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_4_14-lionhd.js — 莱恩哈特 (char_373_lionhd) kit, tier 4.
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// Conventions of the tier-4 kits: ../shared/tier4.js; kit contract and rules: ../README.md.
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import {
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num, tbb, grid, targetsInRange, whileDeployed, toggleBuff, resCut, alt, applyModuleRange, withDefaults,
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} from '../shared/tier4.js';
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export default withDefaults({
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// ===== 莱恩哈特 (splashcaster) S2 解构与爆破 — charges: 170 % arts to all in the wider range + RES −8 % for 6 s; 破片杀伤
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chess_char_4_14_a: (bb, chess, def) => {
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const t0 = tbb(def, 0);
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const g = grid(def.skill?.rangeGrid);
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const mr = num(bb.magic_resistance, 0);
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return {
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skills: alt(def, { 'skcom_atk_up[3]': () => ({ kind: 'duration', mods: { atkPct: num(bb.atk) } }) }), // S1 攻击力强化·γ型
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skill: {
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kind: (def.skill?.maxCharges ?? 1) > 1 ? 'charges' : 'instant',
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targeting: g ? { rangeGrid: g } : undefined,
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onStart({ battle, unit }) {
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for (const e of targetsInRange(battle, unit)) {
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battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale, 1.7), type: 'arts', isSkill: true, tags: ['skill', 'burst'] });
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// 同名效果取最高: one RES cut per enemy (the strongest), never one per 莱恩哈特
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if (e.alive && mr) battle.applyStrongest(e, 'lionhd:res', { duration: num(bb.duration, 6), value: mr, mods: resCut, source: unit });
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}
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battle.fx('explosion', { x: unit.x, y: unit.y, id: unit.id });
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},
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},
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talents: [{ install(battle, unit) { // 破片杀伤: ATK +4 % per enemy in range (≤ 5)
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whileDeployed(battle, unit, 0.1, () => {
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const n = Math.min(num(t0.max_valid_stack_cnt, 5), targetsInRange(battle, unit).length);
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toggleBuff(battle, unit, 'lionhd:t1', n > 0, { atkPct: num(t0.atk, 0.04) * n });
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});
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} }],
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install(battle, unit) { applyModuleRange(battle, unit, def); }, // module SPC-X (elite default): 攻击范围扩大
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};
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},
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});
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