feedback1 integrate: WV a knocked-out operator keeps its tile and redeploys there; 突袭 never lands on it
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@@ -33,13 +33,16 @@
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// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready) 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, on a free tile its position may be deployed on
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// (grid.canStand: never the 深水区 — player report #3 after 0.1.0, members dropped into 战场#08's
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// pool after an enemy wading in it): a real redeployment (retreat + free redeploy on the
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// landing tile, full HP, `deploy` fires — 部署时 traits such as 史尔特尔, 突袭手雷, 卡西米尔, 叙拉古)
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// with its SP / charges kept (engine redeploy tile + keepSp); ATK/HP +(base + per·L)
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// until it leaves the field; later redeploys use its board tile again;
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// pool after an enemy wading in it; Battle.isReservedTile: never a tile a knocked-out operator
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// lies on — player report F5, members landed on a fallen teammate): a real redeployment (retreat +
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// free redeploy on the landing tile, full HP, `deploy` fires — 部署时 traits such as 史尔特尔,
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// 突袭手雷, 卡西米尔, 叙拉古) with its SP / charges kept (engine redeploy tile + keepSp); ATK/HP
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// +(base + per·L) until it leaves the field; knocked out after a jump it lies where it fell and
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// comes back there (the engine's rest tile, Battle._layBody — PRTS 卫戍协议/帮助 "原地留下一个
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// “倒地干员”…自动部署至该位置"; its own home when it fell on another board piece's home);
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// L ≥ power_bond_stack_cnt: every operator ASPD +power_attack_speed
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// 不屈 indomShip ground operator knocked out → p = min(1, base + per·L) immediate free redeploy; tier 2: every
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// operator on the field +sp SP
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// 不屈 indomShip ground operator knocked out → p = min(1, base + per·L) immediate free redeploy where it lies
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// (the engine's rest tile); tier 2: every operator on the field +sp SP
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// 协防 emptyShip all operators phys/arts taken ×(1 − damage_resistance); members dealt ×damage_scale_normal
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// (elite ×damage_scale_extra)
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// 独行 soloShip the member(s) ATK +atk, HP +max_hp, +sp SP on every deploy
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@@ -298,8 +301,9 @@ function raidPoll(battle, st) {
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/**
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* "保留技力立即再部署": retreat the unit and redeploy it for free on (r, c) with its SP / charges kept (engine redeploy
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* `tile` + `keepSp`: restored before the `deploy` handlers run; the board tile stays the home of later redeploys).
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* Should the landing fail, the unit goes straight back to its home tile (never stranded off the field).
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* `tile` + `keepSp`: restored before the `deploy` handlers run; the board tile stays its home). Should the landing fail
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* (raidTile skips taken, reserved and body tiles, so only content refusing it), the unit goes straight back to its home
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* tile (never stranded off the field).
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* Returns 'raid' | 'home' | false.
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*/
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function raidRedeploy(battle, u, r, c) {
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