fix(sim): keep Wisdel shadows off the boss bench (#557)
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@@ -9,7 +9,7 @@ Part of [DESIGN.md](../DESIGN.md) (the index; section numbers are global).
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- **Normal field** (own board): rows 9–12, cols 2–10. Enemy gates `S` at (9,10) and (12,10) (R1–3 only the lower one); protection objective `E` at (9,2). Col 9 lane is not deployable (tile type decides).
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- **Hand (整备区)**: row 7, cols 0–9 (10 regular slots, index = col). **Temp slots**: row 8, cols 4–8 (5 slots). Hand/temp tiles are never part of a battle.
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- **Partner display** cols 11–18 of rows 9–12 (the unite field uses them).
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- **Boss field**: rows 1–5; left half cols 2–10, right half cols 10–18.
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- **Boss field**: combat deployment rows 2–5; left half cols 2–10, right half cols 10–18. The mapped hand/temp rows are 0/1, inside the simulation rect but not combat deployment tiles. 维什戴尔's talent and S3 exclude them when placing 魂灵之影; without a free deployable tile in range, no shadow is summoned (§30.31).
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- Enemy preview pen rows 14–18 × cols 7–13 (row 16 empty): during prep the next round's enemies idle there (upper-gate enemies rows 17–18, lower-gate rows 14–15, ≤ 50 models, spawn-time order) — research 08 §4 / 09 §2.
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- Tile semantics come from `data/stages.json` legend: height (LOW/HIGH), buildable (ALL/MELEE/RANGED/NONE — the **effective** deploy type: the 深水区 `tile_deepsea` refuses deployment, NONE with the level's `buildableType` ALL kept, PRTS 深水区 地形信息 "拒绝部署(待补充)"; an active 特制水上平台 makes its tile deployable in the prep deploy map only, §21.3), ground-passable, fly-only, special terrain (mire, smog, deepsea, infection). The fenced tiles (围墙 `tile_fence_bound` / 围栏 `tile_fence`, legend `b`: LOW, buildable ALL, passable to flyers only) take units, which attack normally from there but block no ground enemy (PRTS 地形机制, §21.23). Melee chess may stand only on LOW tiles with buildable ALL/MELEE — except a melee chess whose trait reads 「可以放置于远程位」 (the 钩索师 / 推击手 branch trait: 歌蕾蒂娅, 崖心, 见行者, normal and elite, with any module or none), which may use the ranged tiles too (`shared/highGround.js`; the owner's decision of 2026-10-05, following PRTS — it reverses the 2026-10-04 one that allowed only elite 歌蕾蒂娅 with HOK-Y; on a 高台 it attacks and blocks nothing); ranged chess on ALL/RANGED **and** on LOW ALL/MELEE tiles ("所有行动内远程干员可部署在近战位"). Tokens follow their own `position`; a summon marked `ownerRange` (狼群, 流形: "只能部署在召唤者攻击范围内"; Mon3tr's 重构体 by her talent) goes only on a tile of its owner's attack range — the loadout grid rotated by the owner's facing around its tile (`PlayerState.summonRange`, §21.3) —, one marked `ownerRangeOutside` / `rangedTilesOnly` (凯尔希·思衡托's 战术锚点: "仅可以部署在凯尔希·思衡托攻击范围外的远程位") only on a 高台 outside it (`summonExcluded`, placement class `high`; 0.2.0).
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- **Facing (corrected, see research 09 §1.2):** like standard Arknights, every board piece has a direction `dir ∈ UP|RIGHT|DOWN|LEFT` chosen with the 4-direction deploy wheel after dropping it on a tile (also re-orientable in place); default `RIGHT`; persists across rounds. Range grid entries are `[dRow, dCol]` relative to facing RIGHT and are rotated: RIGHT `(dr,dc)`, UP `(dc,−dr)`, LEFT `(−dr,−dc)`, DOWN `(−dc,dr)` (row 0 = bottom); `rangeExtend` applies along +dCol before rotating — to a running skill's range too, unless that skill ignores 攻击距离 (`targeting.noRangeExtend`, 信仰搅拌机 S3, §21.16). The right-side Final Assault player is mirrored col `c→20−c` with RIGHT↔LEFT (UP/DOWN unchanged).
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