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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@@ -217,6 +217,9 @@ describe('placement mirror (canPlace)', () => {
const board = [];
const tiles = [[9, 3], [9, 4], [9, 5], [9, 7], [9, 8], [9, 9], [10, 5], [10, 7]];
for (const [row, col] of tiles) board.push({ ...piece(MELEE), row, col });
// the 狼群's owner: 伺夜 facing UP on (9,4) — her range (rows 9–12 × cols 3–5) covers the tiles tried below
// ("只能部署在召唤者攻击范围内", player report #9 after 0.1.0)
board[1] = { ...piece('chess_char_3_19_a'), row: 9, col: 4, dir: 'UP' };
const extra = piece(MELEE);
const ctx = ctxFor(privWith({ board, hand: [extra] }));
const full = canPlace(ctx, extra.uid, { area: 'board', row: 11, col: 5 });
@@ -225,7 +228,7 @@ describe('placement mirror (canPlace)', () => {
const onBoard = board[0];
assert.equal(canPlace(ctx, onBoard.uid, { area: 'board', row: 11, col: 5 }).ok, true, 'moving on the board never hits the cap');
// tokens don't use deploy slots
const tok = { uid: ++uid, kind: 'token', id: 'token_10028_vigil_wolf', count: 1, ownerUid: board[0].uid };
const tok = { uid: ++uid, kind: 'token', id: 'token_10028_vigil_wolf', count: 1, ownerUid: board[1].uid };
const ctx2 = ctxFor(privWith({ board, hand: [tok] }));
assert.equal(canPlace(ctx2, tok.uid, { area: 'board', row: 11, col: 5 }).ok, true);
assert.equal(canPlace(ctx2, tok.uid, { area: 'board', row: 10, col: 4 }).ok, false, 'MELEE token not on high ground');
@@ -234,7 +237,7 @@ describe('placement mirror (canPlace)', () => {
const ctx3 = ctxFor(privWith({ board, hand: [orphan] }));
assert.equal(canPlace(ctx3, orphan.uid, { area: 'board', row: 11, col: 5 }).code, 'BAD_TARGET', 'summoner must be deployed');
// a hand chess swapping with a board token takes a deploy slot (cap applies)
const bTok = { uid: ++uid, kind: 'token', id: 'token_10028_vigil_wolf', count: 1, ownerUid: board[0].uid, row: 11, col: 5 };
const bTok = { uid: ++uid, kind: 'token', id: 'token_10028_vigil_wolf', count: 1, ownerUid: board[1].uid, row: 11, col: 5 };
const ctx4 = ctxFor(privWith({ board: [...board, bTok], hand: [extra] }));
assert.equal(canPlace(ctx4, extra.uid, { area: 'board', row: 11, col: 5 }).code, 'BOARD_FULL');
});