Files
ark-stronghold-protocol/server/match/finalAssault.js
T
sganggs 221e6b8dd2 0.2.5-dev: community round 30 and follow-ups
- Stock: fixed trait gifts (缪尔赛思 / 变形者集群 变形同构体, 耶拉 不融冰, 蜜蜡 / 卡涅利安 迅捷作战粮, 诗怀雅 盟约之币) still occupy stock but are granted past the cap; an operator card already shown in the shop or a reward can be taken after the pool runs out and overdraws (GitHub #498, the owner's decision); item buys and item rewards keep the stock check. 洛洛 / 焰尾 sub-pools use the measured weights (PR #497 by @2321Robin; the occupancy idea of PR #496 by @2321Robin re-implemented differently).
- Boss pairs are drawn at random once per match and fixed to battle start; the Hidden Core reuses them; a leaver does not split a full pair (the owner's decision).
- 阿戈尔 in 联防 no longer re-applies the opening devour HP loss or a false revive; Touch's team medic stays for the match after its holder leaves (owner-approved, official lifetime unverified).
- Auto-skill ranges: 司霆惊蛰 S2, 斩业星熊 S3 against air, 予愿安洁莉娜 S3; 自在's post-rebirth invulnerability is also untargetable (#510); Horn / Clementia / catapult / 忍冬 first hit (PR #502 by @Xinglan233); 不融冰 / tear gas trigger on real damage.
- Bond layer-up sound in round start / draft / prep / battle (#482): one channel, a new cue replaces the old, no extra cooldown; a prep update that adds layers and activates a bond plays one cue.
- Client: multi-swing fix (#506), refresh single-flight (PR #507 by @robll-v1), LP tower keeps the settled value with a −N tick (PR #504 by @robll-v1), export with only 潜能 / 练度 changes (PR #503 by @Xinglan233), spectator rosters list DIY members (PR #505 by @Xinglan233), banned members beside bond tooltips (PR #494 by @YuriRestia), recovery action above the away overlay (PR #511 by @RainoutOvO), the /dev/sim-check.html consistency page (PR #492 by @Cloudnyco), Korean (PR #490 by @D-Roote) and English Victoria wording (PR #499 by @YuriRestia).
- golden: 45 of 287 scenarios move against 0.2.4 (roster 17, bonds 3, fields 6, matches 17, standins 2), each attributed in docs/history/0.2.5.md §30.9 / §30.16.
2026-10-12 14:07:08 +08:00

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// 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: shuffled once per match before Final Assault prep; Hidden Core keeps those pairs. If players leave,
// intact pairs stay together and the remaining single players pair up. An odd player uses 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 };
}
/** Seeded initial pairing; `previous` carries player-id pairs through prep, combat and Hidden Core. */
export function pairPlayers(alive, rng, previous = null) {
const sorted = alive.slice().sort((a, b) => a.seat - b.seat);
const groups = [];
let singles;
if (Array.isArray(previous)) {
const remaining = new Map(sorted.map(p => [p.playerId, p]));
singles = [];
for (const ids of previous) {
const group = [];
for (const id of ids) if (remaining.has(id)) { group.push(remaining.get(id)); remaining.delete(id); }
if (group.length === 2) groups.push(group); else singles.push(...group);
}
singles.push(...remaining.values());
} else singles = sorted.length > 1 ? rng.shuffle(sorted) : sorted;
for (let i = 0; i < singles.length; i += 2) groups.push(singles.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<string, number>, 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;
}
}