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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@@ -307,7 +307,7 @@ test('突袭: idle member relocates next to a ground enemy (SP kept) with ATK/HP
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checkInvariants(h2.b);
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});
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test('突袭: the jump is a redeployment — deploy fires (部署时 effects), full HP, SP kept; later redeploys use the board tile', () => {
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test('突袭: the jump is a redeployment — deploy fires (部署时 effects), full HP, SP kept; knocked out there, it comes back there', () => {
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const bb = bondBb('raidShip');
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const defs = { chess: { r_m: chessRec({ id: 'r_m', bonds: ['raidShip'], skill: { spCost: 40, initSp: 0, duration: 10 } }) }, enemies: DUMMY };
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let spAtJump = null;
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@@ -329,10 +329,15 @@ test('突袭: the jump is a redeployment — deploy fires (部署时 effects), f
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close(u.hp, u.s.maxHp, 'fresh deployment: full HP');
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close(u.s.maxHp, 2000 * (1 + bb.base_max_hp), 'raid HP bonus');
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assert.equal(h.result?.().perPlayer?.p1?.deaths ?? 0, 0, 'not counted as a death');
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// knocked out later: the auto-redeploy goes back to its board tile, without the raid bonus
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// knocked out later: it lies on its landing tile and comes back there ("原地留下一个“倒地干员”…满足再部署条件时…
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// 自动部署至该位置", PRTS 卫戍协议/帮助 — player report F5 after 0.1.0), without the raid bonus; its home stays the
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// board tile
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const landed = [u.tileR, u.tileC];
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h.b.dealDamage(null, u, { amount: 1e9, type: 'true' });
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assert.deepEqual([u.tileR, u.tileC], landed, 'lies where it fell');
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h.b.redeploy(u);
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assert.deepEqual([u.tileR, u.tileC], [12, 3], 'home tile unchanged');
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assert.deepEqual([u.tileR, u.tileC], landed, 'redeployed where it lay');
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assert.deepEqual([u.homeR, u.homeC], [12, 3], 'home tile unchanged');
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close(u.s.maxHp, 2000, 'bonus gone after leaving the field');
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checkInvariants(h.b);
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});
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