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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@@ -25,13 +25,16 @@
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// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready) with no enemy in range → "保留技力立即再部署"
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// next to the most advanced ground enemy, on a free tile its position may be deployed on
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// (grid.canStand: never the 深水区 — player report #3 after 0.1.0, members dropped into 战场#08's
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// pool after an enemy wading in it): a real redeployment (retreat + free redeploy on the
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// landing tile, full HP, `deploy` fires — 部署时 traits such as 史尔特尔, 突袭手雷, 卡西米尔, 叙拉古)
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// with its SP / charges kept (engine redeploy tile + keepSp); ATK/HP +(base + per·L)
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// until it leaves the field; later redeploys use its board tile again;
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// pool after an enemy wading in it; Battle.isReservedTile: never a tile a knocked-out operator
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// lies on — player report F5, members landed on a fallen teammate): a real redeployment (retreat +
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// free redeploy on the landing tile, full HP, `deploy` fires — 部署时 traits such as 史尔特尔,
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// 突袭手雷, 卡西米尔, 叙拉古) with its SP / charges kept (engine redeploy tile + keepSp); ATK/HP
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// +(base + per·L) until it leaves the field; knocked out after a jump it lies where it fell and
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// comes back there (the engine's rest tile, Battle._layBody — PRTS 卫戍协议/帮助 "原地留下一个
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// “倒地干员”…自动部署至该位置"; its own home when it fell on another board piece's home);
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// L ≥ power_bond_stack_cnt: every operator ASPD +power_attack_speed
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// 不屈 indomShip ground operator knocked out → p = min(1, base + per·L) immediate free redeploy; tier 2: every
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// operator on the field +sp SP
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// 不屈 indomShip ground operator knocked out → p = min(1, base + per·L) immediate free redeploy where it lies
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// (the engine's rest tile); tier 2: every operator on the field +sp SP
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// 协防 emptyShip all operators phys/arts taken ×(1 − damage_resistance); members dealt ×damage_scale_normal
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// (elite ×damage_scale_extra)
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// 独行 soloShip the member(s) ATK +atk, HP +max_hp, +sp SP on every deploy
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@@ -289,8 +292,9 @@ function raidPoll(battle, st) {
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/**
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* "保留技力立即再部署": retreat the unit and redeploy it for free on (r, c) with its SP / charges kept (engine redeploy
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* `tile` + `keepSp`: restored before the `deploy` handlers run; the board tile stays the home of later redeploys).
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* Should the landing fail, the unit goes straight back to its home tile (never stranded off the field).
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* `tile` + `keepSp`: restored before the `deploy` handlers run; the board tile stays its home). Should the landing fail
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* (raidTile skips taken, reserved and body tiles, so only content refusing it), the unit goes straight back to its home
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* tile (never stranded off the field).
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* Returns 'raid' | 'home' | false.
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*/
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function raidRedeploy(battle, u, r, c) {
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