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
1 parent 02b76989fa
commit 83fc408a55
18 files changed
+734 -756

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+13 -14
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@@ -55,27 +55,26 @@ test('glyph rules: melee only on LOW buildable ALL/MELEE; ranged also on HIGH/RA
assert.ok(canPlace(buildDeployMap(null), 'melee', 10, 5));
});
test('positionClass: melee stays ground-only; only elite 歌蕾蒂娅 + HOK-Y is widened (owner 2026-10-04)', () => {
test('positionClass: a MELEE chess whose trait reads 「可以放置于远程位」 is widened, normal or elite, whatever the module (owner 2026-10-05)', () => {
assert.equal(positionClass({ position: 'MELEE' }), 'melee');
assert.equal(positionClass({ position: 'MELEE', placement: 'all' }), 'melee', 'the old placement field is ignored');
assert.equal(basePositionClass({ position: 'MELEE', isGolden: true, charId: 'char_474_glady' }), 'melee');
assert.equal(positionClass({ position: 'MELEE', trait: { desc: '技能可以使敌人产生位移\n可以放置于远程位' } }), 'all', 'the trait line');
assert.equal(positionClass({ position: 'MELEE', trait: { desc: '可以额外部署在远程位' } }), 'melee', 'another wording is not the line');
assert.equal(positionClass({ position: 'RANGED', trait: { desc: '可以放置于远程位' } }), 'ranged', 'a ranged record keeps its class');
assert.equal(basePositionClass({ position: 'MELEE', trait: { desc: '可以放置于远程位' } }), 'melee', 'the battle class stays melee');
assert.equal(positionClass({ position: 'RANGED' }), 'ranged');
assert.equal(positionClass({ position: 'ALL' }), 'all');
assert.equal(positionClass(null), 'all');
const HOK_Y = 'uniequip_003_glady';
const gladE = DATA.chess.chess_char_4_12_b;
const map = buildDeployMap(DATA.stages.act2autochess_m01);
assert.ok(!canPlace(map, positionClass(DATA.chess.chess_char_4_12_a, HOK_Y), 10, 4), 'normal 歌蕾蒂娅, even with the id, not');
assert.ok(!canPlace(map, positionClass(gladE), 10, 4), 'elite with no module id (default is not passed) not');
assert.ok(!canPlace(map, positionClass(gladE, 'uniequip_002_glady'), 10, 4), 'HOK-X not');
assert.ok(!canPlace(map, positionClass(gladE, 'none'), 10, 4), 'no module not');
assert.ok(canPlace(map, positionClass(gladE, HOK_Y), 10, 4), 'elite + HOK-Y on the 高台');
assert.ok(canPlace(map, positionClass(gladE, HOK_Y), 9, 3), 'and still on the ground');
assert.ok(!canPlace(map, positionClass(DATA.chess.chess_char_2_03_b, HOK_Y), 10, 4), '崖心 not');
assert.ok(!canPlace(map, positionClass(DATA.chess.chess_char_3_07_b, HOK_Y), 10, 4), '见行者 not');
// the six trait holders: 歌蕾蒂娅 / 崖心 (钩索师) and 见行者 (推击手), normal and elite
for (const id of ['chess_char_4_12_a', 'chess_char_4_12_b', 'chess_char_2_03_a', 'chess_char_2_03_b', 'chess_char_3_07_a', 'chess_char_3_07_b']) {
assert.equal(positionClass(DATA.chess[id]), 'all', id);
assert.ok(canPlace(map, positionClass(DATA.chess[id]), 10, 4), `${id} on the 高台`);
assert.ok(canPlace(map, positionClass(DATA.chess[id]), 9, 3), `${id} still on the ground`);
assert.equal(basePositionClass(DATA.chess[id]), 'melee', `${id} blocks like a melee unit`);
assert.equal(DATA.chess[id].placement, undefined);
}
assert.ok(!canPlace(map, positionClass(DATA.chess.chess_char_1_02_a), 10, 4), '角峰 (重装) not');
assert.equal(DATA.chess.chess_char_4_12_a.placement, undefined);
assert.equal(gladE.placement, undefined);
});
test('g.move: legality per chess position, BAD_TILE outside, deploy cap 8, swaps allowed at cap', () => {
+91 -107
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@@ -11,13 +11,15 @@
// nowhere to go); moving the owner sends it back anyway (PRTS 卫戍协议/帮助 "移动干员时,其所属召唤物全部退场并重置
// 至手牌区") — with no room it leaves the board until the next round start.
// The sim side (突袭 landing tile, tactical point) is test/sim/feedback1-water.test.js.
// Owner's decision 2026-10-04 reverses DESIGN §22.6: the trait 「可以放置于远程位」 is not trusted. Only elite
// 歌蕾蒂娅 carrying HOK-Y 淡金坠饰 (uniequip_003_glady) may stand on a 高台. The battle keeps position MELEE
// (on a 高台 she attacks but blocks nothing). A bot may plan that one loadout on a 高台; everyone else stays on the ground.
// 高台: the owner's decision of 2026-10-05 (reversing the one of 2026-10-04, elite 歌蕾蒂娅 with HOK-Y only) follows
// PRTS — every MELEE chess whose trait reads 「可以放置于远程位」 (the 钩索师 / 推击手 branch trait: 歌蕾蒂娅, 崖心, 见行者,
// normal and elite) may stand on a 高台, with any module or none; raised with the PRTS source in PR #69 by
// @sunstricken. The battle keeps position MELEE (on a 高台 they attack but block nothing). The bots plan them on a 高台
// that covers the enemy road; every other melee unit stays on the ground.
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { buildDeployMap, canPlace as boardCanPlace, legalTiles, positionClass, placeClass, tileKey, ownerRangeKeys } from '../../server/match/board.js';
import { GLADIIA_HOK_Y } from '../../shared/highGround.js';
import { PLACE_ON_RANGED, meleeOnHighGround } from '../../shared/highGround.js';
import { ERR } from '../../shared/constants.js';
import { DATA, makeMatch, give, giveItem, checkInvariants, chessOfTier } from './harness.js';
import { botPrep, planLayout, fieldModel } from '../../server/match/bot.js';
@@ -304,75 +306,67 @@ test('#9 bots place 狼群 / 流形 only inside their owner\'s range', () => {
});
// ---------------------------------------------------------------------------------------------------------------------
// 高台: only elite 歌蕾蒂娅 + HOK-Y (owner's decision 2026-10-04)
// 高台: every melee chess whose trait reads 「可以放置于远程位」, any module (the owner's decision of 2026-10-05)
const HIGH_STAGE = 'act2autochess_m01';
const HIGH = ['10,4', '11,4', '12,4']; // 战场#01(下半)'s ranged-only (高台) tiles
const GLAD_N = 'chess_char_4_12_a';
const GLAD_E = 'chess_char_4_12_b'; // the golden record
const CLIFF_N = 'chess_char_2_03_a';
const CLIFF_E = 'chess_char_2_03_b';
const FORCER_N = 'chess_char_3_07_a';
const FORCER_E = 'chess_char_3_07_b';
const HOLDERS = [GLAD_N, GLAD_E, CLIFF_N, CLIFF_E, FORCER_N, FORCER_E];
const HOK_X = 'uniequip_002_glady';
const HOK_Y = 'uniequip_003_glady';
const TANK = (c) => c.profession === 'TANK' && c.position === 'MELEE';
const rc = (k) => k.split(',').map(Number);
const toHand = (m, ps, p) => move(m, p.uid, { area: 'hand', idx: ps.hand.findIndex((x) => x == null) });
const equip = (ps, module) => {
assert.equal(ps.setLoadout({ [GLAD_N]: { module } }), true, module);
};
/**
* The loadouts each holder is tried with: its default (null), no module, and every module it has. 崖心 and 见行者 are
* hidden this season (never in the pool): a player cannot set their loadout (shared/protocol.js checkLoadout), so they
* are tried with their defaults (elite: HOK-X / PUS-X).
*/
const loadoutsOf = (id) => (DATA.chess[DATA.chess[id].baseId].isHidden ? [null]
: [null, 'none', ...(DATA.chess[DATA.chess[id].baseId].goldenId ? DATA.chess[DATA.chess[DATA.chess[id].baseId].goldenId].modules : []).map((x) => x.uniEquipId)]);
test('高台 data: no chess stores placement; HOK-Y is 淡金坠饰 on the elite 歌蕾蒂娅 only', () => {
test('高台 data: no chess stores placement; 「可以放置于远程位」 is the trait of exactly the six 钩索师 / 推击手 records, and every module keeps it', () => {
assert.equal(Object.values(DATA.chess).some((c) => c.placement !== undefined), false);
for (const t of Object.values(DATA.tokens)) assert.equal(t.placement, undefined, t.tokenId);
const e = DATA.chess[GLAD_E];
const y = e.modules.find((m) => m.uniEquipId === GLADIIA_HOK_Y);
assert.equal(e.charId, 'char_474_glady');
assert.equal(e.isGolden, true);
assert.equal(y.typeName, 'HOK-Y');
assert.equal(y.name, '淡金坠饰');
assert.equal(e.modules.find((m) => m.isDefault).uniEquipId, HOK_X, 'the default module is HOK-X, ground-only');
assert.equal(DATA.chess[GLAD_N].isGolden, false);
assert.ok(!DATA.chess[CLIFF_E].modules.some((m) => m.uniEquipId === GLADIIA_HOK_Y), '崖心 has no HOK-Y');
assert.equal(DATA.chess[GLAD_N].position, 'MELEE');
assert.equal(e.position, 'MELEE');
const widened = Object.values(DATA.chess).filter((c) => meleeOnHighGround(c)).map((c) => c.chessId).sort();
assert.deepEqual(widened, HOLDERS.slice().sort());
for (const id of HOLDERS) {
const c = DATA.chess[id];
assert.equal(c.position, 'MELEE', id);
assert.ok(['钩索师', '推击手'].includes(c.subProfessionName), id);
for (const x of c.modules || []) assert.ok(x.traitOverride.desc.includes(PLACE_ON_RANGED), `${id} ${x.typeName} keeps the line`);
}
// the module text never adds the line to anybody else (教官 Y "可以额外部署在远程位" is a talent, not the trait)
for (const c of Object.values(DATA.chess)) {
if (HOLDERS.includes(c.chessId)) continue;
for (const x of c.modules || []) assert.ok(!(x.traitOverride?.desc || '').includes(PLACE_ON_RANGED), `${c.chessId} ${x.typeName}`);
}
assert.equal(DATA.chess[GLAD_E].modules.find((x) => x.uniEquipId === HOK_Y).typeName, 'HOK-Y');
});
test('高台 table: (operator, module, tile) → allowed only for elite 歌蕾蒂娅 + HOK-Y on a 高台; ranged unchanged', () => {
test('高台 table: every trait holder, normal and elite, with its default, no module or any module, may take each 高台; a 重装 is refused; ranged unchanged', () => {
const { m, ps } = prep(HIGH_STAGE);
assert.deepEqual([...ps.deployMap()].filter(([, cls]) => cls === 'ranged').map(([k]) => k).sort(), HIGH);
// rows: chess id, module set on the 歌蕾蒂娅 loadout (null = leave the default), expect 高台
const rows = [
[GLAD_E, GLADIIA_HOK_Y, true],
[GLAD_E, HOK_X, false],
[GLAD_E, 'none', false],
[GLAD_N, GLADIIA_HOK_Y, false],
[GLAD_N, null, false],
[CLIFF_E, GLADIIA_HOK_Y, false],
[FORCER_N, null, false],
[FORCER_E, null, false],
];
const owned = new Map();
for (const [id, module, allowHigh] of rows) {
if (module) equip(ps, module);
else ps.setLoadout({});
let p = owned.get(id);
if (!p) { p = give(m, ps, id); owned.set(id, p); }
else if (ps.find(p.uid)?.area === 'board') assert.deepEqual(toHand(m, ps, p), { ok: true });
for (const k of HIGH) {
const [r, c] = rc(k);
const res = move(m, p.uid, board(r, c), 'DOWN');
if (allowHigh) {
assert.deepEqual(res, { ok: true }, `${id} ${module} → ${k}`);
for (const id of HOLDERS) {
const p = give(m, ps, id);
for (const module of loadoutsOf(id)) {
assert.equal(ps.setLoadout(module ? { [DATA.chess[id].baseId]: { module } } : {}), true, `${id} ${module}`);
for (const k of HIGH) {
const [r, c] = rc(k);
assert.deepEqual(move(m, p.uid, board(r, c), 'DOWN'), { ok: true }, `${id} ${module || 'default'} → ${k}`);
assert.equal(ps.board.get(k), p);
checkInvariants(m);
assert.deepEqual(toHand(m, ps, p), { ok: true });
} else {
assert.equal(res.error, ERR.BAD_TILE, `${id} ${module || 'default'} → ${k}`);
}
assert.deepEqual(move(m, p.uid, board(9, 3)), { ok: true }, `${id}: the ground stays legal`);
assert.equal(placeClass(ps, DATA.chess[id]), 'all', id);
assert.deepEqual(toHand(m, ps, p), { ok: true });
}
assert.deepEqual(move(m, p.uid, board(9, 3)), { ok: true }, `${id}: the ground stays legal`);
assert.equal(placeClass(ps, DATA.chess[id]) === 'all', allowHigh, id);
assert.deepEqual(toHand(m, ps, p), { ok: true });
ps.setLoadout({});
}
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
@@ -389,43 +383,41 @@ test('高台 table: (operator, module, tile) → allowed only for elite 歌蕾
m.dispose();
});
test('高台 client: drag highlights follow the loadout; a 重装 keeps "近战单位只能部署在地面"', () => {
test('高台 client: drag highlights = the server for every trait holder under any module; a 重装 keeps "近战单位只能部署在地面"', () => {
const { m, ps } = prep(HIGH_STAGE);
equip(ps, GLADIIA_HOK_Y);
const glad = give(m, ps, GLAD_E);
const normal = give(m, ps, GLAD_N);
const cliff = give(m, ps, CLIFF_E);
const holders = HOLDERS.map((id) => give(m, ps, id));
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x)));
const ctx = clientCtx(m, ps);
const map = ps.deployMap();
for (const p of [glad, normal, cliff, tank, ranged]) {
const lit = boardTargets(ctx, p.uid).legal.map(([r, c]) => tileKey(r, c)).sort();
assert.deepEqual(lit, legalTiles(map, placeClass(ps, DATA.chess[p.id])).map(([r, c]) => tileKey(r, c)).sort(), `${p.id}: highlights = the server`);
}
for (const k of HIGH) {
const [r, c] = rc(k);
assert.equal(clientCanPlace(ctx, glad.uid, board(r, c)).ok, true, k);
for (const p of [normal, cliff, tank]) {
const res = clientCanPlace(ctx, p.uid, board(r, c));
assert.equal(res.ok, false, p.id);
for (const loadout of [{}, { [GLAD_N]: { module: HOK_Y } }, { [GLAD_N]: { module: HOK_X } }, { [GLAD_N]: { module: 'none' } }]) {
assert.equal(ps.setLoadout(loadout), true);
const ctx = clientCtx(m, ps);
for (const p of [...holders, tank, ranged]) {
const lit = boardTargets(ctx, p.uid).legal.map(([r, c]) => tileKey(r, c)).sort();
assert.deepEqual(lit, legalTiles(map, placeClass(ps, DATA.chess[p.id])).map(([r, c]) => tileKey(r, c)).sort(), `${p.id}: highlights = the server`);
}
for (const k of HIGH) {
const [r, c] = rc(k);
for (const p of holders) assert.equal(clientCanPlace(ctx, p.uid, board(r, c)).ok, true, `${p.id} → ${k}`);
const res = clientCanPlace(ctx, tank.uid, board(r, c));
assert.equal(res.ok, false);
assert.equal(res.reason, '近战单位只能部署在地面');
assert.equal(clientCanPlace(ctx, ranged.uid, board(r, c)).ok, true);
}
assert.equal(clientCanPlace(ctx, ranged.uid, board(r, c)).ok, true);
}
m.dispose();
});
test('高台 swaps: elite 歌蕾蒂娅 + HOK-Y trades with a ranged operator, not with a 重装', () => {
test('高台 swaps: 歌蕾蒂娅 (normal, no module) trades with a ranged operator, not with a 重装', () => {
const { m, ps } = prep(HIGH_STAGE);
equip(ps, GLADIIA_HOK_Y);
const glad = give(m, ps, GLAD_E);
const glad = give(m, ps, GLAD_N);
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
const ranged = give(m, ps, chessOfTier(1, RANGED).find((x) => m.pool.has(x)));
assert.deepEqual(move(m, glad.uid, board(10, 4), 'DOWN'), { ok: true });
assert.deepEqual(move(m, tank.uid, board(9, 3)), { ok: true });
assert.deepEqual(move(m, ranged.uid, board(11, 4)), { ok: true });
let ctx = clientCtx(m, ps);
// swapping 歌蕾蒂娅 (高台) with the 重装 (ground) would put the 重装 on the 高台
assert.equal(clientCanPlace(ctx, glad.uid, board(9, 3)).ok, false);
assert.equal(move(m, glad.uid, board(9, 3)).error, ERR.BAD_TILE);
assert.equal(clientCanPlace(ctx, tank.uid, board(10, 4)).ok, false);
@@ -443,16 +435,14 @@ test('高台 swaps: elite 歌蕾蒂娅 + HOK-Y trades with a ranged operator, no
m.dispose();
});
test('高台 battle input: elite 歌蕾蒂娅 + HOK-Y is fielded on (10,4) and blocks nothing there; on the ground she blocks', () => {
test('高台 battle input: 歌蕾蒂娅 is fielded on (10,4) and blocks nothing there; on the ground she blocks', () => {
const { m, ps } = prep(HIGH_STAGE);
equip(ps, GLADIIA_HOK_Y);
const glad = give(m, ps, GLAD_E);
const glad = give(m, ps, GLAD_N);
assert.deepEqual(move(m, glad.uid, board(10, 4), 'DOWN'), { ok: true });
const u0 = ps.battleInput().units.find((u) => u.uid === glad.uid);
assert.deepEqual([u0.row, u0.col, u0.dir, u0.moduleId], [10, 4, 'DOWN', GLADIIA_HOK_Y]);
assert.deepEqual([u0.row, u0.col, u0.dir], [10, 4, 'DOWN']);
m.dispose();
// position stays MELEE either way: the normal record (the same body the 0.1.2 measurement used) attacks the lane
// from the 高台 and blocks nothing there. HOK-Y's own range is not what this asserts.
// position stays MELEE either way: she attacks the lane from the 高台 and blocks nothing there
for (const [r, c, dir, high] of [[10, 4, 'DOWN', true], [9, 5, 'RIGHT', false]]) {
const h = makeBattle({
stageId: HIGH_STAGE, seed: 3, timeLimit: 60, autoFinish: false,
@@ -472,42 +462,36 @@ test('高台 battle input: elite 歌蕾蒂娅 + HOK-Y is fielded on (10,4) and b
}
});
test('高台 bots: elite 歌蕾蒂娅 + HOK-Y takes a 高台 that covers the road while the ground is still free', () => {
test('高台 bots: every trait holder, normal and elite, takes a 高台 that covers the road while the ground is still free; a plain melee stays on the road', () => {
const { m, ps } = prep(HIGH_STAGE, 11);
equip(ps, GLADIIA_HOK_Y);
const elite = give(m, ps, GLAD_E);
const k = planLayout(m, ps, [elite]).get(elite.uid);
assert.equal(ps.deployMap().get(k), 'ranged', `planned on a 高台 with the road open (${k})`);
const [r, c] = rc(k);
assert.deepEqual(move(m, elite.uid, board(r, c)), { ok: true });
m.dispose();
});
test('高台 bots: everyone else stays on the road; elite 歌蕾蒂娅 + HOK-Y may take a 高台 when the ground is full', () => {
const { m, ps } = prep(HIGH_STAGE, 11);
const pieces = ['chess_char_4_02_a', GLAD_N, FORCER_N, 'chess_char_2_03_a'].map((id) => give(m, ps, id));
const plan = planLayout(m, ps, pieces);
const map = ps.deployMap();
const road = fieldModel(m, ps).ground;
for (const p of pieces.slice(1)) {
const k = plan.get(p.uid);
assert.equal(map.get(k), 'melee', `${p.id} on a ground tile (${k})`);
assert.ok(road.has(k), `${p.id} on an enemy road tile (${k})`);
assert.equal(move(m, p.uid, board(10, 4)).error, ERR.BAD_TILE, `${p.id} deploy refused`);
for (const id of HOLDERS) {
const p = give(m, ps, id);
for (const module of loadoutsOf(id)) {
assert.equal(ps.setLoadout(module ? { [DATA.chess[id].baseId]: { module } } : {}), true);
const plan = planLayout(m, ps, [p]);
const k = plan.get(p.uid);
assert.equal(map.get(k), 'ranged', `${id} ${module || 'default'}: planned on a 高台 with the road open (${k})`);
const [r, c] = rc(k);
const cover = ownerRangeKeys(DATA.chess[id].rangeGrid, r, c, plan.dirOf(p.uid));
assert.ok([...cover].some((t) => road.has(t)), `${id}: its range from ${k} covers the road`);
assert.deepEqual(move(m, p.uid, board(r, c), plan.dirOf(p.uid)), { ok: true });
assert.deepEqual(toHand(m, ps, p), { ok: true });
}
}
const elite = give(m, ps, GLAD_E);
equip(ps, GLADIIA_HOK_Y);
const melee = [...map].filter(([, cls]) => cls === 'melee').map(([k]) => k);
const highPlan = planLayout(m, ps, [elite], undefined, { occupied: new Set(melee) });
const hk = highPlan.get(elite.uid);
assert.equal(map.get(hk), 'ranged', `HOK-Y planned on a 高台 (${hk})`);
const [hr, hc] = rc(hk);
assert.deepEqual(move(m, elite.uid, board(hr, hc)), { ok: true });
ps.setLoadout({});
// a plain melee operator (a 重装) stays on an enemy road tile, and a 高台 is no fallback for it once the ground is full
const tank = give(m, ps, chessOfTier(1, TANK).find((x) => m.pool.has(x)));
const k = planLayout(m, ps, [tank]).get(tank.uid);
assert.equal(map.get(k), 'melee', `the 重装 on a ground tile (${k})`);
assert.ok(road.has(k), `the 重装 on an enemy road tile (${k})`);
assert.equal(move(m, tank.uid, board(10, 4)).error, ERR.BAD_TILE, 'the 重装 deploy refused');
const melee = new Set([...map].filter(([, cls]) => cls === 'melee').map(([key]) => key));
assert.equal(planLayout(m, ps, [tank], undefined, { occupied: melee }).get(tank.uid), undefined, 'no ground left: no plan');
const glad = give(m, ps, GLAD_E);
const hk = planLayout(m, ps, [glad], undefined, { occupied: melee }).get(glad.uid);
assert.equal(map.get(hk), 'ranged', `elite 歌蕾蒂娅 still gets a 高台 (${hk})`);
checkInvariants(m);
assert.deepEqual(toHand(m, ps, elite), { ok: true });
equip(ps, 'none');
const refused = planLayout(m, ps, [elite], undefined, { occupied: new Set(melee) });
assert.equal(refused.get(elite.uid), undefined, 'no module: a 高台 is not a fallback');
assert.equal(move(m, elite.uid, board(10, 4)).error, ERR.BAD_TILE);
m.dispose();
});