SIM.md Blocking: the 薄绿 S2 drag case was found while checking community report F4 (深巡 on a fenced
tile), not reported by players; the passage now says so, keeps the surrounding base lines untouched and
wraps to the file's width. The air-blocking reading (blockFly units on a fenced tile still block flyers)
is marked [ASSUMED: PRTS restricts the rule to 地面阻挡] in SIM.md, Battle._blockerFor and the test file;
the _blockerFor doc also states that the gate reads ground passability (on the stages the fenced tiles
are the only low tiles ground units cannot pass). No behaviour change.
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.