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)