feedback3 WF: the initial deployment goes by column — the left column first, top to bottom within a column (PRTS 从上到下>从左到右 read as a scan, the 阿戈尔 devour's order; mirrored boss side from its own left); a merge's elite among several deployed copies follows it (server and client); tests whose target was the latest deployed keep it
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@@ -321,7 +321,7 @@ export class PlayerState {
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return null;
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}
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/** Every owned chess piece: board (deploy order) then hand then temp. */
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/** Every owned chess piece: board (reading order, board.js boardOrder) then hand then temp. */
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allChess() {
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const out = [];
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for (const { piece } of boardOrder(this.board)) if (piece.kind === 'chess') out.push(piece);
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@@ -509,8 +509,8 @@ export class PlayerState {
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* Merge `need` normal copies of `baseId` (the incoming, not yet stowed piece first, then temp, hand, board) into
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* the elite — PRTS 卫戍协议/帮助 §干员的获得与精锐化: "发送1名【精锐】状态的该干员至手牌区(若消耗已部署至作战区的干员,
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* 则发送至作战区对应位置)" (the user's playtest #6 follow-up confirms it). The tile (`mergeTile`): when a consumed copy
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* stood on the board the elite takes its tile and facing — of several, the one that deploys first (board reading
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* order: top → bottom, then left → right) [ASSUMED]. The incoming copy is never deployed (a 突变细胞 transformation
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* stood on the board the elite takes its tile and facing — of several, the one that deploys first (the left board
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* column first, top to bottom within a column — Battle.start's order) [ASSUMED]. The incoming copy is never deployed (a 突变细胞 transformation
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* destroyed its carrier before the gain: that tile is no copy's). It replaces a deployed copy, so the deploy count
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* never grows. Otherwise the elite goes to the hand, overflow temp — outside PREP too (a SETTLE merge's elite waits in
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* temp through the next prep, tempDue). The copies' equipment returns to the hand ("干员晋级后已配发装备会回收至整备区";
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