fix: correct community-reported combat and strategy draft behavior
Guard lethal stuns against a replacement deployment; keep bard auras running through stun; require an active Aegir bond for Clementia's strategy; allow Compass SP to bypass recovery locks; and refresh Hidden Core gun mitigation against current gun/spring companions. Set multiplayer strategy picks to 50s and describe renderer fallback without diagnosing unsupported hardware. Golden moves (full 285-scenario regeneration): - roster-008: inactive Aegir no longer gains 18 strategy layers. - boss-boss_4-solo: bard regeneration continues through stun. - hidden-boss_9-pair: mitigation covers first hits/current companions. - standin-07: hammer stun cannot follow an immediate revival deployment. No ending-reason changes. Sources and report-by-report findings: DESIGN 28.25.
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@@ -323,11 +323,11 @@ test('user playtest #4 (DESIGN §18): picking by tile, timers, 机变 two taps,
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assert.match(META, /solo \/ single human untimed/);
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assert.match(PLAYING, /只有你一名玩家/);
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// #4 one countdown: BAND_TURN_SECONDS per turn (code = data = docs)
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assert.equal(BAND_TURN_SECONDS, 30);
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assert.equal(BAND_TURN_SECONDS, 50);
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assert.equal(DATA.config.timers.bandTurn, BAND_TURN_SECONDS);
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assert.match(DESIGN, /`BAND_TURN_SECONDS` 30 s per turn = m\.public\.deadline/);
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assert.match(META, /`Match\.BAND_TURN_SECONDS` 30/);
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assert.match(PLAYING, /\*\*每人 30 秒\*\*/);
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assert.match(DESIGN, /`BAND_TURN_SECONDS` 50 s per turn = m\.public\.deadline/);
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assert.match(META, /`Match\.BAND_TURN_SECONDS` 50/);
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assert.match(PLAYING, /\*\*每人 50 秒\*\*/);
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assert.ok(!/12 s\/turn/.test(DESIGN) && !/`bandTurn` 12/.test(META) && !/每人 12 秒/.test(PLAYING), 'the old 12 s turn is gone');
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assert.match(META, /`ev\.preview` true/, 'META: onBattleStart handlers must not change the match for the stats preview');
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// #2 机变 two taps
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