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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@@ -11,8 +11,8 @@
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// `carryState: { down: true }`: PRTS "部署完成后,将对应单位的生命比例、技力修改至与上一阶段结束时相同(召唤物仅修改技力,
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// 上一阶段为退场状态的干员强制退场)" — the sim deploys it with everyone and forces it out at once (constants.js
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// FORCED_EXIT), so it lies on its own tile with the redeploy ring and comes back like after any knock-out (user
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// playtest #5 item 2: it used to be left out and vanished). Its timer is its full redeploy time [ASSUMED: the
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// official 联防 setup carries only hp / tech per operator (research 09 §3 HelpBattleInfo), no timer]. Summons are fielded as the board has
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// playtest #5 item 2: it used to be left out and vanished). Its timer is its full redeploy time (the official 联防
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// setup carries only hp / tech per operator, research 09 §3 HelpBattleInfo; the user confirmed it restarts). Summons are fielded as the board has
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// them (a summon's own end state is not carried: unitsEnd lists operators only). Enemies = the union of every leaker's
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// counted leaks (same stats: the SpawnSpec mods travel with the leak), routed on the escaped template (`escaped_single`
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// for 1 helper, `escaped_multi` for 2): walkers on its `lrsldr` action, flyers on `yokai`, tokens on `gopro_2` /
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