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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@@ -135,11 +135,17 @@ export class BattleDeploy {
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this._unblock(unit);
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this._enemiesDirty = true;
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if (reason === 'killed') {
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const pp = this._pp(unit.ownerId);
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if (unit.counted) {
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this.killed++;
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const pp = this._pp(unit.ownerId);
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if (pp) pp.killed++;
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}
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// the HUD capsule's numerator (DESIGN §14): only the enemies the stage itself scheduled (`inTotal`) — a split
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// child / summon / part knocked down here is no 已解决 of the stage's own list and moves the capsule not at all
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if (unit.inTotal) {
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this.killedInTotal++;
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if (pp) pp.killedInTotal++;
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}
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if (killer) killer.stats.kills++;
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if (unit.bounty && unit.bounty.coins > 0) this.addCoins(this._bountyPayee(unit, killer), unit.bounty.coins);
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}
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@@ -252,5 +258,12 @@ export class BattleDeploy {
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if (e.counted || e.isBoss) pp.perfect = false;
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}
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if (e.counted) this.leakedCount++;
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// the HUD capsule's leak counter (DESIGN §14): only the stage's own enemies (`inTotal`) — a leaked split child or
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// summon still costs LP through `counted`/`leakedCount` and still breaks 完美作战, but it is no 漏掉 of the stage's
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// own list, so the capsule's numerator does not move for it
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if (e.inTotal) {
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this.leakedInTotal++;
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if (pp) pp.leakedInTotal++;
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}
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}
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}
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