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_2_03-slchan.js — 崖心 (char_173_slchan) kit, tier 2 (hidden).
// Conventions of the tier-2 kits: ../shared/tier2.js; kit contract and rules: ../README.md.
import { num, talentBb, traitBb, enemiesInGrid, toggleBuff } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 2_03 崖心 (hidden) 束缚链: up to max_target enemies in the large front grid are dragged (force 1 = 中力; Battle.pullToFront:
// the official 力度 − 重量 pull — weight ≤ 1 all the way in front of her, 2 a third of the way, 3 barely, ≥ 4 not at all),
// take atk_scale × ATK true damage and are stunned `stun` s. 雪境猎手: ATK/DEF +atk/+def while not blocking.
// Elite module (HOK-X, trait value/dist): dragged enemies take `value` arts per `dist` tiles travelled.
chess_char_2_03_a: (bb, chess, def) => {
const t = talentBb(chess, 0);
const tb = traitBb(chess);
const force = num(bb.force, 1);
return {
skill: {
kind: 'instant',
onStart({ battle, unit }) {
const foes = enemiesInGrid(battle, unit, def?.skill?.rangeGrid ?? null, { n: Math.max(1, Math.floor(num(bb.max_target, 1))) });
for (const e of foes) {
const sx = e.x, sy = e.y;
const moved = battle.pullToFront(e, unit, force);
battle.fx('pull', { x: e.x, y: e.y, id: e.id, fromX: sx, fromY: sy });
if (moved > 0 && num(tb.value) > 0) {
battle.dealDamage(unit, e, { amount: num(tb.value) * moved / Math.max(0.01, num(tb.dist, 1)), type: 'arts', isSkill: true, canDodge: false, tags: ['drag'] });
}
if (!e.alive) continue;
battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale), type: 'true', isSkill: true, tags: ['skill'] });
if (e.alive) battle.applyStatus(e, 'stun', { duration: num(bb.stun), source: unit });
}
},
},
talents: [{ install(battle, unit) {
if (num(t.atk) || num(t.def)) toggleBuff(battle, unit, 'slchan:hunter', () => unit.blocking.length === 0, { atkPct: num(t.atk), defPct: num(t.def) });
} }],
};
},
};