feedback1f WU: units on fenced tiles block no ground enemy (F4: 深巡 on a 围墙 tile attacks as usual)
F4 "干员深巡放在围栏围着的地块里不会主动攻击" is not reproduced: 深巡 (哨戒铁卫, range 2-2) attacks every enemy on her range tiles from the fenced 围墙 tiles of every active stage, the Final Assault halves and 联防, through a real Match and in the browser's own battle. Locked by test/sim/feedback1f-fence.test.js. Nearby rule fixed: PRTS 围墙 / 围栏 地形机制 "部署在其中的单位,若当前阻挡类型为'地面阻挡'则无法阻挡敌人". A unit on a tile ground units cannot pass now blocks no ground enemy (Battle._blockerFor); before, an enemy pushed or dragged to the fence edge (0.5 from the unit) was blocked there - 薄绿 S2 on a fenced tile held the dragged enemies. Air blocking (blockFly against flyers) stays. Docs: SIM.md Blocking, PLAYING.md tip on the fenced tiles.
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@@ -176,12 +176,17 @@ to a new pick. A `wait` leg keeps counting; when the fear ends the route re-plan
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user playtest #5 item 4): an unblocked, blockable enemy is blocked by an ally (or device) whose centre is within its
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block radius of the enemy's position — `constants.js BLOCK_RADIUS`: ground 0.7071 (compared as d² < 0.49999037, the
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tile's circumscribed circle), air 0.8944 (blockFly units against flyers), devices 0.4472 — while that blocker has free
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capacity for the enemy's `blockWeight` (data `blockCnt`). It is checked every tick for every unblocked enemy, moving or
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not: an enemy that overlaps an operator when its blocker dies / is withdrawn / is stunned, or when the operator's
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blocked enemy dies, is taken over at once; an enemy that finds no room walks on (pass-through). Several blockers in
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contact → the nearest [ASSUMED]. A head-on enemy therefore stops at contact, ~0.71 tile from the blocker's centre, on the
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tile in front of it (PRTS 作战机制: a blocked enemy's collider does not enter the blocker's tile; the official few
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hundredths of a tile of deceleration are not modelled), and **every blocker** — melee units (要塞 / 领主 / 哨戒铁卫
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capacity for the enemy's `blockWeight` (data `blockCnt`). A unit standing on a tile ground units cannot pass — the
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fenced 围墙 / 围栏 tiles (`b`: low, deployable, flyers only) — blocks no ground enemy (PRTS 围墙 / 围栏 地形机制 "部署在
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其中的单位,若当前阻挡类型为'地面阻挡'则无法阻挡敌人"; `Battle._blockerFor`): nothing walks onto those tiles, but a push or
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pull leaves an enemy at the fence edge, 0.5 from the unit — it walks on (community report F4 after 0.1.0: 薄绿 S2 on a
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fenced tile held the dragged enemies there; test/sim/feedback1f-fence.test.js); air blocking (blockFly against flyers)
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stays; a unit on a fenced tile still attacks whatever stands on its range tiles. It is checked every tick for every
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unblocked enemy, moving or not: an enemy that overlaps an operator when its blocker dies / is withdrawn / is stunned,
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or when the operator's blocked enemy dies, is taken over at once; an enemy that finds no room walks on (pass-through).
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Several blockers in contact → the nearest [ASSUMED]. A head-on enemy therefore stops at contact, ~0.71 tile from the
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blocker's centre, on the tile in front of it (PRTS 作战机制: a blocked enemy's collider does not enter the blocker's
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tile; the official few hundredths of a tile of deceleration are not modelled), and **every blocker** — melee units (要塞 / 领主 / 哨戒铁卫
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included), summons (流形's melee copy) and a ranged operator standing on a melee tile alike — may always target the
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enemies it blocks, in range or not, whatever its facing, and targets them first ("可以选择且优先选择阻挡单位", PRTS 选择器;
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the user's rule after playtest #6, "阻挡了就一定要能打到": officially the collision pushes a blocked enemy to its blocker's
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