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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@@ -418,12 +418,13 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
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the boss field (board coordinates unchanged). `onMerge` carries `area` ('board' | 'hand' | 'temp').
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* **Board**: rows 9–12 × cols 2–10, legality from `stages[id].tiles` + devices (board.js); deploy cap 8 (+effects);
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summons don't use slots; board↔hand swaps always allowed. The legend's `buildable` is the effective deploy type: the
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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
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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·
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模式二 "阻隔工事变为射击台", content `setDeviceActive` / `setTileOverride`) is checked at the next `recompute()` (at the
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latest when the battle input is built): a piece left on a tile it may no longer occupy — a melee operator on a new
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射击台 — is withdrawn to the hand (overflow temp: re-placed during the prep; its summons leave with it), a summon back
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onto its stack, with a toast (`PlayerState._evictIllegal`).
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深水区 (`tile_deepsea`, 战场#08's pool — level buildableType ALL) refuses deployment (PRTS 深水区 地形信息
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"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
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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` /
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`setTileOverride`) is checked at the next `recompute()` (at the latest when the battle input is built): a piece left
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on a tile it may no longer occupy — a melee operator on a new 射击台 — is withdrawn to the hand (overflow temp:
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re-placed during the prep; its summons leave with it), a summon back onto its stack, with a toast
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(`PlayerState._evictIllegal`).
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* **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
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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,
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缪尔赛思 流形 — only those its equipped skill / module makes, `gamedata.placeableTokens(chessId, loadout)`) to the hand as
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@@ -439,8 +440,11 @@ Any `choice:` handler whose EffectRef reuses its own key must guard like this (o
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(`PlayerState._legal` / `summonRange`, `board.js ownerRangeKeys`; a summon dragged onto its own owner is checked from
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the owner's new tile, an operator dragged onto the summon from the summon's new tile). When the owner is re-oriented in
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place (or promoted) a summon its new range leaves out goes back onto its stack with a toast (`_liftOutOfRange` in
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`recompute`) — one still inside stays [ASSUMED]. The client lights and accepts the same tiles (`ui/gameLogic.js
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summonRange`), the bot plans inside them. Battle side: SIM.md §1.1 token pieces.
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`recompute`) — one still inside stays [ASSUMED]. A re-orientation that would leave such a summon with no stack and no
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free hand / temp slot is refused (HAND_FULL, like withdrawing a summon into a full hand); in the other cases (a
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promotion, an owner moved while hand and temp are full) the summon leaves the board and its stack comes back at the
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next round start (`grantTokensFor`), so no out-of-range placement reaches the battle. The client lights and accepts
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the same tiles (`ui/gameLogic.js summonRange`), the bot plans inside them. Battle side: SIM.md §1.1 token pieces.
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* **Bonds**: bondsMeta.js (BOARD distinct, BOARD_AND_DECK, 绝技 elites, 调和 +1, 独行 downward, 助力 upper tiers,
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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.
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**Layer cap** (research 11 §1; the client's `MAX_GARRISON_STACK` / `AddBondCount` = min(L + n, 999)): each bond's
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