Hit tiles: positions round half to even (PRTS 作战机制); enemies held just inside the field edge
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@@ -541,7 +541,7 @@ returns their current `weight` (including modifiers). The same tick's count and
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list and budget (DESIGN §28.27); this is local to the kit, not a change to general displacement.
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**Hit areas (`body.js`, user playtest #5 item 10).** A regular enemy is a point: in a grid range when the tile of its
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position (`round(y)`, `round(x)`) is a range tile, in a radius when its position is (DESIGN §3). A huge enemy (巨型单位:
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position (`roundHalfEven(y)`, `roundHalfEven(x)` — PRTS 作战机制 "四舍六入五成双"; `Math.round` would take 2.5 to 3) is a range tile, in a radius when its position is (DESIGN §3). A huge enemy (巨型单位:
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`enemy.hitArea` from data/enemies.json `hitArea` — 假想敌:胄 / 管 / 盐风主教昆图斯 / 阿利斯泰尔 / “萨米的意志”, PRTS
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"受击判定区域为长4.95、宽2.95的长方形,向上偏移1.0") is hit anywhere on a rectangle `w` × `h` tiles centred on its position
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moved `dx` columns right / `dy` rows up: it occupies every tile the rectangle overlaps (`bodyKeys` — 5 × 3 tiles; PRTS
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