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_10-sunbr.js — 古米 (char_196_sunbr) kit, tier 1.
// Conventions of the tier-1 kits: ../shared/tier1.js; kit contract and rules: ../README.md.
import { num, talentBb, traitBb, isMainHit, onHitBy, instantKind, skillRec } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 1_10 古米 备用军粮 (自动触发, ct charges — an AUTO skill: no 技能策略 applies, it keeps its own rule; PRTS 备注 "此技能
// 在存在生命值不满的可治疗角色时可触发;技能触发后古米将切换至治疗模式(普通攻击改为治疗技能范围内的一名友方单位),直至古米
// 完成一次普通攻击的治疗"): cast as soon as a healable ally of the skill range (x-4, herself included) is injured —
// no enemy needed (user playtest #6: it waited until she engaged) — then her next normal attack heals the most
// injured ally of the skill range for heal_scale × ATK instead of hitting an enemy; she makes no normal attack until
// that heal is done. Elite module (GUA-X): targets below hp_ratio HP get ×heal_scale more.
// 平底锅专精: each attack prob for ATK ×atk_scale and a `stun` s stun (only when that hit lands).
// Alternate S2 食粮烹制 (PRTS notes: 10 s 缴械 at the start, the real duration is disarm + 30 s, attacks become heals
// with the attack interval +130 %): cooking for `disarm` s — no attacks, DEF +def; then for the skill's `duration` s
// she heals the most injured ally inside the skill grid (x-4) for ATK per attack, ATK +atk, base attack time
// ×(1 + base_attack_time). The GUA-X heal bonus (below hp_ratio: ×heal_scale) applies to these heals too.
// Trigger: TAKE_DAMAGE (data: the 重装 strategy "不受技能范围影响,受到伤害时释放技能").
chess_char_1_10_a: (bb, chess, def) => {
const t = talentBb(chess, 0);
const tb = traitBb(chess);
const S2 = 'skchr_sunbr_2';
const r2 = skillRec(chess, S2);
const b2 = r2?.bb ?? {};
const cook = Math.max(0, num(b2.disarm, 10));
const cookKey = 'sunbr:cook', serveKey = 'sunbr:serve';
const healGrid = def?.skill?.rangeGrid ?? null;
return {
skills: {
[S2]: {
kind: 'duration', duration: cook + Math.max(0, num(r2?.duration, 30)),
mods: { batPct: Math.max(0, num(b2.base_attack_time)) },
targeting: { rangeGrid: r2?.rangeGrid ?? def?.skill?.rangeGrid ?? null },
attack: { dmgType: 'heal', heal: { mode: 'single' } },
onStart({ battle, unit }) {
battle.addBuff(unit, { key: cookKey, duration: cook, mods: { defPct: num(b2.def) }, flags: { disarm: true }, tags: ['skill'], visible: true });
},
onTick({ battle, unit }) {
if (!unit.findBuff(cookKey) && !unit.findBuff(serveKey)) {
battle.addBuff(unit, { key: serveKey, mods: { atkPct: num(b2.atk) }, tags: ['skill'] });
battle.fx('buff', { x: unit.x, y: unit.y, id: unit.id, kind: 'heal' });
}
},
onEnd({ battle, unit }) {
battle.removeBuff(unit, cookKey);
battle.removeBuff(unit, serveKey);
},
},
},
install(battle, unit) {
if (tb.hp_ratio == null || num(tb.heal_scale, 1) === 1) return;
// GUA-X on her skill heals (S1's heal-mode attack, S2's attack heals while it runs — herself included, she stands
// in the grid), never her natural / self regeneration
battle.on('heal', (ctx) => {
if (ctx.source !== unit || !unit.skill?.active || ctx.opts?.regen || ctx.opts?.self) return;
if (ctx.target.hpRatio < num(tb.hp_ratio)) ctx.amount *= num(tb.heal_scale, 1);
}, { owner: unit });
},
skill: {
kind: instantKind(def),
heal: true,
...(healGrid ? { trigger: { rule: 'SKILL_RANGE', grid: healGrid, allies: true }, targeting: { rangeGrid: healGrid } } : {}),
// the heal-mode attack: the most injured ally of the skill range (acquireTargets, heal profile)
attack: { dmgType: 'heal', heal: { mode: 'single' }, healScale: num(bb.heal_scale, 1), projectile: 'none' },
onHit({ battle, target }) { if (target) battle.fx('heal', { x: target.x, y: target.y, id: target.id }); },
},
talents: [{ install(battle, unit) {
// the proc is rolled per attack hit; the stun only follows a hit that landed (not dodged / cancelled)
const procs = new WeakSet();
onHitBy(battle, unit, ({ target, dmg }) => {
if (!isMainHit(dmg) || !(num(t.prob) > 0) || !battle.rng.chance(num(t.prob))) return;
dmg.amount *= num(t.atk_scale, 1);
procs.add(dmg);
battle.fx('crit', { x: target.x, y: target.y, id: unit.id });
});
battle.on('damaged', (ctx) => {
if (ctx.source !== unit || !ctx.dmg || !procs.has(ctx.dmg) || !ctx.target.alive) return;
procs.delete(ctx.dmg);
battle.applyStatus(ctx.target, 'stun', { duration: num(t.stun), source: unit });
}, { owner: unit });
} }],
};
},
};