fix: 外勤医疗预置角色保持初始索敌顺序 (#315)
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@@ -274,3 +274,25 @@ enemy: picking emitted a unit click with no definition, instead of the tile clic
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engine-canvas regression retains the card/100 HP assertions and also covers another field refresh, live HP loss and
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closing the card when the crate is destroyed. Device metadata supplied by the new entry still wins; changing fields
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does not carry old devices across. Gameplay and allied targeting rules are unchanged.
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### 29.15 Prepared 外勤医疗 target order (follow-up to #451)
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PR #451 made 预备干员-医疗 visible in preparation but deliberately left its initial aggro order unchanged. In the
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user-provided [卫戍协议 recording](https://b23.tv/RQLI8WS), the right-side 联防 board at 19:13 has Touch and 哈洛德
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inside the same flying 守墓石像's attack range when it locks its target, yet the attack selects 哈洛德. The 17:01
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preparation frame shows 哈洛德 with no equipment, and his position makes him the right player's first ordinary
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deployment under the current column scan. The 19:36 clip supplies another targeting comparison. These observations
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support an effective priority earlier than ordinary operators for the prepared 外勤医疗 slot; they do not expose the
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official game's unit identity or exact deployment counters.
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The battle sim creates the selected map-character variant at `battleStart`, after deploying the board. [ASSUMED]
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The prepared slot retains an earlier effective targeting order whether it stays 预备干员-医疗 or is replaced by Touch.
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Only `aggroSeq` gets a negative, pre-initial value; `deploySeq` remains the actual spawn's identity for deployment
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hooks and scheduled effects. [ASSUMED] If several players have prepared slots, their relative order follows the
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existing player order. A map character spawned ad hoc after battle start keeps normal summon order. The real flying
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守墓石像 tests check both variants at target-lock time, a right-side 联防 Touch, and the higher-taunt exception.
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`npm run golden:update` recomputed all 287 scenarios. Only `coop2-NORMAL-14-standins` changed: its human seat uses
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`band_amedic`, and combat differences first appear in round 11. The match remains a round-14 victory with team LP 31;
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that seat's final kills move 272 → 273 and leaks 44 → 43. Its boss damage moves 193,091 → 189,876, while the partner's
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moves 586,909 → 590,124. All other golden scenarios retain their prior result.
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