Player report: "隐藏boss还没打就出了造成50%伤害播报". The BOSS_HIT ticker
("{0}博士对敌方领袖造成的伤害超过20/50/80%!") divided the player's boss damage of
the whole match (stats.bossDamage, Final Assault + Hidden Core) by the hidden
leader's pool, so the Hidden Core's first hit already announced 50 % or 80 %.
The share is now the player's damage to the current round's pool
(SharedBossPool.byPlayer) over its size; 领袖伤害 on the result keeps both rounds.
The browser's ticker strip plays its queue 5.2 s per line, so a Final Assault
line could still play over the fresh hidden leader: a BOSS_HIT line is now
dropped once the round it came in is over (ui/ticker.js tickerLineLive; lines
carry their type and round from main.js).
124 lines
7.6 KiB
JavaScript
124 lines
7.6 KiB
JavaScript
// BOSS_HIT tickers ("{0}博士对敌方领袖造成的伤害超过20% / 50% / 80%!", activity_table autoChessData.broadcastList
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// comment_boss_hit_1..3, paramList 0.2 / 0.5 / 0.8) — player report after 0.1.0: "隐藏boss还没打就出了造成50%伤害播报".
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//
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// Reproduced with real bot matches (real sim) that reach the 隐秘核心: the Hidden Core's very first hit (a few dozen
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// HP of a 900000 pool) already announced "超过50%". The ticker divided the player's damage of the WHOLE match
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// (stats.bossDamage, Final Assault + Hidden Core: the result screen's 领袖伤害) by the hidden leader's pool, so the
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// Final Assault's damage counted as damage to the hidden leader. The share is now the player's damage to the current
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// leader's pool (SharedBossPool.byPlayer, one pool per boss round) over that pool: each boss round announces its own
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// 20 / 50 / 80 % — on server-run fields, under client-side combat and after a server takeover alike. (The browser's
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// strip also played a Final Assault line late, into the Hidden Core: test/ui/bosshit-ticker.test.js.)
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { PHASE } from '../../shared/constants.js';
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import { BOSS_HIT_STEPS } from '../../server/match/finalAssault.js';
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import { makeMatch, checkInvariants } from './harness.js';
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/**
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* A match (fake battles) driven through the Final Assault (one hit clears it) into the Hidden Core, whose fields deal
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* `hiddenDps` (a share of the hidden pool per game second). Every BOSS_HIT ticker is recorded with the phase and the
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* player's real share of the leader in play at that moment (the current pool).
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*/
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function toHiddenCore({ mode = 'coop', difficulty = 'NORMAL', humans = 1, clientCombat = false, seed = 61, bossId, hiddenBossId, hiddenDps = 0.02, onHidden = null }) {
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const h = makeMatch({ mode, difficulty, humans, seed, fake: true, clientCombat, instant: !clientCombat,
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script: (b) => (b.kind === 'boss' ? { bossDps: 1e9 } : b.kind === 'hidden' ? { bossDps: b.sharedBoss.maxHp * hiddenDps } : {}) }).start();
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const m = h.m;
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m.bossId = bossId;
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m.hiddenBossId = hiddenBossId;
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const hits = [];
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h.onBroadcast.push((msg) => {
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if (msg.t !== 'm.ticker' || msg.type !== 'BOSS_HIT') return;
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const pool = m.bossPool;
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hits.push({ phase: m.phase, playerId: msg.playerId, text: msg.text, id: msg.id,
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share: pool ? (pool.byPlayer.get(msg.playerId) || 0) / pool.maxHp : null,
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leaderHpPct: pool ? pool.hp / pool.maxHp : null });
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});
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if (clientCombat) h.autoHumans();
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h.drive(() => m.phase === PHASE.PREP && m.round === m.gd.bossRound);
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// Σ activated layers above the hidden-core threshold (solo 350 / co-op 1200), every player
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for (const p of m.players.values()) { p.bondCountBonus.yanShip = 3; p.layers.yanShip = 601; p.recompute(); }
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h.drive(() => m.phase === PHASE.HIDDEN_CORE || h.ended != null);
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assert.equal(m.phase, PHASE.HIDDEN_CORE, 'reached the Hidden Core');
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if (onHidden) onHidden(h);
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const end = h.runToEnd({ maxSteps: 6e6 });
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return { h, m, end, hits };
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}
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/** The threshold a BOSS_HIT ticker announces (its config param, from the text: "超过N%"). */
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const stepOf = (hit) => Number(/超过(\d+)%/.exec(hit.text)[1]) / 100;
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/** Every ticker of `phase` announces at most what the player really dealt to that leader, in rising order, once each. */
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function assertTruthful(hits, phase, players) {
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const inPhase = hits.filter((x) => x.phase === phase);
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for (const x of inPhase) {
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assert.ok(x.share + 1e-9 >= stepOf(x), `${phase}: "${x.text}" while ${x.playerId} had dealt ${(x.share * 100).toFixed(2)} % of this leader (leader at ${(x.leaderHpPct * 100).toFixed(2)} %)`);
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}
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for (const pid of players) {
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const steps = inPhase.filter((x) => x.playerId === pid).map(stepOf);
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assert.deepEqual(steps, [...steps].sort((a, b) => a - b), `${phase} ${pid}: rising thresholds`);
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assert.equal(new Set(steps).size, steps.length, `${phase} ${pid}: each threshold once`);
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}
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return inPhase;
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}
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test('C1 (solo 险境, server-run fields): the Hidden Core\'s first hit announces nothing — the Final Assault\'s damage is not damage to the hidden leader', () => {
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// the reported case: a Final Assault pool (盐风主教昆图斯, 险境) larger than half the hidden leader's (假想敌:铳)
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const { m, end, hits } = toHiddenCore({ mode: 'solo', difficulty: 'HARD', bossId: 'boss_4', hiddenBossId: 'boss_9', hiddenDps: 0.01 });
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assert.equal(end.hiddenReached, true);
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const fa = assertTruthful(hits, PHASE.FINAL_ASSAULT, ['p_0']);
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assert.deepEqual(fa.map(stepOf), [0.8], 'the Final Assault cleared by one hit: 80 %');
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const hidden = assertTruthful(hits, PHASE.HIDDEN_CORE, ['p_0']);
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assert.deepEqual(hidden.map(stepOf), BOSS_HIT_STEPS, 'the Hidden Core announces its own 20 / 50 / 80 % as they are reached');
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assert.ok(hidden[0].leaderHpPct <= 0.8 + 1e-9, `the first hidden ticker comes after 20 % of the hidden leader (leader at ${(hidden[0].leaderHpPct * 100).toFixed(2)} %)`);
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// the result screen's 领袖伤害 keeps the whole match: the Final Assault's pool plus the hidden one
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assert.ok(end.players[0].stats.bossDamage > m.bossPool.maxHp, `领袖伤害 ${end.players[0].stats.bossDamage}`);
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checkInvariants(m);
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m.dispose();
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});
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for (const humans of [2, 4]) {
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test(`C1 (${humans} players, client-side combat): every BOSS_HIT of the Hidden Core matches the player's damage to the hidden leader`, () => {
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const { m, end, hits } = toHiddenCore({ mode: 'coop', difficulty: 'NORMAL', humans, clientCombat: true, seed: 62 + humans, bossId: 'boss_4', hiddenBossId: 'boss_8', hiddenDps: 0.02 });
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assert.equal(end.hiddenReached, true);
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const ids = [...m.players.keys()];
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assertTruthful(hits, PHASE.FINAL_ASSAULT, ids);
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const hidden = assertTruthful(hits, PHASE.HIDDEN_CORE, ids);
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assert.ok(hidden.length > 0, 'the Hidden Core still announces real damage');
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// the stats keep the whole match: the first field player's 领袖伤害 covers both rounds
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const row = end.players.find((p) => p.playerId === ids[0]);
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assert.ok(row.stats.bossDamage > 0);
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checkInvariants(m);
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m.dispose();
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});
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}
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test('C1 (2 players, server-run fields — SP_COMBAT=server): the hidden pool\'s tickers follow the hidden-core damage only', () => {
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const { m, end, hits } = toHiddenCore({ mode: 'coop', difficulty: 'HARD', humans: 2, clientCombat: false, seed: 66, bossId: 'boss_4', hiddenBossId: 'boss_8', hiddenDps: 0.02 });
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assert.equal(end.hiddenReached, true);
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assertTruthful(hits, PHASE.FINAL_ASSAULT, ['p_0', 'p_1']);
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const hidden = assertTruthful(hits, PHASE.HIDDEN_CORE, ['p_0', 'p_1']);
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// the even split: both players pass 20 % of the hidden leader
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for (const pid of ['p_0', 'p_1']) assert.ok(hidden.some((x) => x.playerId === pid && stepOf(x) === 0.2), `${pid}: 20 %`);
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checkInvariants(m);
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m.dispose();
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});
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test('C1 (solo, client-side combat, server takeover mid-fight): the re-simulated hidden field\'s credits announce the hidden-core share only', () => {
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let tookOver = false;
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const { m, end, hits } = toHiddenCore({ mode: 'solo', difficulty: 'HARD', clientCombat: true, seed: 67, bossId: 'boss_4', hiddenBossId: 'boss_9', hiddenDps: 0.02,
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onHidden: (h) => {
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h.sched.advance(3000); // the browser reported a few seconds of the fight
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h.m.onDisconnect('p_0');
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tookOver = h.m.fields[0].mode === 'server';
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h.m.onReconnect('p_0');
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} });
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assert.ok(tookOver, 'the server took the hidden field over (CreditPool)');
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assert.equal(end.hiddenReached, true);
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assertTruthful(hits, PHASE.FINAL_ASSAULT, ['p_0']);
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const hidden = assertTruthful(hits, PHASE.HIDDEN_CORE, ['p_0']);
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assert.deepEqual(hidden.map(stepOf), BOSS_HIT_STEPS);
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checkInvariants(m);
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m.dispose();
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});
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