feedback1f WU: fence-block docs - correct provenance, mark air blocking [ASSUMED]
SIM.md Blocking: the 薄绿 S2 drag case was found while checking community report F4 (深巡 on a fenced tile), not reported by players; the passage now says so, keeps the surrounding base lines untouched and wraps to the file's width. The air-blocking reading (blockFly units on a fenced tile still block flyers) is marked [ASSUMED: PRTS restricts the rule to 地面阻挡] in SIM.md, Battle._blockerFor and the test file; the _blockerFor doc also states that the gate reads ground passability (on the stages the fenced tiles are the only low tiles ground units cannot pass). No behaviour change.
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@@ -12,7 +12,8 @@
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// Nearby rule fixed: PRTS 围墙 / 围栏 地形机制 "部署在其中的单位,若当前阻挡类型为'地面阻挡'则无法阻挡敌人" — a unit on a fenced
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// tile blocks no ground enemy (Battle._blockerFor). Nothing walks onto such a tile, but a push / pull stops an enemy at
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// the tile edge, 0.5 from the fenced unit — inside the ground block radius 0.7071 — and 0.1.0 let the fenced unit block
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// it there. Air blocking (blockFly against flyers) is not ground blocking and stays.
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// it there (found while checking F4, with 薄绿 S2). Air blocking (blockFly against flyers) stays [ASSUMED: PRTS restricts
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// the rule to 地面阻挡].
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import { test } from 'node:test';
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import assert from 'node:assert/strict';
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@@ -152,6 +153,7 @@ test('fix, real kit: 薄绿 on a 围墙 tile drags enemies against the fence and
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});
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test('fix: air blocking stays — a blockFly unit on a fenced tile blocks a flyer over the fence', () => {
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// [ASSUMED] PRTS's rule names only 地面阻挡 ("若当前阻挡类型为'地面阻挡'则无法阻挡敌人"), so air blocking is kept
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const h = makeBattle({ stageId: 'act1autochess_m01', units: [{ chessId: UDFLOW, row: 11, col: 7, dir: 'RIGHT' }], autoFinish: false, timeLimit: 60, seed: 3 });
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h.step(1);
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const u = h.unit(UDFLOW);
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