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.
108 lines
6.0 KiB
JavaScript
108 lines
6.0 KiB
JavaScript
// Balance: NO custom balance any more (research 08 §6: the official numbers only; data/tuning.json keeps result titles)
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// and the competent-board model of tools/balance.mjs, which now only MEASURES difficulty (docs/BALANCE.md).
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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import { GameData } from '../../server/match/gamedata.js';
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import { buildNormalWave, setupMatchWaves } from '../../server/match/waves.js';
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import { computeBonds } from '../../server/match/bondsMeta.js';
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import { createRng } from '../../server/sim/rng.js';
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import { DATA } from './harness.js';
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import {
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CURVES, planBoard, applyBoard, makeMatch, runNormal, runBoss, withoutTuning, waveNeeds, summarizeNormal,
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} from '../../tools/balance.mjs';
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const RAW = withoutTuning(DATA);
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test('no custom balance: legacy tuning multipliers are ignored; enemy scale = the PRTS table; leader pool = bloodPoint × alive players', () => {
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const tuning = {
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modes: {
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'*': { enemyHpMul: 0.5, enemyAtkMul: 0.9 },
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mode_multi_hard: { enemyHpMul: { 3: 0.8, '*': 0.7 }, enemySpeedMul: 1.1, bossHpMul: { boss_1: 0.5, hidden: 0.25, '*': 0.9 }, flyPlaceholders: 'drop' },
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},
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};
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const hard = new GameData({ ...RAW, tuning }, 'mode_multi_hard');
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const base = new GameData(RAW, 'mode_multi_hard');
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for (const r of [1, 3, 9, 13]) {
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assert.deepEqual(hard.enemyScale(r), base.enemyScale(r));
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const e = DATA.config.modes.mode_multi_hard.enemyScale[r];
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assert.deepEqual(hard.enemyScale(r), { hpMul: e.hp, atkMul: e.atk, speedMul: e.speed }, `R${r}: the config (PRTS) table`);
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}
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assert.equal(hard.bossHpMul('boss_1'), 1);
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// co-op: one pool = bloodPoint[difficulty] × the players alive at the fight's start; solo × 1 (DESIGN §25.13.4, the
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// owner's decision of 2026-10-06 adopting PR #209 — it replaces the fixed pool of DESIGN §20.10)
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for (const [modeId, key] of [['mode_multi_funny', 'FUNNY'], ['mode_multi_normal', 'NORMAL'], ['mode_multi_hard', 'HARD'], ['mode_multi_abyss', 'ABYSS']]) {
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const gd = new GameData(RAW, modeId);
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for (const b of ['boss_1', 'boss_5', 'boss_8']) {
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assert.equal(gd.bossPoolHp(b), DATA.bosses[b].bloodPoint[key] * 4, `${modeId} ${b}: no count, a full team`);
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assert.equal(gd.bossPoolHp(b, 4), DATA.bosses[b].bloodPoint[key] * 4, `${modeId} ${b} four alive`);
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assert.equal(gd.bossPoolHp(b, 2), DATA.bosses[b].bloodPoint[key] * 2, `${modeId} ${b} two alive: twice the data value`);
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}
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}
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assert.equal(DATA.config.bossHpScale.perPlayer, true);
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assert.equal(DATA.config.bossHpScale.aliveScaling, false, 'the fixed pool\'s optional scaling stays off');
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const solo = new GameData(RAW, 'mode_single_hard');
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assert.equal(solo.bossPoolHp('boss_2'), DATA.bosses.boss_2.bloodPoint.HARD);
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assert.equal(DATA.config.bossHpScale.solo, 1);
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// the waves carry exactly the table
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const setup = setupMatchWaves(hard, createRng(3));
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const w = buildNormalWave(hard, createRng(3), setup.factions, 3);
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for (const s of w.spawns) assert.equal(s.mods.hpMul, base.baseEnemyScale(3).hpMul);
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});
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test('data/tuning.json holds only title rules (the enemy / leader multipliers were removed)', () => {
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const t = DATA.tuning;
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assert.ok(t && typeof t === 'object', 'data/tuning.json is loaded as data.tuning');
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assert.deepEqual(Object.keys(t).filter((k) => !k.startsWith('_')).sort(), ['titles', 'version']);
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for (const [id, o] of Object.entries(t.titles || {})) {
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assert.ok(DATA.config.titles.some((x) => x.id === id), id);
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assert.ok(['max', 'min'].includes(o.rule));
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}
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});
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test('competent board model: curves (level, units, elites, items), a core bond active with its layers, wave-aware roles', () => {
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const m = makeMatch({ data: RAW, mode: 'coop', difficulty: 'NORMAL', seed: 5, players: 1, rehearsal: 0 });
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for (const r of [3, 8, 12]) {
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m.round = r;
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m.wave = buildNormalWave(m.gd, m.rngWaves, m.factions, r);
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const rng = createRng(100 + r);
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const plan = planBoard(m, r, rng);
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assert.equal(plan.level, CURVES.level[r]);
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assert.equal(plan.units.length, CURVES.units[r]);
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assert.equal(new Set(plan.units).size, plan.units.length, 'distinct chess');
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for (const id of plan.units) {
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assert.ok(m.pool.has(id), `${id} not banned this match`);
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assert.ok(m.gd.tierOf(id) <= plan.level, `${id} tier ≤ shop level`);
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}
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assert.ok(plan.elites.size >= Math.floor(CURVES.elites[r]) && plan.elites.size <= Math.ceil(CURVES.elites[r]));
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const ps = m.order[0];
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applyBoard(m, ps, plan, r, rng);
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assert.equal(ps.deployCount, plan.units.length, 'every unit deployed');
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const bonds = computeBonds(m.gd, ps);
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assert.ok(plan.core && bonds[plan.core].active, `R${r}: core bond ${plan.core} active`);
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const L = ps.layers[plan.core];
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assert.ok(L >= CURVES.coreLayers[r] * 0.8 - 1 && L <= CURVES.coreLayers[r] * 1.2 + 1, `R${r}: core layers ${L}`);
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const flyers = waveNeeds(m.gd, m.wave.spawns).flyShare;
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const aa = [...ps.board.values()].filter((p) => p.kind === 'chess' && m.gd.chess(p.id).canHitFly && m.gd.chess(p.id).attackKind !== 'heal').length;
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if (flyers > 0.2) assert.ok(aa >= 2, `R${r}: anti-air for a flying wave (${aa})`);
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}
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m.dispose();
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});
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test('runNormal / runBoss return consistent samples (real sim, full content)', () => {
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const a = runNormal({ data: RAW, mode: 'coop', difficulty: 'FUNNY', round: 1, seed: 7, rehearsal: 0 });
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assert.equal(a.round, 1);
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assert.ok(a.killed + a.leaks <= a.total);
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assert.ok(a.goalLeaks <= a.leaks);
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assert.equal(a.timeLimit, 90, 'R1: 45 real seconds of the 2× battle');
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assert.ok(a.time > 0 && a.time <= a.timeLimit + 1e-6);
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const again = runNormal({ data: RAW, mode: 'coop', difficulty: 'FUNNY', round: 1, seed: 7, rehearsal: 0 });
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assert.deepEqual(again, a, 'deterministic per seed');
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const s = summarizeNormal([a, again]);
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assert.equal(s.leaksAvg, a.leaks);
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const b = runBoss({ data: RAW, mode: 'solo', difficulty: 'FUNNY', round: 9, seed: 3, tMax: 30 });
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assert.equal(b.players, 1);
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assert.ok(b.pool > 0 && b.dmg150 >= 0 && b.dmg150 <= b.pool);
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assert.ok(b.ratio150 >= 0 && b.ratio150 <= 1);
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assert.equal(b.teamLp0, 15);
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});
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