Files
ark-stronghold-protocol/server/match
sganggs 2de2feee3c feedback7: merge fb7-dobermann — 教鞭 is the official three-choice (PR #353 by @Sukvii, the owner's decision), the Final Assault / Hidden Core pay a 战术特训 card's perfect coins (guarded by b.progress leaksBy), the bots put zero-range heavy guards on the road first (PR #339 by @IceCodeNew, placement only)
- Conflicts (the branch started at ae22335c): spec.js / protocol.js b.progress (resolved from fb7-ui-backlog + leaksBy),
  gameLogic.js / game.js exports (device tips + normalizePersonalChoice), docs/PLAYING.md / design/network.md lines
  merged against the base, META.md (画卷 note + 教鞭), test/docs-consistency.test.js pin (both fields).
- Grok review: MERGE AFTER FIXES — the HIGH (a forged boss result paid the cards) fixed on the branch (66a228c6), the
  META wording (1ab12763).
- Golden: matches 10 (the 杜宾 bot picks and the guard placement); union: coop3-ABYSS-5 differs from HEAD only in ai_2's
  dmgDealt (1238011 → 1186269), no outcome change — HEAD's side had moved it, the new placement applies on that path.
- Broad node --test 5623 (5621 pass, 0 fail, 2 skipped); lint 0 errors; typecheck; i18n strict clean.
2026-10-08 22:11:49 +08:00
..
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0.1.4 (the owner's decision of 2026-10-07, 「官服保留地形,改回去」; GitHub #244). 0.2.0's escaped-level map (8a436249, §25.6.4) is withdrawn: that map is the placeholder grid all 39 wave template levels carry, tile for tile; only the 11 stage levels have terrain.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)
2026-10-07 17:40:03 +08:00