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
+136 -63

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+5 -5
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@@ -1,10 +1,10 @@
// Player report #3 after the 0.1.0 release: "有水池的那张图干员可以错误的被部署到水里,突袭分队干员也会自动落到水里".
// The pool is the 深水区 (tile_deepsea) of 战场#08(下半) 涨潮控制 (act2autochess_m04: board (10–12, 6), the partner's
// (10–12, 14), boss (3–5, 6) / (3–5, 14)). The level file says buildableType ALL, but the tile refuses deployment
// officially: PRTS 地形 深水区 "地形机制:拒绝部署", and the season-1 战场#05 puts a 特制水上平台 ("在水上建立可以部署任意单位
// 的平台") on every one of its 深水区 tiles. The sim side: `grid.canStand` refuses it, so no automatic placement (the
// 突袭 landing tile, a tactician's tactical point, summon tiles) ever picks a water tile. The prep side (placement on
// the board) is test/match/feedback1-placement.test.js.
// officially: PRTS 深水区 地形信息 "地形机制:拒绝部署(待补充)", and the season-1 战场#05 puts a 特制水上平台
// ("在水上建立可以部署任意单位的平台") on every one of its 深水区 tiles. The sim side: `grid.canStand` refuses it, so
// no automatic placement (the 突袭 landing tile, a tactician's tactical point, summon tiles) ever picks a water tile.
// The prep side (placement on the board) is test/match/feedback1-placement.test.js.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { makeBattle, chessRec, enemyRec, checkInvariants } from '../helpers/battleHarness.js';
@@ -22,7 +22,7 @@ test('the stage data: 战场#08\'s 深水区 refuses deployment (effective build
const raw = st.raw ?? st;
const d = raw.tiles.d;
assert.equal(d.tileKey, 'tile_deepsea');
assert.equal(d.buildable, 'NONE', 'PRTS 地形 深水区: 拒绝部署');
assert.equal(d.buildable, 'NONE', 'PRTS 深水区 地形信息: 拒绝部署');
assert.equal(d.buildableType, 'ALL', 'the level file\'s own value is kept');
const deploy = new Set([...raw.deployTiles.normal.melee, ...raw.deployTiles.normal.rangedOnly].map(([r, c]) => `${r},${c}`));
for (const [r, c] of WATER) assert.ok(!deploy.has(`${r},${c}`), `deployTiles.normal excludes ${r},${c}`);
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@@ -47,7 +47,8 @@ function official(sid, { crates: extraCrates = [], blocks: extraBlocks = [], rec
const inside = (r, c) => (rect ? r >= rect.r0 && r <= rect.r1 && c >= rect.c0 && c <= rect.c1 : r >= 0 && r < H && c >= 0 && c < W);
const passable = (r, c) => inside(r, c) && ['ALL', 'WALK_ONLY'].includes(tile(r, c).passableMask) && !blocked.has(`${r},${c}`);
// non-blockable walkable terrain: not LOWLAND buildable for melee (floor, gates, goal, teleports) — and the 深水区,
// which refuses deployment whatever its buildableType (PRTS 地形 深水区 "拒绝部署"; player report #3 after 0.1.0)
// which refuses deployment whatever its buildableType (PRTS 深水区 地形信息 "拒绝部署(待补充)"; player report #3
// after 0.1.0)
const nb = (r, c) => {
const t = tile(r, c);
if (t.tileKey === 'tile_deepsea') return true;