- Reproduced (scratchpad scripts): on its own field a bounty enemy the 活性源石 alone burns to death pays its
owner — on this tree and on v0.1.4 (all 96 walking kill-bounty enemies, 战场#04, no operator: 0 unpaid). The
loss is in 联防: a leaked bounty enemy re-enters with `bounty.ownerPlayerId` = the leaker (unite.js
planUnite), who has no per-player entry in that battle. A death without an operator killer fell back to that
owner, and Battle.addCoins dropped the coins. Until 0.1.3 the 联防 field was the round's map, so 战场#04's
活性源石 burned leaked bounty enemies for nothing — the report; since then the 联防 maps have no terrain, but a
无来源 tick, the enemy's own drain or another enemy's hit still paid nobody.
- Official: PRTS 卫戍协议:盟约 决策 "该敌人于对应玩家所属区域倒下时,使相应玩家获得额外资金"; the bounty pays whenever the
body dies (the owner's decision, relayed 2026-10-06; 0.1.1 "paid once, at the final death"). No PRTS exception
for 环境伤害.
- Now: Battle._bountyPayee (battle/economy.js): an operator or summon of a player in the battle that dealt the
blow pays its player (as before, 联防 helpers included); any other death pays the card's owner when that player
fights there (own field, Final Assault / Hidden Core — unchanged), else the player whose half of the field the
enemy fell on (Battle._ownerForTile) [ASSUMED for 联防: no source names the payee of a death nobody caused there].
- Docs: SIM.md §1.2, META.md SETTLE, PLAYING.md (联防 rules), unite.js header.
- Tests: test/sim/feedback5-bounty-payee.test.js — the 联防 case (one helper; two helpers by half; killed by
nobody, 无来源 terrain damage, another enemy, its own HP loss) fails on the parent; pinned: the own-field
活性源石 death, a helper's operator on the other half, a pair boss field. Golden unchanged.
- 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
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
every browser suite green; dev recordings regenerated