fix: 顶栏生命值在结算前保持当前数值,仅以 −N 标记待扣(GitHub #479)
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@@ -12,13 +12,14 @@
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// overtimeState): "NN 秒后全队生命值开始流失" once the level time ran out, then a live "生命值 −1/秒" indicator while the
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// merged team LP drains (the LP tower turns red). Solo battles: a pause / resume button beside the countdown (g.pause);
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// while m.public.paused every clock here is frozen at the pause moment (`frozenAt`).
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// Normal rounds (user playtest #3 item 2): the LP tower drops live as the own battle's enemies enter the blue gate —
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// lp − min(lpCapPerRound, counted leaks) in red with a −N tick, 联防中 while a 联防 may still save part of it (liveLp;
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// Normal rounds (user playtest #3 item 2): the LP tower marks the own battle's leaks live as its enemies enter the blue
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// gate — the settled lp stays until settlement, in red with a −min(lpCapPerRound, counted leaks) tick (GitHub #479: the
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// official keeps the current value until settlement), 联防中 while a 联防 may still save part of it (liveLp;
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// the leaks come from the local battle runner, else m.public players[].pendingLp). 联防 (user playtest #6 item 7; PRTS
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// 卫戍协议/帮助 "防卫失败的玩家可通过上方信息栏确认自身所属敌人的剩余数量"): a leaker's phase capsule carries the official
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// runner tag ×N (research 09 `tag_miss`; art ui/battle bg_miss_enemy [ASSUMED]) = its enemies still standing on the 联防
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// field, uncapped and live — falling as the helpers kill them, rising when one splits or summons (the local 联防
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// replica's runner state().uniteLeft, else m.public players[].uniteLeft); the LP tower shows lp − min(lpCapPerRound, N).
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// replica's runner state().uniteLeft, else m.public players[].uniteLeft); the LP tower marks lp with −min(lpCapPerRound, N).
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// The same MissTag sits in the leakers' team rows (ui/teamPanel.js), its tooltip naming the teammate there (missTip).
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// 准备就绪 is refused while the temp overflow row (临时整备区) holds pieces: the reason shows under the button
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// (user playtest #3 item 3; the row's own label is ui/underframe.js TempRowNotice).
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@@ -183,9 +184,10 @@ export function uniteRemaining(local, server) {
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}
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/**
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* The own LP while a normal round's battle runs: the loss its counted leaks will cost is shown at once (red, −N)
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* instead of only at settlement. `base` — kept by the caller between renders — is the settled m.private state the
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* pending loss applies to: { round, lp, statsLeaks } as first seen in the round's COMBAT / 联防. The pending part is
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* The own LP while a normal round's battle runs: the loss its counted leaks will cost is marked at once (red, −N) instead
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* of only at settlement — the number itself keeps the settled LP until settlement (GitHub #479: the official shows the
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* current value, not the deduction, until the round settles). `base` — kept by the caller between renders — is the
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* settled m.private state the pending loss applies to: { round, lp, statsLeaks } as first seen in the round's COMBAT / 联防. The pending part is
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* dropped as soon as the settlement lands — m.private lp or stats.leaks changed (Match.flush sends m.private before the
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* SETTLE m.public) — or the phase leaves COMBAT / UNITE or the round changes, so the loss is never subtracted twice.
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* 联防 (UNITE): a leaker finally loses min(cap, the survivors of the 联防 battle that came from them); `uniteLeft` (its
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