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_12-estell.js — 艾丝黛尔 (char_127_estell) kit, tier 1.
// Conventions of the tier-1 kits: ../shared/tier1.js; kit contract and rules: ../README.md.
import { absoluteRangeKeys } from '../../../targeting.js';
import { bodyInKeys } from '../../../body.js';
import { num, talentBb, talentGrid, traitBb, up, cheb, onHitOn, skillBbOf } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 1_12 艾丝黛尔 舍身突击 (hurt SP): ATK +atk, cannot be healed by others. 自愈能力: an enemy dying within the talent
// grid (8 surrounding tiles) heals her hp_ratio × max HP. Elite module (CEN-Y): above hp_ratio HP, physical damage
// taken −damage_resistance.
// Alternate S1 攻击力强化·β型: ATK +atk (she stays a heal target).
chess_char_1_12_a: (bb, chess) => {
const t = talentBb(chess, 0);
const grid = talentGrid(chess, 0);
const tb = traitBb(chess);
return {
skill: { kind: 'duration', mods: { atkPct: num(bb.atk) }, flags: { noHeal: true } },
skills: { 'skcom_atk_up[2]': { kind: 'duration', mods: { atkPct: num(skillBbOf(chess, 'skcom_atk_up[2]').atk) } } },
talents: [{ install(battle, unit) {
battle.on('death', (ctx) => {
const e = ctx.unit;
if (e.side !== 'enemy' || ctx.reason !== 'killed' || !up(unit)) return;
const near = grid ? bodyInKeys(e, absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0)) : cheb(unit, e) <= 1;
if (near) battle.heal(unit, unit, unit.s.maxHp * num(t.hp_ratio), { self: true, tags: ['talent'] });
}, { owner: unit });
if (tb.damage_resistance != null) {
onHitOn(battle, unit, ({ dmg }) => { if (dmg.type === 'phys' && unit.hpRatio > num(tb.hp_ratio)) dmg.mul *= 1 - num(tb.damage_resistance); });
}
} }],
};
},
};