feedback2: merge WF — 钩索师 / 推击手 may stand on a 高台 (branch trait 可以放置于远程位; GitHub #32 item 4)
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@@ -208,6 +208,18 @@ describe('placement mirror (canPlace)', () => {
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assert.equal(canPlace(ctx, m.uid, null).ok, false);
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assert.equal(canPlace(ctx, m.uid, { area: 'temp', idx: 0 }).ok, false, 'no temp target');
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});
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test('a 钩索师 / 推击手 (chess.json placement all: "可以放置于远程位") may also use the high ground; a plain melee keeps the refusal', () => {
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const glad = piece('chess_char_4_12_a'); // 歌蕾蒂娅 (钩索师)
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const forcer = piece('chess_char_3_07_b'); // 见行者 (推击手), elite
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const m = piece(MELEE);
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const ctx = ctxFor(privWith({ hand: [glad, forcer, m] }));
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for (const p of [glad, forcer]) {
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for (const [row, col] of [[10, 4], [11, 4], [12, 4], [9, 3]]) assert.equal(canPlace(ctx, p.uid, { area: 'board', row, col }).ok, true, `${p.id} on ${row},${col}`);
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const lit = boardTargets(ctx, p.uid).legal.map(([a, b]) => tileKey(a, b));
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assert.equal(lit.length, STAGE.deployTiles.normal.melee.length + STAGE.deployTiles.normal.rangedOnly.length, `${p.id}: every deploy tile lit`);
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}
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assert.deepEqual(canPlace(ctx, m.uid, { area: 'board', row: 10, col: 4 }), { ok: false, code: 'BAD_TILE', reason: '近战单位只能部署在地面' });
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});
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test('not editable ⇒ nothing is legal', () => {
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const m = piece(MELEE);
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assert.equal(canPlace(ctxFor(privWith({ hand: [m] }), false), m.uid, { area: 'board', row: 9, col: 3 }).code, 'WRONG_PHASE');
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