Merges the 7 WB commits after the first WB merge (d1f8a49..2cb84bd): R3 one of 10 fixed
sets (9 seen), R9 one of 6 boss groups picked by the matches they came in, R11 one of the
7 seen lists of 7; R11 families 14 / 4 / 4; the 机密商店 and the 战术决策 can offer the
same card twice (R11 shop: two VI, at least one V and one 盟约之币). data/choices.json
rebuilt with tools/build-data.mjs --offline (identical to the branch's). The tactic bot
test uses a real seat (the merged bot scores tactic cards on the player's bonds).
DESIGN §21.2 / §7 / §21.20 and CHANGELOG describe the 22-match model.
DATA: choices.json tacticDraft, the families header and cards.tactic rows.
META 1.2: 战术决策 after the 4 official drafts, identical cards separate.
PLAYING: the 机变 row says a 战术决策 can show the same card twice and
what R11 offers.
The 7 seen R11 lists stay picked uniformly, assumed because that invents no list. By the blocks of
effectChoiceInfoDict, R11 would fire bounty_hunter_8..15 (beside artifact_paid_4/5 and hardbuff_select),
so the block order is no longer cited as support for '1..7'. 7, 8 or 9 events fit the 14 drafts about
equally; with 8, an unseen list would come in about 1 R11 bounty draft in 8 (open question).
- one subsection per workstream (reports, verdict, cause, official rule and source, what changed, [ASSUMED], tests),
the integration follow-ups and the settled decisions (tactician rotation keeps in-range summons, user-confirmed)
- §2 §3 §5 §6 §7 §8 §9 §10 §13 §14 §16-§20 rewritten where the merged behaviour changed them
- docs-consistency checks §21 against the code; PLAYING notes the player-visible follow-ups
- R11 悬赏决策: the list is one of the 7 seen lists, uniform (slots 7, taken as the events
bounty_hunter_1..7, one block of effectChoiceInfoDict). No list is built from nothing any more;
the rule only completes the 4 lists seen with 6 cards, so 12_8 / 16_2 / 16_6 come in about
1 R11 bounty draft in 15 (14 drafts without one: about 39 %).
- R9: the groups hold 9, 9, 9, 9, 8 and 6 cards (comments, docs, test); match 4's base-only
group may be a draft of another group (open). 58 -> 59 bounty drafts in the build-data note.
- 机密商店: shopDraft.rounds [11]. The official composition (VI, VI, V, 盟约之币 + 2) applies at
R11 (绝境 / 终极, where the screenshots are); the earlier 标准 / 险境 shops keep the previous draw,
any tier I-VI per card with replacement (repeats still possible, about 26 %).
- Tests: R11 slots / block order / never-shown rate, R9 group sizes, the non-R11 shop draw.
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.
Player report F5 after 0.1.0: "突袭盟约的干员会移动到濒死干员的尸体上".
Real. A knocked-out operator left the occupancy map at once and only its
home tile stayed reserved. A 突袭 member that fell after its jump lay on the
landing tile, which nothing reserved, so the next member's jump (same target,
same scoring) landed on it; and a member's timed redeploy came back on its home
where a teammate that had jumped there lay. Real matches (six real 突袭
members, 战场#07 / #08, R6 / R9 / R12, 96 battles): 6 placements on a body
(3 jumps, 3 home redeploys) before, 0 of 526 jumps after.
Official (PRTS 卫戍协议/帮助, 作战阶段 / 单位部署):
- "干员退场后…原地留下一个“倒地干员”…满足再部署条件时,移除场上的该倒地干员
并自动部署至该位置"
- "倒地干员所在地块视为可部署,但所有我方单位在此处的部署行为将被阻止"
- "若干员被击倒的位置为其他干员或召唤物的初始位置,则在被击倒后,尝试返回其
自身的初始位置"
Now (sim/Battle.js):
- A knocked-out operator lies on `unit.body`: the tile it fell on, or its
own home when it fell on another board piece's home and its home is free
(one attempt at the knock-out, assumed). x / y / tileR / tileC keep where
it fell, so the kill / death handlers still act there.
- Every redeploy comes back there (restTile): the timed one, 不屈's and
阿戈尔's. A retreated operator still comes back on its home.
- downOn(r, c): _deploy (redeploys, the 突袭 landing, summons), spawnDevice
and relocate refuse the tile for every ally of the field; isReservedTile
reports it, so every automatic picker skips it (突袭 raidTile, tactical
points, summon / device pickers, 维娜's lions). The kit helpers that kept
their own home-tile loop (tier1 summonTileFree, tier3 / tier4 freeTile) go
through isReservedTile.
- b.snap `down` entries gain the body tile: [id, respawnAt, respawnTime,
state, row, col]. DOWN_STATE.WAIT_TILE becomes a safeguard only.
Tests: test/sim/feedback1f-downed-tile.test.js (real Match / PlayerState /
BattleSpec runs with real 突袭 chess, the 突袭 jump, the engine refusals,
the return home); downelem and bonds_addon follow the official rule.
Review follow-up for E2 (not reproduced, no behaviour change):
- blockRun fills the skill's SP (and puts the patient back to 5 %) the
first tick the healer blocks, and tests 2 and 3 assert the skill is
cast or running while it blocks: all 56 healer loadouts now cast in
the window (half never did at the default initial SP).
- The reported 炎 boss round makes 录武官's skill ready when she first
holds 卢西恩 / 不祥幻影 and asserts it is cast or running then.
- The boss test says what it covers: 0 healer damage on all 20 boss /
hidden fields; healers block 卢西恩 / 不祥幻影 (h07_05) and a
patrolling 碎铳之簧 once its shield is broken (h08_02); the other
leaders and parts cannot be blocked by a block-1 unit.
- SIM.md: the healer qualifier follows the "one-line flip" sentence, so
"This replaces..." refers to the every-blocker rule again.
- ai.js header, Battle.blockedTargets and targeting.js: the blocked-first
rule is for attacks that hit enemies; a heal attack keeps selecting
injured allies (PRTS 卫戍协议/帮助).
- PLAYING.md: the healer exception names 咒愈师 as the one that hits.
The direction rules now rest on client data instead of the skill wording:
野鬃 S2's attack ability carries buff wildmn_s_2[force] of template
knockback[dir] (Knockback, _useSourceDirection true, force level -2 when
off direction); 琳琅诗怀雅 S3, 山 S3 and 莫斯提马 S3 use knockback[relative]
(radial); 圣聆初雪 S1 is KnockBackWithCharacterDirection (no correction).
Comments, SIM.md and the test header cite these. The generic kit header
notes its text keywords are only a fallback. PLAYING.md explains 野鬃's
push direction to players. No behaviour change.
- render/app.js: the views' unit info is built by the exported renderInfo(UnitInfo), which now keeps `form`;
addInfo dropped it, so a view built from fieldMeta (a teammate's field watched later, 联防 observers, a
reconnect) still drew the first form. Tested through renderInfo (fake PIXI) and the real enterBattle(meta)
path in headless Chrome (opt-in).
- content/enemies.js: rebirthCleanse at every 重生 (reborn, husk, statue): operator-applied buffs and
source-less statuses go, own talents / enemy-given buffs / field state stay (PRTS 特殊机制 §重生). A 逐火
knocked out while feared is no longer an unblockable ember.
- snapshot.js: an enemy's stealth bit only while its 隐匿 is on (not blocked, not revealed).
- Docs: area damage reaching an unblocked 隐匿 enemy is documented as an engine deviation (PRTS 作战机制
§AOE伤害判定), not as the rule.
- Every form change goes through content setForm(): the unit keeps it (e.form)
and UnitInfo publishes it, so a view built mid-battle from fieldMeta (a
watched teammate's field, 联防 observers, a reconnect) starts in the
current form instead of the first-form model.
- Enemy profile (dmgType) and Unit moving / form are initialised at spawn:
one object shape for the sim's hot loop (the boss-field bench is back at
the base speed).
- 转译基底·α: an HP loss cannot knock out its original form (no death clip).
- 假想敌:再生: 1 s 重生 and walking 傀儡 cited from PRTS; shields within 1.8
as the 再生状态 begins.
- Renderer: a 重生's closing clip (and the ember's stand-up clip) is timed
from the fx dur to end with it, so the next form attacks on its own clips.
- Docs: ASSETS FORMS list, SIM form fx, PLAYING 隐匿 wording.
Review follow-up to the water / tactical point change.
- Re-orienting 伺夜 / 缪尔赛思 in place while hand and temp are full could leave
a placed 狼群 / 流形 outside the new range (it had nowhere to go and stayed
put). The re-orientation is now refused with HAND_FULL when a summon it
would leave out has no stack and no free slot. On the other paths
(promotion, an owner moved with no room) such a summon leaves the board and
its stack comes back at the next round start (grantTokensFor), so no
out-of-range placement reaches the battle.
- Citation corrected: the 深水区 rule comes from the PRTS page 深水区 (地形信息
tile_deepsea: 部署类型 全部位, 地形机制 "拒绝部署(待补充)"), corroborated by
PRTS 作战机制 (地形标记 AdvancedBuildableMask lists 深水). There is no PRTS
page 地形.
- grid.js: the tie-break note now says what changed on 战场#08 (no gate
route; a few off-route smoothed steps of the boss field go around the water).
- Documented the known limit of the inactive act1 m05: its 特制水上平台 tiles
are deployable in the prep's deploy map only; the sim does not model the
canoes and keeps those tiles non-standable.
- gameLogic.summonRange reuses facing.js rangeTiles.
- tools/build-data.mjs bountyDraftHalf: exact faction-series counts (12 of 18 two-battle cards bring first-half
enemies, 5 outside the wave tables, enemyeffect_12_4 a second-half attachment), base-HP gradient, the user's
two-battle recall; counter-evidence (假想敌 named enemyInitial_*, the unread NGA R3 guide); the split marked
[ASSUMED] with its flip; data unchanged
- server/match/choices.js, docs/META.md, docs/DATA.md: the split marked [ASSUMED]
- m.private shop.rewardOffer.queued: offers waiting behind the shown one; the header says 之后还有 N 项 and the
reminder pill +N (a 定向投放 behind a promotion reward put off)
- tests: corrected headers, the stale bountyTiers fixture dropped, queued checks (unit + opt-in e2e on desktop
and 756x366)
- A pair Final Assault / Hidden Core field has one spawn list that both
players' handlers edit; each player's 0-2 swaps now come only from the
enemies whose route ends on that player's half (the half rule of the
field's bounties). Match passes the wave's routes and the player's side
('L' / 'R', null on a one-player field) in the boss / hidden
onBattleStart event; docs/META.md documents the two fields.
- The comment justifying elite eligibility was wrong (the leader rounds'
escorts are a mix, about two thirds elites, not all elites); reworded
with the measured numbers and kept [ASSUMED].
- The pair-field test now drives the real match path (Final Assault, then
the Hidden Core it unlocks) instead of dispatching by hand; a unit check
covers the half filter.
- render/spine.js: no attack (wind-up or 'atk') cuts a form's change clip short;
a knocked-out 逐火 no longer reports its last attack in the snapshot.
- test/render/feedback1-forms.browser.test.js (opt-in RENDER_E2E=1): the real
sim in headless Chrome on 战场#01 — 转译基底·α A_* → A_Die_B → B_* → B_Die,
a 深池逐火战士 knocked out in front of its blocker: Die → the 隐匿 ember on
Idle_2, beaten → Die_2.
- PLAYING.md: the 余烬 and 转译基底 rules for players.
Player reports #3 and #9 after the 0.1.0 release.
#3 On 战场#08(下半) 涨潮控制 (act2autochess_m04) operators could be placed in the
pool and 突袭 members jumped into it. The 深水区 (tile_deepsea) has buildableType
ALL in the level file, but it refuses deployment (PRTS 地形 深水区 "地形机制:拒绝
部署"; the season-1 战场#05 puts a 特制水上平台 - "在水上建立可以部署任意单位的
平台" - on every one of its water tiles).
- grid.js DEPLOY_REFUSED_TILES: the legend's effective build is NONE, so
canStand (突袭 landing tile, tactical points, summon tiles) never picks the
water; a hard-blocked 射击台 / mound tile takes no melee unit either.
- build-data: stages.json legend `buildable` is the effective type (the level's
value kept in `buildableType`), deployTiles exclude the water, a 特制水上平台
makes its tile deployable (act1 m05, inactive). board.js / gameLogic.js
deploy maps follow (water platforms included); bots plan on the same map.
- Gate routes are unchanged; the water now counts as non-blockable ground in
the path tie-break (audit lists updated).
#9 伺夜's 狼群 and 缪尔赛思's 流形 ("只能部署在召唤者攻击范围内", tokens.json
`ownerRange`) could be placed anywhere.
- PlayerState._legal / summonRange: a range-bound summon only on a tile of its
owner's attack range (loadout grid rotated by the owner's facing); swaps with
the owner are checked from the owner's new tile; re-orienting (or promoting)
the owner sends a summon left outside back onto its stack with a toast.
- The client lights and accepts the same tiles (gameLogic.summonRange), the bot
plans inside them, the invariants check it, the 伺夜 kit re-uses the piece's
tile only inside her range.
Tests: test/match/feedback1-placement, test/sim/feedback1-water, the opt-in
headless-Chrome test/ui/feedback1-placement.e2e (fastServer hook SP_STAGE);
existing summon / deploy / pathing tests moved off the water tiles.
Player report #6: 凯瑟琳's 定向投放 offer after a level-up showed three nameless
operator cards (the raw item ids) under the promotion reward's 晋升奖励 header.
The shop bar now draws each offer slot by its kind (item slots as free item
cards) and names the offer: m.private shop.rewardOffer carries source
('merge' | 'special') and label (the strategy's effect name, the item's name
or the 特质's operator — effectsMeta.offerLabel); the reminder pill says
<label>待选择. Same path for 娜仁图亚, 寻呼模块, 信标 and 松果.
Player reports after 0.1.0, #1 and #4.
#1 拉普兰德 (garrison_123, SERVER_GAIN_BOND_LAYER_BY_REFRESH_CNT) checked the
player's refresh count of the round, so a copy bought after the round's first
manual refresh never stacked that round. Players report the official
behaviour: the first refresh after acquiring her also stacks. Each copy now
counts the manual refreshes it witnessed this round (board or hand) through a
per-piece round counter (PlayerState.pieceRoundCount, ctx.incPieceCounter); an
elite merged this round keeps the highest count of its copies [ASSUMED]. The
"本回合每刷新过1次" multiplier traits keep the player's count.
#4 突变细胞 destroyed itself after one transformation. Official text never
says 销毁 (every consumable's does), PRTS notes "原干员销毁,获得一名高一阶的随机
初始干员", and players re-inject the cell every round. The built-in now replaces
the carrier with a random normal operator one tier higher (max 6) and returns
the carrier's equipment, the cell included, to the hand
(transformChess returnItems); the content override is gone. The item card
shows the rule (items.json note, build-data ITEM_RULES); bots inject their
least valuable single normal operator below tier 6 (bot.js cellTarget).
- 圆仔 is unblockable (PRTS 天赋 "无法攻击/被阻挡"); it was blocked like any
ground enemy because its kit only had the front guard.
- 鸭爵 runs at move speed x(1 + run.attack@move_speed) once hurt: +300 % for
the strategy version, +400 % for the original (PRTS); it was x3 / x4.
- The swap also applies in the Final Assault and the Hidden Core (PRTS
下半/PRTS盟约记录 鸭爵 备注 "在最终回合和隐秘核心回合中仍然生效"): any
ground wave enemy but the leader, its parts, bounties and uncounted units
can be swapped (the leader rounds' escorts are elites); each player of a
boss field gets its own 0-2.
- The four swapped-in enemies cost 1 LP at the protection point
("但进入保护目标点将减少1点目标生命值"): build-data sets their lpr to 1
instead of the database's roguelike 0 (Final Assault LP, detail card).
Player report #2: boss bounties, second-half specials and their upgraded copies
showed up in the first 悬赏决策 draft. A draft up to R7 (the official wave
generator's first half) now offers the 接下来两场作战 cards, a draft from R8 the
下场作战 and multi-round cards, with no tier window (the official late draft
screenshot shows boss bounties worth 1 to 6 together). choices.json cards.bounty
draftHalf, schedule bountyHalf; the mode's inactive enemy list no longer thins
the bounty draft (PRTS 11/18 note).
- the strip, its counts / layers / tiers and the bond popups show the player whose field or half is on screen, with an
amber "👁 name" tag; live in-battle layers (runner bondLayers, ≤ 999) and the finished battle's gains until SETTLE
- shared fields follow the ‹ › half's player; 全景 shows your own when you fight there, else the picked teammate [ASSUMED]
- a card's bond chips and popups belong to the unit's owner; a teammate's popup lists their operators on the field
- m.public players[].bonds for living players only; a reload while watching after the own battle returns to it
- DESIGN §20.15, META, PLAYING; tests (unit, UI logic, 4 browser scenarios)
- co-op leaders died within seconds: leader HP is the official data (40 values pinned); bond / strategy / item /
机变 / 特质 "+X%" bonuses now add up (PRTS 直接乘算) instead of compounding; a same-named enemy debuff keeps one
(strongest) instance per target (奥术 across a pair field); leader parts pass damage 1:1; fixed co-op pool (the user's call)
- official limits read from the client: each bond stops at 999 layers (MAX_GARRISON_STACK); a leader hit of 300000+ in
boss / hidden battles is cancelled (MAX_BATTLE_DAMAGE, 限伤) — shared/constants.js switches, research 11
- a merge that consumes a deployed copy puts the elite on that tile and facing (user-confirmed); gold target highlight,
promotion effect
- 假想敌:胄 per PRTS: one shell, shells within range, any drone death costs 2 % max HP, 剑/锤 sorties and 瘫痪
- DESIGN §20.10–§20.14; 2842 unit tests, all 28 browser suites green; Chrome = Node on boss fields
- #1#2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player;
placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call)
- #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿
- #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text
- #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool,
and the team LP reaching 0 first is a defeat (PRTS)
- #6#10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones
- #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10)
- #8#15#16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage
triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range
- #9 official per-enemy model scales (威龙)
- #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding
- #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider
- #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes
- #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20
- #18 炎佑 is 孤立: no heals or ally buffs
- #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators
- DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites
green; dev recordings regenerated
- #1 近地悬浮 enemies count as air units (Unit.isFlying): ground-only attacks, splash, terrain and traps skip them;
PRTS 不可对空 skill effects made ground-only; 掠海漂移体 / 吉兆飞鳞 drop modes; the bot plans them as air
- #2 an operator knocked out before 联防 is fielded and force-exited (PRTS 强制退场): it lies on its tile with the
redeploy ring and redeploys (full timer [ASSUMED]); partners, observers and the server fallback included
- #3 element audit of every operator, item and enemy: 海嗣 numbers are official; bursts are 无来源, 元素脆弱 only
raises 元素伤害, 元素抗性 applied, 盟约·辅助干员 fills all three gauges, 菲莱 / 哈洛德 / 纯烬 / enemy kits fixed
- #4 blocking by the official contact radius (0.7071): another operator in contact takes over at once when the
blocker dies, withdraws or is stunned; melee blockers attack what they block
- #5 enemy target order per PRTS 索敌: blocker, special priority, taunt, last deployed; initial deploy 从上到下>从左到右,
operators before summons; special priorities break ties by taunt then deploy order
- #6 act2 m01's normal-field blower machines (row 13) are drawn in the normal / 联防 views
- #7 Final Assault prep legality reads the player's half of the boss field (fence tiles deployable); all 11 stages
audited against the official level files
- #8 regular settings gear; #9 the prep camera keeps the bench and temp rows clear of the shop bar on phones
- #10 huge bosses have the official 4.95 × 2.95 hit area (sim/body.js) and are 自缚 / unblockable
- #11 至简 costs 1: 购买价格为N's bb.price is a discount off the tier price, applied before other price effects
- DESIGN §19 and the normative §3 / §5 / §6 / §7 lines, SIM / META / DATA / PLAYING updated; 2595 unit tests and
every browser suite green; dev recordings regenerated
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
- #1 lost operator models: the Spine store no longer hands out a skeleton whose unload is in flight
(PIXI.Assets.unload is async); eviction runs 1 s after a release and the empty-scene budget only after 3 s
- #7 picking: one shared rule (render/pick.js, pixel probe where bodies overlap) for prep/battle clicks,
hover, the enemy pen and equipment drops; the drag ghost stands on its drop tile; hover probes capped
at one per frame
- #2 the top-bar LP drops live as the own battle's enemies enter the blue gate (−N, 联防中), teammates'
pending LP in the team panel
- #3 temp overflow pieces that arrive after a prep deadline survive through the next prep (tempDue);
temp-row warning and ready-button reason
- #4 蕾缪安 S3: locks every 0.5 s, then one shell every 0.3 s in lock order (PRTS notes), bombardShell fx
- #5 回环射手: real boomerang (out 15, back 3.75 tiles/s, attack only when every boomerang is caught)
- #6 visible projectiles, muzzle flashes, slashes, skill bursts and auras at unchanged frame cost
- #8 特质 right under the detail card header, with its official type icon
- #9 no spinning busy cursors / spinners next to texts; game data warmed before the match
- docs, recordings and tests updated (2414 unit tests, all browser suites green)