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.
This commit is contained in:
sganggs committed 2026-10-05 16:13:56 +08:00
1 parent 6b489b1776
commit 1169102d46
143 files changed
+12924 -11784

No files matched your search

@@ -0,0 +1,124 @@
// server/sim/content/kits/ops/chess_char_5_01-excu2.js — 圣约送葬人 (char_1032_excu2) kit, tier 5.
// Conventions of the tier-5 kits: ../shared/tier5.js; kit contract and rules: ../README.md.
import {
num, on, talent, batPct, mods, inFaction, isOp, selectedId, lazySkills, skillRange, crowdAspd,
} from '../shared/tier5.js';
const isLaterano = (u) => inFaction(u, 'lateranoShip', ['laterano']);
/** Enemy `e` attacks `t` in melee (not a ranged shot), mirroring ai.js enemyAttack. */
function meleeAttacker(e, t) {
const melee = e.profile?.melee ?? e.def?.applyWay === 'MELEE';
const r = num(e.base?.rangeRadius, 0);
return melee || !(r > 0) || (e.blockedBy === t && r < 1);
}
export default {
// ---------------------------------------------------------------------------------------------------------------
// 圣约送葬人 — S2 近身铳斗 (ammo, attack SP): ATK/DEF +, block +1, melee hits dodged with prob (+ammo refill).
// T1 受选之人: extra attack chance (+prob_add per ammo spent in the skill). T2 铳弹共感: +ammo per Laterano op.
// S1 遗嘱执行 (ammo 8, attack SP): skill range, ATK +, ignores def_penetrate_fixed DEF.
// S3 圣约决裁 (ammo 16): skill range, BAT +0.5 s, ATK +; +attack@atk ATK per bullet spent (≤ attack@max_stack_cnt),
// reaper self-heal ×trait_ratio; at the end every enemy attacked during the skill takes attack@final_atk_scale × ATK phys.
// Module REA-Y (elite): ASPD +12 with ≥ 2 enemies in range.
chess_char_5_01_a: (bb, chess, def) => {
const t0 = talent(chess, 0), t1 = talent(chess, 1), tm = talent(chess, -1);
const sid = selectedId(chess, def);
const prob = num(bb.prob), refill = num(bb.recover_cnt, 1);
return {
skills: lazySkills({
skchr_excu2_1: () => ({
kind: 'ammo', ammo: num(bb['attack@trigger_time'], 8),
mods: mods({ atkPct: num(bb.atk), defIgnoreFlat: num(bb.def_penetrate_fixed) }),
targeting: skillRange(chess, def),
}),
skchr_excu2_3: () => ({
kind: 'ammo', ammo: num(bb['attack@trigger_time'], 16),
mods: mods({ atkPct: num(bb.atk), batPct: batPct(bb.base_attack_time, chess) }),
targeting: skillRange(chess, def),
attack: { onEachHit({ unit, target }) { if (target && target.side === 'enemy') unit.mem.verdict?.add(target); } },
onStart({ unit }) {
unit.mem.verdict = new Set();
// 特性的回复生命效果提高至2倍 (the reaper profile reads profile.selfHeal on every attack)
if (unit.profile) { unit.mem.verdictHeal0 ??= num(unit.profile.selfHeal, 50); unit.profile.selfHeal = unit.mem.verdictHeal0 * num(bb.trait_ratio, 1); }
},
onEnd({ battle, unit }) {
const hit = unit.mem.verdict;
unit.mem.verdict = null;
if (unit.profile && unit.mem.verdictHeal0 != null) unit.profile.selfHeal = unit.mem.verdictHeal0;
if (hit && unit.alive) {
for (const e of hit) {
if (e.alive) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb['attack@final_atk_scale']), type: 'phys', isSkill: true, tags: ['skill', 'verdict'] });
}
battle.fx('aoe', { x: unit.x, y: unit.y, id: unit.id, r: 1.5, skill: 'excu2' });
}
battle.removeBuff(unit, 'excu2:verdict');
},
}),
}),
skill: {
kind: 'ammo', ammo: num(bb['attack@trigger_time'], 12),
mods: mods({ atkPct: num(bb.atk), defPct: num(bb.def), blockCnt: num(bb.block_cnt) }),
},
// REA-Y: its trait part is DISPLAY-only (official battle_equip_table uniequip_003_excu2: target DISPLAY, the ASPD
// text "{value}" = 12; the ASPD rider itself is the talent −1 part). data/chess.json merges that display blackboard
// into trait.bb ({value: 12}), which the reaper profile would read as its per-hit heal: the heal stays the base
// trait's (50).
trait: tm['trigger_cnt[equip]'] != null && chess?.traitBase?.bb?.value != null ? { selfHeal: num(chess.traitBase.bb.value, 50) } : undefined,
talents: [
{ install(battle, unit) { // 受选之人
let spent = 0;
const reset = (c) => { if (c.unit === unit) spent = 0; };
battle.on('skillStart', reset, { owner: unit });
battle.on('skillEnd', reset, { owner: unit });
battle.on('ammoUsed', (c) => { if (c.unit === unit) spent++; }, { owner: unit });
// PRTS 备注: "触发时可额外回复1点攻击回复技力,不额外消耗弹药" — the extra attack is an attack (attack SP, trait
// heal) but consumes no ammo (engine forceAttack `noAmmo`: no bullet, no ammoUsed for any listener — the
// 7-bullet 特质 counter, items, bonds and the prob_add counter above)
battle.on('attack', (c) => {
if (c.attacker !== unit || unit.mem.extraAttack || !on(unit)) return;
const p = num(t0.prob) + (unit.skill?.active ? num(t0.prob_add) * spent : 0);
if (!(p > 0) || !battle.rng.chance(Math.min(1, p))) return;
const dep = unit.deploySeq;
battle.after(0, () => {
if (!on(unit) || unit.deploySeq !== dep || !unit.canAct || unit.s.flags.disarm) return;
unit.mem.extraAttack = true;
let hit = false;
try { hit = battle.forceAttack(unit, null, { noAmmo: true }); } finally { unit.mem.extraAttack = false; }
if (hit) battle.fx('extraAttack', { x: unit.x, y: unit.y, id: unit.id });
}, { owner: unit });
}, { owner: unit });
} },
{ install(battle, unit) { // 铳弹共感
battle.on('skillStart', (c) => {
if (c.unit !== unit || c.skill.kind !== 'ammo') return;
const n = battle.allies().filter((a) => isOp(a) && isLaterano(a)).length;
const stacks = Math.min(num(t1.add_count_max_stack, 4), n);
if (stacks > 0) c.skill.addAmmo(stacks * num(t1.add_count, 1));
}, { owner: unit });
} },
],
install(battle, unit) {
crowdAspd(battle, unit, 'excu2:module', num(tm.attack_speed), num(tm['trigger_cnt[equip]']));
if (sid === 'skchr_excu2_3') { // S3: +attack@atk ATK per bullet spent
battle.on('ammoUsed', (c) => {
if (c.unit !== unit || !unit.skill?.active) return;
battle.addBuff(unit, { key: 'excu2:verdict', refresh: 'stack', maxStacks: Math.max(1, num(bb['attack@max_stack_cnt'], 30)), mods: mods({ atkPct: num(bb['attack@atk']) }) });
}, { owner: unit });
}
if (sid && sid !== 'skchr_excu2_2') return;
// S2: melee attacks dodged with `prob`, each dodge refills ammo
battle.on('hit', (c) => {
if (c.target !== unit || !unit.skill?.active || !c.source || c.source.side !== 'enemy' || !c.dmg.isAttack) return;
if (!meleeAttacker(c.source, unit) || !(prob > 0) || !battle.rng.chance(prob)) return;
c.dmg.cancel = true;
battle.fx('dodge', { x: unit.x, y: unit.y, id: unit.id });
// a dodge like the engine's (listeners of the `dodge` hook — items/bonds — see it too)
if (battle.hasHook('dodge')) battle.emit('dodge', { source: c.source, target: unit, dmg: c.dmg });
unit.skill.addAmmo(refill);
}, { owner: unit });
},
};
},
};