feedback5 CB4: a 突袭 member lands only on its own player's board — never the boss field's hand / 临时整备区 rows, never the other half of a 联防 or boss field (community reports of 2026-10-06, items 40 and 16.3)

Cause: raidTile took any standable tile of the battle rect; BOSS_RECT holds rows 0-1 (tile_achand, buildable high
ground) and UNITE_RECT both halves of the 联防 map. Battle.onOwnBoard(ps, r, c) maps the board region (rows 9-12,
cols 2-10) onto the field as mapTile maps the pieces; raidTile takes only those tiles.

Golden: 8 scenarios, each with members that landed on the partner's half on the parent (checked instrumented):
fields boss-boss_2/3/4/5/6-pair, hidden-boss_8/10-pair; matches coop2-ABYSS-10-boosted (ai_0 on the right half).
Tests: test/sim/feedback5-raid-own-board.test.js (4, fail on the parent). Docs: DESIGN §25.18.1, docs/SIM.md.
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@@ -826,6 +826,7 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
| `addLayers(playerId, bondId, n, reason, {source})`, `addCoins(playerId, n)` | layers are a no-op when `flags.layerGainsEnabled` is false (unite/boss); a gain adds at most the room left under `BOND_LAYER_CAP` (999, shared/constants.js `layerGainRoom`: the client's `AddBondCount` min(L + n, 999)) on the live copy — or, without one, on the battle's own gains — and returns what it added (0 at the cap: no hook, no event) |
| `getPlayer(playerId)` | `{ playerId, seat, side, colOffset, mirror, dir (default unit direction: RIGHT, mirrored side LEFT), facing (its sign), bonds (live copy, layers updated by addLayers), bandId, playerEffects, lpForBoss, dp, units }` |
| `mapTile(ps, row, col, abs?)` / `mapDir(ps, dir, abs?)` | board → field tile / direction of a player (the FA right-side mirror) |
| `onOwnBoard(ps, r, c)` | whether a field tile lies on the player's own board — GEO.FIELD (rows 9–12, cols 2–10) mapped onto this field: the 联防 right-hand helper's +8 columns, the boss field's rows 2–5 (never its hand / 临时整备区 rows 0–1), the mirrored right half; the 突袭 landing takes only such tiles (DESIGN §25.18) |
| `addDp(playerId, n)`, `retreat(unit, {reason, permanent, dying})`, `relocate(unit, r, c)` | `relocate` only changes the tile (state kept, no event) |
| `moveRedeploy(unit, r, c, { clearSp })` | a 【移动】 (PRTS 术语释义: "不退场,以当前血量在目标位置部署", a special retreat + redeploy): `relocate`'s checks (false = refused, nothing changed), then a new deployment (`deploySeq` / `aggroSeq` / `deployedAt`) and `deploy {initial:false, move:true}` (deploy effects fire again); no `die` / `death`, timer or cost (不屈 / 阿戈尔's revive never see it); HP, buffs and a running skill are kept (owner's deviation, DESIGN §22.3); `clearSp` empties the SP before the deploy handlers run — 乌尔比安 S3's move (kits/ops/chess_char_5_05-ulpia.js) and 【返回】 (`clearSp`; also the 从不混淆的方向 fallback, content/tokens.js) |
| `redeploy(unit, { free=true, tile, keepSp })` | immediate (re)deployment of a dead/retreated ally (full HP, `deploy {initial:false}`); `free: false` pays `base.cost` DP (refused without it); without `tile` it lands on the unit's rest tile (`restTile`: where a knocked-out operator lies, else home); `tile: [r, c]` lands on that tile once (home unchanged; refused when off-rect, occupied or a knocked-out operator's tile, no fallback); `keepSp` keeps SP/charges (保留技力), restored before `deploy` fires — 突袭 raids, 阿戈尔 / 不屈 revives where the unit lies |
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@@ -25,7 +25,9 @@ settled (泥岩's 闭锁; 忍冬, 深靛, 阿) → §25.11; release packaging an
with no Spine model) → §25.12; round 18 — 拟态物质 at the copy cap (GitHub #207), 华法琳's 7 / 14 (GitHub #175, PR #192),
a merged elite 拉普兰德 as a new one (GitHub #169), the leader pool per player alive (PR #209), the flying lift and two
model quirks (PR #211) → §25.13; the community reports of 2026-10-06 (the 孤岛风云 prisoners drawn freed, 忍冬's trigger, a
bounty burned to death by the 活性源石, 枯朽之种 paying a bounty) → §25.14.
bounty burned to death by the 活性源石, 枯朽之种 paying a bounty) → §25.14; the second batch of community reports of
2026-10-06, stream CB4 (enemies, bosses, waves, movement: the 突袭 landing on the 临时整备区 row and the other half of the
联防 map, …) → §25.18.
Decisions of the owner: 2026-10-04 — the server stays on plain `node:http` + `ws`, no web framework (§25.1);
2026-10-05 — the 补位 plan (§25.3); the 自选编队 rules, the collab operators out of the pool, ISW-A refused (§25.4);
@@ -1062,3 +1064,32 @@ fixed (W5AA's commits name every golden scenario moved); two were already fixed
bounty 使徒 whose seeds leaked sent every seed into 联防 carrying the card — 15 of 16 re-entries paid it again — which
is the report; on this tree only the 使徒's own leak carries it.
- Golden: unchanged. Pinned: `test/sim/feedback5-community-pins.test.js`.
### 25.18 Community reports of 2026-10-06, stream CB4: enemies, bosses, waves, movement — `sim/battle/players.js onOwnBoard`, `content/bonds/addon/battle.js raidTile`
The owner's second collection of community reports (2026-10-06/07) was split over five streams; CB4 took the items about
enemies, bosses, waves and movement (items 6, 10, 16.3, 24, 29, 35, 36, 38, 39, 40, 47, 52, 53, 57 of the list). Each was
reproduced on the 0.2.0 tree with a script first, then checked against the official data (enemy_database,
enemy_handbook_table, activity_table → act2autochess, the level files) and PRTS (备注 included) and the earlier decisions.
The real ones are fixed, one commit each with its golden scenarios named; the rest are answered with the evidence.
#### 25.18.1 「…新约能天使在开了突袭之后蹦到了下方…临时放置溢出的干员和道具的那一栏高台」, 「单人联防时突袭也可以跑到对面的场地上」 (items 40, 16.3): 突袭 lands only on its player's own board — `sim/battle/players.js onOwnBoard`, `content/bonds/addon/battle.js raidTile`
- **Seen**: in a solo leader round a ranged 突袭 member (新约能天使 with the 转职球 and the 突袭手雷) jumped onto the
boss field's 临时整备区 row; in a 联防 with one helper a member jumped onto the right half of the map.
- **Cause**: `raidTile` took any tile of the battle rect its position may stand on (grid.canStand). BOSS_RECT holds rows
0–5, so the boss field's hand row 0 and 临时整备区 row 1 (tile_achand: high ground, buildable ALL) were landing tiles
for a ranged member (reproduced: an enemy on the left telin (1,3) of 战场#01 drew the member onto the hand tile (0,3));
UNITE_RECT spans both halves of the 联防 map (cols 0–20) while a lone helper's board is the left half (escaped_single's
deploy tiles: cols 3–9), and on a pair field a member jumped onto its partner's half.
- **Official**: the bond text 「保留技力立即再部署至一名地面敌人周围」 — a 再部署 goes where its player deploys; the stage data
lists each player's deploy tiles per half (data/stages.json `deployTiles`: normal, bossLeft, bossRight).
- **Now**: `Battle.onOwnBoard(ps, r, c)` — the board region (rows 9–12, cols 2–10) mapped onto the field as `mapTile`
maps the player's pieces (the right-hand helper's +8 columns, the boss rows 2–5, the mirrored right half) — and
`raidTile` takes only those tiles; a target only reachable from elsewhere is skipped (the next candidate is tried, else
the member stays and the next poll looks again, as before).
- [ASSUMED]: none beyond §22.2's landing rule (the official landing tile among the legal ones is not known).
- Golden: 8 scenarios, each a member that used to land on the other half (checked with the parent instrumented):
boss-boss_2 / 3 / 4 / 5 / 6-pair, hidden-boss_8 / 10-pair (members landing on the partner's half, 1–7 per battle) and
the bot match coop2-ABYSS-10-boosted (ai_0's members on the right half of its leader fields). Tests: `test/sim/feedback5-raid-own-board.test.js` (4 cases;
each fails on the parent). Docs: docs/SIM.md (`onOwnBoard`).