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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@@ -2006,9 +2006,9 @@ const BLOCKING_ROLES = new Set(['crate', 'platform', 'mound']);
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/**
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* The deploy type the game applies to a level tile: its buildableType, except tiles whose mechanism refuses deployment
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* (server/sim/grid.js DEPLOY_REFUSED_TILES — 深水区 tile_deepsea: PRTS 地形 深水区 "地形机制:拒绝部署"; player report after
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* 0.1.0: operators could be placed in 战场#08's pool), which are NONE. The stages.json legend's `buildable` is this
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* value; `buildableType` keeps the level's own where they differ.
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* (server/sim/grid.js DEPLOY_REFUSED_TILES — 深水区 tile_deepsea: PRTS 深水区 地形信息 "地形机制:拒绝部署(待补充)";
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* player report after 0.1.0: operators could be placed in 战场#08's pool), which are NONE. The stages.json legend's
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* `buildable` is this value; `buildableType` keeps the level's own where they differ.
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*/
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const effectiveBuildable = (t) => (DEPLOY_REFUSED_TILES.has(t.tileKey) ? 'NONE' : t.buildableType);
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