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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@@ -219,7 +219,9 @@ describe('#7 audit: every stage × deploy field (server = official level data =
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});
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test('independent check against the raw official level files (buildableType / heightType + non-hidden devices)', { skip: !HAS_LEVELS && 'no .cache/gamedata level files (run node tools/build-data.mjs once)' }, () => {
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const ROLE = { trap_1105_accrate: 'block', trap_032_mound: 'block', trap_1106_achplat: 'platform' };
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// trap_040_canoe 特制水上平台 "在水上建立可以部署任意单位的平台"; tile_deepsea refuses deployment whatever its
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// buildableType (PRTS 地形 深水区 "地形机制:拒绝部署" — player report #3 after 0.1.0, 战场#08's pool)
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const ROLE = { trap_1105_accrate: 'block', trap_032_mound: 'block', trap_1106_achplat: 'platform', trap_040_canoe: 'water' };
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for (const [id, st] of Object.entries(DATA.stages)) {
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const lv = JSON.parse(readFileSync(levelFile(id), 'utf8'));
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const map = lv.mapData.map, tiles = lv.mapData.tiles, H = map.length;
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@@ -231,6 +233,8 @@ describe('#7 audit: every stage × deploy field (server = official level data =
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if (!t || d === 'block') return null;
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// 射击台: ranged only [ASSUMED, DATA §15.11] (the remake's rule for a raised platform)
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if (d === 'platform') return 'ranged';
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if (d === 'water') return 'melee';
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if (t.tileKey === 'tile_deepsea') return null;
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if (t.heightType === 'LOWLAND' && (t.buildableType === 'ALL' || t.buildableType === 'MELEE')) return 'melee';
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if (t.buildableType === 'RANGED' || (t.heightType === 'HIGHLAND' && t.buildableType === 'ALL')) return 'ranged';
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return null;
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