- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player; placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call) - #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿 - #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text - #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool, and the team LP reaching 0 first is a defeat (PRTS) - #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones - #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10) - #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range - #9 official per-enemy model scales (威龙) - #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding - #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider - #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes - #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20 - #18 炎佑 is 孤立: no heals or ally buffs - #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators - DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites green; dev recordings regenerated
144 lines
7.6 KiB
JavaScript
144 lines
7.6 KiB
JavaScript
// server/match/finalAssault.js — 最终攻势 (R14 / solo FUNNY R9) and 隐秘核心 (R15) helpers (DESIGN §6.1, research
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// 00-INDEX §5, 06 §10).
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//
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// * Merged LP: teamLp = Σ LP of the alive players at the start of the Final Assault (no cap); the Hidden Core
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// continues with what is left.
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// * Pairing: alive players by seat → (1,2), (3,4); an odd player is alone on its own field with the `_s` template
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// (solo modes always use `_s`). Field ids 'b1', 'b2'. In a pair the first player is the LEFT side, the second the
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// RIGHT side (the sim mirrors the right side: board col c → field col 20 − c with the piece direction RIGHT ↔
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// LEFT, UP / DOWN unchanged (DESIGN §3, research 09 §1.2 ConvertChessPositionInfoToBossMap); board rows 9–12 →
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// boss rows 2–5, sim/constants BOSS_ROW_OFFSET). `bossFieldPlacement` gives that mapping for UIs / tools.
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// * Shared boss HP pool (research 08 §6 #7, DESIGN §14 corrections): co-op = bloodPoint[difficulty] as is — split
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// leaders share it, "敌方领袖的总生命值不变", no alive-player factor; solo = bloodPoint × config bossHpScale.solo (0.25,
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// flagged unknown); × the tuning bossHpMul when data/tuning.json still has one (docs/BALANCE.md); shared by every
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// boss field; bosses are never scaled by enemyScale.
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// * Overtime: bossTurnHpReduceTime counts REAL seconds like the level's 120 s maxPlayTime (which runs out first; the
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// battle goes on): from 150 real s (300 game s on the 2× field clock) the team loses bossOvertimeDrainPerSec (1) LP
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// per real second (gamedata.js bossOvertimeDue); m.public.deadline = the 120 s countdown, m.public.overtimeAt = the
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// 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
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// "…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
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// (Match._finalEnding): a report that arrives after the team LP ran out credits nothing (user playtest #6 item 5).
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// * Pool HP is a float that never keeps float dust: the hit that would leave less than BOSS_POOL_MIN_HP (1) takes the
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// rest, so the pool is 0 or ≥ 1 and a leader shown at 0 HP is down (sim/constants.js; the browser's LocalBossPool
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// follows the same rule, server/sim/spec.js). Before, the per-player crediting of a report could leave 3.6e-12 that
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// the browser could never deal (user playtest #6 item 5).
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// * No IN_BATTLE layer gains (flags.layerGainsEnabled = false).
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// * Hidden Core eligibility (after an R14 win): difficulty in hiddenCore.difficulties, the mode has a hidden round,
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// Σ activated layers of the alive players measured at the end of the boss round's prep > threshold (solo 350 /
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// co-op 1200) and team LP > minTeamLpExclusive (1).
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import { BOSS_ROW_OFFSET, COLS, BOSS_POOL_MIN_HP } from '../sim/constants.js';
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import { mirrorDir, normDir } from '../sim/dir.js';
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export const BOSS_HIT_STEPS = [0.2, 0.5, 0.8];
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/**
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* Where a board piece (board row / col / dir) stands on a boss field for side 'L' | 'R' — the same mapping as the
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* sim (Battle.mapTile / mapDir): rows 9–12 → 2–5; the right side mirrored col c → 20 − c, RIGHT ↔ LEFT.
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* @returns {{ row: number, col: number, dir: 'UP'|'RIGHT'|'DOWN'|'LEFT' }}
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*/
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export function bossFieldPlacement(side, row, col, dir = 'RIGHT') {
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const d = normDir(dir);
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const r = row >= 7 ? row + BOSS_ROW_OFFSET : row;
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return side === 'R' ? { row: r, col: COLS - 1 - col, dir: mirrorDir(d) } : { row: r, col, dir: d };
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}
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/** Pair alive players by seat: [[a, b], [c, d]] / [[a, b], [c]] / [[a]]. */
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export function pairPlayers(alive) {
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const sorted = alive.slice().sort((a, b) => a.seat - b.seat);
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const groups = [];
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for (let i = 0; i < sorted.length; i += 2) groups.push(sorted.slice(i, i + 2));
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return groups;
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}
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/** Shared boss HP for a boss id. */
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export function bossPoolHp(gd, bossId, aliveCount) {
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const boss = gd.boss(bossId);
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const diff = gd.difficulty;
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let base = boss && boss.bloodPoint && Number.isFinite(boss.bloodPoint[diff]) ? boss.bloodPoint[diff] : null;
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if (base == null && boss && boss.bloodPoint) base = Object.values(boss.bloodPoint).find((v) => Number.isFinite(v)) ?? null;
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if (base == null) base = 500000;
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const scale = gd.mode.bossHpScale && typeof gd.mode.bossHpScale === 'object' ? gd.mode.bossHpScale : {};
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const cfg = gd.config.bossHpScale && typeof gd.config.bossHpScale === 'object' ? gd.config.bossHpScale : {};
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const tune = typeof gd.bossHpMul === 'function' ? gd.bossHpMul(bossId) : 1;
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if (gd.isSolo) {
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const s = Number.isFinite(scale.solo) ? scale.solo : Number.isFinite(cfg.solo) ? cfg.solo : 0.25;
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return Math.max(1, Math.round(base * s * tune));
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}
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void aliveCount; // co-op: the same pool whatever the number of alive players
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return Math.max(1, Math.round(base * tune));
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}
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/**
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* The one HP pool every boss field damages. `damage(playerId, amount)` is called by the sim (server-run fields) and by
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* Match._creditBoss (client reports, per player); the hit that would leave less than BOSS_POOL_MIN_HP takes the rest.
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*/
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export class SharedBossPool {
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constructor(hp, { onHit = null } = {}) {
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this.maxHp = Math.max(1, hp);
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this.hp = this.maxHp;
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/** playerId → damage dealt */
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this.byPlayer = new Map();
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this.onHit = onHit;
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}
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damage(playerId, amount) {
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const a = Number(amount);
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if (!Number.isFinite(a) || a <= 0 || this.hp <= 0) return 0;
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const dealt = this.hp - a < BOSS_POOL_MIN_HP ? this.hp : a;
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this.hp -= dealt; // exactly 0 when the rest is taken (x − x): no float dust
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if (playerId != null) this.byPlayer.set(playerId, (this.byPlayer.get(playerId) || 0) + dealt);
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if (this.onHit) {
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try { this.onHit(playerId, dealt); } catch { /* reported by the caller */ }
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}
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return dealt;
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}
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}
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/**
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* Hidden-core eligibility.
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* @param {import('./gamedata.js').GameData} gd
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* @param {{ layerSum: number, teamLp: number }} s
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*/
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export function hiddenEligible(gd, { layerSum, teamLp }) {
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const hc = gd.hiddenCore;
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if (!gd.hiddenRound || !hc.difficulties.includes(gd.difficulty)) return false;
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const threshold = gd.isSolo ? hc.single : hc.multi;
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return layerSum > threshold && teamLp > hc.minTeamLpExclusive;
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}
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/**
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* A boss field the server takes over mid-fight (its client left, DESIGN §14) re-simulates its spec from t = 0. The
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* damage its client already reported (`acked`, cumulative, per player in `ackedBy`) is in the shared pool, so this
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* wrapper credits the real pool only with what the re-simulation deals beyond it. Reads (hp, maxHp) go to the pool.
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*/
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export class CreditPool {
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/**
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* @param {SharedBossPool} pool
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* @param {{ acked?: number, ackedBy?: Record<string, number>, onCredit?: (playerId: string|null, amount: number) => void }} [o]
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*/
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constructor(pool, { acked = 0, ackedBy = {}, onCredit = null } = {}) {
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this.pool = pool;
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this.acked = Math.max(0, Number(acked) || 0);
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this.ackedBy = { ...ackedBy };
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this.cum = 0;
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this.onCredit = onCredit;
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}
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get hp() { return this.pool.hp; }
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set hp(v) { /* the sim's fallback path writes hp only when damage() threw; the real pool is never written here */ void v; }
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get maxHp() { return this.pool.maxHp; }
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damage(playerId, amount) {
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const a = Number(amount);
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if (!Number.isFinite(a) || a <= 0) return 0;
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const before = this.cum;
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this.cum += a;
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const credit = Math.max(0, this.cum - Math.max(before, this.acked));
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if (credit <= 0) return 0;
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const dealt = this.pool.damage(playerId, credit);
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if (dealt > 0 && this.onCredit) { try { this.onCredit(playerId, dealt); } catch { /* reported by the caller */ } }
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return dealt;
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}
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}
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