feedback6 R21A: a 突袭 member may land on a teammate's half when both halves of the field are taken — the two-helper 联防 field and the Final Assault / Hidden Core pair field (the owner's decision of 2026-10-07): Battle.onFieldBoard (onOwnBoard of any player of the battle) read by raidTile only; a lone 联防 helper's empty half, a solo boss field's other half and the hand / 临时整备区 rows stay closed, every other landing rule kept, 乌尔比安's S3 【移动】 keeps onOwnBoard; golden: 8 moved, each parting from the parent at a member's first landing on its teammate's half (checked tick by tick with the parent instrumented) — fields boss-boss_2 / 3 / 4 / 5 / 6-pair and hidden-boss_8 / 10-pair (the right player's 缄默德克萨斯 / 伊内丝 / 仇白 / 耀骑士临光 on the left player's half, 1–7 landings per battle, the first 0.3–39.8 s in), matches coop4-ABYSS-7 (round 6's two-helper 联防: ai_2's 斯卡蒂 on ai_1's half at 52 s; only ai_1 / ai_2 dmgDealt move, 8263 between them); unite-2 unchanged (its two landings stay on their own half)
Tests: test/sim/feedback5-raid-own-board.test.js — the pair field (the right player's member onto the left telin's board tile (2,3), the left player's onto the mirrored right (2,17), the hand rows closed) and the two-helper 联防 (each helper onto the other's half; 乌尔比安 beside a teammate stays on his own) fail on the parent; the solo boss field's hand rows and the lone helper unchanged. Docs: docs/history/0.2.1.md (new, §26; §26.1 cites the owner's decision and PRTS 卫戍协议/帮助 §联防阶段), the DESIGN index row and versions line, a pointer from §25.18.1, docs/SIM.md (onFieldBoard; onOwnBoard now 乌尔比安's only).
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@@ -33,8 +33,10 @@
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// 助力 deputShip all operators DEF +(base + per·L), redeploy time ×(1 + respawn_time)
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// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready — a passive skill that is on counts, GitHub
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// #49, and so does a deploy-timed skill while it runs, #109) with no enemy in range → "保留技力立即再部署"
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// next to the most advanced ground enemy it can reach: on a free tile of its own board (Battle.onOwnBoard:
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// never a boss field's hand / 临时整备区 rows, never the other half of a 联防 or boss field — community
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// next to the most advanced ground enemy it can reach: on a free tile of a board of its field
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// (Battle.onFieldBoard: its own or a teammate's on the same field — the two-helper 联防 field and a
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// pair field open both halves, the owner's decision of 2026-10-07; never a boss field's hand /
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// 临时整备区 rows, never the empty other half of a lone 联防 helper or a solo boss field — community
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// reports of 2026-10-06, items 40 and 16.3) its position may be deployed
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// on from which its range covers that enemy (GitHub issue #51 [ASSUMED]: the first of the 8 most
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// advanced that has such a tile; none → it stays and the next poll looks again, never a jump that
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@@ -271,10 +273,12 @@ function raidReach(u) {
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/**
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* Landing tile [row, col] of a jump to enemy `e`, or null: a tile from which the member's range (`reach`, raidReach)
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* covers the enemy's body (a huge enemy: any tile it occupies — body.js), within RAID_SEARCH tiles (Chebyshev) of the
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* enemy, inside the field rect and on the member's own board (Battle.onOwnBoard — "再部署" goes where its player deploys:
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* never a boss field's hand row 0 or 临时整备区 row 1, both inside BOSS_RECT and buildable high ground, nor the half of the
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* 联防 or boss field that is not its player's; community reports of 2026-10-06, items 40 and 16.3: a ranged member landed
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* on the 临时整备区 row of a solo leader round, and on the right half of the one-helper 联防 map), that the member's
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* enemy, inside the field rect and on a board of its field (Battle.onFieldBoard — "再部署" goes where a player of the
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* field deploys: its own board or a teammate's half when both halves are taken, the two-helper 联防 field and a pair
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* field — the owner's decision of 2026-10-07, DESIGN §26.1; never a boss field's hand row 0 or 临时整备区 row 1, both
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* inside BOSS_RECT and buildable high ground, nor the empty other half of the one-helper 联防 map or a solo boss field;
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* community reports of 2026-10-06, items 40 and 16.3: a ranged member landed on the 临时整备区 row of a solo leader
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* round, and on the right half of the one-helper 联防 map), that the member's
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* position may be deployed on (grid.canStand: never the 深水区 —
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* player report #3 after 0.1.0 —, and for a melee member low ground only, never a 高台: GitHub #148) and that is free
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* (Battle.isReservedTile: no living unit, no knocked-out operator's body — player report F5 —, no waiting piece's tile).
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@@ -299,7 +303,7 @@ function raidTile(battle, u, e, reach) {
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for (let i = 0; i < reach.length; i += 2) {
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const r = br - reach[i], c = bc - reach[i + 1], dr = r - er, dc = c - ec;
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if (Math.abs(dr) > RAID_SEARCH || Math.abs(dc) > RAID_SEARCH) continue;
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if (!battle.grid.inRect(r, c) || !battle.onOwnBoard(u.player, r, c) || !battle.grid.canStand(r, c, { ranged }) || battle.isReservedTile(r, c)) continue;
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if (!battle.grid.inRect(r, c) || !battle.onFieldBoard(r, c) || !battle.grid.canStand(r, c, { ranged }) || battle.isReservedTile(r, c)) continue;
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const t = r * COLS + c;
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const p = path && battle.grid.tile(r, c).pass === 'ALL' && (path.has(t) || body.includes(t)) ? 0 : 1; // its block applies
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const d = Math.max(Math.abs(dr), Math.abs(dc)) + 0.01 * (Math.abs(dr) + Math.abs(dc));
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@@ -95,9 +95,11 @@ export default {
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if (stop === 0 || !unit.alive) return;
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// PRTS 备注: landing tile > the tile one beyond it > his own tile (a deployable, free, unreserved melee tile).
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// "可部署" is a tile his player may deploy on: his own board (Battle.onOwnBoard) — never the other half of a 联防 or
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// boss field nor a boss field's hand / 临时整备区 rows. Community report of 2026-10-06 (item 27) 「乌尔比安使用3技能会在
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// 联防阶段跳到红门后」: on the one-helper 联防 map (escaped_single, enemies from the middle gate at col 10) an anchor that
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// met no enemy flew on to the right half, where no enemy ever walks, and he moved there for the whole skill
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// boss field nor a boss field's hand / 临时整备区 rows; a teammate's half stays closed to him even where the 突袭
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// landing may take it (Battle.onFieldBoard, DESIGN §26.1). Community report of 2026-10-06 (item 27)
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// 「乌尔比安使用3技能会在联防阶段跳到红门后」: on the one-helper 联防 map (escaped_single, enemies from the middle gate at
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// col 10) an anchor that met no enemy flew on to the right half, where no enemy ever walks, and he moved there for
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// the whole skill
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const ok = ([r, c]) => (r !== unit.tileR || c !== unit.tileC) && battle.grid.inRect(r, c) && battle.onOwnBoard(unit.player, r, c) && battle.grid.canStand(r, c) && !battle.grid.isObstacle(r, c) && !battle.isReservedTile(r, c);
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const dest = [[sr, sc], frontOf(unit.tileR, unit.tileC, unit.dir, stop + 1)].find(ok);
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if (dest == null) return;
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