feedback1 integrate: bot reconciled with the merged rules
- plans each unit with the range it is deployed with (loadoutRecord attackRangeGrid, the grid of the server's summonRange and the card) - an attack on every enemy in range (阵法术师 / 轰击术师 rangeAoe) counts double in its DPS value, splash and chain a little - botbench seeds 1-40 before/after and the decision time (unchanged) in BALANCE.md
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@@ -200,7 +200,8 @@ over the remaining pool; an elite also brings the merge's free pick of the next
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freezes the shop for the next round (freeze is free). Purchase scores: merge progress > bond thresholds > role needs
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(2 blockers, anti-air when the wave flies, ≤ 2 healers) > tier, the 特质 that keep adding layers, and armour fit (the
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share of a dealer's damage that gets through the round's DEF / RES — `mitigate` of the sim per hit, HP-weighted over
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the wave). The deployed set maximizes unit value + activated bond tiers (exact counting via `computeBonds`; every
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the wave; an attack on every enemy in range counts ×2 — 阵法术师 / 轰击术师, `rangeAoe` since 0.1.1 —, a splash ×1.3, a
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chain ×1.4 [ASSUMED], `CROWD`). The deployed set maximizes unit value + activated bond tiers (exact counting via `computeBonds`; every
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deployed focus member counts toward the next threshold). Items by what they do: equipment on the strongest deployed
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damage dealers (survival items on blockers first, bond signature items on a member), 信标 on a bench single (never the
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lineup when a bench single exists), 拟态物质 on a pair, 博士投影 (both qualities — neither takes an elite) on the strongest
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@@ -219,8 +220,10 @@ minus expected LP loss and takes one it is unlikely to beat only when nothing be
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is large (in co-op 绝境 most remaining bounty leaks come from drafts with no beatable card at all); tactic cards by what
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they act on (a 盟誓 / 驰援 card on its bonds, 升华, …). Placement uses the round's enemy preview: every route is traced
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over the own board (ground: the stage's device-aware ground paths; flyers: through their checkpoints) and weighted by
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its enemies; an exposure model (time on each tile × DPS against the round's armour of the units covering it, blocker
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hold time, anti-air only on flying routes) is maximized greedily (blockers, then damage dealers, then healers); a
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its enemies; an exposure model (time on each tile × DPS against the round's armour of the units covering it — each
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unit's cover is the range it is deployed with under the player's loadout, `rangeRec` = `attackRangeGrid`, the grid the
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server's `summonRange` and the card use —, blocker hold time, anti-air only on flying routes) is maximized greedily
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(blockers, then damage dealers, then healers) over the server's deploy map (no 深水区, PlayerState.deployMap); a
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tactician's 援军 goes on a tile of the tactician's attack range (`PlayerState.summonRange`, the server's own rule; player
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report #9 after 0.1.0), and a tile the server's `g.move` refuses is skipped for the next best one (the planner reads
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`board.js legalTiles` on the deploy map; `g.move` is the judge). Boss
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