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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@@ -18,8 +18,10 @@
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// them beside the operators; one off the field at the end enters fresh [ASSUMED]). Enemies = the union of every leaker's
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// counted leaks (same stats: the SpawnSpec mods travel with the leak), routed on the escaped template (`escaped_single`
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// for 1 helper, `escaped_multi` for 2): walkers on its `lrsldr` action, flyers on `yokai`, tokens on `gopro_2` /
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// `lazerd` (waves.js buildUniteWave); kill bounties keep paying the killer (a helper). No IN_BATTLE layer gains. Time
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// limit = the round's combat limit.
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// `lazerd` (waves.js buildUniteWave); kill bounties keep paying the killer (a helper). No IN_BATTLE layer gains ("该阶段
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// 不能叠加层数"); the helpers' bonds carry the layers their own combat reached (PlayerState.battleInput `reached`: the
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// 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
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// the round-start layers), and settle() still adds those gains once. Time limit = the round's combat limit.
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// LP: an enemy still alive at the end (leaked in the unite battle, or never spawned before the limit) costs its
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// SOURCE player 1 LP; each player's round loss = min(lpCap, survivors attributed to them + leaks that could not
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// re-enter) — the same 10 cap as a normal round.
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@@ -122,7 +124,8 @@ export function uniteBattleOpts(m, plan, timeLimit) {
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}
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// 2 helpers: the first one meets the enemies first on the right-hand field (escaped_multi enters at col 18)
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const colOffset = plan.helpers.length > 1 && i === 0 ? 8 : 0;
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const input = ps.battleInput({ side: 'L', colOffset, carry });
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// the layers its own combat reached (bondsView, the round's pending gains; PRTS "以其阵地当前的状态") — see header
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const input = ps.battleInput({ side: 'L', colOffset, carry, reached: true });
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const ev = { input, kind: 'unite', round: m.round, spawns: wave.spawns };
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m.dispatch(ps, 'onBattleStart', ev);
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return ev.input && typeof ev.input === 'object' ? ev.input : input;
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