feedback7 R22-OSIM: 突袭 members jump to 隐匿 ground enemies too, and one in range counts for 「范围内没有敌人」 (the owner's decision, GitHub #316); golden: 5 match scenarios move

GitHub #316 (warpgenius): "Raid operator doesn't deploy to invisible enemy units, it does in official". The owner's
decision of 2026-10-08 from their official play: a 突袭 member considers 隐匿 (unrevealed) ground enemies both as landing
targets and for 「若范围内没有敌人」. Until now raidTargets and the poll used canTargetEnemy / enemiesInKeys, which leave
隐匿 out (the bond text only says 敌人 / 地面敌人).

content/bonds/addon/battle.js: raidGroundEnemy accepts what canTargetEnemy (ground) accepts, plus a 隐匿 ground enemy that
only its 隐匿 keeps out; asleep, untargetable and flying enemies stay excluded (skipEnemy too). raidStealthInRange: a 隐匿
ground enemy on the member's range stops the jump, so a ready member next to one does not hop every poll. The landing
rules are unchanged (the target in range from the landing tile; a melee member's blocking tile first).

Golden: solo-HARD-1, solo-ABYSS-1, coop2-NORMAL-3, coop4-ABYSS-7, coop2-NORMAL-70-diy — their 突袭 members (斯卡蒂, 瑕光,
宴, 伊内丝) now jump to 隐匿 enemies (潜伏者, 隐形弩手组长, …) or stay because one stands in their range.

Tests: test/sim/feedback7-raid-stealth.test.js (4; 2 fail on the parent: the jump to the only landing spot beside a 隐匿
enemy, and staying with one in range while a visible enemy waits elsewhere).
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@@ -922,7 +922,7 @@ Members (5 chess, 4 in current shop pool; by tier in shop: {'2': 1, '3': 1, '5':
**Implementable spec**
- **[2 distinct]** If a 突袭 member has not attacked for 10 s, or its skill is ready, and no enemy is in its range: it is immediately redeployed (keeping SP) onto a tile next to a ground enemy; while in that redeployed state its ATK and maxHP x(1 + 0.25 + 0.01*L). A passive skill that is on counts as ready (GitHub #49: the reporter's footage shows 缄默德克萨斯 jumping within her passive's 10 s; the engine keeps a passive on for the whole deployment [ASSUMED]), and so does a deploy-timed skill while its window runs (#109 made 宴 S2, 斯卡蒂 S2, 伊内丝 S3, 缄默德克萨斯 S1–S3 and 耀骑士临光 S2 duration skills that start at each deployment; once the window has ended only the idle trigger is left); the landing tile must have the target in range (GitHub #51 [ASSUMED]).
- **[2 distinct]** If a 突袭 member has not attacked for 10 s, or its skill is ready, and no enemy is in its range: it is immediately redeployed (keeping SP) onto a tile next to a ground enemy; while in that redeployed state its ATK and maxHP x(1 + 0.25 + 0.01*L). A passive skill that is on counts as ready (GitHub #49: the reporter's footage shows 缄默德克萨斯 jumping within her passive's 10 s; the engine keeps a passive on for the whole deployment [ASSUMED]), and so does a deploy-timed skill while its window runs (#109 made 宴 S2, 斯卡蒂 S2, 伊内丝 S3, 缄默德克萨斯 S1–S3 and 耀骑士临光 S2 duration skills that start at each deployment; once the window has ended only the idle trigger is left); the landing tile must have the target in range (GitHub #51 [ASSUMED]). A 隐匿 (unrevealed) ground enemy is a target too, and one inside the member's range counts as an enemy in range (no jump) — the owner's decision of 2026-10-08 from the official game (GitHub #316); asleep, untargetable and flying enemies are not.
- **[L >= 50]** ALL operators ASPD +50.
- Formulas: `atkHpMultiplier = 1.25 + 0.01*L`; `idleSec = 10`; `aspdAll(L>=50) = 50`
- How layers are gained: 史尔特尔 部署时 +8 (<=50/battle); 休谟斯 each 2 kills +1; 瑕光 +4/deploy; 斯卡蒂; 伊内丝 +5; 机变 "斯卡蒂的盟誓" +8, "德克萨斯的盟誓" +10.