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.
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@@ -10,6 +10,9 @@
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// the players of a shared field side by side), fires `deploy` (initial) for each unit, forces out the operators that
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// enter already knocked out (`carryState.down`, 联防: constants.js FORCED_EXIT — down on their tile, redeploy timer
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// running) and then fires `battleStart`.
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// A knocked-out operator lies on its `body` tile — where it fell, or its own home when it fell on another board piece's
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// home — and redeploys there; no ally deploys or moves onto that tile meanwhile (PRTS 卫戍协议/帮助 §作战阶段 单位部署;
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// `_layBody`, `downOn`, `restTile`, `isReservedTile`; docs/SIM.md §1).
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// Tick order: scheduled callbacks → spawns → DP → buffs → enemies (attack, move, block) → enemy index →
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// allies (skill tick, attack) → projectiles → redeploys → boss sync → `tick` hook → release hooks of removed units →
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// time += TICK → end checks. A forceEnd() requested mid-step ends the step after the current phase (docs/SIM.md §1.4).
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@@ -854,11 +857,14 @@ export class Battle {
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const k = R0 * COLS + C0;
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const occ = this._occ[k];
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if (occ && occ !== u && occ.alive && occ.deployed) { this.log(`tile ${R0},${C0} occupied; ${u} not deployed`); return false; }
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// "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" (PRTS 卫戍协议/帮助 §作战阶段 单位部署)
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if (this.downOn(R0, C0, u)) { this.log(`a knocked-out operator lies on ${R0},${C0}; ${u} not deployed`); return false; }
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const first = u.deploySeq === 0;
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u.alive = true;
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u.deployed = true;
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u.removed = false;
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u.hidden = false;
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u.body = null;
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u.x = C0; u.y = R0; u.tileR = R0; u.tileC = C0;
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u.blocking = [];
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u.deploySeq = ++this._deploySeq;
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@@ -940,6 +946,7 @@ export class Battle {
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if (reason === 'killed') { const pp = this._pp(unit.ownerId); if (pp) pp.deaths++; }
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const mul = unit.persist.redeployMul * unit.s.redeployMul;
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unit.respawnAt = this.time + Math.max(0, unit.base.respawnTime * mul);
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if (this.isDown(unit)) this._layBody(unit); // before `die` / `death`: the body's tile is final for them
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} else {
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unit.removed = true;
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}
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@@ -993,10 +1000,11 @@ export class Battle {
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}
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/**
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* Immediately redeploy a dead (or retreated) ally. opts:
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* Immediately redeploy a dead (or retreated) ally on its rest tile (restTile: where a knocked-out operator lies, else
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* its home tile). opts:
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* free=true no DP cost (false: pays `base.cost`, refused when the player lacks the DP)
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* tile=[r,c] land on this in-rect tile instead of the home tile (the home stays the tile of later redeploys);
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* refused (false) when the tile is outside the rect or a living unit stands there — no fallback
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* tile=[r,c] land on this in-rect tile instead (the home stays the board tile); refused (false) when the tile is
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* outside the rect, a living unit stands there or another knocked-out operator lies there — no fallback
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* keepSp keep the SP / charges the unit had (保留技力): restored before the `deploy` hook fires
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* Returns true when the unit was deployed (full HP, `deploy {initial:false}` fires).
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*/
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@@ -1006,10 +1014,14 @@ export class Battle {
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if (tile != null) {
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if (!Array.isArray(tile) || !Number.isInteger(tile[0]) || !Number.isInteger(tile[1]) || !this.grid.inRect(tile[0], tile[1])) return false;
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at = [tile[0], tile[1]];
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} else {
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const rest = this.restTile(unit);
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if (rest[0] !== unit.homeR || rest[1] !== unit.homeC) at = rest;
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}
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const k = at ? at[0] * COLS + at[1] : unit.homeR * COLS + unit.homeC;
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const occ = this._occ[k];
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if (occ && occ.alive && occ !== unit) return false;
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if (at && this.downOn(at[0], at[1], unit)) return false;
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const ps = this.getPlayer(unit.ownerId);
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const cost = unit.base.cost;
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let paid = 0;
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@@ -1025,18 +1037,24 @@ export class Battle {
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return false;
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}
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/**
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* Automatic redeploys (DESIGN §5.5): a withdrawn operator whose timer is done comes back on its rest tile — a knocked-out
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* one where it lies ("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", PRTS 卫戍协议/帮助) — when that tile is
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* free and its player has the DP.
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*/
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_checkRedeploys() {
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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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const k = u.homeR * COLS + u.homeC;
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const occ = this._occ[k];
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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 });
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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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}
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@@ -1709,10 +1727,12 @@ export class Battle {
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* the tile impassable.
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*/
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spawnDevice(key, row, col, opts = {}) {
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// Devices are ally-side units on a field tile: never outside the rect, never on top of a living unit.
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// Devices are ally-side units on a field tile: never outside the rect, never on top of a living unit or of a
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// knocked-out operator (downOn).
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if (!Number.isInteger(row) || !Number.isInteger(col) || !this.grid.inRect(row, col)) return null;
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const occ = this._occ[row * COLS + col];
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if (occ && occ.alive) return null;
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if (this.downOn(row, col)) return null;
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const hp = fin(opts.hp, 100);
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const bat = fin(opts.bat, 1), aspd = fin(opts.aspd, 100);
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const def = {
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@@ -1771,7 +1791,7 @@ export class Battle {
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addProjectile(p) { return this.projectiles.add(p); }
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/** Move an ally to another tile (keeps state). */
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/** Move an ally to another tile (keeps state); never onto a living unit or a knocked-out operator (downOn). */
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relocate(unit, r, c) {
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// only a living, deployed ally moves, and only onto an integer tile of this field (a dead unit left in _occ
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// would later "block" from a tile it no longer stands on once it redeploys at home)
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@@ -1779,6 +1799,7 @@ export class Battle {
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if (!Number.isInteger(r) || !Number.isInteger(c) || !this.grid.inRect(r, c)) return false;
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const k = r * COLS + c;
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if (this._occ[k] && this._occ[k] !== unit && this._occ[k].alive) return false;
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if (this.downOn(r, c)) return false;
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const ok = unit.tileR * COLS + unit.tileC;
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if (this._occ[ok] === unit) this._occ[ok] = null;
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this.releaseBlocked(unit);
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@@ -1911,19 +1932,64 @@ export class Battle {
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}
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/**
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* A tile a summon must not take: a living unit stands on it, or it is the home tile of an ally piece that has not
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* deployed yet or waits to redeploy (a token parked there would keep that unit off the field for the whole battle).
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* A tile no automatic placement may take (the 突袭 landing tile, tactical points, summon / device tiles): a living
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* unit stands on it, or it is the rest tile (restTile) of an ally piece that has not deployed yet or waits to
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* redeploy — the tile a knocked-out operator lies on ("倒地干员所在地块…所有我方单位在此处的部署行为将被阻止", PRTS
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* 卫戍协议/帮助 §作战阶段 单位部署), else its home tile (a token parked there would keep that unit off the field).
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*/
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isReservedTile(r, c) {
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if (!Number.isInteger(r) || !Number.isInteger(c) || r < 0 || r >= ROWS || c < 0 || c >= COLS) return true;
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const u = this._occ[r * COLS + c];
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if (u && u.alive) return true;
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for (const a of this.allyUnits) {
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if (!a.alive && !a.removed && a.homeR === r && a.homeC === c && (a.kind === 'op' || a.kind === 'token')) return true;
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if (a.alive || a.removed || (a.kind !== 'op' && a.kind !== 'token')) continue;
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const [tr, tc] = this.restTile(a);
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if (tr === r && tc === c) return true;
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}
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return false;
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}
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/**
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* The knocked-out operator (isDown) lying on (r, c), other than `except`, or null. Official (PRTS 卫戍协议/帮助 §作战阶段
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* 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" and "倒地干员所在
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* 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" — its tile (`body`, _layBody) takes no other ally: `_deploy`
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* (initial deploys, redeploys, the 突袭 landing, summons), `spawnDevice` and `relocate` refuse it.
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*/
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downOn(r, c, except = null) {
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for (const a of this.allyUnits) {
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if (a === except || !this.isDown(a)) continue;
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const [br, bc] = a.body ?? [a.tileR, a.tileC];
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if (br === r && bc === c) return a;
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}
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return null;
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}
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/**
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* The tile a withdrawn ally comes back on (redeploy, _checkRedeploys): a knocked-out operator's body tile — where it
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* fell, or its home (_layBody) — else its home tile.
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*/
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restTile(u) {
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return this.isDown(u) ? (u.body ? [u.body[0], u.body[1]] : [u.tileR, u.tileC]) : [u.homeR, u.homeC];
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}
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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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*/
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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.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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/**
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* Tactical point (战术点) for tactician reinforcements: a free (isReservedTile) walkable ground tile of the unit's
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* initial range (baseRangeKeys), on an enemy ground path first (groundPathTiles — where a player would put the
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@@ -2103,8 +2169,9 @@ export class Battle {
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/**
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* Compact full snapshot of this field (DESIGN §8.2 b.snap), plus (only when non-empty):
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* down: [[id, respawnAt, respawnTime, state]] — knocked-out operators waiting to redeploy on their own tile
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* (isDown): the game time their respawn timer ends, its length (s) and constants.js DOWN_STATE;
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* down: [[id, respawnAt, respawnTime, state, row, col]] — knocked-out operators waiting to redeploy (isDown): the
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* game time their respawn timer ends, its length (s), constants.js DOWN_STATE and the tile they lie on (and
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* come back on: _layBody — where they fell, or their home);
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* elem: [[id, element, fill, cooldownEnd, cooldown]] — the element gauge each unit shows (damage.js elementView).
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*/
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snapshot() {
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@@ -2125,7 +2192,7 @@ export class Battle {
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let down = null;
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for (const u of this.allyUnits) {
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if (!this.isDown(u)) continue;
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(down || (down = [])).push([u.id, r2(u.respawnAt), r2(Math.max(0, u.respawnAt - u.deathAt)), this._downState(u)]);
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(down || (down = [])).push([u.id, r2(u.respawnAt), r2(Math.max(0, u.respawnAt - u.deathAt)), this._downState(u), ...this.restTile(u)]);
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}
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if (down) snap.down = down;
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let elem = null;
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@@ -2139,20 +2206,24 @@ export class Battle {
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}
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/**
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* A knocked-out operator waiting to redeploy on its own tile (DESIGN §5.5: after its respawn time, when the tile is
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* free and DP ≥ cost): killed — or entering the battle knocked out (FORCED_EXIT, 联防) — not withdrawn, not removed
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* for good, after it was deployed. The client keeps its model on the field knocked down with a redeploy countdown
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* (b.snap `down`, render/units.js); summons, devices and enemies simply leave.
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* A knocked-out operator waiting to redeploy on the tile it lies on (DESIGN §5.5: after its respawn time, when the
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* tile is free and DP ≥ cost; _layBody, downOn): killed — or entering the battle knocked out (FORCED_EXIT, 联防) —
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* not withdrawn, not removed for good, after it was deployed. The client keeps its model on that tile knocked down
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* with a redeploy countdown (b.snap `down`, render/units.js); summons, devices and enemies simply leave.
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*/
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isDown(u) {
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return !!u && u.side === 'ally' && u.kind === 'op' && !u.alive && !u.removed && (u.removeReason === 'killed' || u.removeReason === FORCED_EXIT)
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&& u.deploySeq > 0 && Number.isFinite(u.respawnAt);
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}
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/** constants.js DOWN_STATE of a down operator: its timer runs, or it waits for its tile / the DP (_checkRedeploys). */
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/**
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* constants.js DOWN_STATE of a down operator: its timer runs, or it waits for its tile / the DP (_checkRedeploys). No
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* ally may take the tile it lies on (downOn), so WAIT_TILE is a safeguard only.
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*/
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_downState(u) {
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if (this.time + 1e-9 < u.respawnAt) return DOWN_STATE.COUNTING;
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const occ = this._occ[u.homeR * COLS + u.homeC];
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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) return DOWN_STATE.WAIT_TILE;
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const ps = this.getPlayer(u.ownerId);
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return !ps || ps.dp + 1e-9 < u.base.cost ? DOWN_STATE.WAIT_DP : DOWN_STATE.COUNTING;
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