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.
61 lines
3.6 KiB
JavaScript
61 lines
3.6 KiB
JavaScript
// server/sim/battle/combat.js — Battle methods: damage, heal and HP loss (the guarded entry points of the damage.js
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// pipeline), projectiles and forced attacks (ai.js performAttack).
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// Installed on Battle.prototype by server/sim/Battle.js (a method container: never instantiated; `this` is the battle).
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import { dealDamage as pipeDamage, heal as pipeHeal, applyHpLoss, makeDamageInfo, reduceElement, leaderHitCancelled } from '../damage.js';
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import { effectiveProfile, performAttack, acquireTargets } from '../ai.js';
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export class BattleCombat {
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dealDamage(source, target, dmg) {
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try { return pipeDamage(this, source, target, dmg); } catch (e) { this._internalError('dealDamage', e); return 0; }
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}
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heal(source, target, amount, opts = {}) {
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try { return pipeHeal(this, source, target, amount, opts); } catch (e) { this._internalError('heal', e); return 0; }
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}
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/**
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* HP loss that ignores DEF/RES, dodge and shields (流失). May kill. opts: { source, silent, tags, from } — `from` = the
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* DamageInfo this loss derives from (damage passed on to a leader, split, shared…): its tags are inherited and it is
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* kept as `dmg.origin`, so `damaged` handlers that skip their own tagged damage also skip what it turned into; a loss
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* derived from 无来源 damage (`from.sourceless`, element bursts) is 无来源 too (hooks see no source, `source` is credited).
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* `sourceless: true` makes the loss itself 无来源 ("受到等量的无来源生命流失": hooks see no source; `source` keeps the
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* credit — the stats and the per-player shared-pool tally).
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* On a leader in a boss / hidden battle a loss of ≥ BOSS_HIT_LIMIT is cancelled like a hit (damage.js leaderHitCancelled)
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* — except with `noHitLimit: true`: a share of the leader's pool that is no hit (胄's 死亡集群 drone link, content/bosses.js).
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*/
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loseHp(target, amount, { source = null, silent = false, tags = null, from = null, sourceless = false, noHitLimit = false } = {}) {
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if (!target || !target.alive || !(amount > 0)) return 0;
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// 限伤 (shared/constants.js BOSS_HIT_LIMIT): a loss passed on to a leader (the parts' 传递) is one hit too
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if (!noHitLimit && leaderHitCancelled(this, target, amount)) return 0;
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const t = ['hpLoss'];
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for (const list of [from && from.tags, tags]) if (Array.isArray(list)) for (const x of list) if (!t.includes(x)) t.push(x);
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return applyHpLoss(this, source, target, amount, { type: 'true', tags: t, noSp: true, silent, origin: from ?? null, sourceless: !!sourceless || !!(from && from.sourceless) });
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}
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reduceElement(target, amount, element = null) { return reduceElement(target, amount, element); }
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makeDamage(d) { return makeDamageInfo(d); }
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addProjectile(p) { return this.projectiles.add(p); }
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// exposed for ai/content convenience
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effectiveProfile(u) { return effectiveProfile(u); }
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/**
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* Perform an immediate attack with a unit's current profile (content: "立即攻击", extra attacks, counters). It is an
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* attack in every respect (hooks, attack SP, a running ammo skill's bullet) — except with `noAmmo: true`: an extra
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* attack that spends no ammo (no `ammoUsed`, the skill never ends on it; 圣约送葬人 "不额外消耗弹药").
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* Returns true when an attack was made.
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*/
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forceAttack(u, targets = null, { noAmmo = false } = {}) {
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if (!u || !u.alive || !u.profile) return false;
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const prof = effectiveProfile(u);
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const t = targets ?? acquireTargets(this, u, prof);
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if (!t || !t.length) return false;
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const n0 = u.stats.attacks;
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performAttack(this, u, prof, t, noAmmo ? { noAmmo: true } : null);
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return u.stats.attacks > n0;
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}
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}
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