feedback1 integrate: WV a knocked-out operator keeps its tile and redeploys there; 突袭 never lands on it
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@@ -128,10 +128,13 @@ const reveal = (battle, enemies) => { for (const e of enemies) if (e.s.flags.ste
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function shove(battle, e, from, force) {
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return e && e.alive ? battle.push(e, num(force, 0), { from }) : 0;
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}
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/** Free tile for a summon/device: in the rect, standable, empty and not the home tile of any ally (dead ones redeploy there). */
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/**
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* Free tile for a summon/device: in the rect, standable, not reserved (Battle.isReservedTile: empty, no knocked-out
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* operator lying there) and not the home tile of any ally (dead ones redeploy there).
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*/
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function freeTile(battle, r, c, { ranged = false, ground = false } = {}) {
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if (!Number.isInteger(r) || !Number.isInteger(c) || !battle.grid.inRect(r, c)) return false;
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if (battle.unitAt(r, c)) return false;
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if (battle.isReservedTile(r, c)) return false;
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if (!battle.grid.canStand(r, c, { ranged })) return false;
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if (ground && !battle.grid.groundPassable(r, c)) return false;
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for (const u of battle.allyUnits) if (!u.removed && u.homeR === r && u.homeC === c && u.kind !== 'device') return false;
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