feedback3: merge WG — nest enemies pulse instead of attacking, children carry no bounty, a 隐匿 blocker is skipped by areas, stacked cold freezes for the longer duration
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@@ -55,11 +55,16 @@ export function planUnite(m, results) {
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for (const l of r.leaked || []) {
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if (!l || l.counted === false) continue;
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if (!m.gd.enemy(l.enemyKey)) { notReentered.set(ps.playerId, (notReentered.get(ps.playerId) || 0) + 1); continue; }
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// kill bounties keep paying in 联防: a 悬赏 card (mods.bountyId) or a bounty set on the SpawnSpec by content
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// (copied into mods.bountyCoins by the match)
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// kill bounties keep paying in 联防, and only on the card's own enemy. A split or summoned child
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// never carries bountyId / bountyCoins (spawnChildren). A leak that still has the card's id but is
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// some other enemy — a copy that did not go through spawnChildren — does not collect the card either
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// (GitHub #67, #89-2; owner 2026-10-04: the main body only). A bounty set on the SpawnSpec by content
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// is copied into mods.bountyCoins by the match and has no card to match.
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const bountyId = l.mods && l.mods.bountyId;
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const b = bountyId ? ps.bounties.find((x) => x.id === bountyId) : null;
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let bounty = b && b.card && b.card.payout !== 'perfect' && Number(b.card.coin) > 0 ? { coins: Math.trunc(b.card.coin), ownerPlayerId: ps.playerId } : null;
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const card = b && b.card;
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let bounty = card && card.payout !== 'perfect' && Number(card.coin) > 0 && l.enemyKey === card.enemyKey
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? { coins: Math.trunc(card.coin), ownerPlayerId: ps.playerId } : null;
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const extra = !bountyId && l.mods ? Math.trunc(Number(l.mods.bountyCoins) || 0) : 0;
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if (!bounty && extra > 0) bounty = { coins: extra, ownerPlayerId: ps.playerId };
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leaked.push({ enemyKey: l.enemyKey, mods: l.mods ? { ...l.mods } : null, lpr: l.lpr ?? 1, sourcePlayerId: ps.playerId, tag: l.tag ?? null, bounty });
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