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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@@ -400,9 +400,10 @@ function installEgir(battle, pid, bb, members) {
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battle.on('battleStart', () => devour(battle, pid, bb, members), { once: true });
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if (!reached(battle, pid, 'egirShip', bb.power_bond_char_cnt)) return;
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// 5: "前3名【阿戈尔】干员首次被击倒时立刻复活" — PRTS: the knocked-out unit's next deployment has 0 redeploy time and
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// 0 cost, i.e. it IS knocked out (被击倒 triggers, 克莱门莎, 幽灵鲨 … fire) and redeploys at once on the tile it was
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// knocked out on (engine redeploy `tile`: a raid-relocated member comes back where it fell, later redeploys use its
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// board tile) with full HP, SP reset and `deploy` effects (卡西米尔 / 叙拉古). Death priority 11: before 不屈 (10),
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// 0 cost, i.e. it IS knocked out (被击倒 triggers, 克莱门莎, 幽灵鲨 … fire) and redeploys at once where it lies (the
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// engine's rest tile, Battle._layBody: the tile it was knocked out on — a raid-relocated member comes back where it
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// fell —, or its own home when it fell on another board piece's home; PRTS 卫戍协议/帮助 §作战阶段 单位部署) with full
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// HP, SP reset and `deploy` effects (卡西米尔 / 叙拉古). Death priority 11: before 不屈 (10),
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// whose redeploy "also consumes a 复活 charge" — with this order the charge is always the one used, same outcome.
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const memberSet = new Set(members);
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const max = Math.max(0, Math.floor(num(bb.max_free_respawn_cnt, 0)));
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@@ -412,7 +413,7 @@ function installEgir(battle, pid, bb, members) {
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if (c.reason !== 'killed' || !memberSet.has(u) || st.knocked.has(u)) return;
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st.knocked.add(u);
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if (st.revives >= max || u.alive || u.removed) return;
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if (!battle.redeploy(u, { free: true, tile: [u.tileR, u.tileC] }) && !battle.redeploy(u, { free: true })) return;
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if (!battle.redeploy(u, { free: true })) return;
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st.revives++;
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S.fxOn(battle, 'revive', u, 'bond:egirShip', 'respawn', { n: st.revives });
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}, { priority: 11 });
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