feedback3 WF: 联防 fights with the bond layers the helpers' own combat reached (the strip's count, capped like the settlement), no longer the round-start layers; the settlement still adds those gains once (PRTS 联防阶段 以其阵地当前的状态, community report #24)

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sganggs committed 2026-10-04 19:31:15 +08:00
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@@ -188,7 +188,8 @@ b.on(event, fn, { priority=0, owner } ) / b.off(...) // hook bus (§5.4)
items: [itemId...], // equipped items (golden ids when merged)
carryState?: { hpPct, sp } | { sp } | { down: true } } ], // unite: an operator keeps its end-of-combat HP ratio + SP, a summon its SP (no running skill);
// { down: true } = knocked out at its end: deployed, then forced out (§19.3)
bonds: { [bondId]: { count, active, tier, layers } }, // snapshot from bondsMeta at combat start
bonds: { [bondId]: { count, active, tier, layers } }, // snapshot from bondsMeta at combat start (联防: with the layers the
// helper's own combat reached, PlayerState.bondsView — §20.15)
bandId, playerEffects: [ EffectRef ], // active band/choice/team effects with battle parts
lpForBoss?: number }
```
@@ -325,7 +326,8 @@ LOBBY(room) → INFO_CHECK (co-op 25 s; solo and any single-human match untimed
COMBAT (one Battle per alive player, all in parallel, 2×; watchers get snapshots; solo: pausable, §14 Solo pause)
UNITE (co-op only, if ≥1 leaked & ≥1 perfect: ≤2 perfect helpers in `unite.js helperOrder` order (research 08 §5 / PRTS 帮助:
most units on the field > an active bond > most standing units > seat; the pair ordered by units > active bond >
Σ active layers > standing > seat, the first one on the right-hand field) fight the union of leaks; no layer gains;
Σ active layers > standing > seat, the first one on the right-hand field) fight the union of leaks; no layer gains — with
the layers their own combat reached (the round's pending gains, PRTS "以其阵地当前的状态" [ASSUMED]);
a helper's operator knocked out at the end of its own combat enters down — carryState { down: true },
PRTS "上一阶段为退场状态的干员强制退场", its full redeploy timer — confirmed by the user (§19.3))
SETTLE (LP −min(leaks,10) per player (unite survivors to their source); eliminations; layer gains applied; coins; broadcast)
@@ -1106,7 +1108,7 @@ In SETTLE it is the field the last battle left on screen. In prep without watchi
- The client lays them over the view's counts with `withLiveLayers`: the higher value wins (a count only grows) and never shows above 999. They apply in the battle phases and SETTLE only.
- 联防 and boss battles disable gains, so they report none.
- **After COMBAT** (`_finishCombat`): until SETTLE, both `m.private bonds` and `m.public players[].bonds` add the finished normal battle's IN_BATTLE gains (`PlayerState.pendingLayerGains` = the result's `layerGains`; `bondsMeta.bondsWithGains`: floored, at most up to the cap, like `settle()`). The strip of a player, and of a teammate watching him in the 联防, therefore keeps the layers his battle reached.
- This is views only: `ps.bonds` / `ps.layers` are untouched. SETTLE clears the pending gains as it adds them (once), and the next round start clears them too.
- `ps.bonds` / `ps.layers` are untouched. SETTLE clears the pending gains as it adds them (once), and the next round start clears them too. Since 0.1.3 the 联防 field fights with the same counts: the helpers' battle input takes its bonds from `bondsView()` (`battleInput({ reached: true })`, PRTS §联防阶段 "将以其阵地当前的状态" [ASSUMED] — it used to carry the round-start layers while the strip showed the reached ones); no other rule reads them.
**Data:**
- `m.public players[].bonds = ps.alive ? bondList(gd, ps.bondsView()) : []`: every bond with members, layers or an active tier. It is the same list and order as the player's own `m.private bonds`, minus `thresholds` / `countsHand` (the client reads those from bonds.json).