feedback5 R2: docs and comments follow the split — DESIGN §2 and META list server/match/match/ and server/match/player/ (the classes: constructor + method install), research 09 / 11 name the new homes (Match.watch in match/watch.js, the settle in match/settle.js, the facing changes in player/placement.js / items.js), code comments that pointed at moved code say where it lives now (shared constants, client bandDraft / observe / result / hud / teamPanel / underframe / game-mock, test comments); .git-blame-ignore-revs lists the two pure-move commits. DESIGN §17–§23 history citations, the "before" column and the proposal of research 11, tools/build-data.mjs (Match.js still exports BAND_TURN_SECONDS) and public/js/ui/gameLogic.js (in the client stream R5) are left as they are

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sganggs committed 2026-10-05 17:18:22 +08:00
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@@ -10,7 +10,7 @@ export const MAX_SEATS = 4;
* Spectator seats of a co-op room (community report #26, owner's decision 2026-10-04) — a remake feature: the official
* room has 1–4 players and no spectator seat (there only eliminated players and 联防 bystanders watch, research 09 §3.1).
* A spectator never counts as a player, may not act, and watches like an eliminated player (server/lobby.js spectate,
* server/match/Match.js addSpectator).
* server/match/match/watch.js addSpectator).
*/
export const MAX_SPECTATORS = 2;
export const ROOM_CODE_LEN = 4;
@@ -79,8 +79,8 @@ export const SKILL_SUMMON_START_DEPLOY = true;
* `Torappu.Battle.AutoChessBattleConst.MAX_GARRISON_STACK = 999`, and its bond counter (`AddBondCount`) stores
* `min(L + n, 999)` — each bond stops at 999 on its own; the community reports bonds sitting at 999 while fed (巴哈姆特
* 12534 "每把都能999层", 12316 "999謝"; research 02 §layers). The only implementation of the cap (DESIGN §20.12). Every
* writer of a bond's layers goes through `layerGainRoom`: the prep-side gains (server/match/PlayerState.js addLayers —
* 特质, items, bands, 机变 cards, bonds), the settle of the in-battle gains (server/match/Match.js) and the live in-battle
* writer of a bond's layers goes through `layerGainRoom`: the prep-side gains (server/match/player/economy.js addLayers —
* 特质, items, bands, 机变 cards, bonds), the settle of the in-battle gains (server/match/match/settle.js) and the live in-battle
* copy (server/sim/battle/economy.js addLayers, as the client's AddBondCount) — and the dev tools' direct writes (tools/matchrun.mjs
* --layers, tools/balance.mjs applyBoard); a gain at the cap adds 0 (no onLayers, no 'layer'
* event), and the client-result check (server/match/fields.js) bounds a reported gain by the room left. Milestones paid