- the strip, its counts / layers / tiers and the bond popups show the player whose field or half is on screen, with an amber "👁 name" tag; live in-battle layers (runner bondLayers, ≤ 999) and the finished battle's gains until SETTLE - shared fields follow the ‹ › half's player; 全景 shows your own when you fight there, else the picked teammate [ASSUMED] - a card's bond chips and popups belong to the unit's owner; a teammate's popup lists their operators on the field - m.public players[].bonds for living players only; a reload while watching after the own battle returns to it - DESIGN §20.15, META, PLAYING; tests (unit, UI logic, 4 browser scenarios)
198 lines
8.8 KiB
JavaScript
198 lines
8.8 KiB
JavaScript
// server/match/bondsMeta.js — bond member counting, activation tiers and persistent layers (DESIGN §6.3,
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// research 02 §2.1–§2.2).
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//
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// Counting modes (data/bonds.json `countMode`):
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// BOARD distinct base chess (normal/elite of one operator count once) on the board carrying the bond
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// BOARD_AND_DECK BOARD + the hand (整备区; the 5 temporary slots do not count) — 远见 / 奇迹 / 投资人
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// BOARD_ALL_CHESS every elite (精锐) chess on the board, duplicates included — 绝技 (thresholdTemplate *_golden)
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// Membership = the chess's own `bonds` + bonds granted by 变形同构体 (an item with `canGiveBond`) worn together with
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// an item that has a `giveBondId` (research 02 §2.1).
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// Special rules:
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// 调和 (maniShip): while active, every CORE bond that already has ≥ 1 real member on the board gets count +1
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// (one +1 total, research 02 §2.1 [ASSUMED]).
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// 助力 (deputShip): tier 1 needs `thresholds[0]` distinct operators; the upper tiers count operators that differ
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// in name OR elite state (PRTS 修正).
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// 独行 (soloShip, count_threshold_downward): active iff 1 ≤ count ≤ maxCount (distinct 独行 operators).
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// Bonds in the mode's static inactive list (FUNNY) never activate and are omitted.
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// `tier` = number of thresholds reached (downward: 1 when active); `active = tier ≥ 1`.
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// Layers (`ps.layers[bondId]`) persist the whole match; they are reported for every bond but only matter while active.
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import { layerGainRoom } from '../../shared/constants.js';
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export const HARMONY_BOND = 'maniShip';
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export const DEPUTY_BOND = 'deputShip';
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/**
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* Bonds of a chess piece: own bonds ∪ bonds granted by 变形同构体 pairings.
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* @param {import('./gamedata.js').GameData} gd
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* @param {{ id: string, items?: Array<{ id: string }> }} piece
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* @returns {string[]}
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*/
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export function pieceBonds(gd, piece) {
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const c = gd.chess(piece.id);
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const out = c && Array.isArray(c.bonds) ? c.bonds.slice() : [];
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const items = Array.isArray(piece.items) ? piece.items : [];
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if (items.length >= 2) {
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const recs = items.map((it) => gd.item(it.id)).filter(Boolean);
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if (recs.some((r) => r.canGiveBond)) {
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for (const r of recs) {
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if (r.canGiveBond) continue;
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if (typeof r.giveBondId === 'string' && gd.bond(r.giveBondId) && !out.includes(r.giveBondId)) out.push(r.giveBondId);
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}
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}
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}
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return out;
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}
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/**
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* Compute every bond's state for a player.
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* @param {import('./gamedata.js').GameData} gd
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* @param {{ board: Map<string, any>, hand: Array<any>, layers: Record<string, number>, bondCountBonus?: Record<string, number> }} ps
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* @returns {Record<string, { count: number, active: boolean, tier: number, layers: number }>}
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*/
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export function computeBonds(gd, ps) {
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const boardChess = [];
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for (const p of ps.board.values()) if (p && p.kind === 'chess') boardChess.push(p);
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const handChess = ps.hand.filter((p) => p && p.kind === 'chess');
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/** bondId → Set(baseId) on board / hand; bondId → Set(baseId|golden) on board */
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const onBoard = new Map();
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const onBoardVariant = new Map();
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const inHand = new Map();
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const add = (m, bond, key) => { let s = m.get(bond); if (!s) m.set(bond, (s = new Set())); s.add(key); };
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for (const p of boardChess) {
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const base = gd.baseIdOf(p.id);
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const golden = gd.isGolden(p.id);
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for (const b of pieceBonds(gd, p)) { add(onBoard, b, base); add(onBoardVariant, b, `${base}|${golden ? 1 : 0}`); }
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}
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for (const p of handChess) {
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const base = gd.baseIdOf(p.id);
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for (const b of pieceBonds(gd, p)) add(inHand, b, base);
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}
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const goldenOnBoard = boardChess.filter((p) => gd.isGolden(p.id)).length;
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/** @type {Record<string, { count: number, active: boolean, tier: number, layers: number }>} */
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const out = {};
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const layersOf = (id) => {
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const v = ps.layers && ps.layers[id];
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return Number.isFinite(v) && v > 0 ? v : 0;
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};
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const bonus = ps.bondCountBonus || {};
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const bonusOf = (id) => (Number.isInteger(bonus[id]) ? bonus[id] : 0);
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// first pass: raw counts
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const raw = {};
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for (const id of gd.bondIds) {
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if (gd.modeInactiveBonds.has(id)) continue;
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const bond = gd.bond(id);
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let count;
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if (bond.countMode === 'BOARD_ALL_CHESS' || bond.thresholdTemplate === 'count_threshold_upward_golden') {
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count = goldenOnBoard;
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} else if (bond.countMode === 'BOARD_AND_DECK') {
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const s = new Set([...(onBoard.get(id) || []), ...(inHand.get(id) || [])]);
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count = s.size;
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} else {
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count = (onBoard.get(id) || new Set()).size;
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}
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raw[id] = Math.max(0, count + bonusOf(id));
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}
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// 调和: +1 to core bonds with ≥ 1 real board member while it is active
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const harmony = gd.bond(HARMONY_BOND);
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const harmonyActive = harmony && raw[HARMONY_BOND] != null && tierFor(harmony, raw[HARMONY_BOND]) >= 1;
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for (const id of Object.keys(raw)) {
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const bond = gd.bond(id);
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let count = raw[id];
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if (harmonyActive && bond.isCore && (onBoard.get(id)?.size ?? 0) >= 1) count += 1;
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let tier = tierFor(bond, count);
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if (id === DEPUTY_BOND && tier >= 1) {
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// upper tiers: operators differing in name OR elite state
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const variants = (onBoardVariant.get(id)?.size ?? 0) + bonusOf(id);
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const th = thresholdsOf(bond);
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let t = 1;
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for (let i = 1; i < th.length; i++) if (variants >= th[i]) t = i + 1;
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tier = t;
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}
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out[id] = { count, active: tier >= 1, tier, layers: layersOf(id) };
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}
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return out;
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}
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/** Ascending member-count thresholds of a bond (fallback: activeCount). */
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export function thresholdsOf(bond) {
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if (Array.isArray(bond.thresholds) && bond.thresholds.length) return bond.thresholds.filter((n) => Number.isFinite(n)).sort((a, b) => a - b);
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if (Number.isFinite(bond.activeCount)) return [bond.activeCount];
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return [2];
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}
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/** Tier for a member count (downward bonds: 1 while 1 ≤ count ≤ maxCount). */
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export function tierFor(bond, count) {
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const th = thresholdsOf(bond);
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if (bond.thresholdTemplate === 'count_threshold_downward') {
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const max = Number.isFinite(bond.maxCount) ? bond.maxCount : th[0];
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return count >= th[0] && count <= max ? 1 : 0;
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}
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let t = 0;
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for (const n of th) if (count >= n) t++;
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return t;
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}
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/** Σ layers over active bonds (hidden-core check, 不朽盟约 title). */
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export function activatedLayers(bonds) {
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let n = 0;
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for (const b of Object.values(bonds || {})) if (b.active) n += b.layers || 0;
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return n;
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}
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/**
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* View list for m.private / m.public: bonds with members or layers, active first, then layers desc, then data order.
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* @param {import('./gamedata.js').GameData} gd
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* @param {ReturnType<typeof computeBonds>} bonds
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* @param {{ full?: boolean }} [opts] full → include thresholds/countsHand (m.private)
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*/
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export function bondList(gd, bonds, { full = false } = {}) {
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const order = new Map(gd.bondIds.map((id, i) => [id, i]));
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const list = [];
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for (const [bondId, b] of Object.entries(bonds || {})) {
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if (!(b.count > 0 || b.layers > 0 || b.active)) continue;
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const e = { bondId, count: b.count, active: b.active, tier: b.tier, layers: b.layers };
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if (full) {
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const bond = gd.bond(bondId);
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e.thresholds = bond ? thresholdsOf(bond) : [];
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e.countsHand = !!(bond && bond.countMode === 'BOARD_AND_DECK');
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}
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list.push(e);
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}
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list.sort((a, b) => (b.active - a.active) || (b.layers - a.layers) || ((order.get(a.bondId) ?? 99) - (order.get(b.bondId) ?? 99)));
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return list;
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}
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/**
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* The bond states the views show (m.private / m.public players[].bonds, DESIGN §20.15): `bonds` with this round's
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* IN_BATTLE gains of a finished normal battle (`gains` = the result's layerGains, PlayerState.pendingLayerGains, set
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* when the COMBAT phase ends) added the way settle() will add them — at most up to BOND_LAYER_CAP — so the strip of a
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* player (and of a teammate watching him) keeps the layers his battle reached through the 联防 until the settlement
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* makes them persistent. `bonds` itself when there is nothing to add; the persistent state is never touched.
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* @param {ReturnType<typeof computeBonds>} bonds
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* @param {Record<string, number>|null|undefined} gains
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*/
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export function bondsWithGains(bonds, gains) {
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if (!gains || typeof gains !== 'object') return bonds;
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let out = null;
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for (const [id, n] of Object.entries(gains)) {
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const b = bonds && bonds[id];
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if (!b) continue;
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const add = layerGainRoom(b.layers, Math.floor(Number(n) || 0));
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if (!(add > 0)) continue;
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if (!out) out = { ...bonds };
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out[id] = { ...b, layers: (b.layers || 0) + add };
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}
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return out || bonds;
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}
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/** Snapshot for PlayerBattleInput.bonds: { [bondId]: { count, active, tier, layers } } (plain copy). */
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export function bondSnapshot(bonds) {
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const o = {};
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for (const [id, b] of Object.entries(bonds || {})) o[id] = { count: b.count, active: b.active, tier: b.tier, layers: b.layers };
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return o;
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}
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