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_07-ghost.js — 幽灵鲨 (char_143_ghost) kit, tier 2.
// Conventions of the tier-2 kits: ../shared/tier2.js; kit contract and rules: ../README.md.
import { num, talentBb, traitBb, onHitBy, statBuff } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 2_07 幽灵鲨 肉斩骨断: ATK +atk and HP never drops below 1 while active; stunned `stun` s afterwards.
// Talent: max HP +max_hp (elite: + hp_recovery_per_sec_by_max_hp_ratio × max HP per s).
// Elite module (CEN-X, trait atk_scale): vs enemies it blocks ATK ×atk_scale.
// S1 攻击力强化·γ型 (alt): ATK +atk for its duration.
chess_char_2_07_a: (bb, chess) => {
const t = talentBb(chess, 0);
const tb = traitBb(chess);
return {
skill: {
kind: 'duration', mods: { atkPct: num(bb.atk) },
onStart({ battle, unit }) {
if (unit.mem.undying) battle.off(unit.mem.undying);
unit.mem.undying = battle.on('fatal', (c) => { if (c.unit === unit && unit.skill?.active) c.prevented = true; }, { owner: unit, priority: 10 });
},
onEnd({ battle, unit, reason }) {
if (unit.mem.undying) battle.off(unit.mem.undying);
unit.mem.undying = null;
if (reason !== 'death' && unit.alive && num(bb.stun) > 0) battle.applyStatus(unit, 'stun', { duration: num(bb.stun), source: unit });
},
},
skills: { 'skcom_atk_up[3]': { kind: 'duration', mods: { atkPct: num(bb.atk) } } },
talents: [{ install(battle, unit) {
statBuff(battle, unit, 'talent:ghost', { hpPct: num(t.max_hp), hpRegenRatio: num(t.hp_recovery_per_sec_by_max_hp_ratio) });
if (num(tb.atk_scale, 1) !== 1) onHitBy(battle, unit, ({ target, dmg }) => { if (dmg.isAttack && target.blockedBy) dmg.amount *= num(tb.atk_scale, 1); });
} }],
};
},
};