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_24-billro.js — 卡涅利安 (char_426_billro) kit, tier 4.
// Conventions of the tier-4 kits: ../shared/tier4.js; kit contract and rules: ../README.md.
import {
num, tbb, moduleBb, grid, batFlat, enemiesOnRange, whileDeployed, toggleBuff, skillActive, isSel, alt, withDefaults,
} from '../shared/tier4.js';
/** 卡涅利安 S3 食噬之印: the ATK bonus climbs in 1 s steps over 20 s (PRTS 备注; the blackboard has no ramp time). */
const BILLRO_S3_RAMP = 20;
/** 卡涅利安 S3 charged mark: one buff per enemy, shared by every 卡涅利安 (PRTS 备注), ≤ 5 stacks (skill text). */
const BILLRO_MARK = 'billro:mark';
const BILLRO_MARK_MAX = 5;
export default withDefaults({
// ===== 卡涅利安 (phalanx) S2 沙缚镣锁 — faster attacks on every enemy in range (the trait's 群体法术伤害), 0.3 s
// sluggish on each; charged: ATK +10 % and bind; talents
// S1 沙暴守卫 (SEARCH: ATK/DEF up; charged — cast with every charge stored — "特性效果在技能期间继续生效", PRTS 备注
// "应用蓄力时:应用技能未开启时的特性": the skill-off trait stays in force, the DEF/RES guard AND 不攻击 — she makes
// no attack until the skill ends, a pure guard);
// S3 食噬之印 (wider range, ATK +0 % → +140 %/+200 % in 1 s steps over 20 s — PRTS 备注; charged: each attack adds a
// stack of the mark BEFORE its damage — PRTS 备注 "于攻击造成伤害前生效,多层效果之间加算叠加" — +20 % damage from
// her per stack, ≤ 5, so ×1.2 on the first hit and ×2.0 from the 5th, until the skill ends; one mark per enemy:
// another 卡涅利安 only adds stacks to it, the bonus is the setter's — PRTS 备注 popup). Talent 生命之餐 heals on
// every skill; module PLX-X keeps part of the guard during any skill, PLX-Y (乡音): +3 % damage per enemy in range
// (≤ 5)
chess_char_4_24_a: (bb, chess, def) => {
const t0 = tbb(def, 0), t1 = tbb(def, 1), mb = moduleBb(def);
const tb = def.traitBb || {};
const keepDef = num(tb['billro_e_002[buff].def'], 0), keepRes = num(tb['billro_e_002[buff].magic_resistance'], 0);
const S1 = isSel(def, 'skchr_billro_1'), S2 = isSel(def, 'skchr_billro_2'), S3 = isSel(def, 'skchr_billro_3');
const g = grid(def.skill?.rangeGrid);
const isCharged = (skill) => skill.maxCharges > 1 && skill.charges + 1 >= skill.maxCharges; // cast with every charge stored
return {
// charged S1: the skill-off trait's 不攻击 stays in force while the skill lasts (PRTS S1 备注) — no attack at all
trait: S1 ? { canAttack: (battle, u) => !(skillActive(u) && u.mem.billroCharged) } : null,
skills: alt(def, {
skchr_billro_1: () => ({
kind: 'duration',
mods: { atkPct: num(bb.atk), defPct: num(bb.def) },
onStart({ battle, unit, skill }) {
unit.mem.billroCharged = isCharged(skill);
// 蓄力额外效果:特性效果在技能期间继续生效 (the profession removes its own guard buff when a skill starts; the
// kit trait's canAttack keeps the trait's 不攻击)
if (unit.mem.billroCharged) battle.addBuff(unit, { key: 'billro:s1guard', mods: { defPct: num(unit.profile?.guardDef, 2), resFlat: num(unit.profile?.guardRes, 20) } });
battle.fx('shell', { x: unit.x, y: unit.y, id: unit.id });
},
onEnd({ battle, unit }) { unit.mem.billroCharged = false; battle.removeBuff(unit, 'billro:s1guard'); },
}),
skchr_billro_3: () => ({
kind: 'duration',
targeting: g ? { rangeGrid: g } : undefined,
onStart({ battle, unit, skill }) {
unit.mem.billroCharged = isCharged(skill);
unit.mem.billroRamp = 0;
unit.mem.billroMarked = new Set();
battle.addBuff(unit, { key: 'billro:s3atk', mods: { atkPct: 0 } });
battle.fx('devour', { x: unit.x, y: unit.y, id: unit.id });
},
onTick({ unit, dt }) { // 攻击力逐渐增至+N%: PRTS 备注 "从+0%开始在20秒内线性增加,攻击力每1秒更新1次"
unit.mem.billroRamp = (unit.mem.billroRamp ?? 0) + dt;
const steps = Math.min(BILLRO_S3_RAMP, Math.floor(unit.mem.billroRamp + 1e-9));
const b = unit.findBuff('billro:s3atk');
if (b && b.mods.atkPct !== num(bb.atk) * steps / BILLRO_S3_RAMP) { b.mods = { atkPct: num(bb.atk) * steps / BILLRO_S3_RAMP }; unit.markDirty(); }
},
onEnd({ battle, unit }) {
battle.removeBuff(unit, 'billro:s3atk');
// "持续至技能结束": the marks she set end with her skill (stacks another 卡涅利安 added to them included)
for (const id of unit.mem.billroMarked || []) {
const e = battle.unitById(id);
if (e && e.findBuff(BILLRO_MARK)?.source === unit) battle.removeBuff(e, BILLRO_MARK);
}
unit.mem.billroMarked = null;
unit.mem.billroCharged = false;
},
}),
}),
skill: {
kind: 'duration',
mods: { batPct: batFlat(def, bb.base_attack_time) },
onStart({ battle, unit, skill }) {
const charged = isCharged(skill);
unit.mem.billroCharged = charged;
if (charged) battle.addBuff(unit, { key: 'billro:charged', mods: { atkPct: num(bb.atk, 0.1) } });
battle.fx(charged ? 'sandChainsCharged' : 'sandChains', { x: unit.x, y: unit.y, id: unit.id });
},
onEnd({ battle, unit }) { unit.mem.billroCharged = false; battle.removeBuff(unit, 'billro:charged'); },
},
talents: [
{ install(battle, unit) { // 生命之餐: every skill start heals 40 % max HP (×2 when charged)
battle.on('skillStart', (c) => {
if (c.unit !== unit) return;
const charged = isCharged(c.skill);
battle.heal(unit, unit, unit.s.maxHp * (charged ? num(t0['billro_t_1[enhance].heal_scale'], 0.8) : num(t0.heal_scale, 0.4)), { self: true });
}, { owner: unit });
} },
{ install(battle, unit) { // 蓄势待发: +0.6 SP/s once a charge is stored
whileDeployed(battle, unit, 0.1, () => toggleBuff(battle, unit, 'billro:t2', !!unit.skill && unit.skill.charges >= 1 && !skillActive(unit), { spRecoveryFlat: num(t1.sp_recovery_per_sec, 0.6) }));
} },
],
install(battle, unit) {
// module PLX-X (elite default): 技能开启时保留部分效果 (any skill; a charged S1 keeps the whole guard instead)
if (keepDef || keepRes) {
battle.on('skillStart', (c) => {
if (c.unit !== unit || (S1 && unit.mem.billroCharged)) return;
battle.addBuff(unit, { key: 'billro:keep', mods: { defPct: keepDef, resFlat: keepRes } });
}, { owner: unit });
battle.on('skillEnd', (c) => { if (c.unit === unit) battle.removeBuff(unit, 'billro:keep'); }, { owner: unit });
}
// module PLX-Y: 范围内敌人越多造成的伤害越高(每个 +3 %,最多 5 个)
const per = num(mb.damage_scale, 0), cap = num(mb.max_valid_stack_cnt, 5);
if (per > 0) {
battle.on('hit', (c) => {
if (c.source !== unit || c.target.side !== 'enemy') return;
const n = Math.min(cap, enemiesOnRange(battle, unit).length);
if (n > 0) c.dmg.mul *= 1 + per * n;
}, { owner: unit });
}
if (S3) {
// charged S3 食噬之印: each attack adds a stack BEFORE its damage (PRTS 备注 "于攻击造成伤害前生效"); stacks add up,
// +20 % damage taken from the mark's setter per stack. One mark per enemy (PRTS 备注 popup: "存在则为已有的BUFF叠加
// 一次加成,不存在则给与敌人仅对此卡涅利安的伤害生效的一个食噬之印BUFF"): another 卡涅利安 stacks it without the bonus
const per = num(bb['attack@damage_scale'], 0.2);
battle.on('hit', (c) => {
const e = c.target;
if (c.source !== unit || e.side !== 'enemy') return;
let m = e.findBuff?.(BILLRO_MARK) || null;
if (c.dmg.isAttack && skillActive(unit) && unit.mem.billroCharged) {
if (m) battle.addBuff(e, { key: BILLRO_MARK, refresh: 'stack', maxStacks: BILLRO_MARK_MAX, duration: m.timeLeft });
else {
m = battle.addBuff(e, { key: BILLRO_MARK, refresh: 'stack', maxStacks: BILLRO_MARK_MAX, duration: Math.max(0.1, (unit.skill?.timeLeft ?? 0) + 0.1), source: unit, visible: true });
if (m) unit.mem.billroMarked?.add(e.id);
}
}
if (m && m.source === unit) c.dmg.mul *= 1 + per * (m.stacks || 1);
}, { owner: unit });
}
if (!S2) return;
// "每次攻击对目标造成0.3秒停顿" (charged: 束缚): every enemy her attack damages — each one on her range
battle.on('damaged', (c) => {
const e = c.target;
if (c.source !== unit || !c.dmg || !c.dmg.isAttack || e.side !== 'enemy' || !e.alive || !skillActive(unit)) return;
if (unit.mem.billroCharged) battle.applyStatus(e, 'bind', { duration: num(bb['attack@root'], 0.3), source: unit });
else battle.applyStatus(e, 'sluggish', { duration: num(bb['attack@sluggish'], 0.3), source: unit });
}, { owner: unit });
},
};
},
});