feedback5 R4: one file per operator kit — kits/tier1..6.js split into kits/ops/<chessId>-<codename>.js (129 kits), kits/shared/tier1..6.js (the helpers two or more kits of a tier use, and each tier's header notes) and kits/index.js (the registry, same keys in the same order); the tier files become re-export shims

Pure move: every line of a kit, of a helper and of the tier headers is copied verbatim (only the headers' first
line names the new file); a helper used by one kit moved into that kit's file. Glue only: the generated imports,
`export default { … }` around each registry entry, `export { … }` lists in shared/tier2..6.js, and tier4's
`(bb, chess, def)` default-argument wrapper as shared/tier4.js `withDefaults` (applied in each tier-4 kit file).
kits/index.js loads every kit file with a guarded dynamic import (browser-safe, no directory listing); tierN.js
re-export the tier registry (TIER_KITS) and their old named exports (tier1 helpers + tinmanKit, tier6
PITHST_ELEMENTS). The merged registry, every tier default and named export have the same keys, order, frozenness
and function sources as before. test/docs-consistency.test.js reads the moved code at its new paths.
Golden: GOLDEN_FULL=1 node --test test/golden.test.js unchanged.
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sganggs committed 2026-10-05 16:13:56 +08:00
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// server/sim/content/kits/ops/chess_char_1_03-leizi.js — 惊蛰 (char_306_leizi) kit, tier 1.
// Conventions of the tier-1 kits: ../shared/tier1.js; kit contract and rules: ../README.md.
import { CHAIN_RADIUS } from '../../../constants.js';
import { num, talentBb, traitBb, onHitBy, skillBbOf } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 1_03 惊蛰 初雷: ATK +atk, chain jumps lose no damage. 通流无阻: vs unblocked enemies ATK ×atk_scale (every jump).
// Alternate S1 攻击力强化·γ型: ATK +atk (the chain keeps its falloff). Elite module CHA-X (4 jumps, −10 %, 0.8 s 停顿)
// is the chain profile of the module trait (professions.js TUNE.chain).
chess_char_1_03_a: (bb, chess) => {
const scale = num(talentBb(chess, 0).atk_scale, 1);
return {
skill: { kind: 'duration', mods: { atkPct: num(bb.atk) }, attack: {} },
skills: { 'skcom_atk_up[3]': { kind: 'duration', mods: { atkPct: num(skillBbOf(chess, 'skcom_atk_up[3]').atk) } } },
talents: [{ install(battle, unit) {
if (scale !== 1) onHitBy(battle, unit, ({ target, dmg }) => { if (dmg.isAttack && !target.blockedBy) dmg.amount *= scale; });
} }],
install(battle, unit) {
// the chain shape (count / sluggish, elite module included) comes from the resolved chain profile
const ch = unit.profile.chain || { count: num(traitBb(chess)['attack@max_target'], 3), radius: CHAIN_RADIUS, sluggish: num(traitBb(chess)['attack@sluggish'], 0.5) };
if (unit.skill && unit.skill.spec.attack) unit.skill.spec.attack.chain = { ...ch, falloff: 0 };
},
};
},
};