feedback5 WE: 联防 is played on its own map, the escaped template level (GitHub #41, item 3) — act2autochess constData escapedBattleTemplateMapSinglePlayer / MultiPlayer = level_act1autochess_escaped_single / _multi name the level of the 联防 battle, and its map is the field: two road halves (cols 3–9 and 11–17, rows 9–12) joined at col 10, no water, crates or devices (until 0.1.3 the round's stage, opened to both halves). tools/build-data.mjs builds both into data/stages.json after the 11 battle stages (kind 'unite', helpers 1 / 2, weight 0, inactive, no modes, the name 联防阵地(N名玩家) the remake's own label [ASSUMED]; validation ties config.unite.templates to them); regenerated offline, a JSON compare shows only the two added records. unite.js uniteStageId picks the map of the helper count (escaped_single's routes enter at col 10, escaped_multi's at col 18 through (9,10)); match/unitePhase.js fields the 联防 battle on it (the round's stage only with data that lacks it); each helper on its prep tiles, the first of two shifted 8 columns onto the right half as before (the official halves; player_map_lr_offset 8). Client: screens/game.js draws the shown field's own map and restores the board's on leaving it (a 2-line change in a file of the R5 split; render/app.js enterBattle already loads m.field stageId); the dev mock's 联防 follows. The 联防 BGM (PR #110) is unchanged. Tests: test/match/feedback5-unite-map.test.js (both combat modes, 1 and 2 helpers, degraded data), test/data.test.js, test/render/tiles.test.js. Docs: DATA §12, META §4, DESIGN §3, PLAYING §5. Golden: fields unite-1 / unite-2 (the battle's stage → the 联防 map) and the 6 co-op match scenarios with a 联防 round (coop2-NORMAL-3, coop2-HARD-4, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7, coop2-NORMAL-8-serverrun); roster / bonds unchanged (tools/golden.mjs leaves the 联防 maps out of its stage list)

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sganggs committed 2026-10-05 18:17:08 +08:00
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@@ -438,7 +438,9 @@ function startCombat(phase) {
for (const p of board.slice(0, 5)) {
const c = data.lookup('chess', pick(S.pool).chessId);
const r = boss ? p.row - 7 : p.row;
units.push({ id: id++, kind: 'op', side: 'ally', ownerId: 'ai_2', defId: c.chessId, name: c.name, tier: c.tier, golden: false, spine: c.charId, avatar: c.assets.avatar, x: 20 - p.col, y: r, facing: -1, maxHp: c.stats.maxHp });
// 联防: the second helper's board on the other half, shifted 8 columns (server unite.js); boss pairs: mirrored
const x = kind === 'unite' ? p.col + 8 : 20 - p.col;
units.push({ id: id++, kind: 'op', side: 'ally', ownerId: 'ai_2', defId: c.chessId, name: c.name, tier: c.tier, golden: false, spine: c.charId, avatar: c.assets.avatar, x, y: r, facing: kind === 'unite' ? 1 : -1, maxHp: c.stats.maxHp });
}
}
const enemyKeys = S.priv.nextEnemies.map((e) => e.enemyKey);
@@ -448,7 +450,7 @@ function startCombat(phase) {
const key = enemyKeys[i % enemyKeys.length];
const e = data.lookup('enemies', key);
const y = boss ? [2, 5, 3][i % 3] : [9, 12][i % 2];
const startX = boss ? (i % 2 ? 17 : 3) : 10;
const startX = boss ? (i % 2 ? 17 : 3) : kind === 'unite' ? 18 : 10; // escaped_multi: the right half's gates
enemies.push({ id: id++, kind: 'enemy', side: 'enemy', ownerId: ME, defId: key, name: e?.name, spine: key, avatar: key, x: startX + rnd() * 0.3, y, facing: -1, maxHp: e?.stats?.maxHp || 3000, hp: e?.stats?.maxHp || 3000, spawnAt: i * 0.9, dir: boss ? (i % 2 ? -1 : 1) : -1, dead: false });
}
if (boss) {
@@ -456,7 +458,8 @@ function startCombat(phase) {
const e = data.lookup('enemies', bossRec.enemyKey);
enemies.push({ id: id++, kind: 'enemy', side: 'enemy', ownerId: ME, defId: bossRec.enemyKey, name: bossRec.name, spine: bossRec.enemyKey, avatar: bossRec.enemyKey, x: 10, y: 3, facing: -1, maxHp: e?.stats?.maxHp || 1e5, hp: (e?.stats?.maxHp || 1e5) * 0.62, spawnAt: 0, dir: 0, boss: true, dead: false });
}
const field = { fieldId, kind, rect, stageId: pub.stageId, units: units.map((u) => ({ ...u })) };
// the 联防 field fights on its own map (server unite.js uniteStageId: 2 helpers → escaped_multi; GitHub #41)
const field = { fieldId, kind, rect, stageId: kind === 'unite' ? 'act1autochess_escaped_multi' : pub.stageId, units: units.map((u) => ({ ...u })) };
store.patch('match', { field });
const allyState = units.map((u) => ({ ...u, hp: u.maxHp * (0.55 + rnd() * 0.45), sp: rnd() * 20, spMax: 20 }));
const t0 = performance.now();