feedback1 WB: bounty-half evidence stated as a trend with its counter-evidence; queued free offers counted on the pill and header
- tools/build-data.mjs bountyDraftHalf: exact faction-series counts (12 of 18 two-battle cards bring first-half enemies, 5 outside the wave tables, enemyeffect_12_4 a second-half attachment), base-HP gradient, the user's two-battle recall; counter-evidence (假想敌 named enemyInitial_*, the unread NGA R3 guide); the split marked [ASSUMED] with its flip; data unchanged - server/match/choices.js, docs/META.md, docs/DATA.md: the split marked [ASSUMED] - m.private shop.rewardOffer.queued: offers waiting behind the shown one; the header says 之后还有 N 项 and the reminder pill +N (a 定向投放 behind a promotion reward put off) - tests: corrected headers, the stale bountyTiers fixture dropped, queued checks (unit + opt-in e2e on desktop and 756x366)
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@@ -148,7 +148,7 @@ const KILL2 = 'enemyeffect_12_4'; // 悬赏·损伤I: 1 enemy, killer +1, next 2
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const PERF = 'enemyeffect_11_1'; // 战术特训·频次I: 1 enemy, +1 when the own phase is perfect
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test('悬赏决策 E2E (co-op, real battles): the picker\'s own battle gets the enemy; the killer earns the kill coins, 战术特训 pays a perfect own phase', () => {
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const data = dataWith('mode_multi_normal', 3, 'bounty', { bounty: [KILL, PERF], extra: { bountyTiers: [1, 2, 3] } });
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const data = dataWith('mode_multi_normal', 3, 'bounty', { bounty: [KILL, PERF] });
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const h = makeMatch({ mode: 'coop', difficulty: 'NORMAL', humans: 2, seed: 31, data, registry: REG });
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const m = h.m;
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// real battles where every enemy of a player is struck down by that player's operator the tick it appears
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