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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@@ -30,9 +30,9 @@ export function freePort() {
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* Start the real server (`node server/index.js`, or test/e2e/fastServer.mjs with `fast` speed-ups) on a free port (or
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* `port`: e.g. the port of a server just stopped — a server restart the open clients reconnect to).
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* @param {{ port?: number, fast?: { timerScale?: number, combatSpeed?: number, startRound?: 'boss'|'hidden'|number, kit?: number, chess?: string[],
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* items?: string[], idleBots?: boolean, kits?: string[][], botChess?: string[], autoPlace?: boolean, eliminate?: number[] } }} [opts]
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* items?: string[], idleBots?: boolean, kits?: string[][], botChess?: string[], autoPlace?: boolean, eliminate?: number[], stage?: string } }} [opts]
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* kits: per-human starter kits (seat order); botChess: the AI seats' kit; autoPlace: the kits go onto the board at the
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* first prep; eliminate: humans (seat order) eliminated at the jump — fastServer.mjs hooks
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* first prep; eliminate: humans (seat order) eliminated at the jump; stage: the stage of every match — fastServer.mjs hooks
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* @returns {Promise<{ base: string, port: number, logs: string[], stop: (o?: { hard?: boolean }) => Promise<void> }>}
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*/
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export async function startRealServer(opts = {}) {
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@@ -55,6 +55,7 @@ export async function startRealServer(opts = {}) {
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if (opts.fast.botChess?.length) env.SP_BOT_CHESS = opts.fast.botChess.join(',');
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if (opts.fast.autoPlace) env.SP_AUTO_PLACE = '1';
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if (opts.fast.eliminate?.length) env.SP_ELIMINATE = opts.fast.eliminate.join(',');
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if (opts.fast.stage) env.SP_STAGE = String(opts.fast.stage);
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}
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const child = spawn(process.execPath, [entry], { cwd: ROOT, env, stdio: ['ignore', 'pipe', 'pipe'] });
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const logs = [];
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@@ -20,6 +20,8 @@
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// the hand: the seat keeps no board and leaks).
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// SP_ELIMINATE=<humanIdx,…>: those humans (seat order) are eliminated at the jump, before the round's boss pairing — an
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// eliminated spectator from the first round on (test/ui/watch-bonds.e2e.test.js, the Final Assault).
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// SP_STAGE=<stageId>: every match is played on this stage instead of the drawn one (test/ui/feedback1-placement.e2e.test.js:
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// 战场#08's pool).
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// Not a test file (node --test runs it as a no-op module when NODE_TEST_CONTEXT is set).
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import { startServer } from '../../server/index.js';
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@@ -43,12 +45,18 @@ if (!process.env.NODE_TEST_CONTEXT) {
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const botChess = String(process.env.SP_BOT_CHESS || '').split(',').map((x) => x.trim()).filter(Boolean);
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const autoPlace = process.env.SP_AUTO_PLACE === '1';
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const eliminate = String(process.env.SP_ELIMINATE || '').split(',').map((x) => x.trim()).filter(Boolean).map(Number);
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const forcedStage = String(process.env.SP_STAGE || '').trim();
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class FastMatch extends Match {
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constructor(opts) {
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super({ ...opts, timerScale, combatSpeed });
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this._jumped = !startAt;
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this._placeRound = null;
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if (forcedStage && this.gd.stage(forcedStage)) {
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this.stageId = forcedStage;
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this.stage = this.gd.stage(forcedStage);
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for (const ps of this.players.values()) ps.invalidateDeployMap();
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}
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}
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startRound(r) {
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