feedback1 integrate: WK bond popup and card chips include 变形同构体 wearers
# Conflicts: # docs/SIM.md # public/js/ui/bondStrip.js # public/js/ui/detailPanel.js # server/sim/snapshot.js
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@@ -475,6 +475,14 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
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the same tiles (`ui/gameLogic.js summonRange`), the bot plans inside them. Battle side: SIM.md §1.1 token pieces.
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* **Bonds**: bondsMeta.js (BOARD distinct, BOARD_AND_DECK, 绝技 elites, 调和 +1, 独行 downward, 助力 upper tiers,
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变形同构体 grants). Σ activated layers for the hidden core = Σ layers of active bonds at the boss round's prep end.
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**变形同构体** (变形者集群 "与特定装备一同装备时装备者将视为特定盟约成员", 缪尔赛思's 特质 hands it out): its wearer
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with a bond item (`giveBondId`, the 14 pairings of the item's official talent) is a member of that bond — counted like
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any member (on the board only: the 14 bonds are BOARD; one member per operator, normal and elite copies alike), and
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so in the battle input / battle, the views, and on the client: the bond popup lists it among the members (tagged
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同构, `gameLogic.bondMembers` / `grantedBonds`, the same rule as `pieceBonds`) and its card shows the granted bond
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chip; a teammate's units carry their item ids for that (UnitInfo `items`, `Match.prepFieldMeta`, SIM.md §9), and a
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card without an own piece (a teammate's unit, the card a 同构 row opens) lists those items read-only under 装备.
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Not covered [ASSUMED]: operator talents that test "【拉特兰】/【卡西米尔】/… 干员" in the kits read the record's bonds.
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**Layer cap** (research 11 §1; the client's `MAX_GARRISON_STACK` / `AddBondCount` = min(L + n, 999)): each bond's
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layers stop at `BOND_LAYER_CAP` = 999 (shared/constants.js; 0 / Infinity = off). Every writer clamps with
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`layerGainRoom` — `PlayerState.addLayers` (all prep-side gains: 特质, items, bands, 机变 cards, bonds; `ctx.addLayers`),
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