Playtest #5 follow-up: boss-field blowers show in the normal rounds; 联防 timer restart confirmed
- act2 m01: the boss field's row-6 blower machines stand under the bench in the normal and 联防 views again
(the user: "吹风机原版道中也该有"); the integration-QA filter (BOSS_WALL_ROW) is removed from the 3D and 2D
boards, so every device on a built tile is drawn in every view, as the workstream had it
- 联防: a knocked-out operator's redeploy timer restarting in full is confirmed by the user ("进联防复活时间确实是
重新算"); the [ASSUMED] tags in DESIGN §5.5 / §6.1 / §19.3, META §4 and unite.js say so
- DESIGN §19 intro / §19.7 and the docs-consistency assertions updated; 2595 unit tests, all render browser suites green
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@@ -442,8 +442,8 @@ enemies by slot class; helpers' operators carry
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`{ hpPct, sp, skillActive }` from `unitsEnd` ("阵地以其当前状态"); an operator knocked out at the end of the helper's own
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combat carries `{ down: true }` (PRTS 卫戍协议/帮助: "部署完成后…上一阶段为退场状态的干员强制退场"): deployed, then forced out
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at once, it lies on its tile with the redeploy ring and redeploys like after any knock-out (docs/SIM.md §1.1; user
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playtest #5 item 2 — it used to stay out and vanish); its timer is its full redeploy time [ASSUMED: the official setup
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carries only hp / tech per operator], with the redeploy-time effects that start with the battle (机变 征召); summons are
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playtest #5 item 2 — it used to stay out and vanish); its timer is its full redeploy time (the official setup carries
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only hp / tech per operator; confirmed by the user), with the redeploy-time effects that start with the battle (机变 征召); summons are
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fielded as the board has them; `flags.layerGainsEnabled = false`; time limit = the round's combat limit.
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Every enemy still alive at the end (leaked again, or never spawned before the limit) costs its **source** player 1 LP.
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A client-run 联防 result may bill a survivor only to a leaker who sent that enemy in — a split / summon only to a leaker
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