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_5_04-bldsk.js — 华法琳 (char_171_bldsk) kit, tier 5 (hidden).
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// Conventions of the tier-5 kits: ../shared/tier5.js; kit contract and rules: ../README.md.
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import { HALF_HP, NEVER, num, on, inRange, talent, traitBb, lowHpHealUp } from '../shared/tier5.js';
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export default {
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// ---------------------------------------------------------------------------------------------------------------
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// 华法琳 — S1 紧急包扎 (charges, attack SP): the next heal on a target below half HP adds hp_ratio × its max HP.
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// T1 血液样本回收: an enemy dying in range → +2 SP to herself and to a random ally in range.
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// Module (elite): heals on allies below 50 % ×1.15.
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chess_char_5_04_a: (bb, chess) => {
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const t0 = talent(chess, 0), tb = traitBb(chess);
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const ratio = num(bb.hp_ratio);
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return {
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skill: {
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kind: 'charges', heal: true, trigger: NEVER,
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onStart({ unit }) { unit.mem.bldskBonus = unit.mem.bldskTarget ?? null; },
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},
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talents: [{ install(battle, unit) { // 血液样本回收
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battle.on('kill', (c) => {
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const v = c.victim;
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if (v.side !== 'enemy' || !on(unit) || !inRange(unit, v)) return;
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unit.skill?.gainSp(num(t0['bldsk_t_1[self].sp']), 'talent');
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const others = battle.alliesInGrid(unit).filter((a) => a !== unit && a.skill && !a.skill.noSkill && a.skill.kind !== 'passive');
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const pick = battle.rng.pick(others);
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if (pick) pick.skill.gainSp(num(t0['bldsk_t_1[rand].sp']), 'talent');
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}, { owner: unit });
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} }],
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install(battle, unit) {
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// the skill only fires for a heal target below half HP: checked right before the heal
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battle.on('beforeAttack', (c) => {
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if (c.attacker !== unit) return;
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unit.mem.bldskNoSp = false;
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const sk = unit.skill;
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if (!sk || !sk.ready || unit.s.flags.silence) return;
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const t = c.targets[0];
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if (!t || t.side !== 'ally' || !(t.hpRatio < HALF_HP)) return;
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unit.mem.bldskTarget = t;
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// the heal made by the skill recovers no attack SP (engine rule for skill attacks: cost N ⇒ every N+1 heals)
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if (sk.activate('DEFAULT')) unit.mem.bldskNoSp = true;
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unit.mem.bldskTarget = null;
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}, { owner: unit });
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battle.on('spGain', (c) => {
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if (c.unit !== unit || c.reason !== 'attack' || !unit.mem.bldskNoSp) return;
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unit.mem.bldskNoSp = false;
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c.amount = 0;
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}, { owner: unit, priority: 100 });
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battle.on('heal', (c) => { // merged into the same heal
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if (c.source !== unit || !unit.mem.bldskBonus || c.target !== unit.mem.bldskBonus) return;
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unit.mem.bldskBonus = null;
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// the bonus is part of the same heal: the healer's and the target's healing multipliers apply to it too
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c.amount += c.target.s.maxHp * ratio * num(unit.s.healingDealtMul, 1) * num(c.target.s.healingTakenMul, 1);
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battle.fx('healAoe', { x: c.target.x, y: c.target.y, id: c.target.id, r: 0.5 });
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}, { owner: unit, priority: 10 });
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lowHpHealUp(battle, unit, tb);
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},
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};
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},
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};
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