feedback6 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0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain. match/unitePhase.js _uniteOpts fields this.stageId in both combat modes, unite.js uniteStageId is removed, the client draws the 联防 on the board's stage again (screens/game.js: 0.1.4's ownStage / baseStage, no map switch, nothing to restore on leaving), the dev mock likewise. Kept from 0.2.0: own-board 突袭 / 乌尔比安 S3 landings (onOwnBoard, raidTile untouched), the bounty payee, the 联防 BGM, the SETTLE result box. data/stages.json keeps the two kind 'unite' records (no field uses them; engine tests use them as a plain two-halves road); tools/build-data.mjs comments only, an offline rebuild reproduces data/ byte for byte. The 联防 battle input is byte-identical to v0.1.4's in 20 cases (5 stages × 1 / 2 helpers × both combat modes); GitHub #41 item 3 (野鬃 pushing walkers back across the gate onto the other half) is back with v0.1.4's numbers, none off the map. Tests: test/match/feedback5-unite-map.test.js rewritten (6, all fail on the parent), test/e2e/coop.e2e.mjs checks the 联防 field's drawn stage; docs: DATA §12, META §4, PLAYING §5, design/geometry-time, I18N, the §25.6.4 pointer; golden: fields unite-1 (escaped_single → act1autochess_m02) and unite-2 (escaped_multi → act1autochess_m07), the stages of 0.1.4, and the co-op matches whose 联防 rounds come out differently on the round's map — coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-ABYSS-7, coop2-NORMAL-8-serverrun, coop2-NORMAL-14-standins (now a victory)
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@@ -5,7 +5,7 @@
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import { PHASE, GEO } from '../../../shared/constants.js';
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import { deriveSeed } from '../../sim/rng.js';
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import { uniteBattleOpts, uniteSurvivors, uniteStageId } from '../unite.js';
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import { uniteBattleOpts, uniteSurvivors } from '../unite.js';
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import { FieldRunner, timelineAt, uniteBillBounds } from '../fields.js';
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import { uniteLeft } from '../../sim/spec.js';
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import { FLOW_TICKER_PRIORITY, DELAYS } from './common.js';
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@@ -40,9 +40,10 @@ export class MatchUnite {
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}
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/**
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* Battle options of the 联防 field (helpers' carried end state, the leakers' enemies) on its own map — the escaped
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* template's (unite.js uniteStageId; GitHub #41), the round's stage only when the data lacks it. The field meta and the
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* client-run spec carry that stageId, so every viewer draws the 联防 map.
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* Battle options of the 联防 field (helpers' carried end state, the leakers' enemies) on the round's battlefield, its
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* terrain, crates, water, devices and runes included (unite.js header; the owner's decision of 2026-10-07 — 0.2.0's
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* escaped-level map is withdrawn). The field meta and the client-run spec carry the match stageId, so every viewer
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* draws the battlefield the boards stand on.
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*/
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_uniteOpts(plan, limit) {
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const { wave, players } = uniteBattleOpts(this, plan, limit);
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@@ -51,7 +52,7 @@ export class MatchUnite {
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kind: 'unite',
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modeId: this.modeId,
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round: this.round,
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stageId: uniteStageId(this.gd, plan.helpers.length) ?? this.stageId,
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stageId: this.stageId,
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rect: { ...GEO.UNITE_RECT },
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timeLimit: limit,
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players,
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