Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_6_16-halo2.js
T
sganggs 1169102d46 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.
2026-10-05 16:13:56 +08:00

147 lines
7.9 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// server/sim/content/kits/ops/chess_char_6_16-halo2.js — 溯光星源 (char_1047_halo2) kit, tier 6.
// Conventions of the tier-6 kits: ../shared/tier6.js; kit contract and rules: ../README.md.
import { canTargetEnemy } from '../../../targeting.js';
import { bodyDist, bodyInKeys } from '../../../body.js';
import {
num, bv, tbb, moduleBb, live, ANY, enemiesIn, onDefaultSkill, selectedSkill, batOf, pullToward, aura,
} from '../shared/tier6.js';
// ------------------------------------------------------------------------------------------------------------------
// 溯光星源 chess_char_6_16 (凝滞师) — S3 并流连锁; 数据建模; 能源解析
function halo2(bb, chess, def) {
const t0 = tbb(def, 0), t1 = tbb(def, 1), mod = moduleBb(chess);
const isDef = onDefaultSkill(chess), sid = selectedSkill(chess, def);
const skillGrid = def?.skill?.rangeGrid?.length ? def.skill.rangeGrid : null;
const n = Math.max(1, Math.floor(num(bb['attack@max_target'], 1))), share = num(bb['attack@atk_share']);
const slug = (unit) => unit.profile?.onHitStatus?.key === 'sluggish' ? num(unit.profile.onHitStatus.duration) : 0;
const skills = {
// S1 星图闪烁: ATK +atk; every attack then bounces attack@chain.max_target times between enemies (back and forth
// allowed, never twice in a row on one; attack@projectile_range tiles), each bounce a full hit with her 停顿
skchr_halo2_1: {
kind: 'duration',
mods: { atkPct: num(bb.atk) },
attack: {
onHit({ battle, unit, target }) {
if (!target) return;
const jumps = Math.max(0, Math.floor(num(bb['attack@chain.max_target'], 3))), R = num(bb['attack@projectile_range'], 1.7);
let prev = target, px = target.x, py = target.y;
for (let i = 0; i < jumps; i++) {
let best = null, bd = Infinity;
for (const e of battle.foesInRadius(px, py, R)) {
if (e === prev || !canTargetEnemy(unit, e, ANY)) continue;
const d = bodyDist(e, px, py);
if (d < bd - 1e-9) { bd = d; best = e; }
}
if (!best) break;
battle.dealDamage(unit, best, { amount: unit.s.atk, type: 'arts', isAttack: true, isSkill: true, tags: ['chain'] });
const sd = slug(unit);
if (sd > 0 && best.alive) battle.applyStatus(best, 'sluggish', { duration: sd, source: unit });
prev = best; px = best.x; py = best.y;
}
},
},
},
// S2 星束引力 (attack SP): the next attack targets the enemy of her range farthest from its goal (install), atk_scale
// × ATK arts with a `sluggish` s 停顿, and links up to max_target enemies within ability_range_radius of it: pulled
// toward it (force) and hit by atk_scale_link × ATK arts
skchr_halo2_2: {
kind: 'instant',
attack: {
atkScale: num(bb.atk_scale, 1),
onHitStatus: { key: 'sluggish', duration: num(bb.sluggish, 3) },
onHit({ battle, unit, target }) {
if (!target) return;
const R = num(bb.ability_range_radius, 2), k = Math.max(0, Math.floor(num(bb.max_target, 2)));
const near = battle.foesInRadius(target.x, target.y, R).filter((e) => e !== target && canTargetEnemy(unit, e, ANY))
.sort((a, b) => bodyDist(a, target.x, target.y) - bodyDist(b, target.x, target.y) || a.spawnSeq - b.spawnSeq)
.slice(0, k);
for (const e of near) {
battle.fx('link', { x: e.x, y: e.y, id: unit.id, ids: [target.id, e.id] });
pullToward(battle, { x: target.x, y: target.y }, e, num(bb.force), 0.3);
if (e.alive) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale_link, num(bb.atk_scale, 1)), type: 'arts', isSkill: true, tags: ['skill', 'link'] });
}
},
},
},
};
return {
skills,
install(battle, unit) {
if (sid !== 'skchr_halo2_2') return;
battle.on('beforeAttack', (ctx) => { // "选择攻击范围内距离目标点最远的1个敌人为目标"
if (ctx.attacker !== unit || !unit.skill?.active || !unit.skill.pending) return;
const c = battle.enemiesInKeys(unit.rangeKeys, unit, ctx.profile);
if (!c.length) return;
let best = c[0];
for (const e of c) if (battle.remainingDistance(e) > battle.remainingDistance(best) + 1e-9) best = e;
ctx.targets = [best];
}, { owner: unit });
},
skill: {
kind: 'duration',
mods: { atkPct: num(bb.atk), batPct: batOf(bb.base_attack_time, def) },
targeting: { maxTargets: n, ...(skillGrid ? { rangeGrid: skillGrid } : {}) },
onStart({ unit }) { unit.mem.haloLocks = []; },
onEnd({ unit }) { unit.mem.haloLocks = []; },
},
talents: [
{ install(battle, unit) { // S3: persistent locks + damage transfer between linked targets
if (!isDef) return;
battle.on('beforeAttack', (ctx) => {
if (ctx.attacker !== unit || !unit.skill?.active) return;
const valid = (e) => e && e.alive && canTargetEnemy(unit, e, ANY) && bodyInKeys(e, unit.rangeKeySet);
const keep = (unit.mem.haloLocks || []).filter(valid);
for (const e of ctx.targets) if (keep.length < n && !keep.includes(e)) keep.push(e);
ctx.targets = keep.slice(0, n);
const fresh = ctx.targets.some((e) => !(unit.mem.haloLocks || []).includes(e));
unit.mem.haloLocks = ctx.targets.slice();
if (fresh && ctx.targets.length > 1) battle.fx('link', { x: ctx.targets[0].x, y: ctx.targets[0].y, id: unit.id, ids: ctx.targets.map((e) => e.id) });
}, { owner: unit });
battle.on('hit', (ctx) => {
const locks = unit.mem.haloLocks;
if (!(share > 0) || !unit.skill?.active || !locks || locks.length < 2 || ctx.dmg.type !== 'arts' || ctx.dmg.tags.includes('link')) return;
if (!locks.includes(ctx.target) || unit.mem.haloLinking) return;
// re-entrancy guard: a transferred hit (or anything it causes, e.g. enemy damage sharing) never re-links
unit.mem.haloLinking = true;
try {
for (const o of locks) if (o !== ctx.target && o.alive) {
battle.dealDamage(ctx.source ?? unit, o, { amount: ctx.dmg.amount * share, type: 'arts', canDodge: false, isSkill: true, tags: ['skill', 'link'] });
}
} finally { unit.mem.haloLinking = false; }
}, { owner: unit });
} },
{ install(battle, unit) { // 数据建模 (+ module ATK at max stacks)
const as = num(t0.attack_speed), max = Math.max(1, Math.floor(num(t0.max_stack_cnt, 18))), fullAtk = num(mod.atk);
battle.on('deploy', ({ unit: u }) => { if (u === unit) unit.mem.haloStack = 0; }, { owner: unit });
battle.on('statusApplied', (ctx) => {
if (ctx.source !== unit || ctx.status !== 'sluggish' || !live(unit) || (unit.mem.haloStack || 0) >= max) return;
unit.mem.haloStack = (unit.mem.haloStack || 0) + 1;
const k = unit.mem.haloStack;
battle.addBuff(unit, { key: 'halo2:model', mods: { aspd: as * k, atkPct: k >= max ? fullAtk : 0 } });
}, { owner: unit });
} },
{ install(battle, unit) { // 能源解析
const base = bv(t1, 'damage_scale', 1), maxS = bv(t1, 'damage_scale_max', base), iv = bv(t1, 'interval', 7);
const stay = new WeakMap();
aura(battle, unit, 0.25, () => {
const inR = enemiesIn(battle, unit);
for (const e of battle.enemies) if (!inR.includes(e)) stay.delete(e);
for (const e of inR) {
const t = (stay.get(e) ?? 0) + 0.25;
stay.set(e, t);
const v = t > iv ? maxS : base;
// 脆弱 (ba.fragile, 同名效果取最高): the catalogue status, refreshed while the enemy stays in range
if (v > 1) battle.applyStatus(e, 'fragile', { duration: 0.4, value: v - 1, source: unit });
}
});
} },
],
};
}
export default {
chess_char_6_16_a: halo2,
};