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Doomsday Clock: judge teams against the same bar as solo sides (#4624)
**Add approved & assigned issue number here:** Resolves #(to be filed — happy to open the matching issue; flagging directly since this is live in prod team lobbies) ## Description: **Bug.** In Team mode the Doomsday Clock threshold is scaled by the team's *alive* headcount (`base × members.length`, capped at the whole map). In real team lobbies this breaks the mechanic: - With ~16 players per team, wave 1 already demands `4 % × 16 = 64 %+` of the map per team while all humans combined hold ~35 % (bots own the rest). Every non-leading team is skulled ~1 minute into wave 1 and drained to the 5 % floor ~90 s later — even on **slow**, whose squeeze is designed to run to 45:00. The game is decided by whoever leads at grace-end. - The bar/forecast **drops when a teammate dies** (players see "will rise to 68 %" → "44 %" mid-game), and disconnected-but-alive teammates silently inflate it. - Past the 100 % cap, the per-capita scaling stops meaning anything anyway. **Evidence.** Prod game `JEUieLzK` (`Team, playerTeams: 4, 69 players, doomsdayClock slow, bots: 400, no timer`): ended **16:47** via the 95 % team-domination check. From the archived record: 25 deaths before 10:00, only 8 after — the drain cripples rather than kills, so the collapse is invisible in death stats but decisive in outcome. Reconstruction with the real schedule + drain constants: every non-leading team skulled ~11:00–11:30 and pinned at the floor by ~12:30; the crown-exempt leader rolled to 95 % by 16:47. **Why flat is correct.** The wave levels encode a viable-**side** count — `floor(100 / wave%)` sides fit above the bar (25 → 11 → 6 → 3 → 2 → 1). Elimination and victory happen at side granularity (a team is out when the whole team is out; the winner is a team), so the slots must be counted in sides. A team now faces exactly the bar a solo player faces, judged on its combined territory — and each speed preset means the same thing in teams as it does in FFA. **Changes:** - `DoomsdayClock.ts`: remove `doomsdayClockSideRequiredTiles`; the sim and the HUD both use `doomsdayClockRequiredTiles` (hoisted out of the per-side loop — it no longer varies per side). - `DoomsdayClockExecution.ts`: flat per-side bar; comments updated. - `DoomsdayClockPanel.ts`: drop `scalePct`/headcount from the readout — the zone forecast becomes one universal, monotonic number for every player (fixes the 68 % → 44 % whipsaw). `sideStats` → `sideTiles`. - Tests: headcount-scaling expectations replaced with flat-bar + death-invariance regression tests. (History note: an earlier commit restricted team lobbies to normal/fast presets; it was reverted in-branch — with the flat bar the presets carry the same meaning as in FFA, so the full rotation stays. Squash-merge leaves the fix only.) FFA behaviour is unchanged throughout (sides of size 1: flat ≡ current). Deterministic integer math untouched (strictly fewer ops). `npm test` fully green. Rule comparison on `JEUieLzK`'s shape (real death ticks + constants; modeled share trajectories): | rule | trailing teams skulled | all non-leaders at 5 % floor | |---|---|---| | current (× alive) | 11:01–11:27 | **12:34** ← matches the real 16:47 blowout | | flat per-side bar | 26:01–30:42 | 31:49 (late-game backstop, as designed) | ## Please complete the following: - [ ] I have added screenshots for all UI updates — _no layout/element changes; the existing readout shows unscaled values (numbers only)_ - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file — _no new strings; existing `doomsday_clock.*` keys reused with the same params_ - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: zixer
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@@ -107,8 +107,15 @@ function requiredBasisPoints(
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}
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/**
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* Base minimum tiles one player must own at `elapsed` game seconds. One floored
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* integer ratio, so every client agrees.
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* Minimum tiles one SIDE must hold at `elapsed` game seconds — a solo player in
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* FFA, a whole team's combined territory in team modes. The bar is identical
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* for every side regardless of headcount: the clock's job is to shrink the
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* number of viable sides (floor(100 / wave%) can be above the bar at once,
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* down to 1 at the final 55% wave), and elimination happens at side
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* granularity, so scaling by member count only distorts it — a headcount-
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* scaled bar saturated at "hold the whole map" for big teams the moment the
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* grace ended, and dropped whenever a teammate died. One floored integer
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* ratio, so every client agrees.
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*/
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export function doomsdayClockRequiredTiles(
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speed: DoomsdayClockSpeed,
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@@ -119,22 +126,6 @@ export function doomsdayClockRequiredTiles(
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return Math.floor((requiredBasisPoints(speed, elapsed) * land) / 10000);
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}
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/**
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* Threshold a whole side must hold: the base per-player share scaled by the
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* side's headcount, so a team of N must hold N× what a solo player holds (FFA
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* sides are size 1, i.e. unscaled). Capped at the whole map. Shared by the sim
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* and the HUD so the two always agree.
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*/
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export function doomsdayClockSideRequiredTiles(
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speed: DoomsdayClockSpeed,
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land: number,
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elapsed: number,
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sideSize: number,
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): number {
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const base = doomsdayClockRequiredTiles(speed, land, elapsed);
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return Math.min(land, base * Math.max(1, sideSize));
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}
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export interface DoomsdayClockWaveState {
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/** Required share right now, as a percent of the map (ramps during a wave). */
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currentPercent: number;
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