feedback3 WJ: 高台 only for elite 歌蕾蒂娅 with HOK-Y
The trait line is on every hookmaster and is not trusted. Placement is the loadout at place time: golden 歌蕾蒂娅 carrying uniequip_003_glady may use a ranged tile; everyone else stays on the ground.
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@@ -33,9 +33,9 @@
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// the ground path but count as flyers) and weighted by their enemies; an exposure model (tile time × DPS of the
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// covering units against the round's DEF / RES, blocker hold time, flyers only for anti-air) is maximized
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// greedily — blockers first, then damage dealers by DPS, then healers — over every
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// (legal tile, direction) pair of the server's deploy map (no 深水区; a 钩索师 / 推击手, which may also stand on
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// a 高台 — placement 'all', DESIGN §22.6 —, is planned on the ground tiles like any blocker, as in 0.1.1
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// [ASSUMED: the lineup counts it as a blocker]): each unit's range grid — the one it is
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// (legal tile, direction) pair of the server's deploy map (no 深水区). A MELEE operator is planned on the ground
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// tiles, where it blocks — except elite 歌蕾蒂娅 carrying HOK-Y, who may also take a 高台 (placeClass; owner's
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// decision 2026-10-04). She stays a blocker in the lineup (basePositionClass). Each unit's range grid — the one it is
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// deployed with, rangeRec (loadoutRecord attackRangeGrid) — is rotated per direction (DESIGN §3; RIGHT is tried first
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// and kept on ties, so symmetric ranges and melee units whose front adds nothing stay facing the gates), so
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// ranged units turn toward the enemy path tiles they cover best and blockers toward the road; on 气流 tiles
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@@ -77,7 +77,7 @@
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import { GEO } from '../../shared/constants.js';
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import { deriveSeed } from '../sim/rng.js';
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import { ASPD_MIN } from '../sim/constants.js';
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import { freeSlot, countFree, legalTiles, canPlace, positionClass, basePositionClass, parseKey, tileKey, FIELD, pieceDir, boardTileOf, BOSS_MIRROR_COL } from './board.js';
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import { freeSlot, countFree, legalTiles, canPlace, positionClass, placeClass, basePositionClass, parseKey, tileKey, FIELD, pieceDir, boardTileOf, BOSS_MIRROR_COL } from './board.js';
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import { rotateOffset, normDir, mirrorDir, oppositeDir } from '../sim/dir.js';
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import { itemKey } from './gamedata.js';
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import { computeBonds } from './bondsMeta.js';
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@@ -276,7 +276,7 @@ function tacticScore(m, ps, card) {
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const chessRec = (m, id) => m.gd.chess(id);
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const isHealer = (c) => !!c && (c.dmgType === 'heal' || c.attackKind === 'heal');
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// the record's own position: a 钩索师 / 推击手 (placement 'all', DESIGN §22.6) is a MELEE blocker like any other
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// the record's own position: a 钩索师 / 推击手 is a MELEE blocker like any other (a 高台 does not block)
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const isBlocker = (c) => !!c && basePositionClass(c) === 'melee' && (c.stats?.blockCnt ?? 1) > 0 && c.attackKind !== 'none';
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/** 近地悬浮 enemies walk a ground route but are air units (no block, anti-air only — DESIGN §19). */
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const HOVER = new Set(HOVER_KEYS);
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@@ -949,8 +949,9 @@ export function* planLayoutSteps(m, ps, pieces, params = LAYOUT_PARAMS, { occupi
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let bestV = -Infinity;
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// a "只能部署在召唤者攻击范围内" summon (伺夜's 狼群, 缪尔赛思's 流形): only the tiles of its owner's range
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const within = p.kind === 'token' && typeof ps.summonRange === 'function' ? ps.summonRange(p) : null;
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// the record's own position class: a 钩索师 / 推击手 (placement 'all') stays on the ground tiles, where it blocks
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for (const [r, c] of legalTiles(map, basePositionClass(r0))) {
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// ground tiles for a MELEE blocker; elite 歌蕾蒂娅 with HOK-Y may also take a 高台 (everyone else must not)
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const cls = p.kind === 'token' ? basePositionClass(r0) : placeClass(ps, m.gd.chess(p.id) || r0);
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for (const [r, c] of legalTiles(map, cls)) {
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const k = tileKey(r, c);
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if (taken.has(k) || (within && !within.has(k))) continue;
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const noise = m.rngBots() * 1e-6;
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