feedback1 WC: tactician summons never left out of range with a full hand; source fixes

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.
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sganggs committed 2026-10-03 02:46:07 +08:00
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@@ -403,12 +403,12 @@ exactly (the builder warns if a multi-fragment template ever appears).
| `weight`, `active`, `modes` | `50`, `true`, `["mode_single_normal",…]` | match-start pick weight (act1 m05–m07 weight 0) |
| `size` | `[19,21]` | |
| `rows[]` | `rows[9] = "##Errr#rrrSrrr#rrrS##"` | 19 strings, **index = row (0 = bottom)**, one glyph per col |
| `tiles[glyph]` | `{"tileKey":"tile_road","height":"LOW","buildable":"ALL","passable":"ALL","groundPassable":true,"flyPassable":true,"special":null,"bb":{}}` | actual tile properties of each glyph used. `buildable` is the **effective** deploy type: the level's buildableType, except a tile whose mechanism refuses deployment — 深水区 `tile_deepsea` (PRTS 地形 深水区 "部署类型 全部位 … 地形机制 拒绝部署"; player report #3 after 0.1.0) — which is `NONE` and keeps the level's value in `buildableType` (`server/sim/grid.js DEPLOY_REFUSED_TILES`, shared with the builder) |
| `tiles[glyph]` | `{"tileKey":"tile_road","height":"LOW","buildable":"ALL","passable":"ALL","groundPassable":true,"flyPassable":true,"special":null,"bb":{}}` | actual tile properties of each glyph used. `buildable` is the **effective** deploy type: the level's buildableType, except a tile whose mechanism refuses deployment — 深水区 `tile_deepsea` (PRTS 深水区 地形信息 "部署类型 全部位 … 地形机制 拒绝部署(待补充)"; player report #3 after 0.1.0) — which is `NONE` and keeps the level's value in `buildableType` (`server/sim/grid.js DEPLOY_REFUSED_TILES`, shared with the builder) |
| `devices[]` | `{"key":"trap_013_blower","name":"源石流发生装置","alias":"trap_013_blower#001","pos":[13,5],"dir":"DOWN","hidden":false,"role":"blower","active":true,"stats":{…},"rangeGrid":[[0,0],…],"rangeTiles":[[13,5],[12,5],[11,5],[10,5]],"skill":{"skillId":"sktok_blower","bb":{"blower_s_character[equal].atk":0.3,…}},"desc":null}` | predefined devices; `role` ∈ crate, platform, mound, blower, mireController, tideController, turret (双眼皮, activated by band 机械援助), coldWind, sandstorm, waterPlatform, sealedFloor, bush, bossSpawn; `active` = present at match start (= not `hidden` in the level file); `rangeGrid` is facing right, `rangeTiles` = absolute tiles after rotating by `dir` (RIGHT `(dr,dc)`, UP `(dc,−dr)`, LEFT `(−dr,−dc)`, DOWN `(−dc,dr)`), clipped to the grid (null without a range). Terrain cards / band effects toggle devices by `alias` |
| `mapChars[]` | `{"key":"char_605_cmedic","alias":"char_605_cmedic#1","pos":[10,2],…}` | band_amedic map characters (→ `tokens.json`) |
| `special` | `{"mire":{"intervalSec":3,"aspdPerStack":-0.05,"moveMulPerStack":-0.05,"maxStacks":10,…}}`, `{"infection":{"bb":{"damage":70,"atk":0.2,"attack_speed":20,"duration":300}}}`, `{"deepsea":{"skillId":"sktok_tidectrl_3","bb":{…}}}`, `{"smog":{"rule":"operatorsNotTargetableByEnemyRanged"}}`, `{"blower":{…}}` | special-terrain parameters |
| `runes[]`, `globalBuffs[]` | `{"key":"map_tile_blackb_assign","bb":{…},"bbStr":{…}}` | level runes (act2 m03 reed rune has no reed tiles — leftover) |
| `deployTiles` | `{"normal":{"melee":[[9,3],…],"rangedOnly":[[10,4],…],"changedByDevices":[…]},"bossLeft":{…},"bossRight":{…}}` | deployable tiles at match start: `melee` = LOW (effective) buildable ALL/MELEE (ranged may use them too) — and a 深水区 under an active 特制水上平台 (`waterPlatform`, "在水上建立可以部署任意单位的平台"; act1 m05 only) —, `rangedOnly` = high ground / active platforms; tiles under active crates/mounds and the 深水区 excluded. `bossLeft` / `bossRight` (field coordinates, boss rows 1–5) are what a player may deploy on in a boss round's prep: board (r, c) = boss (r − 7, c) / the right half mirrored (r − 7, 20 − c) (server/match/board.js `field`, user playtest #5 item 7) |
| `deployTiles` | `{"normal":{"melee":[[9,3],…],"rangedOnly":[[10,4],…],"changedByDevices":[…]},"bossLeft":{…},"bossRight":{…}}` | deployable tiles at match start: `melee` = LOW (effective) buildable ALL/MELEE (ranged may use them too) — and a 深水区 under an active 特制水上平台 (`waterPlatform`, "在水上建立可以部署任意单位的平台"; act1 m05 only — the prep's deploy map only: the sim does not model the canoes, so its Grid keeps those tiles NONE, automatic placements avoid them and the path tie-break counts them as non-blockable [ASSUMED, weight 0 this season]) —, `rangedOnly` = high ground / active platforms; tiles under active crates/mounds and the 深水区 excluded. `bossLeft` / `bossRight` (field coordinates, boss rows 1–5) are what a player may deploy on in a boss round's prep: board (r, c) = boss (r − 7, c) / the right half mirrored (r − 7, 20 − c) (server/match/board.js `field`, user playtest #5 item 7) |
| `groundPaths` / `groundPathsWithDevices` | `{"12,10->9,2":[[12,10],[12,9],…,[12,3],[11,3],[10,3],[9,3],[9,2]]}` | the ground route of the sim's own `server/sim/grid.js` flow field (research 08 §3.4: 4-direction SPFA from the goal, crates cost 1000, Bresenham line-of-sight smoothing — official route lengths — plus the remake's road-over-floor preference: among equal-length routes the fewest non-blockable floor / gate tiles, and smoothing never cuts across floor the grid route does not walk, e.g. 战场#01's lower gate takes the col-8 road, not the col-9 floor lane; DESIGN §14 corrections) as the tiles an enemy crosses, over the whole map, without / with the match-start devices (crates cost 1000, platforms / mounds blocking [ASSUMED]); the battle re-reads its flow fields live |
| `options`, `config` | `{"characterLimit":8,"moveMultiplier":0.5}`, `{…configBlackBoard strings…}` | |
@@ -429,7 +429,7 @@ Glyph legend (`rows`):
| `S` / `E` | tile_start / tile_end | LOW | NONE | yes | red gate / blue objective |
| `I` / `O` | tile_telin / tile_telout | LOW | NONE | yes | teleport in / out (boss field) |
| `m` `g` `i` | tile_mire / tile_smog / tile_infection | LOW | ALL | yes | special terrain (see `special`) |
| `d` | tile_deepsea | LOW | NONE (level: ALL) | yes | 深水区 (see `special.deepsea`): enemies wade through it; no unit may be deployed on it (PRTS "拒绝部署") — 战场#08's pool at board (10–12, 6), (10–12, 14), boss (3–5, 6) / (3–5, 14) |
| `d` | tile_deepsea | LOW | NONE (level: ALL) | yes | 深水区 (see `special.deepsea`): enemies wade through it; no unit may be deployed on it (PRTS 深水区 地形信息 "拒绝部署(待补充)") — 战场#08's pool at board (10–12, 6), (10–12, 14), boss (3–5, 6) / (3–5, 14) |
## 13. `bosses.json` — `{ [bossId]: Boss }` (10; boss_8–10 hidden)
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@@ -418,12 +418,13 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
the boss field (board coordinates unchanged). `onMerge` carries `area` ('board' | 'hand' | 'temp').
* **Board**: rows 9–12 × cols 2–10, legality from `stages[id].tiles` + devices (board.js); deploy cap 8 (+effects);
summons don't use slots; board↔hand swaps always allowed. The legend's `buildable` is the effective deploy type: the
深水区 (`tile_deepsea`, 战场#08's pool — level buildableType ALL) refuses deployment (PRTS 地形 深水区 "拒绝部署"; a
特制水上平台 device makes its tile deployable for any unit; player report #3 after 0.1.0). A terrain change (terrain 机变 cards such as 模拟战场演变·
模式二 "阻隔工事变为射击台", content `setDeviceActive` / `setTileOverride`) is checked at the next `recompute()` (at the
latest when the battle input is built): a piece left on a tile it may no longer occupy — a melee operator on a new
射击台 — is withdrawn to the hand (overflow temp: re-placed during the prep; its summons leave with it), a summon back
onto its stack, with a toast (`PlayerState._evictIllegal`).
深水区 (`tile_deepsea`, 战场#08's pool — level buildableType ALL) refuses deployment (PRTS 深水区 地形信息
"拒绝部署(待补充)"; a 特制水上平台 device makes its tile deployable for any unit; player report #3 after 0.1.0). A
terrain change (terrain 机变 cards such as 模拟战场演变·模式二 "阻隔工事变为射击台", content `setDeviceActive` /
`setTileOverride`) is checked at the next `recompute()` (at the latest when the battle input is built): a piece left
on a tile it may no longer occupy — a melee operator on a new 射击台 — is withdrawn to the hand (overflow temp:
re-placed during the prep; its summons leave with it), a summon back onto its stack, with a toast
(`PlayerState._evictIllegal`).
* **Summons** (PRTS 卫戍协议/帮助 §战斗部署, user playtest #6): an operator placed on the board sends its manually deployable
summons (tokens.json `placeable`: 赫默 S2 医疗探机, 巫恋 S2 诅咒娃娃, 凯瑟琳 爬行号·防护单元, 浊心斯卡蒂 海嗣, 伺夜 狼群,
缪尔赛思 流形 — only those its equipped skill / module makes, `gamedata.placeableTokens(chessId, loadout)`) to the hand as
@@ -439,8 +440,11 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
(`PlayerState._legal` / `summonRange`, `board.js ownerRangeKeys`; a summon dragged onto its own owner is checked from
the owner's new tile, an operator dragged onto the summon from the summon's new tile). When the owner is re-oriented in
place (or promoted) a summon its new range leaves out goes back onto its stack with a toast (`_liftOutOfRange` in
`recompute`) — one still inside stays [ASSUMED]. The client lights and accepts the same tiles (`ui/gameLogic.js
summonRange`), the bot plans inside them. Battle side: SIM.md §1.1 token pieces.
`recompute`) — one still inside stays [ASSUMED]. A re-orientation that would leave such a summon with no stack and no
free hand / temp slot is refused (HAND_FULL, like withdrawing a summon into a full hand); in the other cases (a
promotion, an owner moved while hand and temp are full) the summon leaves the board and its stack comes back at the
next round start (`grantTokensFor`), so no out-of-range placement reaches the battle. The client lights and accepts
the same tiles (`ui/gameLogic.js summonRange`), the bot plans inside them. Battle side: SIM.md §1.1 token pieces.
* **Bonds**: bondsMeta.js (BOARD distinct, BOARD_AND_DECK, 绝技 elites, 调和 +1, 独行 downward, 助力 upper tiers,
变形同构体 grants). Σ activated layers for the hidden core = Σ layers of active bonds at the boss round's prep end.
**Layer cap** (research 11 §1; the client's `MAX_GARRISON_STACK` / `AddBondCount` = min(L + n, 999)): each bond's
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@@ -66,7 +66,7 @@
- **点选按地上的方格**:点哪个方格就选中站在那个方格上的单位,点空方格不选任何单位(点到后一格干员画出来的头部,算作点了后面那一格)。作战中友方同样按方格;敌人在格子之间走动,点它的身体或脚下附近(0.6 格内)即可,飞行敌人点它的身体。
- 拖动时模型一直在指针 / 手指下(脚在指针下方约半格,鼠标和触屏一样),**指针所在的格子**就是落点并高亮;装备拖到哪个格子,就配发给那个格子上的干员;在商店栏上松手则放回原位。
- 点击干员显示攻击范围和底部按钮(「撤退」回到整备区、「出售 +1」);右键 / 长按查看详细信息:头像旁是盟约,下面第一项就是干员的**特质**(如「休整期结束时 …」),之后是特性、属性、攻击范围、技能、模组、装备、天赋。属性是**实时数值**:作战中每秒刷新 4 次(当前生命、攻击、防御、法抗、攻击间隔、阻挡),休整期显示棋盘上的干员**开战时**的数值(已算入装备、盟约层数、特质、策略与机变效果);高于基础值为绿色、低于为红色并标出差值(攻击间隔变短算增益),鼠标悬停可看基础值。
- **召唤物手动摆放**:把带可部署召唤物的干员放上棋盘后,它的召唤物会进入整备区(赫默的医疗探机、巫恋的诅咒娃娃、凯瑟琳的 2 个支援装置、浊心斯卡蒂的海嗣、伺夜的狼群、缪尔赛思的流形;同一干员的召唤物叠在一格,不占部署位),像干员一样拖到棋盘上并选方向。凯瑟琳的支援装置给**它面朝的那一格**上的干员加屏障,所以要放在干员旁边、朝向干员。**战术家的援军**(伺夜的狼群、缪尔赛思的流形,也就是选战术点)和官方一样**只能放在召唤者的攻击范围内**:拖动时只有这些格子会亮起;之后在原地给战术家换朝向时,不在新攻击范围里的援军会退回整备区(还在范围里的保持不动)。撤退或出售干员时它的召唤物一起移除;**移动干员到别的格子时(包括把召唤物拖到干员身上交换位置),它已摆放的召唤物会退回整备区**,需要重新摆放。整备区满时退回的召唤物进入临时整备区,休整期结束还没处理的会在下一回合重新回到整备区。
- **召唤物手动摆放**:把带可部署召唤物的干员放上棋盘后,它的召唤物会进入整备区(赫默的医疗探机、巫恋的诅咒娃娃、凯瑟琳的 2 个支援装置、浊心斯卡蒂的海嗣、伺夜的狼群、缪尔赛思的流形;同一干员的召唤物叠在一格,不占部署位),像干员一样拖到棋盘上并选方向。凯瑟琳的支援装置给**它面朝的那一格**上的干员加屏障,所以要放在干员旁边、朝向干员。**战术家的援军**(伺夜的狼群、缪尔赛思的流形,也就是选战术点)和官方一样**只能放在召唤者的攻击范围内**:拖动时只有这些格子会亮起;之后在原地给战术家换朝向时,不在新攻击范围里的援军会退回整备区(还在范围里的保持不动;整备区和临时整备区都满、援军无处可退时,这次换朝向不生效并提示「整备区已满」)。撤退或出售干员时它的召唤物一起移除;**移动干员到别的格子时(包括把召唤物拖到干员身上交换位置),它已摆放的召唤物会退回整备区**,需要重新摆放。整备区满时退回的召唤物进入临时整备区,休整期结束还没处理的会在下一回合重新回到整备区。
- 作战中:海嗣、狼群、流形、支援装置开战时就在摆放的位置部署;医疗探机、诅咒娃娃开战时也在摆放的位置免费部署一次(持续 10 / 15 秒,和官方一样不需要先开技能),之后所属干员每次发动技能时再次在原位出现;所属干员被击倒、再部署回场时,技能给的那一个如果还没出现,会立刻出现。巫恋退场时诅咒娃娃随之撤退,赫默退场时已出现的医疗探机不受影响。医疗探机、诅咒娃娃、支援装置、海嗣没有摆放就不会出现;狼群、流形(战术家的援军)没有摆放时会在战术点出现。
- **阻挡**看接触:干员阻挡中心距离约 0.7 格以内、与它接触的敌人(地面干员挡不住飞行和近地悬浮的敌人)。敌人卡在两名干员之间时,阻挡它的干员倒下、撤退或被晕眩后,另一名仍与它接触、还有空余阻挡数的干员会**立刻接替阻挡**;都没有空位时敌人才会走掉。迎面走来的敌人会停在干员格子前面。**阻挡了就一定能打到**:任何干员(包括站在近战位的远程干员和召唤物)总能攻击自己阻挡的敌人,不管它在不在攻击范围内、在干员哪一侧,并且优先攻击它(医疗干员和「停止攻击」类技能期间除外;技能原文另有限制的也按原文:普罗旺斯二技能开启时不以生命值高于 80% 的敌人为目标,寒檀二技能的冰凌随机落在攻击范围内的地块上)。
- 开战时干员按**从上到下、从左到右**的顺序部署,召唤物在所有干员之后。被阻挡的敌人先打阻挡它的干员;没被阻挡的远程敌人先打嘲讽等级高的,同级时打最后部署的(召唤物、靠下靠右的干员和刚再部署的干员更容易挨打)。隐匿的干员只会被它阻挡的敌人攻击;**迷彩**(如忍冬三技能期间击倒敌人后、寒芒克洛丝一技能)同样只会被它阻挡的敌人攻击,也显示为半透明,但它不算隐匿(不触发叙拉古等「隐匿时」效果)。叙拉古的隐匿按时(32 秒 + 每层 0.4 秒)结束;忍冬的迷彩按官方持续到她下一次开技能。
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@@ -580,7 +580,7 @@ or guard with a per-unit flag while dealing it. When the guard trips, the logged
| `forceAttack(unit, targets?, { noAmmo })` | an immediate attack with the current profile (hooks, attack SP, a running ammo skill's bullet); `noAmmo: true` = spends no bullet and emits no `ammoUsed` (圣约送葬人 extra attack). Returns true when it attacked |
| `findTacticalPoint(unit)`, `groundPathTiles()` | tactical point (战术点, tactician 援军 / talent tokens): a free (`isReservedTile`) walkable, standable (`canStand`: never the 深水区) tile of the initial range **on an enemy ground path first** (`groundPathTiles`: grid paths of every non-FLY route, cached per grid version), then nearest (Chebyshev, rows break ties), then the lowest tile key |
| `effectiveProfile(unit)`, `reduceElement(unit, amount, el?)` | |
| `battle.grid` | `tile(r,c)` → `{glyph, key, height:'LOW'|'HIGH', build, pass:'ALL'|'FLY'|'NONE', terrain, special}`, `inRect`, `canStand(r,c,{ranged})` (every automatic placement: the 突袭 landing tile, tactical points, summon tiles — `build` is the effective deploy type, so never the 深水区 `tile_deepsea` (PRTS "拒绝部署"); no melee unit on a hard-blocked 射击台 / mound tile), `groundPassable`, `isLow`, `findPath(sr,sc,er,ec)`, `specialTiles('start'|'end'|…)`; `battle.rect`, `battle.stage` (normalised stage incl. `special` terrain params) |
| `battle.grid` | `tile(r,c)` → `{glyph, key, height:'LOW'|'HIGH', build, pass:'ALL'|'FLY'|'NONE', terrain, special}`, `inRect`, `canStand(r,c,{ranged})` (every automatic placement: the 突袭 landing tile, tactical points, summon tiles — `build` is the effective deploy type, so never the 深水区 `tile_deepsea` (PRTS 深水区 地形信息 "拒绝部署(待补充)"; the 特制水上平台 of the inactive act1 m05 is not modelled, its tiles stay NONE here [ASSUMED]); no melee unit on a hard-blocked 射击台 / mound tile), `groundPassable`, `isLow`, `findPath(sr,sc,er,ec)`, `specialTiles('start'|'end'|…)`; `battle.rect`, `battle.stage` (normalised stage incl. `special` terrain params) |
| `battle.data` | DataSource: `getChess(id, loadout?)`, `getEnemy(key)`, `getToken(id, ownerChessId, ownerLoadout?)`, `getStage(id)`, `getWave(id)` (normalised defs; raw record in `def.raw`; the per-battle loadout view, §12) |
---