feedback7 UIBACK: the top-bar capsule counts like the official — resolved = killed + leaked among the enemies the round scheduled (opening 0/3, a leak 1/3, a kill 2/3, the splitter 3/3); a split child, a summon and a boss summon are in neither number but still cost LP and break 完美作战 (PR #308 by @xcdoge, the capsule half of PR #157 — authored by them: the sim / protocol / HUD hunks applied as reviewed): inTotal / killedInTotal / leakedInTotal / resolved, b.snap / BattleResult / b.progress (optional field) / m.public progress carry resolved, killed may exceed total (validation bounds it by the content-spawn allowance); dropped the PR's stray design-doc line — it had replaced the S→C b.end bullet of docs/design/network.md, which is back; the 联防 live-counter change mark follows the enemy list now that a spawn no longer moves total (uniteLeftMark + test); golden: only total / players.*.total / snaps move, outcomes bit-identical — roster 23 (roster-002 003 007 008 009 010 011 012 013 015 017 018 020 023 024 025 026 027 037 045 047 048 049), bonds 2 (bond-maniShip-low, bond-soloShip-high), fields 11 (boss-boss_1 3 5 pair+solo, boss-boss_6-solo, hidden-boss_8 10 pair+solo), diy 11 (diy-036 040 056 062 068 073 083 091 095 114 115), matches 12 (solo-FUNNY-1 NORMAL-1 HARD-1 ABYSS-1 ABYSS-2, coop2-NORMAL-3 coop2-HARD-4 coop3-ABYSS-5 coop4-ABYSS-7 coop2-NORMAL-8-serverrun solo-HARD-9-boosted coop2-NORMAL-70-diy: the total column of 36 round rows), standins unchanged
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@@ -17,9 +17,11 @@
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// Client-side combat (DESIGN §14) helpers:
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// HeadlessJob / runHeadless(battle) step a battle to its end — in wall-clock-bounded slices (bots, takeovers
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// under a real scheduler) or at once (verification, virtual time) — and keep a
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// progress timeline [[gt, killed, total]] for the teammates' waiting UI
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// (联防: [gt, killed, total, left] — left = spec.js uniteLeft, the leakers'
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// enemies still standing, for their live counter; user playtest #6 item 7)
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// progress timeline [[gt, killed, total, resolved]] for the teammates' waiting UI
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// (联防: a 5th element — left = spec.js uniteLeft, the leakers'
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// enemies still standing, for their live counter; user playtest #6 item 7).
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// `resolved` = the HUD capsule's numerator (Battle.resolved), sampled on the
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// field clock: a server-run / bot field has no authority reporting b.progress
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// HeadlessPacer real-time pacing of a dynamic set of server-run battles without snapshots
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// (boss fields that share the pool while other fields run on clients); a
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// takeover's fast-forward is spread over the pacing intervals
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@@ -56,7 +58,7 @@ export function snapFrame(fieldId, snap) {
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/** Synthetic per-player result used when a field could not run at all (never punishes the player). */
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export function emptyPerPlayer() {
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return { killed: 0, total: 0, leaked: [], perfect: true, layerGains: {}, coins: 0, damageDealt: 0, bossDamage: 0, healingDone: 0, deaths: 0, unitsEnd: [], unitStats: [] };
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return { killed: 0, total: 0, resolved: 0, leaked: [], perfect: true, layerGains: {}, coins: 0, damageDealt: 0, bossDamage: 0, healingDone: 0, deaths: 0, unitsEnd: [], unitStats: [] };
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}
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/** A finished stand-in for a battle that failed to construct. */
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@@ -72,13 +74,13 @@ export class DeadBattle {
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this.errorCount = 1;
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const perPlayer = {};
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for (const p of opts.players || []) perPlayer[p.playerId] = emptyPerPlayer();
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this._result = { time: 0, reason, perPlayer, killed: 0, total: 0, errors: 1, synthetic: true };
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this._result = { time: 0, reason, perPlayer, killed: 0, total: 0, resolved: 0, errors: 1, synthetic: true };
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this.errors = [];
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}
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step() {}
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forceEnd() {}
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result() { return this._result; }
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snapshot() { return { fieldId: this.fieldId, t: 0, units: [], dp: 0, killed: 0, total: 0 }; }
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snapshot() { return { fieldId: this.fieldId, t: 0, units: [], dp: 0, killed: 0, total: 0, resolved: 0 }; }
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drainEvents() { return []; }
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fieldMeta() { return { fieldId: this.fieldId, kind: this.kind, rect: this.rect, stageId: this.stageId, units: [] }; }
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on() { return null; }
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@@ -238,7 +240,7 @@ export class FieldRunner {
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}
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const perPlayer = {};
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for (const pid of f.players) perPlayer[pid] = emptyPerPlayer();
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return { time: 0, reason: 'forced', perPlayer, killed: 0, total: 0, errors: 1, synthetic: true };
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return { time: 0, reason: 'forced', perPlayer, killed: 0, total: 0, resolved: 0, errors: 1, synthetic: true };
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}
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}
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@@ -259,11 +261,15 @@ export const CATCHUP_TICKS_PER_INTERVAL = 240;
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const perfNow = () => (globalThis.performance ? globalThis.performance.now() : Date.now());
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/**
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* A timeline sample of a battle: [gt, killed, total], plus — 联防 — the leakers' enemies still standing
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* (spec.js uniteLeft; omitted when unknown).
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* A timeline sample of a battle: [gt, killed, total, resolved], plus — 联防 — the leakers' enemies still standing at
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* index 4 (spec.js uniteLeft; omitted when unknown). `resolved` is the HUD capsule's numerator of that game second
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* (Battle.resolved: the field's own scheduled enemies knocked out or leaked) — the server-run / bot fields have no
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* authority that reports b.progress, so the teammates' capsule reads it from here, never from `progress.leaks`.
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*/
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export function timelineSample(b) {
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const s = [Number(b && b.time) || 0, Number(b && b.killed) || 0, Number(b && b.total) || 0];
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const total = Number(b && b.total) || 0;
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const resolved = Number.isFinite(b && b.resolved) ? Math.max(0, Math.min(total, b.resolved)) : null;
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const s = [Number(b && b.time) || 0, Number(b && b.killed) || 0, total, resolved];
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if (b && b.kind === 'unite') {
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let left = null;
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try { left = uniteLeft(b); } catch { left = null; }
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@@ -276,7 +282,7 @@ export function timelineSample(b) {
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* A server-run battle stepped to its end, in one go or in wall-clock-bounded slices (a low-power host must not stall
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* its event loop for the ~0.1–1 s a whole battle takes, several times at once when bots fight): `run(budgetMs)` steps
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* until the battle ends (→ true) or the budget is used (→ false; checked every 16 ticks). `timeline` grows while it
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* runs (timelineSample: [gt, killed, total(, left)] every TIMELINE_EVERY game seconds, then the final state);
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* runs (timelineSample: [gt, killed, total, resolved(, left)] every TIMELINE_EVERY game seconds, then the final state);
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* `output()` once done gives `{ battle, result, timeline, crashed }`. A throwing battle is force-ended, then replaced by
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* a DeadBattle; the run is bounded by HARD_CAP_SECONDS.
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*/
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@@ -345,9 +351,9 @@ export function runHeadless(battle, opts = {}) {
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return job.output();
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}
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/** Timeline sample at game time `gt`: [gt, killed, total(, left)] of the last sample ≤ gt. */
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/** Timeline sample at game time `gt`: [gt, killed, total, resolved(, left)] of the last sample ≤ gt. */
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export function timelineAt(timeline, gt) {
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if (!Array.isArray(timeline) || !timeline.length) return [0, 0, 0];
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if (!Array.isArray(timeline) || !timeline.length) return [0, 0, 0, null];
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let lo = 0, hi = timeline.length - 1;
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if (gt >= timeline[hi][0]) return timeline[hi];
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while (lo < hi) {
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@@ -734,7 +740,9 @@ const sameMods = (a, b) => {
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/**
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* Semantic validation of a client's BattleResult against the battle's spec (DESIGN §14 "Result validation"). The
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* payload already passed shared/protocol.js isBattleResult (types, sizes). Checks: every spec player reported and
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* nobody else; killed ≤ total ≤ bound; each leaked enemy key exists in the spawns (multiset bound; keys content may
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* nobody else; killed ≤ bound and total ≤ bound (maxTotal: `killed` counts every counted knock-out — runtime splits
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* and summons included — and may exceed `total`, which counts only the round's own scheduled enemies; PR #157 capsule
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* semantics); each leaked enemy key exists in the spawns (multiset bound; keys content may
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* spawn are bounded by the total) — boss fields excepted (their leaks cost team LP through b.progress); a leak is
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* `counted: false` only for enemies that never count (data notCountInTotal, countInTotal false, boss / part entries,
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* content spawns); 联防: leaks + never-spawned re-entries per (enemy, leaker) ≤ what that leaker sent in, and a split /
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@@ -742,7 +750,8 @@ const sameMods = (a, b) => {
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* gains ≤ 60 + 4·round + what the player's layer 特质 can add to that bond (layerAllowanceOf: their per-battle caps, no
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* flat bound when one is uncapped) and ≤ the room left under BOND_LAYER_CAP (999) from the bond's starting layers, only
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* on bonds the player's lineup / band / effects / items name, none when the spec disables gains; coins ≤ the spawns' bounty coins;
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* perfect consistent with the counted leaks; unit states only for the player's own units, within range.
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* perfect consistent with the counted leaks; unit states only for the player's own units, within range. `resolved` (the
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* HUD capsule's numerator) is kept as reported, clamped to the player's `total`; an absent one stays absent.
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* @returns {{ ok: true, result: object } | { ok: false, reason: string }}
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*/
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export function validateClientResult(spec, raw, { gd = null } = {}) {
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@@ -781,7 +790,10 @@ export function validateClientResult(spec, raw, { gd = null } = {}) {
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const p = raw.perPlayer[pid];
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if (!p || typeof p !== 'object') return bad('player');
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const own = B.players.get(pid);
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if (!Number.isInteger(p.killed) || !Number.isInteger(p.total) || p.killed < 0 || p.killed > p.total || p.total > B.maxTotal) return bad('counts');
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// `killed` counts every counted knock-out — a runtime split child / summon too — while `total` counts only the
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// enemies the round scheduled, so `killed ≤ total` no longer holds (PR #157 capsule semantics): bound it by
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// maxTotal (the spec's content-spawn allowance) instead, exactly like `total`
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if (!Number.isInteger(p.killed) || !Number.isInteger(p.total) || p.killed < 0 || p.killed > B.maxTotal || p.total > B.maxTotal) return bad('counts');
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const leaked = [];
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for (const l of Array.isArray(p.leaked) ? p.leaked : []) {
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if (!l || typeof l.enemyKey !== 'string') return bad('leak');
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@@ -820,7 +832,9 @@ export function validateClientResult(spec, raw, { gd = null } = {}) {
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leaked.push(e);
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}
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const countedLeaks = leaked.filter((l) => l.counted !== false).length;
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if (!bossLike && countedLeaks > p.total + B.spawnCount) return bad('leaks > total');
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// `total` is the round's own scheduled enemies; the leaks may include content-spawned children (a split / summon),
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// which the spec bounds by maxTotal (the same allowance `killed` is checked against above)
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if (!bossLike && countedLeaks > p.total + B.maxTotal) return bad('leaks > total');
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if (typeof p.perfect !== 'boolean' || p.perfect !== (countedLeaks === 0)) return bad('perfect');
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const layerGains = {};
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for (const [bondId, n] of Object.entries(p.layerGains || {})) {
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@@ -868,10 +882,18 @@ export function validateClientResult(spec, raw, { gd = null } = {}) {
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damageDealt: stat(p.damageDealt), bossDamage: stat(p.bossDamage), healingDone: stat(p.healingDone), deaths: Math.trunc(stat(p.deaths)),
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unitsEnd, unitStats,
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};
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// the HUD capsule's numerator: kept only when the client reported one (an absent value must stay absent — the
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// teammate UI then falls back to `killed`, never to a fabricated 0); clamped to the denominator
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if (Number.isInteger(p.resolved) && p.resolved >= 0) perPlayer[pid].resolved = Math.min(p.total, p.resolved);
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}
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if (coinsSum > B.bountyCoins + 1e-6) return bad('coins');
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const result = { time: raw.time, reason: raw.reason, perPlayer, killed: 0, total: 0, errors: Math.max(0, Math.trunc(Number(raw.errors) || 0)) };
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for (const pid of pids) { result.killed += perPlayer[pid].killed; result.total += perPlayer[pid].total; }
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for (const pid of pids) {
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result.killed += perPlayer[pid].killed;
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result.total += perPlayer[pid].total;
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result.resolved = (result.resolved ?? 0) + (Number.isInteger(perPlayer[pid].resolved) ? perPlayer[pid].resolved : 0);
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}
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if (pids.some((pid) => !Number.isInteger(perPlayer[pid].resolved))) delete result.resolved;
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if (spec.kind === 'unite' && Array.isArray(raw.unspawned)) {
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const unspawned = [];
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for (const u of raw.unspawned) {
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