feedback1f WV: a knocked-out operator keeps its tile; 突袭 never lands on it

Player report F5 after 0.1.0: "突袭盟约的干员会移动到濒死干员的尸体上".

Real. A knocked-out operator left the occupancy map at once and only its
home tile stayed reserved. A 突袭 member that fell after its jump lay on the
landing tile, which nothing reserved, so the next member's jump (same target,
same scoring) landed on it; and a member's timed redeploy came back on its home
where a teammate that had jumped there lay. Real matches (six real 突袭
members, 战场#07 / #08, R6 / R9 / R12, 96 battles): 6 placements on a body
(3 jumps, 3 home redeploys) before, 0 of 526 jumps after.

Official (PRTS 卫戍协议/帮助, 作战阶段 / 单位部署):
- "干员退场后…原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员
  并自动部署至该位置"
- "倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"
- "若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其
  自身的初始位置"

Now (sim/Battle.js):
- A knocked-out operator lies on `unit.body`: the tile it fell on, or its
  own home when it fell on another board piece's home and its home is free
  (one attempt at the knock-out, assumed). x / y / tileR / tileC keep where
  it fell, so the kill / death handlers still act there.
- Every redeploy comes back there (restTile): the timed one, 不屈's and
  阿戈尔's. A retreated operator still comes back on its home.
- downOn(r, c): _deploy (redeploys, the 突袭 landing, summons), spawnDevice
  and relocate refuse the tile for every ally of the field; isReservedTile
  reports it, so every automatic picker skips it (突袭 raidTile, tactical
  points, summon / device pickers, 维娜's lions). The kit helpers that kept
  their own home-tile loop (tier1 summonTileFree, tier3 / tier4 freeTile) go
  through isReservedTile.
- b.snap `down` entries gain the body tile: [id, respawnAt, respawnTime,
  state, row, col]. DOWN_STATE.WAIT_TILE becomes a safeguard only.

Tests: test/sim/feedback1f-downed-tile.test.js (real Match / PlayerState /
BattleSpec runs with real 突袭 chess, the 突袭 jump, the engine refusals,
the return home); downelem and bonds_addon follow the official rule.
This commit is contained in:
sganggs committed 2026-10-03 07:16:24 +08:00
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@@ -18,7 +18,7 @@
| 选择策略 | 40 名策略(分队长)决定**初始目标生命值(20–45)**和一条永久规则。同盟:随机顺序轮流选,**每人 30 秒**,右上角和「决策中」显示同一个倒计时;AI 队友立即选完;队友已选的不能重复,每人可**跳过一次**(排到最后);超时自动选你**当前选中**的策略(已被队友选走则选华法琳)。独立:自由选择、不限时;同盟模拟只有你一名玩家时也不限时。 |
| 机变 | 部分回合开始前出现:同盟共 6 张卡轮流各取 1 张(首位 30 秒,其余 16 秒;只有你一名玩家时不限时),独立 3 选 1。卡片包括装备、资金、干员、盟约层数、悬赏等;**悬赏决策**为你的作战添加悬赏敌人,卡上用蓝字标出持续多久:「下场作战」/「接下来两场作战」的只出现一场或两场,之后不再出现;官方的「多轮悬赏」(原文写「之后的每场作战」)在这里也按「接下来两场作战」处理,只出现两场。击倒它的人(联防中的队友也算)获得资金;右侧效果栏会写「还剩 N 场作战」。每张卡左上是图标和名称,下面写着完整效果(与详情卡相同的官方描述,手机上也显示);已被选走的卡变暗,右上角显示选走它的玩家头像(悬停可看名字)。选卡要**点两次**:第一次只选中(金框 +「确认选择 · 再次点击」),再点同一张或点右上的「确认选择」才生效;点别的卡换选,按 Esc 或点空白处取消。 |
| 休整期 | 购买、摆阵、配装备、冻结 / 刷新、升级调度中心;同盟有倒计时(65–215 秒,随回合增加);独立模拟、以及只有你一名玩家(只带 AI 队友)的同盟模拟不限时。所有人「准备就绪」即提前开战,全员就绪前可取消。 |
| 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。有敌人进入蓝门时,顶栏的目标生命值会**立即**显示扣除后的数值(红字 + 「−N」,每回合至多 10 点),结算时确定;联防阶段标注「联防中」,队友拦下的部分最后不扣。左侧队伍栏同样显示队友的待扣生命值。被击倒的干员**留在原地**(倒地姿势、略微变灰),头上的圆圈是再部署倒计时:绿色圆环 + 秒数;变成黄色「DP」表示部署费用不够,红色「!」表示原位被占。血条下方的一行是**元素损伤**(与原版一致:元素图标 + 白条):干员为带图标的彩色圆盘,敌人为小号纯色圆盘,右侧白条是剩余元素值,像血条一样从右往左减少,白条耗尽的那一下就是爆条(被大额元素损伤一次打掉一截时白条也会一次少一截,例如掠海漂移体每击约为 25%–50%);爆条后进入爆发冷却(灼燃 / 神经 / 侵蚀 10 秒,敌方侵蚀 8 秒,凋亡 15 秒),这时白条变成**元素颜色**(神经青绿、侵蚀蓝、灼燃橙红、凋亡灰紫)并在冷却期间慢慢回满、图标闪烁——彩色条表示已经爆条、正在承受爆发效果,不是还剩的元素值;期间所有元素都不会累积也无法被治疗,结束后清零。元素爆发造成的是**无来源伤害**,不吃干员的增伤、穿透和装备加成(例如深巡打海嗣时灼燃爆发固定 7000),击杀仍记在爆条的干员名下;元素脆弱只提高元素伤害,不加快元素条;脆弱不影响元素伤害。已被击杀的敌人不会再被附加元素损伤。 |
| 作战 | 每人在自己的战场各自作战(战斗在你的浏览器里模拟,2 倍速)。干员按**从上到下、从左到右**的顺序自动部署并消耗部署费用(初始 10,+1/秒)。时限 45–115 秒(实际秒数,即屏幕上的倒计时),时间到仍存活的敌人算漏怪。有敌人进入蓝门时,顶栏的目标生命值会**立即**显示扣除后的数值(红字 + 「−N」,每回合至多 10 点),结算时确定;联防阶段标注「联防中」,队友拦下的部分最后不扣。左侧队伍栏同样显示队友的待扣生命值。被击倒的干员**留在倒下的格子上**(倒地姿势、略微变灰),之后也在这一格再部署(与官方一样;倒在其他干员或召唤物初始位置上的,会回到自己的初始位置躺下);倒地干员所在的格子**不会被占用**,突袭盟约的再部署、援军、召唤物都会避开它。头上的圆圈是再部署倒计时:绿色圆环 + 秒数;变成黄色「DP」表示部署费用不够。血条下方的一行是**元素损伤**(与原版一致:元素图标 + 白条):干员为带图标的彩色圆盘,敌人为小号纯色圆盘,右侧白条是剩余元素值,像血条一样从右往左减少,白条耗尽的那一下就是爆条(被大额元素损伤一次打掉一截时白条也会一次少一截,例如掠海漂移体每击约为 25%–50%);爆条后进入爆发冷却(灼燃 / 神经 / 侵蚀 10 秒,敌方侵蚀 8 秒,凋亡 15 秒),这时白条变成**元素颜色**(神经青绿、侵蚀蓝、灼燃橙红、凋亡灰紫)并在冷却期间慢慢回满、图标闪烁——彩色条表示已经爆条、正在承受爆发效果,不是还剩的元素值;期间所有元素都不会累积也无法被治疗,结束后清零。元素爆发造成的是**无来源伤害**,不吃干员的增伤、穿透和装备加成(例如深巡打海嗣时灼燃爆发固定 7000),击杀仍记在爆条的干员名下;元素脆弱只提高元素伤害,不加快元素条;脆弱不影响元素伤害。已被击杀的敌人不会再被附加元素损伤。 |
| 联防 | 见第 5 节。 |
| 结算 | 扣 LP、发放悬赏资金、结算层数;LP ≤ 0 的玩家淘汰(其干员回到公共卡池)。 |
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@@ -77,6 +77,17 @@ field — units deploy one after another with a fixed delay from the battle star
enemy tile index → allies (skill tick, attack) → projectiles → auto-redeploys → boss pool sync → `tick` hook →
release hooks/timers of units removed this tick (§1.4) → `time += TICK` → end checks.
**Knocked-out operators** (PRTS 卫戍协议/帮助 §作战阶段 单位部署; player report F5 after 0.1.0): "干员退场后…原地留下一个
“倒地干员”…满足再部署条件时,移除场上的该倒地干员并自动部署至该位置" — an operator knocked out (`isDown`) lies on the tile it
fell on (`unit.body`, `Battle._layBody`; b.snap `down` carries it) and its redeploy — the timed one (`_checkRedeploys`:
timer done, tile free, DP ≥ cost), 不屈's, 阿戈尔's — comes back there (`restTile`); "若干员被击倒的位置为其他干员或召唤物的
初始位置,则在被击倒后,尝试返回其自身的初始位置": one that fell on another board piece's home (a 突袭 member after its jump,
乌尔比安 off his anchor) lies on its own home instead when that is free (else it stays [ASSUMED: one attempt]); x / y /
tileR / tileC keep where it fell for the `kill` / `death` handlers. "倒地干员所在地块视为可部署,但所有我方单位在此处的部署
行为将被阻止": `downOn(r, c)` — `_deploy` (redeploys, the 突袭 landing, summons), `spawnDevice` and `relocate` refuse that
tile and `isReservedTile` reports it, so every automatic picker skips it. A withdrawn operator that is not down (a
retreat) comes back on its home tile.
### 1.1 Coordinates (PlayerBattleInput units)
`units[].row/col` are **board coordinates** (rows 9–12, cols 2–10) unless `abs: true` (or player
@@ -277,7 +288,8 @@ Guarantees content can rely on (pinned by `test/sim/robustness.test.js`):
unit rows/cols are coerced to integers (junk ⇒ unit skipped); `spawnEnemy` mods must be finite ≥ 0 (else ×1), the spawn
point is clamped into the rect; `spawnDevice`/`spawnToken`/`relocate` accept only integer in-rect free tiles
(`spawnToken` returns null and leaves nothing behind when the tile is busy, `relocate` only moves living deployed allies,
`redeploy {tile}` refuses a non-integer / out-of-rect / occupied tile without falling back to the home tile);
`redeploy {tile}` refuses a non-integer / out-of-rect / occupied tile — or one a knocked-out operator lies on —
without falling back to the home tile);
non-finite `hp`/`stats`/`duration`/`extend`/`addAmmo`/`addCharge`/`addLayers`/`addCoins`/`spCostMul` values are ignored;
aggregated stats that overflow (stacked `*Mul`) fall back to base values; a revive written by a `kill` handler is
clamped to max HP (NaN/≤ 0 ⇒ the unit dies with hp 0); projectiles with non-finite coordinates are re-aimed at their
@@ -298,7 +310,7 @@ Guarantees content can rely on (pinned by `test/sim/robustness.test.js`):
`Unit` fields: `id, side ('ally'|'enemy'), kind ('op'|'token'|'enemy'|'device'), defId, def (normalised), name, ownerId
(playerId), uid (board piece), ownerUnit (tokens), x, y (floats; x = col, y = row), tileR, tileC (allies), homeR, homeC
(board tile: auto-redeploys land there), dir ('UP'|'RIGHT'|'DOWN'|'LEFT'; getters `fwd` = forward vector, `facing` =
(board tile: a retreated operator's redeploys land there; a knocked-out one's on its `body` tile, §1), dir ('UP'|'RIGHT'|'DOWN'|'LEFT'; getters `fwd` = forward vector, `facing` =
horizontal sign ±1 for sprites only), hp, alive, deployed, removed, hidden, base {…}, buffs[],
rangeKeys / rangeKeySet (current range, absolute tile keys `r × 21 + c`), baseRangeKeys (initial range, §7.1),
extraRangeKeys (content extra targets, `battle.setExtraRange`), blocking[] (allies), blockedBy (enemies), motion
@@ -560,8 +572,9 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
| `spawnToken(ownerUnit | playerId, tokenId, row, col, { def, stats, hp, duration, untargetable, dir, kit, force, anySource })` | field tiles; def from data/tokens.json `variants[ownerChessId]` for the owner unit's selected skill / module (`tokenDef`); `dir` defaults to the owner unit's (else the player's: RIGHT, mirrored side LEFT; a legacy `facing` ±1 is still read); returns the token or null (tile busy; or the owner runs a **non-default** skill that does not produce the token — `producesToken` — unless `anySource`: kit install hooks written for the default skill run under every skill). `spawnDevice(key, row, col, { …, dir })` likewise |
| `tokenDef(tokenId, ownerUnit | chessId)`, `producesToken(ownerUnit, tokenId)` | the token def a summon of that owner gets — `getToken(id, owner.defId, owner.def.loadout)`, exact even when two players of one field give the same chess different loadouts (prefer it over an id-only `battle.data.getToken(id, unit.defId)` for summon stats / blackboards); whether the owner's loadout makes the token (DATA.md §14 `sources` has 'skill' or 'talent'; true when the data does not tell: no own variant, player-owned summons) |
| `spawnEnemy(enemyKey, { routeIndex, route, pos, mods, tag, sourcePlayerId, ownerPlayerId, bounty, countInTotal, def })` | returns the enemy, or null past `MAX_ALIVE_ENEMIES`; `def` = inline record (enemies.json shape or normalised) for keys missing from data |
| `spawnDevice(key, row, col, { hp, obstacle, blockCnt, name, def, res, atk, bat, aspd })`, `setObstacle(r, c, on)` | obstacles re-path enemies; spawnDevice returns null outside the rect or on a living unit |
| `isReservedTile(r, c)` | true when a living unit stands there or it is the home tile of an ally piece that has not deployed yet / waits to redeploy — summon tile pickers must skip these (`findTacticalPoint` does) |
| `spawnDevice(key, row, col, { hp, obstacle, blockCnt, name, def, res, atk, bat, aspd })`, `setObstacle(r, c, on)` | obstacles re-path enemies; spawnDevice returns null outside the rect, on a living unit or on a knocked-out operator's tile |
| `isReservedTile(r, c)` | true when a living unit stands there or it is the rest tile (`restTile`) of an ally piece that has not deployed yet / waits to redeploy — the tile a knocked-out operator lies on, else the home tile — every automatic picker (the 突袭 landing tile, tactical points, summon / device tiles) must skip these (`findTacticalPoint` does) |
| `downOn(r, c, except?)`, `restTile(u)` | the knocked-out operator lying on a tile (no ally deploys / moves there: `_deploy`, `spawnDevice`, `relocate`); the tile a withdrawn ally comes back on — its `body` tile when knocked out, else its home (§1) |
| `addProjectile({ from, target | to:{x,y}, speed, onHit(ctx), visual, source, hitDead })` | homing; fizzles if the target dies unless `hitDead` |
| `allySelectable(ally, by)`, `alliesFor(by, ownerId?)` | may an ability of ally `by` select `ally` — never a 孤立 unit (炎佑, 从不混淆的方向) but `by` itself (PRTS 选择器: "若掩码中孤立为1,且选择器的阵营与目标为友好关系,则不可选中"); `allies()` without the 孤立 ones — content picks ally targets (buffs, auras, 全场 talents, heal picks) through these, `alliesInGrid` too |
| `unitsInGrid(unit, grid, {side, extend})`, `alliesInGrid(unit)`, `enemiesInRadius(x, y, r, centre?)`, `alliesInRadius(x, y, r, ownerId?)` | grid offsets are relative to facing RIGHT, rotated by `unit.dir`; enemies by their body (§2 hit areas: a huge enemy on every tile it occupies / within `r` of its rectangle; `centre` = splash around a target, a 中点判定 by position) |
@@ -571,7 +584,7 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
| `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) |
| `addDp(playerId, n)`, `retreat(unit, {reason, permanent})`, `relocate(unit, r, c)` | |
| `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); `tile: [r, c]` lands on that tile once (home unchanged — later redeploys use the board tile; refused when off-rect or occupied, no fallback); `keepSp` keeps SP/charges (保留技力), restored before `deploy` fires — 突袭 raids, 阿戈尔 revive in place |
| `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 |
| `refreshRange(unit)`, `setExtraRange(unit, keys)`, `rangeChanged(unit)` | rebuild the ranges after changing `unit.rangeGrid` (流形 copies); extra targetable tiles (absolute keys; merged into every later rebuild until set again; `null` clears; never in `baseRangeKeys`): 蕾缪安 wanted, 维娜 S3 |
| `push(enemy, force, {from, dir, fixed, fixedAngle, inward, effect})`, `pull(enemy, force, {to, center, stop})`, `pullToFront(enemy, unit, force)`, `forceLevel(enemy, force)`, `pushDistance(enemy, force, {effect})` | the official 位移 (PRTS 游戏数据基础 §重量公式 / 推与拉; user playtest #6 item 14): 受力等级 = 力度 (微小力 −1, 小力 0, 中力 1, 较大力 2, 大力 3 …) − current 重量等级 (massLevel, 失重 counts). Push distance per level (`constants.js PUSH_TILES`, PRTS 推与拉's 弹道 column): ≤ −3 → 0, −2 → 0.12, −1 → 0.44, 0 → 1.7, 1 → 2.14, 2 → 2.96, ≥ 3 → 3.53 tiles; `effect` = a 特效 push (`PUSH_TILES_EFFECT`: −2 → 0.085, −1 → 0.374, 0 → 1.562, 1 → 1.987, 2 → 2.773, ≥ 3 → 3.331 — 见行者 S1 / S2, `PUSH_EFFECT_SKILLS`; every other pusher uses the 弹道 column [ASSUMED]); radial (away from `from`) unless `dir` (directional: 推击手, 朝部署方向 — > 45° off or < 0.25 tile ⇒ radial and level −2; `fixed` waives both (圣聆初雪 S1), `fixedAngle` only the angle (见行者 S2)); `inward` = a push towards `from` (薄绿 S2), stopping at the 急停 radius. Pull: level ≥ 0 → to `to` / the 急停 radius around `center`, −1 → 35 % of the way, −2 → 0.03, ≤ −3 → 0; `pullToFront` aims at the 拉力起点 0.5 tile ahead of the unit with the 急停 radius 0.6708 around it (never moves an enemy the unit itself blocks — nor does a pull towards an ally's centre, e.g. the 流形 S3 pulse) |
| `displace(enemy, {x, y}, tiles)` | the raw mover behind push / pull: along passable tiles (by `motion`: FLY in the rect, else ground-passable), no weight rule; nothing for 失衡免疫 (`noDisplace`: 近地悬浮, 浮空) and leaders; unblocks + re-paths |
@@ -947,10 +960,11 @@ Unknown subprofessions fall back to the profession default (test `professions.te
- `snapshot()` → `{ fieldId, t, units: [[id, x, y, hp, maxHp, sp, spMax, flags, anim]], dp, killed, total, dps?, boss?, down?, elem? }`.
`sp/spMax` show remaining duration/ammo as a draining bar while a timed skill is active. Units in DIE state stay 0.8 s.
`down: [[id, respawnAt, respawnTime, state]]` (only when non-empty) = knocked-out operators waiting to redeploy
`down: [[id, respawnAt, respawnTime, state, row, col]]` (only when non-empty) = knocked-out operators waiting to redeploy
(`Battle.isDown(u)`: reason `'killed'` or `FORCED_EXIT` (§1.1 carryState `down`), deployed at least once, a finite
respawn timer; `state` = constants.js
`DOWN_STATE`: 0 counting, 1 timer done / DP short, 2 timer done / own tile taken); `elem: [[id, element, fill,
`DOWN_STATE`: 0 counting, 1 timer done / DP short, 2 timer done / its tile taken — a safeguard: no ally deploys on a
knocked-out operator's tile, §1; `row, col` = the tile it lies on and comes back on, `unit.body`); `elem: [[id, element, fill,
cooldownEnd, cooldown]]` (only when non-empty) = `elementView` of every unit with a gauge or a running 爆发冷却 (§3).
`fieldMeta()` lists the knocked-out operators too (a client joining mid-battle shows them; DESIGN §18.3).
- `drainEvents()` tuples: `['spawn', UnitInfo]` (first appearance), `['deploy', id]` (every (re)deploy), `['atk', src, tgt, projKind]`