PRTS 技能2 备注: placement range x-6 (range_table "x-6": her tile and two tiles in each of the four directions); "若放置
范围内存在敌人,则按攻击索敌规律放置香槟至其所在地块,否则随机放置香槟至可部署的地块". The client charpack (char_1033_swire2,
mode S2) makes her attack a priority composite: SpawnToken (Skill_2) when a free x-6 tile exists and she holds a coin,
else the normal attack. So a coin plus a free x-6 tile takes her attack's turn whether or not an enemy is near; the
tile is the first ground enemy's on a free x-6 tile in her attack target order, else a random free tile. Until now
every attack dropped a bomb at random on her 1-1 attack range. [ASSUMED] the throw costs her attack one tick.
Golden: roster-006 / roster-008, bond-investShip-low, bond-kjeragShip-low, bond-siracusaShip-low,
bond-victoriaShip-low, bond-yanShip-high (each fields 琳琅诗怀雅 with S2) and coop4-ABYSS-7 (a bot fields her from
round 6) moved: her bombs land on x-6 / enemy tiles and are thrown without an enemy.
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.