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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@@ -47,7 +47,8 @@ function official(sid, { crates: extraCrates = [], blocks: extraBlocks = [], rec
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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);
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const passable = (r, c) => inside(r, c) && ['ALL', 'WALK_ONLY'].includes(tile(r, c).passableMask) && !blocked.has(`${r},${c}`);
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// non-blockable walkable terrain: not LOWLAND buildable for melee (floor, gates, goal, teleports) — and the 深水区,
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// which refuses deployment whatever its buildableType (PRTS 地形 深水区 "拒绝部署"; player report #3 after 0.1.0)
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// which refuses deployment whatever its buildableType (PRTS 深水区 地形信息 "拒绝部署(待补充)"; player report #3
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// after 0.1.0)
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const nb = (r, c) => {
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const t = tile(r, c);
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if (t.tileKey === 'tile_deepsea') return true;
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