feedback3 WF: a 联防 阿戈尔 who enters down keeps the revive slot their position earned (the forced exit is not a 击倒); helper order ranks the layers the combat reached; a 替身 switch is 禁疗, so a self-heal does not land
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@@ -27,6 +27,7 @@
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// re-enter) — the same 10 cap as a normal round.
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import { buildUniteWave } from './waves.js';
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import { layerGainRoom } from '../../shared/constants.js';
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/**
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* @param {import('./Match.js').Match} m
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@@ -69,16 +70,22 @@ export function planUnite(m, results) {
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/**
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* Helper metrics of a perfect player: units on the field (board operators, downed included), whether a bond is
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* active, Σ layers of the active bonds, operators still standing at the end of the player's own combat.
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* active, Σ layers of the active bonds as the 联防 battle will fight them (the persistent layers plus this round's
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* pending gains, capped like bondsView / settle — PRTS 以其阵地当前的状态; the official "层数最高" tie-break is marked 存疑),
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* operators still standing at the end of the player's own combat.
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*/
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export function helperStats(m, ps, results) {
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const units = ps.deployCount;
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let active = false;
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let layers = 0;
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const pending = ps.pendingLayerGains;
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for (const [id, b] of Object.entries(ps.bonds || {})) {
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if (!b || !b.active) continue;
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active = true;
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layers += Number(ps.layers && ps.layers[id]) || Number(b.layers) || 0;
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const stored = Number(ps.layers && ps.layers[id]) || Number(b.layers) || 0;
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const gain = pending && Number(pending[id]);
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const add = Number.isFinite(gain) && gain > 0 ? layerGainRoom(stored, Math.floor(gain)) : 0;
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layers += stored + add;
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}
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const r = results && typeof results.get === 'function' ? results.get(ps.playerId) : null;
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const opUids = new Set();
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