feedback3 WD: the boss rounds' prep shows the leader on its spawn tile with its HP bar, and its hit tiles in red beside an operator's range preview (community report #12)
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@@ -440,7 +440,7 @@ S→C:
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deployCap, deployCount,
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bonds: [ { bondId, count, active, tier, layers, harmony? /* 调和's +1 is in count, §21.26 */, thresholds, countsHand } ], // sorted: active first, then layers desc
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effects: [ { id, name, desc, iconKind: 'band'|'choice'|'team'|'item'|'garrison', iconId, counter?, counterText? /* a bounty: 还剩 N 场作战, §20.6 */ } ],
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nextEnemies: [ { enemyKey, count, tag } ], // preview of the upcoming round's wave (after waves.js generation)
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nextEnemies: [ { enemyKey, count, tag, start? } ], // preview of the upcoming round's wave (after waves.js generation); `start` = a leader's spawn tile [row, col] on the boss field (the boss-field prep shows it standing there, community report #12)
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stats: { dmgDealt, kills, leaks, gold, refreshes, merges } }
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Piece = { uid, kind: 'chess'|'item'|'token', id, golden: bool, tier, items: [ { uid, id } ] /* chess only */, count /* token stacks */, ownerUid /* token */ }
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```
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@@ -686,7 +686,8 @@ overtime drain starts; `deadline` = the level's 120 s countdown), `unite { helpe
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PREP ready/acting · COMBAT/boss combat/done · UNITE helping/done · others done · `left` / `dead` override.
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`m.private` = DESIGN §8.3 exactly (sent per player whenever it changed). `nextEnemies` = the current round's wave
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(+ the player's bounty enemies, tag `bounty`; boss rounds: the player's boss field, tag `boss`, + its bounties).
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(+ the player's bounty enemies, tag `bounty`; boss rounds: the player's boss field, tag `boss` — the leader's entry with its
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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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