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.
151 lines
8.7 KiB
JavaScript
151 lines
8.7 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 (DESIGN §20.10, §25.13.4, gamedata.js bossPoolShareOf): one pool shared by every boss field
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// (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
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// a pair field sharing it) = bloodPoint[difficulty] × the players alive when the fight starts (bots and AI 托管 seats
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// count, eliminated and departed seats do not; solo × 1) — the owner's decision of 2026-10-06, adopting PR #209 by
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// @qingjingshenghuo, which replaces the fixed pool of 「保持固定血量」 (config bossHpScale perPlayer false / solo 0.25
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// restores it); × the tuning bossHpMul when data/tuning.json still has one (docs/BALANCE.md); bosses are never scaled
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// by enemyScale and their parts / escorts keep their own HP.
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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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// * BOSS_HIT tickers (BOSS_HIT_STEPS 20 / 50 / 80 %): a player's damage to the round's pool (SharedBossPool.byPlayer)
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// over its size, each threshold once per boss round — the Hidden Core never counts the Final Assault's damage
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// (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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// * 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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import { bossPoolShareOf } from './gamedata.js';
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/**
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* BOSS_HIT ticker thresholds (activity_table autoChessData.broadcastList comment_boss_hit_1..3, paramList 0.2 / 0.5 /
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* 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
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* (SharedBossPool.byPlayer — one pool per boss round, so the Final Assault and the Hidden Core count apart).
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*/
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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 with `aliveCount` alive players (GameData.bossPoolShare / bossPoolShareOf; omitted ⇒ a full team). */
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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 tune = typeof gd.bossHpMul === 'function' ? gd.bossHpMul(bossId) : 1;
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const share = typeof gd.bossPoolShare === 'function' ? gd.bossPoolShare(aliveCount)
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: bossPoolShareOf(gd.mode && gd.mode.bossHpScale, gd.config && gd.config.bossHpScale, !!gd.isSolo, aliveCount);
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return Math.max(1, Math.round(base * share * 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 to this pool (this boss round only; the BOSS_HIT tickers' share) */
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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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