Can someone tell me if it is intended that GKC buttons at the module (or Map) level are limited in function by the player who triggers it in the same way that local piece hotkeys are limited by things such as the invisibility trait and deny access trait?
I have been noticing some side-effects related to the player side of the activating player. It would seem to me that the module-level GKCs would be sort of pseudo-admin and take effect regardless of the activator’s side … unless specifically tested for “playerSide”. If this were true, designers would not need to worry about which player triggered the Turn Counter which triggers a GKC, and they would not have to block the GKC and the Turn Counter from advancing if the wrong player triggers. In other words, this pseudo-admin permission would prevent unexpected anomalies from occurring with some GKCs at the module level AND it would still permit the designer to differentiate based on “playerSide” if desired.
So, are GKCs at any level given special permissions to circumvent barriers that would otherwise stop the non-owning player from triggering a piece level hotkey? Or is the behavior of piece level hotkeys still going to block non-owning player actions even when originating from a Map or Module level GKC?
Currently, my perception is that some functions are permitted and others are not. So, the behavior is unpredictable and I’m not sure what is a bug and what is intended functionality.