feedback5 WE: the 整备区 rules of PRTS 卫戍协议/帮助 §手牌区 (GitHub #82, second part) — a full regular hand refuses every purchase and reward pick, also one whose copy would complete a merge at once ("当常规手牌区全满无空位时,玩家将无法执行使手牌溢出的操作" — "例如招募/购入等通常情况下会增加手牌的操作"; BWIKI 盟约 says the same with no exception; the reporter checked it in the official game), and a free regular slot pulls the 临时整备区 in at once ("常规手牌区出现空位时自动移入"): PlayerState._fillHandFromTemp runs in every recompute, the temp row right to left (the order it fills, [ASSUMED]) into the hand's free slots right to left — after a sale, a deployment from the hand, a merge that consumed hand copies, an item equipped / destroyed / used, a summon stack removed with its owner. invariants.js: temp holds pieces only while the hand is full. The client's refusal path follows (gameLogic.shopBlockReason: 整备区已满 on every card — a one-line change in a file the R5 split moves). Bots: a full hand never tries a purchase, an affordable third copy of a held pair sheds the weakest hand single first (never one of this prep), resolveTemp decides temp right to left. Tests: test/match/feedback5-hand.test.js; merge / hardening / playtest6-elite-to-board / economy / prep-bench / uiFixes updated to the rule. Docs: META §1 Hand, DESIGN §6, PLAYING §3, research 00-INDEX / 01 (the old "a merge-completing purchase is allowed" corrected). Golden: 3 match scenarios moved (coop2-NORMAL-3, solo-HARD-9-boosted, coop2-ABYSS-10-boosted — bot seats that reached a full hand: the merge-completing purchase refused or a single shed first, temp pieces moving in by themselves); every battle digest unchanged

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@@ -386,7 +386,7 @@ Summons (§20.1): an operator on the board sends its manually deployable summons
Equipment (research 04 §2 + addendum, 09 §1.2): 2 slots per chess; a third item on a full carrier replaces the equipped item `replaceUid` names (the replace dialog's pick, official `UseEquipUp.unloadInstId`; absent ⇒ the oldest; a uid not equipped on the target ⇒ `BAD_TARGET`, nothing changes) and the replaced item is destroyed. Equipped items are otherwise **locked**: `destroy` (销毁) accepts hand / temp items only (`BAD_TARGET 'equipped items are locked'`); equipment goes back to the hand only when its carrier merges, is sold, or is destroyed by 突变细胞's transformation (the cell itself returns too; PRTS 帮助 "在失去该干员(干员出售、销毁、合并等)…时自动卸除", §21.1) — a sale is refused with `HAND_FULL` when there is no room for it; returned equipment is stowed before the operator a transformation gains and before a merge elite's summon cards, and every path that hands the player an item — returned equipment included — ends with the auto-merge, so no player holds two identical mergeable normal items (§21.7).
Economy/shop/pool/merge/hand rules: exactly as research 00-INDEX §3–§4 (income `min(3+r,12)`; prices by tier; refresh 1; freeze toggles all; sell +1; items not sellable; upgrade prices per mode with −1/round; shared pool copies 12/14/18/16/8/5 (缪尔赛思 4) across all players; elite = 3 copies; odds = copy-weighted draw over unbanned visible chess with tier ≤ level; merge 3 (风丸 2) → elite onto the consumed deployed copy's tile, else to the hand (§20.11) + reward offer of 3 **different** free chess of tier `min(level+1, 6)` (copy-weighted; a tier short of different chess tops up from the tier below [ASSUMED], §20.6); purchase completing a merge allowed with full hand; full hand blocks buy; overflow to temp; temp blocks ready).
Economy/shop/pool/merge/hand rules: exactly as research 00-INDEX §3–§4 (income `min(3+r,12)`; prices by tier; refresh 1; freeze toggles all; sell +1; items not sellable; upgrade prices per mode with −1/round; shared pool copies 12/14/18/16/8/5 (缪尔赛思 4) across all players; elite = 3 copies; odds = copy-weighted draw over unbanned visible chess with tier ≤ level; merge 3 (风丸 2) → elite onto the consumed deployed copy's tile, else to the hand (§20.11) + reward offer of 3 **different** free chess of tier `min(level+1, 6)` (copy-weighted; a tier short of different chess tops up from the tier below [ASSUMED], §20.6); full hand blocks every buy / reward pick, a merge-completing one too (PRTS 卫戍协议/帮助 §手牌区, GitHub #82); overflow to temp; a free hand slot pulls the temp pieces back in at once, right → left (`PlayerState._fillHandFromTemp`); temp blocks ready).
**Temp overflow (临时整备区, row 8; user playtest #3 item 3).** Passive gains that find the hand full (merge elites, grants — the operator a 突变细胞 transformation gains included, §21.1 —, battle-result rewards, equipment returned by a merged / sold / transformed carrier) overflow into the 5 temp slots, and Ready is refused while any is occupied (official "直到溢出情况排除才可开始进行作战"). A temp piece is resolved — a chess sold back to the pool with its summons removed, items destroyed, a summon stack removed (it comes back at the next round start, PRTS "干员所属召唤物会于下一回合返还", §20.1) — only at the deadline of the **first prep in which its player could act on it** (`PlayerState.tempDue(piece)` vs `prepsEnded`; every write into a temp slot goes through `_putTemp`, which records it): a piece that arrived during a prep before Ready is due at that prep's end; one that arrived after Ready or during the `<休整期结束时>` effects, or outside PREP (COMBAT, 联防, SETTLE — battle-result grants, a SETTLE merge's elite, returned equipment —, the next ROUND_START, 机变) is kept, visible and usable (move to a free hand slot, place, equip, use, destroy, sell) through the **next** prep. Un-readying (`setReady(false)`) makes whatever arrived while ready due at the current prep. ROUND_START no longer wipes temp (it used to destroy what SETTLE had put there before the player ever saw it). A merge's elite whose merge consumed a deployed copy takes that copy's tile and facing (§20.11); otherwise it goes to the hand, overflowing into temp (also outside PREP). `server/match/audit.js` (`tools/matchrun.mjs --check`) tracks the arrivals itself and flags any temp piece that outlives its due prep. The UI frames the row on the board with the rule (§17.5).
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@@ -407,8 +407,8 @@ Writes (all validated, never throw on bad input, never make funds / pools negati
|---|---|
| `addFunds(n, reason?)` / `addPendingFunds(n)` / `spendFunds(n)` | funds now / at the next round start / pay (false when short) |
| `addLayers(bondId, n, { requireActive })` | layer gain (`requireActive` = "使已激活的…"); returns layers added — at most the room left under `BOND_LAYER_CAP` (999, shared/constants.js `layerGainRoom`; the battle gains merged at SETTLE too); fires onLayers unless it added 0 |
| `grantChess(id, { toTemp, golden, requirePool=true, fromPool=true })` | acquire a chess (takes pool copies; with `requirePool` a pool chess with no copy left fails → `null`); merges; fires onGain |
| `grantItem(id, { toTemp })` | acquire an item (merges with an identical normal item) |
| `grantChess(id, { toTemp, golden, requirePool=true, fromPool=true })` | acquire a chess (takes pool copies; with `requirePool` a pool chess with no copy left fails → `null`); merges; fires onGain. `toTemp` puts it into temp, but a free hand slot pulls it in at the next recompute (temp holds overflow only, `PlayerState._fillHandFromTemp`) |
| `grantItem(id, { toTemp })` | acquire an item (merges with an identical normal item); `toTemp` as for grantChess |
| `rollChess({ maxTier, tier, bond, filter })` / `rollItem({ pool, tier, maxTier })` | copy-weighted chess id from the shared pool / item id (choices.json pools) |
| `grantFreeRefresh(n)` | free refreshes (stack) |
| `modifyPrice(delta)` / `setPrice(v)` | onPrice only: edit `ev.price` |
@@ -508,9 +508,14 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
* **Pool**: copies 12/14/18/16/8/5 (缪尔赛思 4); a normal piece holds 1 copy, an elite 3; displays never reserve copies;
selling, temp resolution and elimination return exactly what a piece holds (`left + held = cap` always).
* **Hand**: 10 slots filled right→left, 5 temp slots for passive overflow (merge results, grants, returned equipment);
a full hand refuses buys unless the purchase completes a merge, and withdrawals unless the withdrawn summoner's own
summon stack frees a slot (a deployed summon withdrawn with no stack of its own left to join is a new card: `HAND_FULL`,
never temp); temp blocks Ready. A temp piece is resolved (chess sold back to the pool, items destroyed, a summon stack
a full hand refuses every buy and reward pick — also one whose copy would complete a merge at once (PRTS
卫戍协议/帮助 §手牌区 "例如招募/购入等通常情况下会增加手牌的操作"; GitHub #82) — and withdrawals unless the withdrawn
summoner's own summon stack frees a slot (a deployed summon withdrawn with no stack of its own left to join is a new
card: `HAND_FULL`, never temp). A free hand slot pulls the temp pieces in at once ("常规手牌区出现空位时自动移入"):
`PlayerState._fillHandFromTemp` at every recompute, the temp row right → left (the order it fills, [ASSUMED]) into the
hand's free slots right → left — after a sale, a deployment, a merge that consumed hand copies, an item equipped /
destroyed / used, a summon stack removed with its owner; so temp holds pieces only while the hand is full
(`invariants.js`). Temp blocks Ready. A temp piece is resolved (chess sold back to the pool, items destroyed, a summon stack
removed — it comes back at the next round start, see Summons) at the deadline of the first prep in which its player could act on it (`PlayerState.tempDue` vs
`prepsEnded`, recorded by `_putTemp`, user playtest #3): arrived during a prep before Ready → that prep's end; after
Ready, during onPrepEnd, or outside PREP (COMBAT, 联防, SETTLE, ROUND_START, 机变) → the end of the NEXT prep, so it
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@@ -54,7 +54,7 @@
- **购买点两次**:第一次点商店卡片只选中(卡片抬起并打开详情,底部出现「确认购买 · 再次点击」),再点这张卡片的**任意位置**(包括金色的确认条)才购买;点别处或按 Esc 取消。升级调度中心、晋升奖励同样两次;策略或装备带来的免费挑选(如凯瑟琳【定向投放】升级后刷新的 3 件装备、娜仁图亚【见者有份】的 2 件装备、寻呼模块的 3 名干员)也一样出现在商店卡片的位置,左侧标题写着它的来源,装备显示为装备卡(图标、名称、说明、FREE),选 1 个免费获得;同时有多个免费挑选时依次出现,标题下和「稍后」后的提示按钮会写还有几项(如「+1」)。不能购买时(例如已准备就绪)点卡片只打开详情。
- **公共卡池**(同盟):每名干员的副本数有限,I–VI 阶分别 12 / 14 / 18 / 16 / 8 / 5 份,所有玩家共用;持有的干员(棋盘 + 整备区)占用副本,商店里展示的不占用。一名干员被大家拿光后就刷不出来了;淘汰玩家的干员会还回卡池。
- **位置上限**:棋盘最多部署 **8** 名;整备区 **10** 格;整备区满时新获得的单位(合成的精锐、奖励、退回的装备等)进入**临时整备区**(整备区前面的 5 格)。临时整备区有单位时**不能准备就绪**,棋盘上会用红色虚线框标出这一排并说明规则:把它们放进整备区或战场、配发或使用,或者出售 / 销毁。休整期中进入临时整备区的单位,若到**本休整期结束**时仍留在那里就会被自动处理(干员返还卡池、装备销毁);作战、结算期间或准备就绪之后才进入的(例如战斗奖励、结算时合成的精锐),会保留到**下一个休整期**结束,你一定有机会处理它们。
- **位置上限**:棋盘最多部署 **8** 名;整备区 **10** 格。整备区满时**不能购买或领取**任何干员、装备(包括能凑齐 3 名合成精锐的那一张,和官方一样),先出售、部署或配发腾出格子;新获得的单位(合成的精锐、奖励、退回的装备等)进入**临时整备区**(整备区前面的 5 格),整备区一空出格子,临时整备区的单位就**自动补进去**(从右往左)。临时整备区有单位时**不能准备就绪**,棋盘上会用红色虚线框标出这一排并说明规则:把它们放进整备区或战场、配发或使用,或者出售 / 销毁。休整期中进入临时整备区的单位,若到**本休整期结束**时仍留在那里就会被自动处理(干员返还卡池、装备销毁);作战、结算期间或准备就绪之后才进入的(例如战斗奖励、结算时合成的精锐),会保留到**下一个休整期**结束,你一定有机会处理它们。
- **晋升精锐**:3 名同名干员(无论是否部署)自动合成**精锐**(等级、技能、模组大幅提升;风丸只需 2 名),精锐不会再合成。如果被合成的干员里有**已经部署在战场上**的,精锐会直接出现在**那名干员的位置**(保持原来的朝向,不多占部署位;有两三名都在场上时,取最先部署的那名——最左一列优先,同一列从上到下);否则精锐进入整备区(满了进入临时整备区)。原先配发的装备都退回整备区,需要重新配发;被合成干员的召唤物随之移除,场上的精锐会把自己的召唤物送进整备区。点选一张能合成的商店卡片时,精锐将出现的那一格会亮起金色边框,同时打开的详情卡里也会写明去向(「可晋升:精锐干员将出现在作战区原位置 / 将进入整备区」;详情卡会自动停靠在不遮挡这一格的一侧)。在回合开始或结算时因策略、奖励等完成的合成,精锐出现时同样会播放金色的晋升特效。
- **晋级奖励**:每次晋升后获得一次特殊招募:从 3 名 **高一阶**(最高 VI)、**互不相同**的随机干员中**免费**挑 1 名(该阶剩余干员不足 3 名时由低一阶补足)。它不能刷新、不能冻结、本回合结束失效。
- 每回合商店会自动刷新未冻结的格子。
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@@ -73,7 +73,7 @@ Boss rounds: the battle continues past the timer. Merged team LP drains **1/s af
The visible chess per tier are 16/17/19/22/19/19. The item slot uses the same tier shares, then picks uniformly within the tier [ASSUMED].
**Merge:** 3 copies of the same chess (board or hand) merge into 1 elite (`_b`), sent to the **hand** — or, when a consumed copy was deployed, to **that copy's board position** (PRTS 卫戍协议/帮助 "若消耗已部署至作战区的干员,则发送至作战区对应位置"; 01 A1 row 7). 风丸 needs 2. Elites never merge. The equipment of the merged copies returns to the hand. Reward: the shop temporarily shows 3 operators of tier min(shopLv+1, 6) at price **0**; take 1; no refresh or freeze; gone at round end. A purchase that completes a merge is allowed with a full hand. [VERIFIED]
**Merge:** 3 copies of the same chess (board or hand) merge into 1 elite (`_b`), sent to the **hand** — or, when a consumed copy was deployed, to **that copy's board position** (PRTS 卫戍协议/帮助 "若消耗已部署至作战区的干员,则发送至作战区对应位置"; 01 A1 row 7). 风丸 needs 2. Elites never merge. The equipment of the merged copies returns to the hand. Reward: the shop temporarily shows 3 operators of tier min(shopLv+1, 6) at price **0**; take 1; no refresh or freeze; gone at round end. A full regular hand refuses every purchase, also one that would complete a merge (PRTS 卫戍协议/帮助 §手牌区 "例如招募/购入等通常情况下会增加手牌的操作"; corrected in 0.2.0, GitHub #82 — this line used to allow it). [VERIFIED]
## 4. Board, hand, combat
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@@ -841,7 +841,7 @@ Local copies are in `scratchpad/gd/extra/critic/` (`bw_盟约.txt`, `bw_sweep.tx
| 4.1 | round-start auto refresh [ASSUMED] | Confirmed: "进入此阶段时,触发<进入休整期时>的效果,分配一定资金,刷新调度中心未被冻结的位置". Income is granted **before** the 机变 phase: funds are visible behind every 机变 overlay screenshot. | VERIFIED |
| 4.2 / 14 | freeze per slot [ASSUMED] | **One 冻结 button freezes ALL unsold slots**, operators and item: "【冻结】会将当前整备区的全部未售出栏位冻结,将其保留至下一回合。点击【解冻】可以解除该操作". The freeze is consumed at the next round start. In the official intro, frozen cards reappear in R3 and the button reads 冻结 again. A manual refresh is allowed while frozen (tip 4) and rerolls every slot, frozen ones included (2024 rule "重新调配包括冻结中的所有干员和道具"). Keep a per-slot `frozen` flag internally, because 梓兰 freezes one card. | VERIFIED |
| new | – | At **combat start, all unfrozen shop contents are cleared** ("进入作战期后,栏上若未处于冻结状态则清空全部物资"). | VERIFIED |
| 4.2 / 8 | bench 10 + temp area | **Hand (手牌区/整备区) = 10 regular + 5 temporary slots**, shared by operators, **items** and hand-deployable **summons**. Several summons of one owner stack into 1 slot; summons of different owners don't stack.<br>When the regular hand is full, every action that would add a card is refused: buy, and withdraw from the board. Exception: a purchase that completes a 3-merge nets −1 card, so allow it.<br>Passive gains (merge result, band/trait/item grants, items returned by promotion) overflow into the temp slots. **While temp is non-empty the player cannot start combat.** Temp is wiped when the next phase starts.<br>A board↔hand swap is allowed even with a full hand. Cards fill hand slots **right→left**. | VERIFIED |
| 4.2 / 8 | bench 10 + temp area | **Hand (手牌区/整备区) = 10 regular + 5 temporary slots**, shared by operators, **items** and hand-deployable **summons**. Several summons of one owner stack into 1 slot; summons of different owners don't stack.<br>When the regular hand is full, every action that would add a card is refused: buy (also one that would complete a 3-merge — PRTS "例如招募/购入等通常情况下会增加手牌的操作"; GitHub #82 corrected the old exception), and withdraw from the board.<br>Passive gains (merge result, band/trait/item grants, items returned by promotion) overflow into the temp slots, and move into a regular slot as soon as one is free ("常规手牌区出现空位时自动移入"). **While temp is non-empty the player cannot start combat.** Temp is wiped when the next phase starts.<br>A board↔hand swap is allowed even with a full hand. Cards fill hand slots **right→left**. | VERIFIED |
| 5.2 | – | **Items cannot be sold** ("多余的装备无法进行出售,可以销毁"). They can only be destroyed for 0 funds. Operators sell for 1 from board or hand. | VERIFIED |
| 7 | promotion reward [COMM] | Confirmed (PRTS 帮助, BWIKI, official intro). On acquiring the 3rd copy:<br>1. The 3rd copy is not created, and the 2 owned copies are destroyed wherever they are.<br>2. **1 elite goes to the hand — or, when a consumed copy was deployed, to that copy's board position** (PRTS 帮助 "发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员,则发送至作战区对应位置)"; the user confirmed it first-hand after playtest #6 — this row used to read "not to a board tile", a misreading of the same sentence). Their equipment returns to the hand ("干员晋级后已配发装备会回收至整备区,需要重新配置"). [ASSUMED] where the text is silent: with two or three deployed copies the elite takes the tile of the one that deploys first (the left column first, top to bottom — the official deploy order, §4.3) with its facing; the copies' summons leave and the elite's own summon card joins the hand (§战斗部署 "如果部署的干员拥有可手动部署的附属召唤物,则该召唤物会立刻加入手牌区"); the deploy count never grows. A 突变细胞 carrier is destroyed before its new operator is gained (official footage, DESIGN §21.1), so a merge that operator completes never uses the carrier's tile.<br>3. The shop then temporarily shows **3 operators of tier min(shopLevel+1, 6) at price 0**. The official intro shows "II 0 ×3" after a tier-I merge at L1 and "III 0 ×3" at L2.<br>4. The player takes **1**. The offer cannot be refreshed or frozen and expires at round end. | VERIFIED (elite to the copy's board position: PRTS + the user); the tile among several deployed copies ASSUMED |
| 2 | BAND_CHECK "3 random + reroll" [ASSUMED] | **All unlocked bands are shown.** In co-op, players pick **one at a time in a random order** shown on the left ("以随机顺序进行策略轮选"). Each co-op player may **skip once**. The step lasts 50 s; on timeout the band is 华法琳. **Duplicates are allowed:** the official illustration shows 2 teammates' picks still un-greyed in the grid. [ASSUMED] 12 s per turn inside the 50 s step. | VERIFIED except the per-turn timer |