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0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain.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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@@ -2768,17 +2768,20 @@ function stageDisplayName(stageId, raw) {
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}
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/**
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* The 联防 maps' names: the tables and PRTS name neither map, so the label is the remake's own [ASSUMED] (PRTS
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* 卫戍协议/帮助 §联防阶段 calls the joined field "一处阵地"); no screen shows it today.
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* The escaped levels' map names: the tables and PRTS name neither map, so the label is the remake's own [ASSUMED] (PRTS
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* 卫戍协议/帮助 §联防阶段 calls the joined field "一处阵地"); no screen shows it.
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*/
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const UNITE_STAGE_NAMES = { 1: '联防阵地(1名玩家)', 2: '联防阵地(2名玩家)' };
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/**
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* Build data/stages.json: 19×21 terrain grids (row 0 = bottom), legend, devices, special terrain
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* parameters, deployable tiles and helper ground paths — the 11 battle stages of stageDatasDict, then the two 联防
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* maps: act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer name the level of the 联防 battle
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* (level_act1autochess_escaped_single / _multi), whose own map is the 联防 field — a road, not the round's stage (GitHub
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* #41). They carry `kind: 'unite'` and `helpers` (1 / 2), weight 0, no modes, and are never drawn as a match stage.
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* parameters, deployable tiles and helper ground paths — the 11 battle stages of stageDatasDict, then the maps of the
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* two escaped levels: act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer name the level of the
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* 联防 wave (level_act1autochess_escaped_single / _multi), whose own map is an empty road — the placeholder grid every
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* wave template level carries (01…07, h01…h08, tr…: tile for tile the same). They carry `kind: 'unite'`
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* and `helpers` (1 / 2), weight 0, no modes, and are never a match stage. 0.2.0 fought the 联防 battle on them (GitHub
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* #41); since 0.2.1 the 联防 field is the round's battlefield again (server/match/unite.js, the owner's decision of
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* 2026-10-07), and the two records stay as the official level data — sim tests use them as a plain two-halves road.
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*/
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function buildStages(ctx, modesById) {
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const researchStages = ctx.research.maps?.stages || {};
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@@ -3826,7 +3829,7 @@ function validateAll(f) {
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if (s.rows.some((r) => r.includes('?'))) err(`stage ${s.id}: unknown tile glyph`);
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if (s.name !== s.id && /[A-Za-z]/.test(s.name)) err(`stage ${s.id}: Latin text in player-facing name "${s.name}"`);
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}
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// the 联防 field of 1 / 2 helpers is the map of its template (server/match/unite.js uniteStageId)
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// the escaped level of 1 / 2 helpers (config.unite.templates) has its map record (kind 'unite'; no field uses it)
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for (const [n, id] of Object.entries(config.unite.templates)) {
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if (stages[id]?.kind !== 'unite' || stages[id].helpers !== Number(n) || stages[id].active) err(`unite template ${id}: no inactive 联防 stage for ${n} helper(s)`);
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}
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@@ -22,9 +22,8 @@
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// turn; bonds from the board (bondsMeta.computeBonds) with 0–120 layers
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// bonds 46 battles: every bond at its activation threshold (1 layer) and at its top tier (999 layers), 8 operators
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// fields 22 battles: every Final Assault / Hidden Core leader on its pair and its solo template (a shared boss pool,
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// ended at 200 game s) and 联防 fields (1 and 2 helpers on the 联防 map of their count — boards laid out on a
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// battle stage —, carried HP / SP, a knocked-out operator, two leakers' enemies with a summoned-only kind and
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// a bounty)
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// ended at 200 game s) and 联防 fields (1 and 2 helpers on a battle stage, both halves, carried HP / SP, a
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// knocked-out operator, two leakers' enemies with a summoned-only kind and a bounty)
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// matches 18 matches run to the end in virtual time with the match's default bot rehearsal: 16 bot-only (solo 标准 /
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// 险境 / 绝境 / 终极 ×2 seeds, co-op 2 / 3 / 4, one server-run combat match, two with LP and layers raised at the
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// first prep so they reach the Hidden Core), one co-op match whose human seat (AI 托管, offline: its
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@@ -69,7 +68,6 @@ import { buildBattleSpec, createBattleFromSpec } from '../server/sim/spec.js';
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import { createRng, deriveSeed } from '../server/sim/rng.js';
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import { GameData } from '../server/match/gamedata.js';
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import { setupMatchWaves, buildNormalWave, buildBossWave, buildUniteWave, isFlyKey, routeByMotion } from '../server/match/waves.js';
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import { uniteStageId } from '../server/match/unite.js';
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import { buildDeployMap, positionClass, canPlace, ownerRangeKeys, tileKey } from '../server/match/board.js';
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import { computeBonds, bondSnapshot } from '../server/match/bondsMeta.js';
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import { Match } from '../server/match/Match.js';
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@@ -246,7 +244,7 @@ const ENEMY_COLS = Object.freeze(['spawned', 'killed', 'leaked', 'dmg', 'taken']
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const CHESS = Object.values(data.chess).sort((a, b) => byId(a.chessId, b.chessId));
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const VISIBLE = CHESS.filter((c) => c.visible);
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// the battle stages (the two 联防 maps, stages.json kind 'unite', are the 联防 fields' own: server/match/unite.js uniteStageId)
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// the battle stages (data/stages.json also keeps the escaped levels' two maps, kind 'unite', which no field uses)
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const STAGES = Object.keys(data.stages).filter((id) => data.stages[id].kind !== 'unite').sort(byId);
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const BANDS = Object.keys(data.bands).sort(byId);
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const EQUIPS = Object.values(data.items).filter((i) => i.itemType === 'EQUIP').map((i) => i.id).sort(byId);
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@@ -607,9 +605,8 @@ export function fieldScenarios() {
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const modeId = helpers === 1 ? 'mode_multi_normal' : 'mode_multi_hard';
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const gd = gdFor(modeId);
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const round = helpers === 1 ? 7 : 11;
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// the helpers' boards are laid out on the round's stage; the 联防 battle runs on its own map (GitHub #41)
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const boardStageId = STAGES[(i * 5) % STAGES.length];
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const stageId = uniteStageId(gd, helpers) ?? boardStageId;
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// the 联防 battle runs on the round's stage, the helpers' boards on its two halves (0.2.0's escaped-level map withdrawn)
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const stageId = STAGES[(i * 5) % STAGES.length];
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const seed = deriveSeed(20261005, `unite:${helpers}`);
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const src = normalWave(gd, round, seed);
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const leakers = helpers === 1 ? ['p2', 'p3'] : ['p3', 'p4'];
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@@ -624,7 +621,7 @@ export function fieldScenarios() {
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let uid = 1;
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const players = [];
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for (let h = 0; h < helpers; h++) {
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const t = team(gd, boardStageId, 'normal', uid, 8, helpers > 1 && h === 0 ? 8 : 0);
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const t = team(gd, stageId, 'normal', uid, 8, helpers > 1 && h === 0 ? 8 : 0);
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uid = t.nextUid;
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// carried end state of the helper's own battle: HP ratio + SP, one knocked out, summons with SP only
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t.units.forEach((u, k) => {
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