feedback1 gaps: bands.json bondIds is built once and read by the bot
The band -> bond derivation moves out of GameData into shared/bandBonds.js, which tools/build-data.mjs runs per band to write bands.json bondIds (regenerated with --offline; 9 bands are tied, the build checks the ids). GameData.bandBondIds reads the field, so the server and the client share one source. DATA.md documents the field; the test checks the helper on synthetic bands and that the data matches it.
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@@ -60,8 +60,8 @@
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// for it, makeHandRoom, instead of being destroyed), keep one hand slot free (freeHandSlot: a kept bounty Art goes
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// before a chess on a bot's own seat, never on a human's seat under AI 托管), then Ready.
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// Strategy (botPickBand): weighted by starting LP among the offered bands; never one whose mechanic rides on a bond the
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// mode switches off (gd.bandBondIds: the bond its text names in <…> or its effect's blackboards name — 标准's 潘格尼尼,
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// 克莱门莎, 玛恩纳; DESIGN §21.26); alone, 老鲤's withheld first-round funds only rarely (× 0.02).
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// mode switches off (gd.bandBondIds = bands.json bondIds: the bond its text names in <…> or its blackboards name — 标准's
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// 潘格尼尼, 克莱门莎, 玛恩纳; DESIGN §21.26); alone, 老鲤's withheld first-round funds only rarely (× 0.02).
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// 机变 (botPickCard): a bounty by its expected payout minus the expected LP lost — bountyKillChance runs the exposure
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// model for that one enemy against the own board; a card the board is unlikely to beat wins only when nothing better
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// is offered or it pays much more —; tactic cards by what they act on (a 盟誓 / 驰援 card on the own bonds, 升华 …);
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