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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sganggs committed 2026-10-04 19:50:42 +08:00
1 parent 0e3429aa1f
commit ca3d0572ad
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@@ -129,7 +129,7 @@ function textNum(text, re, fallback) {
/**
* A tile a summon may take: inside the field and not reserved (Battle.isReservedTile: nobody on it, no knocked-out
* operator lying there, not the home tile of an ally that has not deployed yet / waits to redeploy — the initial
* deployment runs top→bottom: a summon placed while it runs must not steal a later board unit's tile).
* deployment runs one unit after another: a summon placed while it runs must not steal a later board unit's tile).
*/
function freeTile(battle, r, c) {
return Number.isInteger(r) && Number.isInteger(c) && battle.grid.inRect(r, c) && !battle.isReservedTile(r, c);
@@ -290,7 +290,7 @@ const KITS = {
battle.addBuff(unit, { key: 'talent:angel_bless', mods: { ...bless }, persist: true, allowDead: true });
battle.on('deploy', (ctx) => {
if (ctx.unit !== unit) return;
// after the whole board is deployed (initial deployment goes top→bottom)
// after the whole board is deployed (the initial deployment goes one unit after another)
battle.after(0, () => {
if (!alive(unit)) return;
const cands = battle.allies(unit.ownerId).filter((a) => a !== unit && a.kind === 'op' && !a.findBuff('talent:angel_bless_ally'));
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@@ -348,7 +348,8 @@ function inRectTile(battle, r, c) { return Number.isInteger(r) && Number.isInteg
/**
* A tile a summon may take: inside the field, nobody on it, and not the home tile of a board unit that has not
* deployed yet / waits to redeploy (initial deployment runs top→bottom, a summon must not steal a later unit's tile).
* deployed yet / waits to redeploy (the initial deployment runs one unit after another, a summon must not steal a later
* unit's tile).
*/
export function tileFree(battle, r, c) {
return inRectTile(battle, r, c) && !battle.isReservedTile(r, c);