feedback7: merge fb7-fields — PR #337 boss-field portals teleport (route-end portals: hidden 3 s, out of [5,10], leak at the side's door), PR #347 碎铳之簧 chases the full 5 s, #370 耀骑士临光's redeploy reduction floored at 0, #375 the water-map patrol takes the official upper road
- Grok review: MERGE AFTER FIXES — the end-portal wait (0 s → 3 s, the data's modal crossing) fixed on the branch
(1205336a). solo-NORMAL-1 still fails the Hidden Core (explained in the branch commits).
- Golden union OK; broad node --test 5517 (5516 pass, 0 fail, 1 skipped); lint 0 errors.
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@@ -352,8 +352,9 @@ reported the 战场#01 lower-gate enemies walking up the col-9 floor lane, where
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`server/sim/grid.js` keeps every official route LENGTH and the official route itself unless the 2026-09-29
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road-over-floor preference route (equal-length ties to the chain with the fewest non-blockable floor / gate tiles,
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smoothing that never cuts across floor its grid route does not walk, the corner tiles of a diagonal step included)
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crosses strictly fewer non-blockable tiles; in that comparison a segment that only touches a floor tile's corner does
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not cross it. Used alone (0.1.0) the preference also bent official diagonals into L shapes — the D5 report after
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crosses strictly fewer non-blockable tiles and no more 深水区 (GitHub #375, 0.2.2: the 深水区 is non-blockable too, and
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on 战场#08(下半) the patrolling leaders had waded through two water tiles to dodge one floor tile); in that comparison a
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segment that only touches a floor tile's corner does not cross it. Used alone (0.1.0) the preference also bent official diagonals into L shapes — the D5 report after
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0.1.0: on 战场#04 the lower-gate enemies walked (9,10) → (9,8) → (10,8) instead of the official diagonal (9,10) →
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(10,7), which only brushes the corner of the floor (10,9). Lanes that still differ from the table above (21 of the 154
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stage × gate × field routes, test/sim/pathing-official.test.js):
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