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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@@ -702,9 +702,10 @@ spawn tile `start`, where the boss-field prep shows it —, + its bounties).
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Bond layers in the views (DESIGN §20.15): from the end of COMBAT (`_finishCombat`, every normal result in) until SETTLE,
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`m.private bonds` and `m.public players[].bonds` add the finished battle's IN_BATTLE gains (`PlayerState.pendingLayerGains`
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= the result's `layerGains`; `bondsMeta.bondsWithGains`: floored, at most up to `BOND_LAYER_CAP`, like the settlement), so
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the strip keeps the layers the battle reached through the COMBAT_END pause and the 联防. Views only: `ps.bonds` /
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`ps.layers` (rules, the 联防 spec, `activatedLayers`) are untouched; SETTLE clears the pending gains as it adds them to
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`ps.layers` (once); the next round start clears them too.
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the strip keeps the layers the battle reached through the COMBAT_END pause and the 联防. The 联防 field fights with the
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same counts (its input's `bonds` come from `bondsView()`, PlayerState.battleInput `reached`; since 0.1.3). `ps.bonds` /
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`ps.layers` (rules, `activatedLayers`) are untouched; SETTLE clears the pending gains as it adds them to `ps.layers`
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(once); the next round start clears them too.
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`m.field` = `{ fieldId, kind, rect, stageId, units, live }`; during prep `g.watch 'n:<pid>'` returns a one-shot board
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view with `prep: true` (scouting a teammate).
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