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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@@ -125,14 +125,12 @@ function textNum(text, re, fallback) {
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return /^\d+(\.\d+)?$/.test(m[1]) ? +m[1] : (CN_NUM[m[1]] ?? fallback);
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}
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/**
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* A tile a summon may take: inside the field, nobody on it, and not the home tile of an ally that has not deployed
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* yet / waits to redeploy (the initial deployment runs top→bottom: a summon placed while it runs must not steal a
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* later board unit's tile — that unit would never deploy; a dead operator must be able to come back).
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* A tile a summon may take: inside the field and not reserved (Battle.isReservedTile: nobody on it, no knocked-out
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* operator lying there, not the home tile of an ally that has not deployed yet / waits to redeploy — the initial
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* deployment runs top→bottom: a summon placed while it runs must not steal a later board unit's tile).
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*/
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function freeTile(battle, r, c) {
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if (!Number.isInteger(r) || !Number.isInteger(c) || !battle.grid.inRect(r, c) || battle.unitAt(r, c)) return false;
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for (const u of battle.allyUnits) if (!u.alive && !u.removed && u.kind !== 'device' && u.homeR === r && u.homeC === c) return false;
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return true;
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return Number.isInteger(r) && Number.isInteger(c) && battle.grid.inRect(r, c) && !battle.isReservedTile(r, c);
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}
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/** Walkable ground tile a melee summon can stand on. */
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const groundTile = (battle, r, c) => battle.grid.groundPassable(r, c) && battle.grid.canStand(r, c);
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