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_06-papyrs.js — 莎草 (char_4139_papyrs) kit, tier 2.
// Conventions of the tier-2 kits: ../shared/tier2.js; kit contract and rules: ../README.md.
import { bodyInKeys } from '../../../body.js';
import { num, talentBb, up, alliesInGridOf, instantKind, batMod } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 2_06 莎草 巧思乍现 (AUTO, 2 charges): the next heal is heal_scale × ATK (chain jumps included) and the talent
// barrier is shield_scale_skill × stronger. 博览古卷: every heal gives the target a barrier of attack@scale × ATK for
// attack@shield_duration s. (Chain falloff incl. the elite module comes from the chainhealer profile.)
// S2 临考发挥 (alt): on start lock the ally in range (not herself, no 禁疗; any profession, summons included) with the
// highest max HP; while it runs that ally is the only main heal target, base attack time +base_attack_time s (−1.1
// on 2.85), ATK +atk, chain jumps +attack@chain.extra_value. PRTS: "无法可选单位时无法开启技能" — with no lockable
// ally the skill never activates (the talent install guards the unit's skill.activate: no skillStart, no
// 萨尔贡 / 特质 "开启技能时" gains, SP kept); the skill stops at once when the locked ally leaves the field.
chess_char_2_06_a: (bb, chess, def) => {
const t = talentBb(chess, 0);
const sc = num(t['attack@scale']), sd = num(t['attack@shield_duration'], 8), boost = num(bb.shield_scale_skill, 1);
const extra = Math.max(0, Math.floor(num(bb['attack@chain.extra_value'])));
const lockOf = (battle, unit) => alliesInGridOf(battle, unit)
.filter((a) => a !== unit && !a.s.flags.noHeal && !a.profile?.noHeal)
.sort((a, b) => b.s.maxHp - a.s.maxHp || a.deploySeq - b.deploySeq)[0] ?? null;
const release = (battle, unit) => {
if (unit.mem.papyrsHeal) { unit.profile.heal = unit.mem.papyrsHeal; unit.mem.papyrsHeal = null; }
if (unit.mem.papyrsHook) battle.off(unit.mem.papyrsHook);
unit.mem.papyrsHook = null;
unit.mem.papyrsLock = null;
unit.mem.papyrsAbort = false;
};
return {
skill: { kind: instantKind(def), heal: true, attack: { healScale: num(bb.heal_scale, 1) } },
skills: {
skchr_papyrs_2: {
kind: 'duration', heal: true, mods: { atkPct: num(bb.atk), batPct: batMod(bb.base_attack_time, chess) },
onStart({ battle, unit, skill }) {
release(battle, unit);
const lock = lockOf(battle, unit);
// (only reachable when a runtime bypasses the activate guard below, e.g. a copied skill: undo on the next tick)
if (!lock) { unit.mem.papyrsAbort = true; return; }
unit.mem.papyrsLock = lock;
const h = unit.profile.heal;
if (h && extra > 0) { unit.mem.papyrsHeal = h; unit.profile.heal = { ...h, count: Math.max(1, h.count || 3) + extra }; }
unit.mem.papyrsHook = battle.on('beforeAttack', (ctx) => {
if (ctx.attacker !== unit || !skill.active) return;
const L = unit.mem.papyrsLock;
if (L && up(L) && bodyInKeys(L, unit.rangeKeySet)) ctx.targets = [L];
}, { owner: unit, priority: 10 });
battle.fx('buff', { x: lock.x, y: lock.y, id: lock.id, kind: 'lock' });
},
onTick({ unit, skill }) {
if (unit.mem.papyrsAbort) {
// "无法可选单位时无法开启技能": undo the cast, keep the SP
unit.mem.papyrsAbort = false;
skill.end('noTarget');
skill.addCharge(1);
return;
}
const L = unit.mem.papyrsLock;
if (!L || !up(L)) skill.end('target');
},
onEnd({ battle, unit }) { release(battle, unit); },
},
},
talents: [{ install(battle, unit) {
const sk = unit.skill;
if (sk && sk.id === 'skchr_papyrs_2' && !Object.prototype.hasOwnProperty.call(sk, 'activate')) {
// "无法可选单位时无法开启技能": every activation path (DEFAULT heal trigger, carried skill, content) is refused
// while no ally can be locked — the charge stays, nothing starts (non-enumerable: never serialised)
const activate = sk.activate;
Object.defineProperty(sk, 'activate', {
configurable: true, writable: true, enumerable: false,
value(reason, opts) { return lockOf(battle, unit) ? activate.call(this, reason, opts) : false; },
});
}
if (!(sc > 0)) return;
battle.on('heal', (ctx) => {
if (ctx.source !== unit || ctx.target === unit && ctx.opts?.regen || !(ctx.amount > 0)) return;
const bySkill = !!(unit.skill?.active && unit.skill.pending);
battle.addBuff(ctx.target, { key: 'papyrs:shield', shield: unit.s.atk * sc * (bySkill ? boost : 1), duration: sd, source: unit, visible: true, tags: ['talent'] });
}, { owner: unit, priority: -10 });
} }],
};
},
};