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_11-kazema.js — 风丸 (char_4016_kazema) kit, tier 2.
// Conventions of the tier-2 kits: ../shared/tier2.js; kit contract and rules: ../README.md.
import { num, talentBb, traitBb, up, cheb, freeTileAround } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 2_11 风丸 纸艺·双影: lose hp_ratio of current HP, ATK +atk, summon the <替身> (overrideTokenKey) on a free melee tile
// around her for the skill's duration [ASSUMED lifetime]. 折纸生花: whenever a <替身> appears (the summon, and the
// dollkeeper substitution) enemies on the 8 surrounding tiles take damage_scale × its ATK arts — air units too [ASSUMED:
// no 对空 note on PRTS; the <替身> itself "可对空"].
// Trait substitution: she fights with the <替身>'s stats (the engine already swaps in its HP; the kit swaps ATK/DEF
// with flat deltas so %-buffs still apply). Elite module (PUM-X, trait atk): while substituted, ATK +atk.
// S1 纸艺·迅击 (alt, attack SP): the next attack hits at atk_scale × ATK and she loses hp_ratio of her MAX HP (PRTS:
// ten casts knock her out — the loss can be fatal and so sets off the <替身> substitution).
chess_char_2_11_a: (bb, chess) => {
const t = talentBb(chess, 0);
const tb = traitBb(chess);
const tokId = chess?.skill?.overrideTokenKey ?? (chess?.tokens ?? []).find((x) => /shadow|doll/.test(String(x))) ?? 'token_10022_kazema_shadow';
const ds = num(t.damage_scale);
const origami = (battle, src, atk) => {
battle.fx('aoe', { x: src.x, y: src.y, radius: 1.5, id: src.id, skill: 'origami' });
if (!(ds > 0)) return;
for (const e of battle.enemies) {
if (!e.alive || e.hidden || e.s.flags.untargetable || cheb(src, e) > 1) continue;
battle.dealDamage(src, e, { amount: atk * ds, type: 'arts', isSkill: true, canDodge: false, tags: ['talent'] });
}
};
return {
skill: {
kind: 'duration', mods: { atkPct: num(bb.atk) },
onStart({ battle, unit }) {
const loss = unit.hp * num(bb.hp_ratio);
if (loss > 0 && unit.hp - loss >= 1) battle.loseHp(unit, loss, { source: unit });
const tile = freeTileAround(battle, unit, (r, c) => battle.grid.canStand(r, c));
if (!tile) return;
const doll = battle.spawnToken(unit, tokId, tile[0], tile[1], {});
if (!doll) return;
unit.mem.doll = doll;
battle.fx('summon', { x: doll.x, y: doll.y, id: doll.id, token: tokId });
origami(battle, doll, doll.s.atk);
},
onEnd({ battle, unit }) {
const d = unit.mem.doll;
if (d && d.alive) battle.retreat(d, { reason: 'expired', permanent: true });
unit.mem.doll = null;
},
},
skills: {
skchr_kazema_1: {
kind: 'instant', attack: { atkScale: num(bb.atk_scale, 1) },
onAttack({ battle, unit }) {
const loss = unit.s.maxHp * num(bb.hp_ratio);
if (loss > 0 && unit.alive) battle.loseHp(unit, loss, { source: unit, tags: ['skill'] });
},
},
},
talents: [{ install(battle, unit) {
const bonus = num(tb.atk);
battle.on('tick', () => {
const sub = up(unit) && !!unit.findBuff('trait:substitute');
if (sub && !unit.mem.kzSub) {
unit.mem.kzSub = true;
const ts = battle.tokenDef(tokId, unit)?.stats ?? null; // the owner's module variant (DESIGN §16)
const mods = {};
if (num(ts?.atk) > 0) mods.atkFlat = num(ts.atk) - unit.base.atk;
if (ts && Number.isFinite(ts.def)) mods.defFlat = ts.def - unit.base.def;
if (bonus > 0) mods.atkPct = bonus;
battle.addBuff(unit, { key: 'kazema:doll', mods, tags: ['trait'] });
origami(battle, unit, unit.s.atk);
} else if (!sub && unit.mem.kzSub) {
unit.mem.kzSub = false;
battle.removeBuff(unit, 'kazema:doll');
}
}, { owner: unit });
} }],
};
},
};