feedback5: merge R3 — server/sim/Battle.js split into server/sim/battle/* (prototype methods in fixed order) and content/enemies.js into content/enemies/* (same KITS order); golden unchanged
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@@ -69,7 +69,9 @@ server/
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results.js settlement stats, titles (评语)
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bot.js AI player (plays prep phases; also auto-play for disconnected humans)
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sim/
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Battle.js one field simulation (normal / unite / boss); public API §5
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Battle.js one field simulation (normal / unite / boss); public API §5 — the class: constructor + method install
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battle/ Battle's methods by concern (players, lifecycle, hooks, spawns, deploy, blocking, status, combat,
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queries, summons, tiles, displacement, economy, events), installed on Battle.prototype
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constants.js TICK, conversions, tuning knobs
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rng.js seeded PRNG (mulberry32) + helpers
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grid.js field grid, tile queries, passability, official 4-direction SPFA flow field + line-of-sight smoothing, road-over-floor preference only where it crosses fewer floor tiles (§21.15); DEPLOY_REFUSED_TILES (深水区, §21.3)
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@@ -91,7 +93,9 @@ server/
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garrisons.js battle side (IN_BATTLE) garrison effect keys
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items.js battle side of equipment + Arts
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bands.js battle side of band (strategy) effects
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enemies.js enemy ability specs + generic special-type behaviours
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enemies.js enemy ability specs + generic special-type behaviours: dispatch hooks, KITS, STATS_ONLY
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enemies/ helpers.js, archetypes.js, one kit file per special type (invisible, times, element, dot,
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reflection, fly, special) and leaders.js — each with its part of KITS
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bosses.js boss scripts (boss_1 … boss_10)
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devices.js stage devices & special terrain
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shared/
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