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.
This commit is contained in:
sganggs committed 2026-10-03 02:46:07 +08:00
1 parent c92867656d
commit 60ed4fdab9
14 files changed
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@@ -6,12 +6,12 @@
// Board = own normal field (GEO.FIELD rows 9–12, cols 2–10). Melee chess stand on `melee` deploy tiles
// (LOW, buildable ALL/MELEE); ranged chess on `melee ∪ rangedOnly` (stages.json → deployTiles.normal,
// derived from the tile legend when missing — the legend's `buildable` is the effective type: 深水区 tile_deepsea
// refuses deployment, PRTS 地形 深水区 "拒绝部署", player report #3 after 0.1.0). Tokens follow their own `position`;
// a summon whose text reads "只能部署在召唤者攻击范围内" (tokens.json `ownerRange`: 伺夜's 狼群, 缪尔赛思's 流形) also
// needs a tile of its owner's attack range (`summonRange`, player report #9). In the prep of a boss round
// (最终攻势 / 隐秘核心) the tiles are the player's half of the boss field (`deployFieldOf`: 'bossL' / mirrored
// 'bossR', board (r, c) = stage tile (r − 7, c) / (r − 7, 20 − c)) like the server's deploy map (server/match/
// board.js field; user playtest #5 item 7) — board coordinates stay the same.
// refuses deployment, PRTS 深水区 地形信息 "拒绝部署(待补充)", player report #3 after 0.1.0). Tokens follow their
// own `position`; a summon whose text reads "只能部署在召唤者攻击范围内" (tokens.json `ownerRange`: 伺夜's 狼群,
// 缪尔赛思's 流形) also needs a tile of its owner's attack range (`summonRange`, player report #9). In the prep of a
// boss round (最终攻势 / 隐秘核心) the tiles are the player's half of the boss field (`deployFieldOf`: 'bossL' /
// mirrored 'bossR', board (r, c) = stage tile (r − 7, c) / (r − 7, 20 − c)) like the server's deploy map
// (server/match/board.js field; user playtest #5 item 7) — board coordinates stay the same.
// Hand = 10 slots (index = col). Temp slots are server-filled only (no move target).
// Dropping onto an occupied tile/slot swaps (both pieces must be legal at their new spots);
// an EQUIP item dropped onto a chess piece equips it (tokens can't carry items); an Arts (MAGIC) item
@@ -23,7 +23,7 @@
import { GEO, PHASE, UF } from '../../../shared/constants.js';
import { resolveLoadout, loadoutOptions, MODULE_NONE } from '../../../shared/protocol.js';
import { resolveRecordLoadout, loadoutRecord, attackRangeGrid } from '../../../shared/loadoutRecord.js';
import { rotateOffset, pieceDir } from './facing.js';
import { rangeTiles, pieceDir } from './facing.js';
import { layoutPen } from '../render/pen.js';
import { BOSS_ROW_SHIFT, MAX_COL } from '../render/prepfield.js';
import { bossLevelSeconds } from './matchStatus.js';
@@ -809,13 +809,7 @@ export function summonRange(ctx, piece, owner = null) {
if (!rec) return null;
let grid = null;
try { grid = attackRangeGrid(chessLoadout(rec, ctx.priv?.loadout ?? null, ctx.getChess)?.record || rec); } catch { /* the data grid */ }
const out = new Set();
for (const g of grid || rec.rangeGrid || []) {
if (!Array.isArray(g)) continue;
const [dr, dc] = rotateOffset(g[0], g[1], pieceDir(at.piece));
out.add(tileKey(at.row + dr, at.col + dc));
}
return out;
return new Set(rangeTiles(grid || rec.rangeGrid, at.row, at.col, pieceDir(at.piece)).map(([r, c]) => tileKey(r, c)));
}
/** tileAllows plus the owner-range rule of a range-bound summon (summonRange). */