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 +1,111 @@
// server/sim/content/kits/ops/chess_char_5_11-demkni.js — 塞雷娅 (char_202_demkni) kit, tier 5.
// Conventions of the tier-5 kits: ../shared/tier5.js; kit contract and rules: ../README.md.
import { COLS } from '../../../constants.js';
import { absoluteRangeKeys } from '../../../targeting.js';
import {
HALF_HP, NEVER, AURA_IV, AURA_DUR, num, on, talent, traitBb, skillGrid, mods, selectedId, lazySkills, instantKind,
whileOn, lowHpHealUp, permBuff,
} from '../shared/tier5.js';
/**
* Activate the unit's skill whenever it is ready and `cond()` holds (NEVER-trigger skills). Consecutive casts of a
* multi-charge skill are spaced by at least one attack interval (like the attack-driven DEFAULT rule).
*/
function autoCast(battle, unit, cond) {
battle.on('tick', () => {
const sk = unit.skill;
if (!sk || sk.noSkill || !on(unit) || !unit.canAct || !sk.ready || unit.s.flags.silence) return;
if (sk.active && sk.isTimed) return;
if (battle.time - sk.lastStart < unit.s.interval - 1e-9) return;
if (cond()) sk.activate('DEFAULT');
}, { owner: unit });
}
export default {
// ---------------------------------------------------------------------------------------------------------------
// 塞雷娅 — S2 药物配置 (instant, time SP): heals every ally in the skill range for heal_scale × ATK (cast when one is
// injured). T1 莱茵充能护服: every 20 s on the field ATK +5 % / DEF +4 % (×5). T2 精神回复: +1 SP to every ally she heals.
// Module (elite): heals on allies below 50 % ×1.15.
// S1 急救 (instant / 2 charges elite, 自动触发: cast at her attack when an ally of the skill area 周围 is at ≤ half HP):
// that attack is instead a heal of the lowest such ally for heal_scale × ATK.
// S3 钙质化 (duration; the 重装 strategy TAKE_DAMAGE): allies in the skill area heal
// attack@heal_scale × ATK per second; enemies there take arts ×demkni_s_3.damage_scale and move −60 %.
// Module GUA-Y (elite): damage taken −15 %.
chess_char_5_11_a: (bb, chess, def) => {
const t0 = talent(chess, 0), t1 = talent(chess, 1), tb = traitBb(chess);
const sid = selectedId(chess, def);
const grid = skillGrid(chess, def) ?? [[0, 0]];
const zone = (battle, unit) => {
const at = unit.tileR * COLS + unit.tileC;
if (unit.mem.sariaAt !== at) { unit.mem.sariaAt = at; unit.mem.sariaKeys = new Set(absoluteRangeKeys(grid, unit.tileR, unit.tileC, unit.dir, 0)); }
const keys = unit.mem.sariaKeys;
return battle.allies().filter((a) => keys.has(a.tileR * COLS + a.tileC) && (a === unit || !(a.s.flags.noHeal || a.profile?.noHeal)));
};
const healable = (a, unit) => a.kind !== 'device' && (a === unit || !(a.s.flags.noHeal || a.profile?.noHeal));
return {
skills: lazySkills({
skchr_demkni_1: () => ({
// 自动触发: its own rule, no 技能策略 — PRTS 备注 "此技能仅在周围有符合血量条件的友方单位时可触发,触发时会替换当次
// 攻击" and the corrected text "血量小于等于一半": checked when she is about to attack (an enemy target, the basic
// rule), an ally of the skill area at ≤ half HP casts it and that attack becomes the heal (unlike 古米's 备用军粮,
// no heal mode is left waiting: the engine withdraws a cast whose ally was healed before the attack)
kind: instantKind(chess, def),
trigger: { rule: 'DEFAULT', grid, allies: true, hpAtMost: HALF_HP },
targeting: { rangeGrid: grid },
attack: { dmgType: 'heal', heal: { mode: 'single', hpAtMost: HALF_HP }, healScale: num(bb.heal_scale, 1), projectile: 'none' },
onHit({ battle, target }) { if (target) battle.fx('healAoe', { x: target.x, y: target.y, id: target.id, r: 0.5 }); },
}),
skchr_demkni_3: () => ({
kind: 'duration',
onStart({ unit }) { unit.mem.calcAcc = 0; unit.mem.calcAura = AURA_IV; },
onTick({ battle, unit, dt }) {
unit.mem.calcAura += dt;
if (unit.mem.calcAura >= AURA_IV - 1e-9) {
unit.mem.calcAura = 0;
const m = { artsTakenMul: num(bb['demkni_s_3.damage_scale'], 1), moveMul: Math.max(0, 1 + num(bb['demkni_s_3.move_speed'])) };
for (const e of battle.unitsInGrid(unit, grid, { side: 'enemy' })) battle.addBuff(e, { key: 'saria:calcify', duration: AURA_DUR, visible: true, mods: m });
}
unit.mem.calcAcc += dt;
if (unit.mem.calcAcc < 1 - 1e-9) return;
unit.mem.calcAcc -= 1;
const amt = unit.s.atk * num(bb['attack@heal_scale']);
if (amt > 0) for (const a of battle.unitsInGrid(unit, grid, { side: 'ally' })) if (healable(a, unit) && a.hp < a.s.maxHp - 1e-6) battle.heal(unit, a, amt);
},
}),
}),
skill: {
kind: 'instant', heal: true, trigger: NEVER,
onStart({ battle, unit }) {
const amt = unit.s.atk * num(bb.heal_scale, 1);
for (const a of zone(battle, unit)) if (a.hp < a.s.maxHp - 1e-6) battle.heal(unit, a, amt);
battle.fx('healAoe', { x: unit.x, y: unit.y, id: unit.id, r: 2.5 });
},
},
talents: [
{ install(battle, unit) { // 莱茵充能护服
const iv = Math.max(1, num(t0.interval, 20)), max = Math.max(1, num(t0.max_stack_cnt, 5));
whileOn(battle, unit, 1, () => {
const n = Math.min(max, Math.floor((battle.time - unit.deployedAt + 1e-6) / iv));
const cur = unit.findBuff('saria:suit');
if (n > 0 && (!cur || cur.stacks !== n)) battle.addBuff(unit, { key: 'saria:suit', stacks: n, maxStacks: max, mods: mods({ atkPct: num(t0.atk), defPct: num(t0.def) }) });
});
} },
{ install(battle, unit) { // 精神回复
const sp = num(t1.sp);
if (!(sp > 0)) return;
battle.on('heal', (c) => {
if (c.source !== unit || c.opts?.regen || !(c.amount > 0) || !c.target.skill) return;
c.target.skill.gainSp(sp, 'talent');
}, { owner: unit, priority: -10 });
} },
],
install(battle, unit) {
// S2 only: the NEVER-trigger skill casts itself when an ally in its area is injured
if (!sid || sid === 'skchr_demkni_2') autoCast(battle, unit, () => zone(battle, unit).some((a) => a.hp < a.s.maxHp - 1e-6));
lowHpHealUp(battle, unit, tb);
if (num(tb.damage_resistance) > 0) permBuff(battle, unit, 'saria:moduleY', { dmgTakenMul: 1 - num(tb.damage_resistance) });
},
};
},
};