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
1 parent 7f134737ce
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@@ -188,7 +188,12 @@ const UNAVOIDABLE = {
act2autochess_m01: { low: '', up: '12,9 11,9 10,9', uLow: '9,10', uUp: '12,17 11,17 10,17 9,10', b5: '5,9 4,9 3,9|5,11 4,11 3,11', b2: '|' },
act2autochess_m02: { low: '', up: '12,9', uLow: '9,10', uUp: '12,17 9,10', b5: '5,9|5,11', b2: '|' },
act2autochess_m03: { low: '10,9', up: '12,9', uLow: '10,17 9,10 10,9', uUp: '12,17 9,10 10,9', b5: '5,9|5,11', b2: '3,9|3,11' },
act2autochess_m04: { low: '', up: '12,9', uLow: '9,10', uUp: '12,17 9,10', b5: '5,9|5,11', b2: '|' },
// the 深水区 (cols 6 / 14 between the fences) refuses deployment (player report #3 after 0.1.0): non-blockable, and
// every route crosses it — the routes themselves did not change
act2autochess_m04: {
low: '10,6 11,6', up: '12,9 12,6', uLow: '10,14 11,14 9,10 10,6 11,6', uUp: '12,17 12,14 9,10 10,6 11,6',
b5: '5,9 5,6|5,11 5,14', b2: '3,6 4,6|3,14 4,14',
},
};
test('audit: every active stage × gate × field — the non-blockable tiles crossed are exactly the listed unavoidable ones', REAL, () => {
@@ -269,7 +274,9 @@ test('audit: every WALK leg of every wave template (normal / 联防 / boss / hid
}
}
assert.ok(n > 200, `${n} legs audited (${extra} unavoidable non-blockable crossings)`);
assert.equal(accepted, 17, 'accepted boss-arena exceptions (update the count only after reviewing a new one)');
// (17 before 战场#08's 深水区 became non-blockable: on its boss field the +2 detours around the arena floor cross the
// water as well, so three of its legs are no longer exceptions — player report #3 after 0.1.0)
assert.equal(accepted, 14, 'accepted boss-arena exceptions (update the count only after reviewing a new one)');
});
// ---------------------------------------------------------------------------------------------------------------