000; const tune = typeof gd.bossHpMul === 'function' ? gd.bossHpMul(bossId) : 1; const share = typeof gd.bossPoolShare === 'function' ? gd.bossPoolShare(aliveCount) : bossPoolShareOf(gd.mode && gd.mode.bossHpScale, gd.config && gd.config.bossHpScale, !!gd.isSolo, aliveCount); return Math.max(1, Math.round(base * share * tune)); } /** * The one HP pool every boss field damages. `damage(playerId, amount)` is called by the sim (server-run fields) and by * Match._creditBoss (client reports, per player); the hit that would leave less than BOSS_POOL_MIN_HP takes the rest. */ export class SharedBossPool { constructor(hp, { onHit = null } = {}) { this.maxHp = Math.max(1, hp); this.hp = this.maxHp; /** playerId → damage dealt to this pool (this boss round only; the BOSS_HIT tickers' share) */ this.byPlayer = new Map(); this.onHit = onHit; } damage(playerId, amount) { const a = Number(amount); if (!Number.isFinite(a) || a <= 0 || this.hp <= 0) return 0; const dealt = this.hp - a < BOSS_POOL_MIN_HP ? this.hp : a; this.hp -= dealt; // exactly 0 when the rest is taken (x − x): no float dust if (playerId != null) this.byPlayer.set(playerId, (this.byPlayer.get(playerId) || 0) + dealt); if (this.onHit) { try { this.onHit(playerId, dealt); } catch { /* reported by the caller */ } } return dealt; } } /** * Hidden-core eligibility. * @param {import('./gamedata.js').GameData} gd * @param {{ layerSum: number, teamLp: number }} s */ export function hiddenEligible(gd, { layerSum, teamLp }) { const hc = gd.hiddenCore; if (!gd.hiddenRound || !hc.difficulties.includes(gd.difficulty)) return false; const threshold = gd.isSolo ? hc.single : hc.multi; return layerSum > threshold && teamLp > hc.minTeamLpExclusive; } /** * A boss field the server takes over mid-fight (its client left, DESIGN §14) re-simulates its spec from t = 0. The * damage its client already reported (`acked`, cumulative, per player in `ackedBy`) is in the shared pool, so this * wrapper credits the real pool only with what the re-simulation deals beyond it. Reads (hp, maxHp) go to the pool. */ export class CreditPool { /** * @param {SharedBossPool} pool * @param {{ acked?: number, ackedBy?: Record, onCredit?: (playerId: string|null, amount: number) => void }} [o] */ constructor(pool, { acked = 0, ackedBy = {}, onCredit = null } = {}) { this.pool = pool; this.acked = Math.max(0, Number(acked) || 0); this.ackedBy = { ...ackedBy }; this.cum = 0; this.onCredit = onCredit; } get hp() { return this.pool.hp; } set hp(v) { /* the sim's fallback path writes hp only when damage() threw; the real pool is never written here */ void v; } get maxHp() { return this.pool.maxHp; } damage(playerId, amount) { const a = Number(amount); if (!Number.isFinite(a) || a <= 0) return 0; const before = this.cum; this.cum += a; const credit = Math.max(0, this.cum - Math.max(before, this.acked)); if (credit <= 0) return 0; const dealt = this.pool.damage(playerId, credit); if (dealt > 0 && this.onCredit) { try { this.onCredit(playerId, dealt); } catch { /* reported by the caller */ } } return dealt; } }