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_16-whitew.js — 拉普兰德 (char_140_whitew) kit, tier 2.
// Conventions of the tier-2 kits: ../shared/tier2.js; kit contract and rules: ../README.md.
import { num, talentBb, traitBb, onHitOn } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 2_16 拉普兰德 狼魂 (AUTO, attack SP): ATK +atk, arts damage, one extra target, ranged attacks no longer reduced.
// 精神摧毁: attacks disable the target's abilities (silence) for `duration` s. Elite module (LOR-X, trait
// atk_scale_m): attacks add atk_scale_m × ATK arts damage.
// S1 日晷 (alt, attack SP, 持续时间无限 ⇒ toggle until she falls): ATK +atk and a `prob` chance to block (抵挡: the
// damage instance is negated) each physical damage an enemy deals her.
chess_char_2_16_a: (bb, chess) => {
const t = talentBb(chess, 0);
const tb = traitBb(chess);
const trait = {};
if (num(t.duration) > 0) trait.onHitStatus = { key: 'silence', duration: num(t.duration) };
if (num(tb.atk_scale_m) > 0) {
trait.afterHit = (battle, u, target) => {
// PRTS 特性备注 "造成预计算的法术附加伤害": 附加伤害 (tag addition — no 叙拉古 6 roll)
if (target && target.alive && target.side === 'enemy') battle.dealDamage(u, target, { amount: u.s.atk * num(tb.atk_scale_m), type: 'arts', tags: ['module', 'addition'] });
};
}
return {
trait,
skill: { kind: 'duration', mods: { atkPct: num(bb.atk) }, targeting: { maxTargets: 2 }, attack: { dmgType: 'arts', dmgMul: () => 1 } },
skills: {
skchr_whitew_1: {
kind: 'toggle', mods: { atkPct: num(bb.atk) },
onStart({ battle, unit, skill }) {
if (unit.mem.sundial) battle.off(unit.mem.sundial);
const p = num(bb.prob);
unit.mem.sundial = p > 0 ? onHitOn(battle, unit, ({ source, credit, dmg }) => { // 抵挡 is target-side: a 无来源 burst counts via its credit
const src = source || credit;
if (!skill.active || dmg.cancel || dmg.type !== 'phys' || !src || src.side !== 'enemy') return;
if (battle.rng.chance(p)) { dmg.cancel = true; battle.fx('block', { x: unit.x, y: unit.y, id: unit.id }); }
}, 5) : null;
},
onEnd({ battle, unit }) {
if (unit.mem.sundial) battle.off(unit.mem.sundial);
unit.mem.sundial = null;
},
},
},
};
},
};