feedback6: merge R21B — 联防 plays on the round's battlefield again, its terrain, crates, water, devices and runes as in 0.1.4 (the owner's report 「联防阶段地形全消失了」 and knowledge of the official mode, GitHub #244's tournament video; 0.2.0's escaped level was the placeholder road every wave-template level carries); the 联防 battle input is byte-identical to 0.1.4's in 20 cases; 乌尔比安's comment keeps both streams' sentences; golden as R21B's commit (unite-1 / unite-2 back to their stages, coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins), the merged tree differs from the branch only in R21A's boss pair fields

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sganggs committed 2026-10-07 17:54:16 +08:00
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@@ -57,7 +57,8 @@ export class BattleEconomy {
* whose half of the field it fell on: PRTS 卫戍协议:盟约 决策 "该敌人于对应玩家所属区域倒下时,使相应玩家获得额外资金"
* [ASSUMED for 联防: no source names the payee of a death nobody caused there]. Until 0.2.0 that fallback was the
* leaker, who has no entry in a 联防 battle, and addCoins dropped the coins (community report of 2026-10-06
* 「被源石地板烫死的悬赏没给赏金」: until 0.1.3 the 联防 field was the round's map, 战场#04's 活性源石 included).
* 「被源石地板烫死的悬赏没给赏金」: in 0.1.x the 联防 field was the round's map, as it is again since 0.2.1, 战场#04's
* 活性源石 included).
*/
_bountyPayee(unit, killer = null) {
if (killer && killer.side === 'ally' && killer.ownerId != null && this._pp(killer.ownerId)) return killer.ownerId;
@@ -96,10 +96,9 @@ export default {
// PRTS 备注: landing tile > the tile one beyond it > his own tile (a deployable, free, unreserved melee tile).
// "可部署" is a tile his player may deploy on: his own board (Battle.onOwnBoard) — never the other half of a 联防 or
// boss field nor a boss field's hand / 临时整备区 rows; a teammate's half stays closed to him even where the 突袭
// landing may take it (Battle.onFieldBoard, DESIGN §26.1). Community report of 2026-10-06 (item 27)
// 「乌尔比安使用3技能会在联防阶段跳到红门后」: on the one-helper 联防 map (escaped_single, enemies from the middle gate at
// col 10) an anchor that met no enemy flew on to the right half, where no enemy ever walks, and he moved there for
// the whole skill
// landing may take it (Battle.onFieldBoard, DESIGN §26.1). Community report of 2026-10-06 (item 27) 「乌尔比安使用3技能会在
// 联防阶段跳到红门后」: in a one-helper 联防 (escaped_single's enemies come out of the middle gate at col 10) an anchor
// that met no enemy flew on to the right half, where no enemy ever walks, and he moved there for the whole skill
const ok = ([r, c]) => (r !== unit.tileR || c !== unit.tileC) && battle.grid.inRect(r, c) && battle.onOwnBoard(unit.player, r, c) && battle.grid.canStand(r, c) && !battle.grid.isObstacle(r, c) && !battle.isReservedTile(r, c);
const dest = [[sr, sc], frontOf(unit.tileR, unit.tileC, unit.dir, stop + 1)].find(ok);
if (dest == null) return;