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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@@ -1524,14 +1524,20 @@ export class PlayerState {
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/**
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* The bond states the views show (m.private bonds, m.public players[].bonds): the computed states plus the pending
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* in-battle gains of this round's finished normal battle (bondsMeta.bondsWithGains). Never used by rules.
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* in-battle gains of this round's finished normal battle (bondsMeta.bondsWithGains). The 联防 field fights with them too
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* (battleInput `reached`); no other rule reads them.
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*/
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bondsView() { return bondsWithGains(this.bonds, this.pendingLayerGains); }
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// =================================================================================================
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// battle input
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battleInput({ side = 'L', colOffset = 0, carry = null } = {}) {
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/**
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* `reached`: the bonds carry the layers this round's own combat reached (bondsView: the pending in-battle gains, capped
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* 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
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* state includes those layers, as the strip shows them). The gains stay pending: settle() adds them once.
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*/
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battleInput({ side = 'L', colOffset = 0, carry = null, reached = false } = {}) {
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// a terrain change not yet followed by a recompute (a content hook at the prep end) never fields an illegal board
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this.deployMap();
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if (this._legalityStale) this.recompute();
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@@ -1557,7 +1563,7 @@ export class PlayerState {
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side,
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colOffset,
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units,
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bonds: bondSnapshot(this.bonds),
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bonds: bondSnapshot(reached ? this.bondsView() : this.bonds),
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bandId: this.bandId,
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playerEffects: this.effects.filter((e) => e.battle !== false).map((e) => ({
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id: e.id, key: e.key ?? null, source: e.iconKind ?? null, params: e.params ?? null, counter: e.counter ?? null, data: e.data ?? null,
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