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_19-wildmn.js — 野鬃 (char_496_wildmn) kit, tier 1.
// Conventions of the tier-1 kits: ../shared/tier1.js; kit contract and rules: ../README.md.
import { num, talentBb, skillRec } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 1_19 野鬃 夹枪冲锋: wider range (skill grid), ATK +atk, "攻击会把目标往攻击方向中等力度地推开" (attack@force 1 = 中力) by
// the official 力度 − 重量 distance (Battle.push: weight 0 → 2.14 tiles, 1 → 1.7, 2 → 0.44, 3 → 0.12, ≥ 4 → none; user
// playtest #6 item 14). A directional push (方向力, PRTS 推与拉): the client's S2 attack ability (charpack
// char_496_wildmn, anim Skill_2) carries buff wildmn_s_2[force] of template knockback[dir] — buff_template_data:
// Knockback {_useSourceDirection: true, _decreaseForceLevelWhenNotInDirection: 2} — i.e. along her deploy direction,
// radial at 受力等级 −2 for a target > 45° off it or < 0.25 tile away (特殊修正); the radial pushes are
// knockback[relative] (琳琅诗怀雅 S3, 山 S3, 莫斯提马 S3). Her text uses the 推击手 wording "往攻击方向". So an enemy she
// grabs behind her centre (the hand-over after a push freed her block) is not thrown 1.7 tiles towards the objective
// (player feedback D2, "往攻击方向相反方向推"; it was a radial push before).
// 一致向前: after deploying (normal flag 0: first deployment only; elite flag 1: every deployment) every undeployed
// 【近卫】 operator of the player costs `value` less DP to deploy (≤ max_stack_cnt per operator until it deploys).
// Alternate S1 骑枪刺击 (PASSIVE, ON_DEPLOY): for `duration` s after every deployment ASPD +attack_speed.
// Elite module CHG-X (+2 DP per kill) is the charger profile of the module trait (TUNE.charger).
chess_char_1_19_a: (bb, chess, def) => {
const t = talentBb(chess, 0);
const force = num(bb['attack@force'], 1);
const r1 = skillRec(chess, 'skchr_wildmn_1');
return {
skills: {
skchr_wildmn_1: {
kind: 'passive',
onStart({ battle, unit }) {
const d = num(r1?.duration);
if (d > 0) battle.addBuff(unit, { key: 'wildmn:s1', duration: d, mods: { aspd: num(r1?.bb?.attack_speed) }, tags: ['skill'], visible: true });
},
},
},
skill: {
kind: 'duration', mods: { atkPct: num(bb.atk) },
targeting: { rangeGrid: def?.skill?.rangeGrid ?? null },
attack: {
onHit({ battle, unit, target }) {
if (!target || !target.alive || target.side !== 'enemy') return;
battle.push(target, force, { from: unit, dir: { x: unit.fwd[1], y: unit.fwd[0] } });
},
},
},
talents: [{ install(battle, unit) {
const cut = Math.abs(num(t.value, -1)), cap = num(t.max_stack_cnt, 1), every = num(t.flag) === 1;
let deploys = 0;
battle.on('deploy', ({ unit: u }) => {
if (u === unit) {
deploys++;
if (!every && deploys > 1) return;
for (const a of battle.allyUnits) {
if (a === unit || a.kind !== 'op' || a.ownerId !== unit.ownerId || a.alive || a.removed || a.def.profession !== 'WARRIOR') continue;
const done = a.mem.wildmnCut ?? 0;
const d = Math.min(cut, cap - done, a.base.cost);
if (d > 0) { a.base.cost -= d; a.mem.wildmnCut = done + d; }
}
} else if (u.mem.wildmnCut > 0) {
// the discount is consumed by this deployment
u.base.cost += u.mem.wildmnCut;
u.mem.wildmnCut = 0;
}
}, { owner: unit });
} }],
};
},
};