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
1 parent e376cff5a8
commit 0e3429aa1f
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+9 -3
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@@ -1524,14 +1524,20 @@ export class PlayerState {
/**
* The bond states the views show (m.private bonds, m.public players[].bonds): the computed states plus the pending
* in-battle gains of this round's finished normal battle (bondsMeta.bondsWithGains). Never used by rules.
* in-battle gains of this round's finished normal battle (bondsMeta.bondsWithGains). The 联防 field fights with them too
* (battleInput `reached`); no other rule reads them.
*/
bondsView() { return bondsWithGains(this.bonds, this.pendingLayerGains); }
// =================================================================================================
// battle input
battleInput({ side = 'L', colOffset = 0, carry = null } = {}) {
/**
* `reached`: the bonds carry the layers this round's own combat reached (bondsView: the pending in-battle gains, capped
* like settle()) — the 联防 field (unite.js; PRTS 卫戍协议/帮助 §联防阶段 "将以其阵地当前的状态", [ASSUMED] the current
* state includes those layers, as the strip shows them). The gains stay pending: settle() adds them once.
*/
battleInput({ side = 'L', colOffset = 0, carry = null, reached = false } = {}) {
// a terrain change not yet followed by a recompute (a content hook at the prep end) never fields an illegal board
this.deployMap();
if (this._legalityStale) this.recompute();
@@ -1557,7 +1563,7 @@ export class PlayerState {
side,
colOffset,
units,
bonds: bondSnapshot(this.bonds),
bonds: bondSnapshot(reached ? this.bondsView() : this.bonds),
bandId: this.bandId,
playerEffects: this.effects.filter((e) => e.battle !== false).map((e) => ({
id: e.id, key: e.key ?? null, source: e.iconKind ?? null, params: e.params ?? null, counter: e.counter ?? null, data: e.data ?? null,
+6 -3
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@@ -18,8 +18,10 @@
// them beside the operators; one off the field at the end enters fresh [ASSUMED]). Enemies = the union of every leaker's
// counted leaks (same stats: the SpawnSpec mods travel with the leak), routed on the escaped template (`escaped_single`
// for 1 helper, `escaped_multi` for 2): walkers on its `lrsldr` action, flyers on `yokai`, tokens on `gopro_2` /
// `lazerd` (waves.js buildUniteWave); kill bounties keep paying the killer (a helper). No IN_BATTLE layer gains. Time
// limit = the round's combat limit.
// `lazerd` (waves.js buildUniteWave); kill bounties keep paying the killer (a helper). No IN_BATTLE layer gains ("该阶段
// 不能叠加层数"); the helpers' bonds carry the layers their own combat reached (PlayerState.battleInput `reached`: the
// round's pending gains, capped like settle() — the strip's count; "以其阵地当前的状态" [ASSUMED] includes them; until 0.1.3
// the round-start layers), and settle() still adds those gains once. Time limit = the round's combat limit.
// LP: an enemy still alive at the end (leaked in the unite battle, or never spawned before the limit) costs its
// SOURCE player 1 LP; each player's round loss = min(lpCap, survivors attributed to them + leaks that could not
// re-enter) — the same 10 cap as a normal round.
@@ -122,7 +124,8 @@ export function uniteBattleOpts(m, plan, timeLimit) {
}
// 2 helpers: the first one meets the enemies first on the right-hand field (escaped_multi enters at col 18)
const colOffset = plan.helpers.length > 1 && i === 0 ? 8 : 0;
const input = ps.battleInput({ side: 'L', colOffset, carry });
// the layers its own combat reached (bondsView, the round's pending gains; PRTS "以其阵地当前的状态") — see header
const input = ps.battleInput({ side: 'L', colOffset, carry, reached: true });
const ev = { input, kind: 'unite', round: m.round, spawns: wave.spawns };
m.dispatch(ps, 'onBattleStart', ev);
return ev.input && typeof ev.input === 'object' ? ev.input : input;