feedback5: merge CB1 — community reports (bonds / strategies / items): a pair of colds on an enemy becomes the freeze and leaves no cold (the 谢拉格 wind no longer freezes for good), a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy where the operator lies (砾's and 瑕光's 被击倒时 / 部署时 layers fire), 佩佩's special refresh is paid, the result card hides the layers of 调和 / 协防干员 / 独行 / 绝技, the 炎佑 keeps off 外勤医疗's slot, 凯瑟琳's 定向投放 offers every shop item; 烛煌's 绝处重燃 before the hammer's lock and the 寻呼模块 / 简易通讯机 tier cap kept as they are (the owner's decisions of 2026-10-07); §25.15 → §25.21 (§25.15 is the shortcuts'); golden: vs feedback5 CB1's own rules — roster-005/009/010/012/014/015/016/018/026/029/031/033/036/040/042/046/047/049, bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high, bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low, boss-boss_2/3/4/6-pair, hidden-boss_8/9/10-pair, standin-07, matches solo-FUNNY-1, solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7; vs CB1 what feedback5 changed since its base (CB2, CB3, CB4, CB5) plus roster-014
Conflicts resolved by hand: - server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js: the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their header, bonds_core's comment, DESIGN §25.17.5 say so. - docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a deploy-timed skill starts anew (§25.17.5). - data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1). - docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins). Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented). roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the 萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged roster-014 equals CB1's digest exactly (checked). Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok, typecheck ok.
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@@ -1321,17 +1321,34 @@ function yanyouKit(bb, raw) {
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};
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}
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/** Free field tile for a flyer: the player's half, void/non-deployable tiles first, nearest to the half's centre. */
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/**
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* Stage positions held for the band map characters (data/stages.json `mapChars`: the levels' predefined 预备干员-医疗 /
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* Touch of 外勤医疗, hidden until a player holds the strategy), as tile keys.
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*/
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function mapCharKeys(battle) {
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const list = battle.stage?.raw?.mapChars ?? battle.stage?.mapChars ?? [];
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const out = new Set();
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for (const m of Array.isArray(list) ? list : []) if (m && Array.isArray(m.pos)) out.add(m.pos[0] * COLS + m.pos[1]);
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return out;
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}
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/**
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* Free field tile for a flyer: the player's half, void/non-deployable tiles first, nearest to the half's centre — never a
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* map character's position: the 炎佑 spawns at the same battle start as 外勤医疗's medic and took its tile on the maps
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* whose free void tiles nearest the centre include it (战场#08 涨潮控制 always, 战场#07 排气格栅 with 9 炎), so the medic
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* never stood (community report of 2026-10-06 「Touch策略给的医疗干员会跟炎盟约的炎祐冲突,无法同时出场」).
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*/
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function airTile(battle, playerId, taken) {
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const R = battle.rect;
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const ps = battle.getPlayer(playerId);
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let c0 = R.c0, c1 = R.c1;
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if (battle.players.length > 1 && ps) { if (ps.half === 'R') c0 = Math.max(c0, 11); else c1 = Math.min(c1, 10); }
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const cr = (R.r0 + R.r1) / 2, cc = (c0 + c1) / 2;
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const held = mapCharKeys(battle);
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let best = null, bs = null;
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for (let r = R.r0; r <= R.r1; r++) {
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for (let c = c0; c <= c1; c++) {
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if (taken.has(r * COLS + c) || !tileFree(battle, r, c)) continue;
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if (taken.has(r * COLS + c) || held.has(r * COLS + c) || !tileFree(battle, r, c)) continue;
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const t = battle.grid.tile(r, c);
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const cls = t.build === 'NONE' && t.pass !== 'ALL' ? 0 : t.build === 'NONE' ? 1 : 2;
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const s = [cls, Math.hypot(r - cr, c - cc), r * COLS + c];
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