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
1 parent db1b44bb71
commit 8a43624935
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@@ -12,7 +12,8 @@ import { bossFieldPlacement } from '../../server/match/finalAssault.js';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
const STAGES = JSON.parse(readFileSync(path.join(ROOT, 'data/stages.json'), 'utf8'));
const stageList = Object.values(STAGES.stages || STAGES);
// the battle stages (the two 联防 maps, kind 'unite', have no preview pen: nobody prepares on them)
const stageList = Object.values(STAGES.stages || STAGES).filter((s) => s.kind !== 'unite');
const stage = (STAGES.stages || STAGES).act2autochess_m01;
const E = (enemyKey, count, gate, t, extra = {}) => ({ enemyKey, count, gate, t, fly: false, elite: false, boss: false, source: 'wave', ...extra });
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@@ -26,9 +26,11 @@ describe('parseStage', () => {
assert.ok(t.alpha > 0 && t.alpha <= 1);
}
}
// the own board is always drawn and playable; hand slots are raised benches
// the own board is always drawn and playable; hand slots are raised benches (the two 联防 maps, kind 'unite', have
// no bench: nobody prepares on them)
for (let r = 9; r <= 12; r++) for (let c = 3; c <= 8; c++) assert.ok(g[r][c].drawn, `${id} board ${r},${c}`);
for (let c = 0; c < 10; c++) {
if (st.kind === 'unite') { assert.equal(g[7][c].glyph, '#', `${id} no hand ${c}`); continue; }
assert.equal(g[7][c].glyph, 'a', `${id} hand ${c}`);
assert.equal(g[7][c].h, TILE_H.bench);
}