feedback5 R3: docs and comments follow the split — DESIGN §2 and SIM.md list server/sim/battle/ and content/enemies/, SIM.md and research 08 name the new homes (archetypes.js frontGuard / ep / dmgZone / pollution, helpers.js areaAllies / zone / setForm, fly.js kitShell), code comments that pointed at moved code say where it lives now (enemies.js header, battle/blocking.js, battle/queries.js, sim constants / snapshot / units / ai / targeting / devices / bosses, shared constants / protocol, render style / interp); .git-blame-ignore-revs lists the two pure-move commits
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@@ -81,7 +81,7 @@ export const SKILL_SUMMON_START_DEPLOY = true;
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* 12534 "每把都能999层", 12316 "999謝"; research 02 §layers). The only implementation of the cap (DESIGN §20.12). Every
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* writer of a bond's layers goes through `layerGainRoom`: the prep-side gains (server/match/PlayerState.js addLayers —
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* 特质, items, bands, 机变 cards, bonds), the settle of the in-battle gains (server/match/Match.js) and the live in-battle
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* copy (server/sim/Battle.js addLayers, as the client's AddBondCount) — and the dev tools' direct writes (tools/matchrun.mjs
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* copy (server/sim/battle/economy.js addLayers, as the client's AddBondCount) — and the dev tools' direct writes (tools/matchrun.mjs
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* --layers, tools/balance.mjs applyBoard); a gain at the cap adds 0 (no onLayers, no 'layer'
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* event), and the client-result check (server/match/fields.js) bounds a reported gain by the room left. Milestones paid
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* per N layers (远见, 奇迹, 维多利亚 …) stop with the count. 0 / Infinity = no cap.
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