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0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain.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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@@ -12,7 +12,7 @@ import { bossFieldPlacement } from '../../server/match/finalAssault.js';
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const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
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const STAGES = JSON.parse(readFileSync(path.join(ROOT, 'data/stages.json'), 'utf8'));
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// the battle stages (the two 联防 maps, kind 'unite', have no preview pen: nobody prepares on them)
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// the battle stages (the escaped levels' two maps, kind 'unite', have no preview pen: nobody prepares on them)
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const stageList = Object.values(STAGES.stages || STAGES).filter((s) => s.kind !== 'unite');
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const stage = (STAGES.stages || STAGES).act2autochess_m01;
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@@ -26,8 +26,8 @@ describe('parseStage', () => {
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assert.ok(t.alpha > 0 && t.alpha <= 1);
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}
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}
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// the own board is always drawn and playable; hand slots are raised benches (the two 联防 maps, kind 'unite', have
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// no bench: nobody prepares on them)
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// the own board is always drawn and playable; hand slots are raised benches (the escaped levels' two maps, kind
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// 'unite', have no bench: nobody prepares on them)
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for (let r = 9; r <= 12; r++) for (let c = 3; c <= 8; c++) assert.ok(g[r][c].drawn, `${id} board ${r},${c}`);
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for (let c = 0; c < 10; c++) {
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if (st.kind === 'unite') { assert.equal(g[7][c].glyph, '#', `${id} no hand ${c}`); continue; }
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