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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@@ -172,9 +172,10 @@ test('battle input: board units in deploy order with items; tokens carry ownerUi
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const it = giveItem(m, ps, 'chess_item_1_01_e_a');
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assert.deepEqual(m.handle('p_0', { t: 'g.equip', itemUid: it.uid, targetUid: b.uid }), { ok: true });
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const tok = ps.hand.find((p) => p && p.kind === 'token');
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m.handle('p_0', { t: 'g.move', uid: tok.uid, to: { area: 'board', row: 9, col: 4 } });
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// (9,6): inside 伺夜's range ("只能部署在召唤者攻击范围内", player report #9 after 0.1.0)
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assert.deepEqual(m.handle('p_0', { t: 'g.move', uid: tok.uid, to: { area: 'board', row: 9, col: 6 } }), { ok: true });
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const input = ps.battleInput();
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assert.deepEqual(input.units.map((u) => [u.row, u.col]), [[12, 3], [10, 5], [9, 4]], 'top→bottom then left→right');
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assert.deepEqual(input.units.map((u) => [u.row, u.col]), [[12, 3], [10, 5], [9, 6]], 'top→bottom then left→right');
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assert.deepEqual(input.units[0].items, ['chess_item_1_01_e_a']);
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assert.equal(input.units[2].kind, 'token');
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assert.equal(input.units[2].ownerUid, a.uid);
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@@ -229,12 +230,13 @@ test('withdrawing a deployed summon into a full hand: HAND_FULL like any other c
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assert.deepEqual(m.handle('p_0', { t: 'g.move', uid: medic.uid, to: { area: 'board', row: 10, col: 5 } }), { ok: true });
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const drone = ps.hand.find((p) => p && p.kind === 'token');
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assert.ok(drone && drone.count === 1, 'one 狼群');
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assert.deepEqual(m.handle('p_0', { t: 'g.move', uid: drone.uid, to: { area: 'board', row: 9, col: 4 } }), { ok: true });
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// (9,6): inside 伺夜's range ("只能部署在召唤者攻击范围内", player report #9 after 0.1.0)
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assert.deepEqual(m.handle('p_0', { t: 'g.move', uid: drone.uid, to: { area: 'board', row: 9, col: 6 } }), { ok: true });
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// golden items never merge with each other: a plain full hand
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for (let i = 0; i < ps.hand.length; i++) if (!ps.hand[i]) giveItem(m, ps, 'chess_item_1_02_e_b', 'hand', i);
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assert.ok(ps.hand.every(Boolean) && ps.tempEmpty);
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assert.equal(m.handle('p_0', { t: 'g.move', uid: drone.uid, to: { area: 'hand', idx: 0 } }).error, ERR.HAND_FULL, 'a new card for a full hand');
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assert.equal(ps.board.get('9,4'), drone, 'the 狼群 stays on the board');
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assert.equal(ps.board.get('9,6'), drone, 'the 狼群 stays on the board');
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assert.ok(ps.tempEmpty, 'nothing overflowed into temp (Ready stays possible)');
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assert.equal(m.handle('p_0', { t: 'g.move', uid: medic.uid, to: { area: 'hand', idx: 0 } }).error, ERR.HAND_FULL, 'the same as withdrawing an operator');
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// a free slot: the 狼群 comes back
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