Bond strip follows the watched teammate (v2.5.2): prep scouting, after the own battle, 联防, Final Assault, eliminated observers

- the strip, its counts / layers / tiers and the bond popups show the player whose field or half is on screen, with an
  amber "👁 name" tag; live in-battle layers (runner bondLayers, ≤ 999) and the finished battle's gains until SETTLE
- shared fields follow the ‹ › half's player; 全景 shows your own when you fight there, else the picked teammate [ASSUMED]
- a card's bond chips and popups belong to the unit's owner; a teammate's popup lists their operators on the field
- m.public players[].bonds for living players only; a reload while watching after the own battle returns to it
- DESIGN §20.15, META, PLAYING; tests (unit, UI logic, 4 browser scenarios)
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sganggs committed 2026-10-02 12:11:48 +08:00
1 parent 620f88c0d8
commit 82c64086d5
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@@ -17,6 +17,8 @@
// `tier` = number of thresholds reached (downward: 1 when active); `active = tier ≥ 1`.
// Layers (`ps.layers[bondId]`) persist the whole match; they are reported for every bond but only matter while active.
import { layerGainRoom } from '../../shared/constants.js';
export const HARMONY_BOND = 'maniShip';
export const DEPUTY_BOND = 'deputShip';
@@ -164,6 +166,29 @@ export function bondList(gd, bonds, { full = false } = {}) {
return list;
}
/**
* The bond states the views show (m.private / m.public players[].bonds, DESIGN §20.15): `bonds` with this round's
* IN_BATTLE gains of a finished normal battle (`gains` = the result's layerGains, PlayerState.pendingLayerGains, set
* when the COMBAT phase ends) added the way settle() will add them — at most up to BOND_LAYER_CAP — so the strip of a
* player (and of a teammate watching him) keeps the layers his battle reached through the 联防 until the settlement
* makes them persistent. `bonds` itself when there is nothing to add; the persistent state is never touched.
* @param {ReturnType<typeof computeBonds>} bonds
* @param {Record<string, number>|null|undefined} gains
*/
export function bondsWithGains(bonds, gains) {
if (!gains || typeof gains !== 'object') return bonds;
let out = null;
for (const [id, n] of Object.entries(gains)) {
const b = bonds && bonds[id];
if (!b) continue;
const add = layerGainRoom(b.layers, Math.floor(Number(n) || 0));
if (!(add > 0)) continue;
if (!out) out = { ...bonds };
out[id] = { ...b, layers: (b.layers || 0) + add };
}
return out || bonds;
}
/** Snapshot for PlayerBattleInput.bonds: { [bondId]: { count, active, tier, layers } } (plain copy). */
export function bondSnapshot(bonds) {
const o = {};