feedback4: every melee chess whose trait reads 可以放置于远程位 may stand on a 高台, normal or elite, any module

The owner's decision of 2026-10-05 reverses the one of 2026-10-04 (elite 歌蕾蒂娅 with HOK-Y only) and follows PRTS:
the line is the 钩索师 / 推击手 branch trait (歌蕾蒂娅, 崖心, 见行者, normal and elite) and every module keeps it, so
the loadout no longer matters. Raised with the PRTS source in PR #69 by @sunstricken (its own change covered only
歌蕾蒂娅; its test page is not taken). GitHub #153.

- shared/highGround.js: meleeOnHighGround(rec) reads the trait without a module (traitBase, else trait); no module id.
- board.js positionClass(rec) widens those six records; placeClass(ps, rec) = positionClass(rec) for every server
  check (g.move, swaps, merge tile, evictions, audit, invariants). The client's piecePosition mirrors it.
- bot.js: the existing 高台 preference (a 高台 whose range covers the road) now applies to all six; comments.
- Docs: DESIGN §3 and §6.6, DATA (placement), PLAYING §4, META, research 03 C2, code comments. data/ unchanged
  (build-data --offline gives identical files).
- Tests: board, feedback1-placement (each holder with default / no module / every module on each 高台, a 重装
  refused, client highlights, swap, battle, bots), gameLogic.

Golden: 16 scenarios moved, every one because tools/golden.mjs lays operators out by positionClass and now places
歌蕾蒂娅 (normal, or elite with HOK-X) beside the enemy path like a ranged operator instead of on the busiest melee
tile, which shifts the others: roster-010, roster-012, roster-029, roster-040, roster-041; bond-deputShip-high,
bond-indomShip-low, bond-preciShip-low, bond-preciShip-high, bond-suntShip-low, bond-swiftShip-high; boss-boss_2-pair,
boss-boss_4-pair, boss-boss_6-pair, hidden-boss_8-pair, hidden-boss_10-pair. roster-031 (elite with HOK-Y, already
widened) and all matches are unchanged.
This commit is contained in:
sganggs committed 2026-10-05 23:20:56 +08:00
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@@ -4,8 +4,8 @@
// light legal tiles while dragging; the server stays authoritative and may still refuse a move.
//
// Board = own normal field (GEO.FIELD rows 9–12, cols 2–10). Melee chess stand on `melee` deploy tiles
// (LOW, buildable ALL/MELEE) — elite 歌蕾蒂娅 carrying HOK-Y (shared/highGround.js, the player's loadout) on any
// deploy tile, the 高台 included (piecePosition 'ALL'); ranged chess on `melee ∪ rangedOnly` (stages.json → deployTiles.normal,
// (LOW, buildable ALL/MELEE) — a melee chess whose trait reads 「可以放置于远程位」 (shared/highGround.js: 歌蕾蒂娅, 崖心,
// 见行者, any module) on any deploy tile, the 高台 included (piecePosition 'ALL'); 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 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,
@@ -1049,17 +1049,16 @@ export function placementContext({ priv, stage, editable, field = 'normal', getC
}
/**
* Deploy position ('MELEE'|'RANGED'|'ALL') of a chess/token piece, or null for items. Elite 歌蕾蒂娅 carrying HOK-Y
* (the viewer's loadout, shared/highGround.js) is 'ALL': any deployable tile, the 高台 included
* (server/match/board.js placeClass; owner's decision 2026-10-04). Every other MELEE chess is ground-only.
* Deploy position ('MELEE'|'RANGED'|'ALL') of a chess/token piece, or null for items. A MELEE chess whose trait reads
* 「可以放置于远程位」 (shared/highGround.js: 歌蕾蒂娅, 崖心, 见行者, normal and elite, any module) is 'ALL': any deployable
* tile, the 高台 included (server/match/board.js positionClass; the owner's decision of 2026-10-05). Every other MELEE
* chess is ground-only.
*/
export function piecePosition(ctx, piece) {
if (!isObj(piece)) return null;
if (piece.kind === 'chess') {
const rec = ctx.getChess(piece.id);
let moduleId = null;
try { moduleId = resolveLoadout(ctx.priv?.loadout ?? null, rec, ctx.getChess)?.moduleId ?? null; } catch { moduleId = null; }
if (meleeOnHighGround(rec, moduleId)) return 'ALL';
if (meleeOnHighGround(rec)) return 'ALL';
return rec?.position === 'MELEE' ? 'MELEE' : 'RANGED';
}
// tokens: MELEE → ground only; RANGED / ALL → any deployable tile