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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// server/sim/content/kits/ops/chess_char_3_01-angel.js — 能天使 (char_103_angel) kit, tier 3.
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// Conventions of the tier-3 kits: ../shared/tier3.js; kit contract and rules: ../README.md.
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import { num, defOf, talentBb, traitBb, altSkills, instantKindOf, groundAspd, alive, fx } from '../shared/tier3.js';
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export default {
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// ---- 3_01 能天使 · 速射手 — S3 过载模式: 5 连射 + 攻击间隔缩短; 快速弹匣 ASPD; 天使的祝福 (self + one random ally)
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// S1 冲锋模式: next attack = 3 shots × atk_scale; S2 扫射模式: 4 shots × attack@atk_scale per attack for 15 s;
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// 精锐 module MAR-Y: ASPD + while a ground enemy is in range (MAR-X fly × = profession layer)
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chess_char_3_01_a: (bb, chess, def) => {
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const d = defOf(chess, def);
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const t0 = talentBb(d, 0), t1 = talentBb(d, 1);
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const tb = traitBb(d);
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const bless = { atkPct: num(t1.atk), hpPct: num(t1.max_hp) };
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const shots = (v) => Math.max(1, Math.floor(num(v, 1)));
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const kit = {
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skill: {
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kind: 'duration',
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mods: { batPct: num(bb.base_attack_time) },
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attack: { atkScale: num(bb['attack@atk_scale'], 1), hits: Math.max(1, Math.floor(num(bb['attack@times'], 1))) },
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},
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skills: altSkills(chess, d, bb, {
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skchr_angel_1: (s) => ({ kind: instantKindOf(s), attack: { atkScale: num(s.bb.atk_scale, 1), hits: shots(s.bb.times) } }),
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skchr_angel_2: (s) => ({ kind: 'duration', attack: { atkScale: num(s.bb['attack@atk_scale'], 1), hits: shots(s.bb['attack@times']) } }),
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}),
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talents: [
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{ install(battle, unit) { battle.addBuff(unit, { key: 'talent:angel_mag', mods: { aspd: num(t0.attack_speed) }, persist: true, allowDead: true }); } },
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{ install(battle, unit) {
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battle.addBuff(unit, { key: 'talent:angel_bless', mods: { ...bless }, persist: true, allowDead: true });
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battle.on('deploy', (ctx) => {
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if (ctx.unit !== unit) return;
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// after the whole board is deployed (the initial deployment goes one unit after another)
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battle.after(0, () => {
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if (!alive(unit)) return;
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const cands = battle.allies(unit.ownerId).filter((a) => a !== unit && a.kind === 'op' && !a.findBuff('talent:angel_bless_ally'));
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const pick = battle.rng.pick(cands);
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if (!pick) return;
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battle.addBuff(pick, { key: 'talent:angel_bless_ally', mods: { ...bless }, persist: true, source: unit, visible: true });
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fx(battle, 'buff', pick, { src: unit.id, talent: 'angel_bless' });
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}, { owner: unit });
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}, { owner: unit });
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} },
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],
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};
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// MAR-Y trait "范围内存在地面敌人时攻击速度+8" (bb attack_speed, cnt = ground enemies needed)
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if (num(tb.attack_speed) > 0) kit.install = groundAspd('trait:angel_ground', num(tb.attack_speed), Math.floor(num(tb.cnt, 1)));
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return kit;
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},
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};
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