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_06-philae.js — 菲莱 (char_4148_philae) kit, tier 3.
// Conventions of the tier-3 kits: ../shared/tier3.js; kit contract and rules: ../README.md.
import { num, defOf, talentBb, traitBb, selectedId, altSkills, fx, NINE, giveSp } from '../shared/tier3.js';
export default {
// ---- 3_06 菲莱 · 本源铁卫 — S2 冥河诅咒: stops attacking, HP +; when attacked blasts the ground enemies of the 3×3
// around her (PRTS 备注: range x-4; arts + ep_damage_ratio × ATK apoptosis, aoe_cd); ATK + once hit by element
// damage; 神河谕使: 元素损伤 taken −damage_resistance, +SP on apoptosis
// 精锐 module PRP-X "阻挡敌人时,自身造成的元素损伤提升15%": EVERY element fill she deals (the S2 blast, a 灼燃维式重锤
// she carries …) ×ep_damage_scale while she blocks — an `elementHit` multiplier, like 余's
// S1 灵河护佑 (TAKE_DAMAGE): HP +, clears her element gauges and gives a shield_value 损伤屏障 (absorbs element
// damage — gauge fills — until spent or the skill ends)
// 神河谕使 and the barrier act on the element hit before it lands (PRTS 备注: "减伤与技力回复效果于伤害计算前处理;即使
// 受到0点的凋亡损伤依然可以回复技力", "损伤屏障于伤害计算前、第一天赋后处理"): the talent's cut and SP first (priority 20),
// then the barrier absorbs what is left (`dmg.amount × dmg.mul`). The cut is a 元素损伤 multiplier (PRTS 元素 "受到的
// 元素损伤 = 损伤值 × (1 − 损伤抵抗 × 0.01),后续可应用元素损伤倍率提升/降低等效果"), not `elemTakenMul` (元素伤害 / 元素脆弱).
chess_char_3_06_a: (bb, chess, def) => {
const d = defOf(chess, def);
const t0 = talentBb(d, 0);
const tb = traitBb(d);
const sel = selectedId(chess, d);
const S1 = 'skchr_philae_1', S2 = 'skchr_philae_2';
const isS2 = sel === S2 || sel == null;
const scale = num(bb.atk_scale, 1);
const ep = num(bb.ep_damage_ratio, 0);
const cd = num(bb.aoe_cd, 2);
const epScale = num(tb.ep_damage_scale, 1);
const cut = Math.max(0, Math.min(1, num(t0.damage_resistance)));
// 损伤屏障 of S1: absorbs the gauge gain an element hit would add (after 神河谕使)
const installBarrier = (battle, unit) => {
battle.on('elementHit', (ctx) => {
if (ctx.target !== unit || !(unit.mem.philaeBarrier > 0) || !unit.skill?.active) return;
const dmg = ctx.dmg;
const eff = num(dmg.amount) * num(dmg.mul, 1);
if (!(eff > 0)) return;
const take = Math.min(unit.mem.philaeBarrier, eff);
unit.mem.philaeBarrier -= take;
if (take >= eff - 1e-9) dmg.cancel = true;
else dmg.amount *= (eff - take) / eff;
if (!(unit.mem.philaeBarrier > 0)) fx(battle, 'shieldBreak', unit, { element: true });
}, { owner: unit });
};
return {
skill: {
kind: 'duration',
mods: { hpPct: num(bb.max_hp) },
attack: { noAttack: true },
onStart({ unit }) { unit.mem.philaeCd = -Infinity; },
onEnd({ battle, unit }) { battle.removeBuff(unit, 'skill:philae_rage'); },
},
skills: altSkills(chess, d, bb, {
[S1]: (s) => ({
kind: 'duration',
mods: { hpPct: num(s.bb.max_hp) },
onStart({ battle, unit }) {
battle.reduceElement(unit, 1e12); // "立刻清除自身的元素损伤" (a gauge locked by a running burst stays)
unit.mem.philaeBarrier = num(s.bb.shield_value, 0);
fx(battle, 'shield', unit, { element: true, n: unit.mem.philaeBarrier });
},
onEnd({ unit }) { unit.mem.philaeBarrier = 0; },
}),
}),
talents: [{ install(battle, unit) {
// 神河谕使 (every skill): 元素损伤 taken ×(1 − damage_resistance); "受到凋亡损伤时回复2点技力" — even for 0 damage
battle.on('elementHit', (ctx) => {
const dmg = ctx.dmg;
if (ctx.target !== unit || !dmg || dmg.type !== 'element') return;
if (dmg.element === 'apoptosis' && !unit.skill?.active) giveSp(unit, num(t0.sp), 'talent');
if (cut > 0) dmg.mul *= 1 - cut;
}, { owner: unit, priority: 20 });
} }],
install(battle, unit) {
if (sel === S1) installBarrier(battle, unit);
// module PRP-X: her element damage ×ep_damage_scale while she blocks
if (epScale > 1) {
battle.on('elementHit', (ctx) => {
if (ctx.source === unit && ctx.dmg?.type === 'element' && ctx.target?.side === 'enemy' && unit.blocking.length) ctx.dmg.mul *= epScale;
}, { owner: unit });
}
battle.on('damaged', (ctx) => {
if (ctx.target !== unit || !unit.alive) return;
const sk = unit.skill;
if (ctx.type === 'element') {
if (isS2 && sk && sk.active && !unit.findBuff('skill:philae_rage')) battle.addBuff(unit, { key: 'skill:philae_rage', mods: { atkPct: num(bb.atk) }, visible: true });
return;
}
if (!isS2 || !sk || !sk.active || !ctx.dmg?.isAttack || !ctx.source || ctx.source.side !== 'enemy') return;
if (battle.time < (unit.mem.philaeCd ?? -Infinity)) return;
unit.mem.philaeCd = battle.time + cd;
// "周围的地面敌人" = range x-4, the 3×3 tiles around her (PRTS 备注)
for (const e of battle.unitsInGrid(unit, NINE, { side: 'enemy' })) {
if (e.isFlying) continue;
battle.dealDamage(unit, e, { amount: unit.s.atk * scale, type: 'arts', canDodge: false, isSkill: true, tags: ['skill', 'counter'] });
if (ep > 0 && e.alive) battle.dealDamage(unit, e, { type: 'element', element: 'apoptosis', amount: unit.s.atk * ep, tags: ['skill'] });
}
fx(battle, 'aoe', unit, { radius: 1.5, tiles: 'box', dmgType: 'arts', skill: 'philae_2' }); // box: the 3×3 tiles
}, { owner: unit });
},
};
},
};