feedback1 WC: no deployment in the water, tactical points inside the tactician's range
Player reports #3 and #9 after the 0.1.0 release. #3 On 战场#08(下半) 涨潮控制 (act2autochess_m04) operators could be placed in the pool and 突袭 members jumped into it. The 深水区 (tile_deepsea) has buildableType ALL in the level file, but it refuses deployment (PRTS 地形 深水区 "地形机制:拒绝 部署"; 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 water tiles). - grid.js DEPLOY_REFUSED_TILES: the legend's effective build is NONE, so canStand (突袭 landing tile, tactical points, summon tiles) never picks the water; a hard-blocked 射击台 / mound tile takes no melee unit either. - build-data: stages.json legend `buildable` is the effective type (the level's value kept in `buildableType`), deployTiles exclude the water, a 特制水上平台 makes its tile deployable (act1 m05, inactive). board.js / gameLogic.js deploy maps follow (water platforms included); bots plan on the same map. - Gate routes are unchanged; the water now counts as non-blockable ground in the path tie-break (audit lists updated). #9 伺夜's 狼群 and 缪尔赛思's 流形 ("只能部署在召唤者攻击范围内", tokens.json `ownerRange`) could be placed anywhere. - PlayerState._legal / summonRange: a range-bound summon only on a tile of its owner's attack range (loadout grid rotated by the owner's facing); swaps with the owner are checked from the owner's new tile; re-orienting (or promoting) the owner sends a summon left outside back onto its stack with a toast. - The client lights and accepts the same tiles (gameLogic.summonRange), the bot plans inside them, the invariants check it, the 伺夜 kit re-uses the piece's tile only inside her range. Tests: test/match/feedback1-placement, test/sim/feedback1-water, the opt-in headless-Chrome test/ui/feedback1-placement.e2e (fastServer hook SP_STAGE); existing summon / deploy / pathing tests moved off the water tiles.
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@@ -2,10 +2,12 @@
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//
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// Deploy map: for every tile of the own board region (rows 9–12, cols 2–10) the legality class is derived from the
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// stage legend (data/stages.json `tiles[glyph]`: height + buildable) and the stage devices:
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// 'melee' — LOW tile with buildable ALL/MELEE: melee AND ranged chess may stand here
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// ("所有行动内远程干员可部署在近战位").
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// 'melee' — LOW tile with buildable ALL/MELEE, or a 深水区 under an active 特制水上平台 (waterPlatform, "在水上建立可以
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// 部署任意单位的平台"): melee AND ranged chess may stand here ("所有行动内远程干员可部署在近战位").
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// 'ranged' — HIGH tile with buildable ALL/RANGED, or a tile under an active platform (射击台): ranged only.
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// (absent) — not deployable (NONE, forbidden, road lanes, tiles under active crates/mounds).
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// (absent) — not deployable (NONE, forbidden, road lanes, tiles under active crates/mounds, the 深水区 — the legend's
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// `buildable` is the effective type: tile_deepsea refuses deployment, PRTS 地形 深水区 "拒绝部署",
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// although its level buildableType is ALL; player report #3 after 0.1.0, 战场#08's pool).
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// Per-player overrides (terrain 机变 cards, content): `deviceOverrides { alias: active }` toggles stage devices,
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// `tileOverrides { 'r,c': 'melee'|'ranged'|'none' }` force a class. The result equals stages[id].deployTiles.normal
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// for the unmodified stage (asserted in test/match/board.test.js).
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@@ -20,11 +22,15 @@
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// mapped to board coordinates (test/match/playtest5-deploy.test.js).
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//
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// Tokens follow their own `position` (ALL ⇒ any deployable tile, MELEE ⇒ melee tiles, RANGED ⇒ any deployable).
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// A token whose text reads "只能部署在召唤者攻击范围内" (tokens.json `ownerRange`: the tacticians' 援军 — 伺夜's 狼群,
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// 缪尔赛思's 流形; PRTS 狼群 特性) also needs a tile of its owner's attack range: `ownerRangeKeys` = the owner's range
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// grid (loadout-resolved, shared/loadoutRecord.js attackRangeGrid) rotated by its facing around its board tile
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// (PlayerState._legal; player report #9 after 0.1.0).
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// Facing: board pieces carry `dir` ∈ UP|RIGHT|DOWN|LEFT (server/sim/dir.js); `pieceDir` reads it (absent ⇒ RIGHT),
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// `parseDir` validates an intent's optional direction.
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import { GEO } from '../../shared/constants.js';
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import { DEFAULT_DIR, isDir } from '../sim/dir.js';
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import { DEFAULT_DIR, isDir, rotateOffset } from '../sim/dir.js';
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import { BOSS_ROW_OFFSET, COLS } from '../sim/constants.js';
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export const FIELD = GEO.FIELD; // { r0: 9, r1: 12, c0: 2, c1: 10 }
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@@ -38,6 +44,8 @@ export const inField = (r, c) => Number.isInteger(r) && Number.isInteger(c) && r
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const OBSTACLE_ROLES = new Set(['crate', 'mound']);
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const PLATFORM_ROLES = new Set(['platform']);
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/** 特制水上平台 (act1 m05, weight 0 this season): its tile takes any unit. */
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const WATER_PLATFORM_ROLES = new Set(['waterPlatform']);
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/** Deploy fields: the own normal board, or the player's half of the boss field (left / mirrored right). */
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export const DEPLOY_FIELDS = Object.freeze(['normal', 'bossL', 'bossR']);
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@@ -108,6 +116,7 @@ export function buildDeployMap(stage, { deviceOverrides = {}, tileOverrides = {}
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const k = tileKey(r, c);
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if (OBSTACLE_ROLES.has(d.role)) map.delete(k);
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else if (PLATFORM_ROLES.has(d.role)) map.set(k, 'ranged');
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else if (WATER_PLATFORM_ROLES.has(d.role)) map.set(k, 'melee');
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}
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for (const [k, v] of Object.entries(tileOverrides || {})) {
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const [r, c] = parseKey(k);
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@@ -135,6 +144,23 @@ export function canPlace(map, pos, r, c) {
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return true; // ranged / all: melee tiles and ranged tiles
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}
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/**
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* Board tiles ('r,c' keys) of an owner's attack range: `grid` (facing-RIGHT [dRow, dCol] offsets) rotated by `dir`
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* around (r, c) — where a "只能部署在召唤者攻击范围内" summon (tokens.json `ownerRange`) may stand. The owner's own tile is
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* part of most grids but always occupied by the owner. public/js/ui/gameLogic.js mirrors it for the client.
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* @param {number[][]|null} grid
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* @returns {Set<string>}
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*/
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export function ownerRangeKeys(grid, r, c, dir) {
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const out = new Set();
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for (const g of Array.isArray(grid) ? grid : []) {
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if (!Array.isArray(g)) continue;
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const [dr, dc] = rotateOffset(g[0], g[1], dir);
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out.add(tileKey(r + dr, c + dc));
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}
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return out;
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}
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/** Legal tiles for a placement class, in reading order (top→bottom, left→right). */
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export function legalTiles(map, pos) {
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const out = [];
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