feedback1 integrate: rule 3 counts the home of a summon that is gone; timed redeploys check the DP first (QA)
A summon leaves its home free only once it has expired or been killed, and _layBody skipped removed pieces, so a body on the home of 浊心斯卡蒂's expired 海嗣 stayed there and kept the 海嗣 from coming back. Every board piece's home counts now. _checkRedeploys tests the DP before the tile scans, so an operator waiting for DP no longer scans every ally.
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@@ -1051,13 +1051,14 @@ export class Battle {
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for (const u of this.allyUnits) {
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if (u.alive || u.removed || u.kind !== 'op') continue;
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if (this.time + 1e-9 < u.respawnAt) continue;
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// the DP first: an operator past its timer mostly waits for DP, and the tile checks scan every ally
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const ps = this.getPlayer(u.ownerId);
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const cost = u.base.cost;
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if (!ps || ps.dp + 1e-9 < cost) continue;
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const [r, c] = this.restTile(u);
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const occ = this._occ[r * COLS + c];
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if (occ && occ.alive && occ !== u) continue;
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if (this.downOn(r, c, u)) continue;
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const ps = this.getPlayer(u.ownerId);
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const cost = u.base.cost;
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if (!ps || ps.dp + 1e-9 < cost) continue;
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ps.dp = Math.max(0, ps.dp - cost);
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this._deploy(u, { initial: false, tile: r === u.homeR && c === u.homeC ? null : [r, c] });
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}
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@@ -2040,17 +2041,19 @@ export class Battle {
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/**
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* Where a knocked-out operator lies (it redeploys there): the tile it fell on, except — "若干员被击倒的位置为其他干员或
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* 召唤物的初始位置,则在被击倒后,尝试返回其自身的初始位置" (PRTS 卫戍协议/帮助) — a tile that is another board piece's
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* home (a piece with a board uid: the 初始位置 is the prep placement), where it goes back to its own home tile when
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* that is in the rect and free (isReservedTile: no living unit, no other body, no other waiting piece's tile). It
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* stays where it fell when its home is taken [ASSUMED: one attempt, at the knock-out]. Only an operator moved off its
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* board tile — a 突袭 jump, 乌尔比安's anchor — can fall elsewhere. Sets `u.body` (b.snap `down` carries it); x / y /
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* tileR / tileC keep where it fell, so the `kill` / `death` handlers (被击倒时 effects) still act there.
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* home (a piece with a board uid: the 初始位置 is the prep placement — whether that piece is on the field, waiting or
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* gone: a summon only leaves its home free once it has expired or been killed, so a removed one must count too), where
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* it goes back to its own home tile when that is in the rect and free (isReservedTile: no living unit, no other body,
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* no other waiting piece's tile). It stays where it fell when its home is taken [ASSUMED: one attempt, at the
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* knock-out]. Only an operator moved off its board tile — a 突袭 jump, 乌尔比安's anchor — can fall elsewhere. Sets
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* `u.body` (b.snap `down` carries it); x / y / tileR / tileC keep where it fell, so the `kill` / `death` handlers
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* (被击倒时 effects) still act there.
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*/
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_layBody(u) {
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const r = u.tileR, c = u.tileC, hr = u.homeR, hc = u.homeC;
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u.body = [r, c];
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if (r === hr && c === hc) return;
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if (!this.allyUnits.some((a) => a !== u && a.uid != null && !a.removed && (a.kind === 'op' || a.kind === 'token') && a.homeR === r && a.homeC === c)) return;
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if (!this.allyUnits.some((a) => a !== u && a.uid != null && (a.kind === 'op' || a.kind === 'token') && a.homeR === r && a.homeC === c)) return;
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if (!this.grid.inRect(hr, hc) || this.isReservedTile(hr, hc)) return;
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u.body = [hr, hc];
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}
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@@ -205,6 +205,44 @@ test('F5 "若干员被击倒的位置为其他干员或召唤物的初始位置
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}
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});
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// Rule 3 for a SUMMON's initial position (QA after the integration): a summon leaves its home free only once it has
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// expired or been killed — and the removed summon was not counted, so the clause never applied: a 突袭 member that
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// landed on the free tile of 浊心斯卡蒂's 海嗣 and fell there lay on it and kept the 海嗣 (远古血亲: it comes back on its
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// tile) off the field. Every board piece's 初始位置 counts now, on the field or not.
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test('F5 rule 3: a body on the home of a summon that has expired or been killed goes back to its own; the summon comes back', () => {
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for (const how of ['expired', 'killed']) {
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const h = makeBattle({
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stageId: 'flat', autoFinish: false, timeLimit: 400, bonds: RAID,
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units: [
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{ chessId: 'chess_char_6_04_a', row: 10, col: 3, uid: 1 },
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{ kind: 'token', tokenId: 'token_10017_skadi2_dedant', row: 10, col: 5, uid: 2, ownerUid: 1 },
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{ chessId: 'chess_char_1_18_a', row: 12, col: 3, uid: 3 },
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],
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});
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h.step();
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const b = h.b;
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const sea = b.allyUnits.find((u) => u.kind === 'token' && u.uid === 2);
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const yan = h.unit(3);
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assert.ok(sea.alive && sea.tileR === 10 && sea.tileC === 5, 'the 海嗣 on its placed tile');
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if (how === 'killed') kill(b, sea);
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else h.runUntil(() => !sea.alive, 120);
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assert.ok(!sea.alive && sea.removed, `${how}: the 海嗣 is gone`);
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assert.equal(b.isReservedTile(10, 5), false, 'its home is free for an automatic placement');
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b.retreat(yan, { reason: 'raid' }); // the 突袭 landing (raidRedeploy: retreat + redeploy on a free tile)
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assert.ok(b.redeploy(yan, { free: true, tile: [10, 5], keepSp: true }), `${how}: 宴 lands on the 海嗣's home`);
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kill(b, yan);
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assert.deepEqual(b.restTile(yan), [12, 3], `${how}: 宴 lies on her own home, not on the 海嗣's`);
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assert.deepEqual(bodyOf(b, yan), [12, 3], 'the client draws her there');
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assert.equal(b.isReservedTile(10, 5), false, 'the 海嗣\'s home stays free');
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if (how === 'expired') {
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const back = () => b.allyUnits.find((u) => u.kind === 'token' && u.alive && u.defId === sea.defId) ?? null;
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assert.ok(h.runUntil(() => back() != null, 60), 'the 海嗣 comes back (while 宴 still waits to redeploy)');
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assert.deepEqual(tileOf(back()), [10, 5], 'on its own tile');
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}
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checkInvariants(b);
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}
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});
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test('F5 safeguard: the `down` state reports WAIT_TILE whenever _checkRedeploys holds a body back — a living unit or another body on its tile', async () => {
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const { DOWN_STATE } = await import('../../server/sim/constants.js');
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const op = (id) => chessRec({ id, profession: 'WARRIOR', stats: { atk: 0, maxHp: 1000, def: 0, blockCnt: 0, cost: 1, respawnTime: 2 }, skill: null });
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