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.
This commit is contained in:
sganggs committed 2026-10-03 02:01:34 +08:00
1 parent 7f134737ce
commit c92867656d
26 files changed
+789 -73

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+3 -1
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@@ -23,7 +23,9 @@
// + 脆弱 ×damage_scale for weak[limit] s
// 助力 deputShip all operators DEF +(base + per·L), redeploy time ×(1 + respawn_time)
// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready) with no enemy in range → "保留技力立即再部署"
// next to the most advanced ground enemy: a real redeployment (retreat + free redeploy on the
// next to the most advanced ground enemy, on a free tile its position may be deployed on
// (grid.canStand: never the 深水区 — player report #3 after 0.1.0, members dropped into 战场#08's
// pool after an enemy wading in it): a real redeployment (retreat + free redeploy on the
// landing tile, full HP, `deploy` fires — 部署时 traits such as 史尔特尔, 突袭手雷, 卡西米尔, 叙拉古)
// with its SP / charges kept (engine redeploy tile + keepSp); ATK/HP +(base + per·L)
// until it leaves the field; later redeploys use its board tile again;
+6 -4
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@@ -137,12 +137,14 @@ function freeTile(battle, r, c) {
/** Walkable ground tile a melee summon can stand on. */
const groundTile = (battle, r, c) => battle.grid.groundPassable(r, c) && battle.grid.canStand(r, c);
/**
* Tactical point (战术点) of a tactician: `prefer` (the board piece's tile, i.e. the player's choice) when usable,
* else the shared tactical point (tokens.js tacticalPoint = Battle.findTacticalPoint: a free walkable tile of its
* initial range on an enemy ground path first, then the nearest one).
* Tactical point (战术点) of a tactician: `prefer` (the board piece's tile, i.e. the player's choice) when usable —
* free, standable ground (never 深水区: grid.canStand) inside her initial range ("只能部署在召唤者攻击范围内"; the prep
* already keeps the piece there, PlayerState._legal) —, else the shared tactical point (tokens.js tacticalPoint =
* Battle.findTacticalPoint: a free walkable tile of its initial range on an enemy ground path first, then the nearest).
*/
function tacticalPoint(battle, unit, prefer = null) {
if (prefer && freeTile(battle, prefer[0], prefer[1]) && groundTile(battle, prefer[0], prefer[1])) return prefer;
const inRange = (r, c) => (unit.baseRangeKeys || unit.rangeKeys || []).includes(r * COLS + c);
if (prefer && freeTile(battle, prefer[0], prefer[1]) && groundTile(battle, prefer[0], prefer[1]) && inRange(prefer[0], prefer[1])) return prefer;
return sharedTacticalPoint(battle, unit);
}
/** Tokens `tokenId` summoned by / placed for `owner` (board pieces included). */
+24 -4
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@@ -5,6 +5,11 @@
// Stage input: `{ id, rows: string[19] (bottom-first), legend?: {glyph: {...}}, devices?: [...] }`.
// Legend entries are normalised from either the research format (heightType/buildableType/passableMask/tileKey)
// or the build-data format (height/build/passable/terrain); missing glyphs fall back to DEFAULT_LEGEND.
// `build` is the EFFECTIVE deploy type: a tile whose mechanism refuses deployment (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 0.1.0: operators stood in 战场#08's pool and
// 突袭 members jumped into it) is NONE whatever its level buildableType (ALL), so `canStand` — every automatic
// placement: the 突袭 landing tile, tactical points, summon tiles — and the path tie-break below treat it as ground no
// operator can stand on. data/stages.json legends already carry the effective value (tools/build-data.mjs).
//
// Pathfinding = the official client's (`Torappu.Battle.SPFA`, research 08 §3.1/§3.4): one FLOW FIELD per destination,
// a FIFO SPFA from the destination over the rect with the 4 neighbours UP (row+1), RIGHT, DOWN, LEFT (in that order,
@@ -18,7 +23,8 @@
// operator can block them"). Two refinements on top of the official algorithm; `dist` (so the crate cost 1000 and
// every grid route length) stays exactly the official one:
// * tie-break: the SPFA relaxes on (dist, pen) lexicographically, `pen` = number of NON-BLOCKABLE walkable tiles
// (floor / gate / goal / teleport tiles — `blockable()` false: not LOW ground buildable for melee) on the chain.
// (floor / gate / goal / teleport / 深水区 tiles — `blockable()` false: not LOW ground buildable for melee) on the
// chain (the 深水区 on 战场#08's routes is unavoidable: no route there changed when it became non-buildable).
// Among equal-length chains the one with the fewest non-blockable tiles wins; remaining ties go to the first
// parent in SPFA order (the official order unless a pen improvement re-queued a tile).
// * smoothing: a line of sight may only cross a non-blockable tile (including the corner tiles of a diagonal step)
@@ -67,10 +73,17 @@ export const DEFAULT_LEGEND = Object.freeze({
O: { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_telout', special: 'telout' },
m: { height: 'LOW', build: 'ALL', pass: 'ALL', key: 'tile_mire', terrain: 'mire' },
g: { height: 'LOW', build: 'ALL', pass: 'ALL', key: 'tile_smog', terrain: 'smog' },
d: { height: 'LOW', build: 'ALL', pass: 'ALL', key: 'tile_deepsea', terrain: 'deepsea' },
d: { height: 'LOW', build: 'NONE', pass: 'ALL', key: 'tile_deepsea', terrain: 'deepsea' },
i: { height: 'LOW', build: 'ALL', pass: 'ALL', key: 'tile_infection', terrain: 'infection' },
});
/**
* Tile keys whose mechanism refuses deployment although the level's buildableType allows it: 深水区 tile_deepsea (PRTS
* 地形 深水区 "部署类型 全部位 … 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 深水区 tiles). Shared with tools/build-data.mjs (the stages.json legend's `buildable`).
*/
export const DEPLOY_REFUSED_TILES = Object.freeze(new Set(['tile_deepsea']));
const TERRAIN_BY_KEY = { tile_mire: 'mire', tile_smog: 'smog', tile_deepsea: 'deepsea', tile_infection: 'infection', tile_deepwater: 'deepsea' };
const SPECIAL_BY_KEY = { tile_start: 'start', tile_end: 'end', tile_telin: 'telin', tile_telout: 'telout' };
@@ -92,7 +105,8 @@ export function normalizeLegendEntry(glyph, e) {
const heightRaw = e.height ?? e.heightType;
const height = heightRaw == null ? base.height : (/HIGH/i.test(String(heightRaw)) ? 'HIGH' : 'LOW');
const buildRaw = e.build ?? e.buildable ?? e.buildableType;
const build = buildRaw == null ? base.build : (buildRaw === true ? 'ALL' : buildRaw === false ? 'NONE' : String(buildRaw).toUpperCase());
const build = DEPLOY_REFUSED_TILES.has(key) ? 'NONE'
: buildRaw == null ? base.build : (buildRaw === true ? 'ALL' : buildRaw === false ? 'NONE' : String(buildRaw).toUpperCase());
let pass;
if (e.pass != null) pass = normPass(e.pass);
else if (e.passable != null || e.passableMask != null) pass = normPass(e.passable ?? e.passableMask);
@@ -171,11 +185,17 @@ export class Grid {
flyPassable(r, c) { return this.inRect(r, c) && this.tile(r, c).pass !== 'NONE'; }
/** Whether a unit may stand on this tile. `ranged` units may also use LOW ALL/MELEE tiles (DESIGN §3). */
/**
* Whether a unit may be placed on this tile (every automatic placement: the 突袭 landing tile, tactical points, summon
* tiles). `ranged` units may also use LOW ALL/MELEE tiles (DESIGN §3). The effective `build` refuses the 深水区
* (DEPLOY_REFUSED_TILES); a hard-blocked tile (OB_BLOCK: a 射击台 switched on by a map card, a mound) takes no melee
* unit — the match's deploy map makes a 射击台 ranged-only (server/match/board.js).
*/
canStand(r, c, { ranged = false } = {}) {
const t = this.tile(r, c);
if (t.build === 'NONE') return false;
if (ranged) return t.build === 'ALL' || t.build === 'RANGED' || (t.height === 'LOW' && t.build === 'MELEE');
if (this.inBounds(r, c) && (this.obstacle[r * COLS + c] & OB_BLOCK)) return false;
return t.height === 'LOW' && (t.build === 'ALL' || t.build === 'MELEE');
}