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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@@ -22,8 +22,9 @@
// turn; bonds from the board (bondsMeta.computeBonds) with 0–120 layers
// bonds 46 battles: every bond at its activation threshold (1 layer) and at its top tier (999 layers), 8 operators
// fields 22 battles: every Final Assault / Hidden Core leader on its pair and its solo template (a shared boss pool,
// ended at 200 game s) and 联防 fields (1 and 2 helpers, carried HP / SP, a knocked-out operator, two
// leakers' enemies with a summoned-only kind and a bounty)
// 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
// battle stage —, carried HP / SP, a knocked-out operator, two leakers' enemies with a summoned-only kind and
// a bounty)
// matches 16 bot-only matches (solo 标准 / 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 first prep so they reach the Hidden Core) run to the end in virtual
// time with the match's default bot rehearsal
@@ -57,6 +58,7 @@ import { buildBattleSpec, createBattleFromSpec } from '../server/sim/spec.js';
import { createRng, deriveSeed } from '../server/sim/rng.js';
import { GameData } from '../server/match/gamedata.js';
import { setupMatchWaves, buildNormalWave, buildBossWave, buildUniteWave, isFlyKey, routeByMotion } from '../server/match/waves.js';
import { uniteStageId } from '../server/match/unite.js';
import { buildDeployMap, positionClass, canPlace, ownerRangeKeys, tileKey } from '../server/match/board.js';
import { computeBonds, bondSnapshot } from '../server/match/bondsMeta.js';
import { Match } from '../server/match/Match.js';
@@ -230,7 +232,8 @@ const ENEMY_COLS = Object.freeze(['spawned', 'killed', 'leaked', 'dmg', 'taken']
const CHESS = Object.values(data.chess).sort((a, b) => byId(a.chessId, b.chessId));
const VISIBLE = CHESS.filter((c) => c.visible);
const STAGES = Object.keys(data.stages).sort(byId);
// the battle stages (the two 联防 maps, stages.json kind 'unite', are the 联防 fields' own: server/match/unite.js uniteStageId)
const STAGES = Object.keys(data.stages).filter((id) => data.stages[id].kind !== 'unite').sort(byId);
const BANDS = Object.keys(data.bands).sort(byId);
const EQUIPS = Object.values(data.items).filter((i) => i.itemType === 'EQUIP').map((i) => i.id).sort(byId);
const BOSSES = Object.keys(data.bosses).sort((a, b) => Number(a.replace(/\D/g, '')) - Number(b.replace(/\D/g, '')));
@@ -586,7 +589,9 @@ export function fieldScenarios() {
const modeId = helpers === 1 ? 'mode_multi_normal' : 'mode_multi_hard';
const gd = gdFor(modeId);
const round = helpers === 1 ? 7 : 11;
const stageId = STAGES[(i * 5) % STAGES.length];
// the helpers' boards are laid out on the round's stage; the 联防 battle runs on its own map (GitHub #41)
const boardStageId = STAGES[(i * 5) % STAGES.length];
const stageId = uniteStageId(gd, helpers) ?? boardStageId;
const seed = deriveSeed(20261005, `unite:${helpers}`);
const src = normalWave(gd, round, seed);
const leakers = helpers === 1 ? ['p2', 'p3'] : ['p3', 'p4'];
@@ -601,7 +606,7 @@ export function fieldScenarios() {
let uid = 1;
const players = [];
for (let h = 0; h < helpers; h++) {
const t = team(gd, stageId, 'normal', uid, 8, helpers > 1 && h === 0 ? 8 : 0);
const t = team(gd, boardStageId, 'normal', uid, 8, helpers > 1 && h === 0 ? 8 : 0);
uid = t.nextUid;
// carried end state of the helper's own battle: HP ratio + SP, one knocked out, summons with SP only
t.units.forEach((u, k) => {