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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sganggs committed 2026-10-03 02:01:34 +08:00
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@@ -7,7 +7,8 @@
// pieces unique uids; hand 10 / temp 5 slots; chess carry ≤ equipPerChess known items; a normal piece holds ≤ 1
// copy, an elite ≤ goldenCopies; merges are immediate (never `mergeCount` normal copies of one chess, never
// two copies of a mergeable normal item); every token's owner chess is deployed
// board tiles inside the own region and legal for the piece; no items on the board; chess count ≤ deploy cap
// board tiles inside the own region and legal for the piece (a range-bound summon inside its owner's attack
// range); no items on the board; chess count ≤ deploy cap
// (where a merge's elite goes — a consumed deployed copy's tile, else the hand — needs the state before the
// merge: audit.js checks it per merge)
// bonds ps.bonds equals a fresh computeBonds() (every mutation recomputed them); every bond's layers 0 … BOND_LAYER_CAP
@@ -111,6 +112,9 @@ export function collectViolations(m, { limit = 25 } = {}) {
if (p.kind === 'item') { fail(`${id}: item ${p.id} stands on the board`); continue; }
const rec = p.kind === 'token' ? gd.token(p.id) : gd.chess(p.id);
if (rec && !canPlace(dmap, positionClass(rec), r, c)) fail(`${id}: ${p.id} on an illegal tile ${k}`);
// a "只能部署在召唤者攻击范围内" summon inside its owner's attack range (PlayerState.summonRange: a pure read)
const range = p.kind === 'token' && typeof ps.summonRange === 'function' ? ps.summonRange(p) : null;
if (range && !range.has(k)) fail(`${id}: ${p.id} on ${k}, outside its owner's attack range`);
if (p.kind === 'chess') deployed++;
}
if (deployed > ps.deployCap) fail(`${id}: ${deployed} chess deployed > cap ${ps.deployCap}`);