feedback7 R22-FIELDS: an enemy whose route ends on a corner portal stays hidden 3 s inside it before it comes out of [5,10], like the explicit crossings of the same tiles (review of the #337 commit); golden: 7 fields, 4 matches — solo-NORMAL-1's Hidden Core still fails
The Grok review of fb7-fields (MEDIUM): portalPickup spliced DISAPPEAR and APPEAR with nothing between, so the enemy vanished on [1,3] / [1,17] and stood on [5,10] in the same tick, targetable at once, while the data's explicit crossings of the same tiles hide it: WAIT 3 s in 85 of the 95, 5 s in 9, 1 s in 1. portalPickup now splices a 3 s WAIT (PORTAL_WAIT, the modal explicit wait) between them; [ASSUMED] the 3 s, no source times this crossing. Docs: the SIM.md sentence and the portalPickup comment. Tests: test/sim/portal-appear.test.js — the two route-end tests record the test enemy's hidden spans: one crossing, entrance → [5,10], hidden 3 s (± a tick); both fail on the parent (0.000 s). 9/9. Golden (against the 0 s version; the rounds of every match unchanged): - matches solo-NORMAL-1 (Hidden Core boss_8 胄, act1autochess_h08_01_s): still failed — hiddenCleared false, team LP 0, 14 rounds — with the leader left at 63897 instead of 99894 (cleared with 26 LP in 0.2.1). The same course as with 0 s: the third vtsk, which leaked at the portal at 105 s in 0.2.1, comes out of [5,10] 3 s later, walks through the team's line and leaks at the door at 185.5 s (170.2 s before); 0–2 of the 8 operators stand between 100 and 320 s, the leader stalls near 108000 from 280 s, the overtime drain from 300 game s takes the 25 LP left by 350 s while the redeployed operators bring the leader to 63897 (notes trace-hidden*.mjs). - matches solo-HARD-1 (Hidden Core failed as before): pool left 2839368 → 2982555; solo-HARD-9-boosted (cleared): team LP 361 → 376 (383 in 0.2.1); coop2-NORMAL-14-standins (Final Assault lost as before): pool left 97588 → 108473. - fields boss-boss_2-solo (leader left 2763024 → 2757148), boss-boss_4-solo (3759921 → 3757752), boss-boss_6-pair (killed 6 → 5, one hllevi_2 still walking at the 200 s cap, both players still perfect; leader 6972383 → 6932482), boss-boss_6-solo (3904791 → 3907393), hidden-boss_8-pair (the vtsk that comes back near the cap is still inside the portal at 200 s: one appear fewer, the last snapshot hash), hidden-boss_8-solo (killed 8 → 6, leaks 10 → 12), hidden-boss_10-solo (killed 11 → 10, leader left 7323370 → 7333760). - unchanged by the wait: solo-FUNNY-2, coop2-ABYSS-10-boosted, the other fields, and the roster / bonds / standins / diy families.
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@@ -193,8 +193,8 @@ twins spell the `appear` out), so normalizeRoute re-inserts the exit `appear` ah
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walks the rest of its route hidden and leaks unseen (test/sim/portal-appear.test.js). A route that ENDS on an entrance
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(`tile_telin`; the boss / Hidden Core circuits end on [1,3] / [1,17]) does not leak there: the enemy vanishes, comes
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out of the far exit (`tile_telout`; both entrances feed [5,10], the pairing of every explicit `disappear`/`appear` pair
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of the data) and walks on to the blue door on the entrance's side, where it leaks (ai.js portalPickup; [ASSUMED] the
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pairing and no wait inside this portal).
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of the data) after 3 s hidden inside — the wait of the explicit crossings (85 of 95) — and walks on to the blue door
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on the entrance's side, where it leaks (ai.js portalPickup; [ASSUMED] the pairing and the 3 s).
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A `bounty` pays `coins` once, when the enemy really dies (not a knock-out it survives; a leak pays nothing), to
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`Battle._bountyPayee`: the player of the operator or summon that dealt the blow, if that player is in the battle; any
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