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0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain.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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@@ -1198,6 +1198,16 @@ describe('browser E2E against the real server', { skip: !ENABLED && 'needs Chrom
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} else if (hs.phase === 'UNITE') {
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const rs = await runnerState(host);
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assert.ok(rs && rs.kind === 'unite', 'every human simulates the 联防 field locally');
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// 0.2.1 (the owner's decision of 2026-10-07): the 联防 field is the round's battlefield, terrain and crates
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// included — the field meta names the match stage and the view draws it (0.2.0 drew the escaped levels' road)
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for (const c of both) {
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const drawn = await c.page.evaluate(() => {
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const s = globalThis.__SP__.store.get();
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return { match: s.match.public?.stageId ?? null, field: s.match.field?.stageId ?? null, shown: globalThis.__SP_VIEW__?.raw?.debug?.tiles?.stage?.id ?? null };
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});
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assert.ok(drawn.match && drawn.field === drawn.match && drawn.shown === drawn.match, `${c.label}: the 联防 field shows the round's battlefield (${JSON.stringify(drawn)})`);
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c.note(`联防 round ${hs.round} drawn on ${drawn.shown}`);
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}
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}
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if (hs.round >= ROUNDS && hs.phase === 'COMBAT') { await sleep(2000); break; }
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} else if (hs.phase === 'SETTLE' && !seen.has(`settle-${hs.round}`)) {
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