Files
ark-stronghold-protocol/server/sim/content/kits/README.md
T
sganggs ed2b679f83 feedback5 WD: the sim fields a 补位 stand-in — getChess(id, { standIn: true }) over data/backups.json, PlayerBattleInput standIn: true, kits by the stand-in's charId (never the replaced operator's), kits/ops/standin-<codename>.js registry, harness standIn
- simdata: DataSource keeps `backups` (rawBackups follows the fallback chain); getStandIn = shared/standIn.js
  standInRecord normalised (the chess's ids / bonds / 特质 / tier, the stand-in's body, def.standInFor); a PRESET / DIY
  chess or a source without backups fields itself; the per-battle view maps id-only lookups.
- spec.js keeps `standIn` only when exactly true (never on a token); Battle passes it to getChess; syncUnitLoadout
  carries it; UnitInfo `standInFor`.
- content/index.js kitOf: a stand-in's kit is KITS[def.charId] only; no default skill (a stand-in kit writes `skills`);
  without a kit the generic kit plus genericTalents. kits/index.js STANDIN_KIT_FILES / STANDIN_KITS, merged after the
  tier groups (old keys keep their order; golden unchanged).
- server/data.js and tools/setup.mjs expect backups.json.
- test/content/standin.test.js: the plumbing and the eight 预备干员 on all 28 chess records they replace.
2026-10-05 17:44:58 +08:00

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# Operator kits
A kit is the battle behaviour of one chess (棋子): its skills, talents, trait specifics and module effects, on top of
the profession defaults of `server/sim/professions.js`. Kits run inside the deterministic battle simulation that the
server and every browser share, so the same seed and inputs give the same battle everywhere. New kits — the stand-in
operators, the self-select 6★ operators, contributions from GitHub issue #136 — go here, one file each.
## Layout
| path | what |
|---|---|
| `index.js` | the registry: `KIT_FILES` lists every kit file, grouped by tier, and `STANDIN_KIT_FILES` the 补位 stand-in kits; `KITS` (base chess id → kit builder, then stand-in charId → kit builder), `TIER_KITS` (one registry per tier group) and `STANDIN_KITS` are built from them |
| `ops/<chessId>-<codename>.js` | one kit per file, with the helpers and constants only that kit uses |
| `ops/standin-<codename>.js` | one 补位 stand-in kit per file (below: "Stand-in kits") |
| `shared/tier1.js` | the general kit helpers (blackboard readers, unit predicates, hit hooks, area queries, buffs, zones, free tiles, skill records) and the notes of the tier-1 kits |
| `shared/tier2.js` … `tier6.js` | helpers two or more kits of that tier use, and that tier's notes (conventions, simplifications, fx kinds) |
| `tier1.js` … `tier6.js` | re-export shims for the old import paths; removed after the 0.2.0 refactor |
`content/index.js` takes `KITS` from `index.js`: a unit's kit is `KITS[def.baseId]` (also the exact or the suffix-less
id), else the generic kit built from the skill blackboard (`content/generic.js`, docs/SIM.md §7.4). A 补位 stand-in's
kit is `KITS[def.charId]` and nothing else (`content/index.js kitOf`): it keeps the chess's ids, which name the replaced
operator's kit.
## Naming
`ops/<base chess id without _a>-<codename>.js`, where the code name is the operator's official `charId` without its
`char_<n>_` prefix (`data/chess.json` `charId`): `chess_char_3_04_a` (琳琅诗怀雅, `char_1033_swire2`) →
`ops/chess_char_3_04-swire2.js`.
- The chess id is the registry key and the one unique name: one operator can be two chess (锡人 `chess_char_1_16` and
`chess_char_2_19`, 耶拉 3_20 / 4_03, 华法琳 4_26 / 5_04 …), so a code name alone collides. One file ⇔ one registry
entry, and a directory listing sorts like the data: by tier, then shop order.
- The code name finds the operator by name; the docs and the code already call kits by it (`lemuen`, `whitw2`,
`sbell2`, `pithst`). It is ASCII and stable across languages — no Unicode file names (the macOS NFD / Windows / URL
encoding differences of `/sim/` in the browser) — and the Chinese name is in the file's first line, so
`grep -l 玛恩纳 ops/` works too.
- `-` separates the two parts, which both contain `_`.
## A kit file
```js
// server/sim/content/kits/ops/chess_char_6_21-codename.js — 名字 (char_xxxx_codename) kit, tier 6.
// Conventions of the tier-6 kits: ../shared/tier6.js; kit contract and rules: ../README.md.
import { num, talentBb, statBuff } from '../shared/tier1.js'; // shared helpers, engine modules (relative paths)
/** 名字 S2 "…": the radius exists only in the PRTS 备注 (no blackboard key). */
const SOME_RADIUS = 1.5; // helpers / constants of this kit only
export default {
// 6_21 名字 — S3 …: what each skill / talent / module does, which blackboard key gives each number, [ASSUMED] where
// no source says.
chess_char_6_21_a: (bb, chess, def) => ({ skill: { … }, skills: { … }, talents: [ … ], trait: { … }, install() {} }),
};
```
- **The default export** is `{ [baseChessId]: (bb, chess, def) => Kit }` with exactly one key, the `_a` id; the same kit
serves the elite `_b` record. `bb` = the SELECTED skill's blackboard at the chess's level (normal Lv4, elite Lv7),
`chess` = the record as the unit's loadout makes it (talents, `trait.bb`, `module`), `def` = the normalised def. The
Kit fields (`skill`, `skills: { [skillId]: SkillSpec }`, `talents`, `trait`, `install`) and how the loader picks the
selected skill's spec: docs/SIM.md §7.2; the SkillSpec schema: §7.3; worked examples with real operators: §7.5.
- Small real files to start from: `ops/chess_char_1_11-skgoat.js`, `ops/chess_char_1_02-yak.js`; one with every
selectable skill: `ops/chess_char_3_04-swire2.js`; a large one with its own helpers: `ops/chess_char_6_18-whitw2.js`.
- The tier-4 files wrap their entry in `withDefaults(…)` (`shared/tier4.js`: it rebuilds `def` for callers that pass
`(bb, chess)` only); `content/index.js` always passes all three, so a new kit needs no wrapper.
## What a kit may use
- **Helpers**: `../shared/tier1.js` first — `num` / `talentBb` / `talentGrid` / `moduleBb` / `traitBb` / `moduleOn`,
`skillRec` / `skillBbOf` (another selectable skill's record and blackboard), `instantKind`, `batMod`, `up` / `cheb`,
`onHitBy` / `onHitOn` / `onDamagedOn`, `enemiesInGrid` / `alliesInGridOf` / `enemyInRange`, `statBuff` / `toggleBuff`
/ `installAura` / `spTimeBonus` / `installReveal`, `makeZone`, `freeTileAround`, `giveSp`, `once`. The other
`../shared/tierN.js` are usable too, but same-named helpers are not interchangeable: `num` of tier 1 / 4 also reads
numeric strings, those of tiers 3 / 5 / 6 do not; `toggleBuff`, `talentBb`, `moduleBb`, `instantKind` take different
arguments per tier. Read the helper before using it.
- **The battle API** documented in docs/SIM.md: units (§2), buffs / mods / statuses (§3), the damage & heal pipeline
(§4), the hook bus and its re-entrancy rule (§5), the engine helpers content must use (§6), the skill runtime (§7.1);
engine modules by relative path (`../../../constants.js`, `targeting.js`, `body.js` for huge enemies, `dir.js` for
facing, `damage.js` `hasHp` / `isHpLoss` / `mitigate`, `buffs.js`, `simdata.js` `normalizeChess`); content modules
(`../../tokens.js` summons, `../../items/battle.js`).
- **Never**: Node-only modules (`node:*`, `server/sim/nodeData.js`) or anything of `server/match`, `server/net`,
`public/` — the sim is served to browsers as-is (`/sim/`, no bundler); `Math.random`, `Date.now`, timers — use
`battle.rng()` (`rng.int / range / chance / pick / shuffle / weighted`), `battle.after` / `battle.every`; state kept
across battles in module variables — key it by battle (`WeakMap`) or keep it in `unit.mem`; mutating `bb`, `def`,
`chess` or range grids (deep-frozen, shared by every battle: copy them). Register hooks with `{ owner: unit }` and
check `unit.alive` in handlers. `test/content/kits_layout.test.js` enforces the import / clock rules.
- Order matters: hooks run by priority, then registration order, and every random draw comes from one stream — the
golden corpus (`test/golden/`) notices any change in either.
## Registering a kit
1. The chess needs its data record first: `data/chess.json` is generated from the official tables by
`tools/build-data.mjs` (docs/DATA.md) — skills, talents, trait, modules, ranges, tokens and the resolved auto-cast
trigger of every skill.
2. Add the kit file to `ops/`, named as above.
3. Append its file name to its tier's group in `index.js` `KIT_FILES` (never reorder the existing entries). Each file
is loaded with a guarded dynamic import: a file that fails to load is logged and its chess falls back to the
generic kit, so check the server log when a kit seems to do nothing.
4. `node --test test/content/kits_layout.test.js` checks the name, the registry entry and the imports;
`node tools/kit-coverage.mjs --missing` lists selectable skills that still fall back to the generic spec.
## Stand-in kits (补位)
A NORMAL chess whose operator the player does not own fights as its official stand-in (原型干员, data/backups.json,
docs/DATA.md §18): the chess's ids, bonds, 特质, tier and price, the stand-in's body — stats, range, trait, talents, the
skill `backup.skillIndex` and the module `backup.uniEquipId` the chess names. The sim gets that def from
`battle.data.getChess(chessId, { standIn: true })` (a PlayerBattleInput entry with `standIn: true`); `def.charId` is the
stand-in's, `def.standInFor` the replaced operator's charId.
- **File and key**: `ops/standin-<codename>.js`, the code name being the stand-in's charId without `char_<n>_`
(`standin-acguad.js` = Sharp, `char_609_acguad`); the default export has exactly one key, that charId:
`export default { char_609_acguad: (bb, chess, def) => Kit }`. Append the file name to `STANDIN_KIT_FILES` in
`index.js`. Never register a stand-in under a chess id: that is the replaced operator's kit, which the stand-in must
not run.
- **Arguments**: `bb` = the blackboard of the skill the chess names, at the chess's level (normal Lv4, elite Lv7);
`chess` = the composed record (shared/standIn.js `standInRecord`: talents, `trait.bb`, `module` of the stand-in);
`def.tier` / `def.golden` tell which chess it stands in for.
- **No default skill**: one stand-in takes S2 on one chess and S3 on another (Sharp: S2 for 银灰, S3 for 隐德来希), so the
kit authors every skill it supports in `skills: { [skillId]: SkillSpec }`; `skill` is ignored for a stand-in (a skill
missing from `skills` gets the generic spec). `talents`, `trait` and `install` apply as for any kit.
- **Without a file** the stand-in fights with the generic kit plus the talents it can apply exactly
(`generic.js genericTalents`: unconditional stat lines like "攻击力+8%"). The eight 预备干员 need no file: their skills
(攻击力 / 防御力 / 治疗强化, 战术咏唱, 冲锋号令, 一击即退) are covered by the generic spec
(`test/content/standin.test.js`).
- **Auto-cast**: the trigger comes from the data like any chess's (checklist item 5). The 重装 exception for the
stand-ins is `tools/build-data.mjs STANDIN_TRIGGER_DEVIATIONS` (预备干员-重装, Mechanist: every skill `DEFAULT`,
`rawRule` `TAKE_DAMAGE`).
- **Summons**: no stand-in has one (DATA.md §18).
- `node --test test/content/kits_layout.test.js` checks the file name, the key (a charId of data/backups.json `units`)
and the registry entry.
## Testing a kit
- The harness is `test/helpers/battleHarness.js` (`makeBattle`, `runUntil`, `hooksOf`, `eventsOf`, `checkInvariants`;
docs/SIM.md §10 has an example and every option). Seed everything, use synthetic `enemyRec` targets for exact
numbers, assert on ids, end with `checkInvariants(h.b)`.
- Patterns: `test/content/kits_t1t2.test.js` … `kits_t6.test.js` (the default skill and the talents of every chess),
`test/content/kits_alt_t1.test.js` … `kits_alt_t6.test.js` (every selectable non-default skill and every module;
`kits_alt_t4.test.js` also runs every chess × skill × module against a mixed wave),
`test/content/feedback1b_kits.test.js` (real-match checks).
A new kit gets its own test file (for example `test/content/kits_<codename>.test.js`).
- Golden results: a new or changed kit moves the digests of the scenarios that field its chess. Run
`npm run golden:update` and commit `test/golden/*.json` in the same change, saying which scenarios moved and why
(`test/golden/README.md`). A refactor never changes them.
- Run `node --test test/content/kits_layout.test.js test/golden.test.js <your test file>`, then
`GOLDEN_FULL=1 node --test test/golden.test.js` before the pull request.
### How to test a stand-in kit
- Field the chess as its stand-in: `makeBattle({ units: [{ chessId: 'chess_char_5_13_b', row: 10, col: 4, standIn: true
}] })` — the production path (data/backups.json through `getChess(id, { standIn: true })`): `_a` = the normal form
(Lv4), `_b` = the elite (Lv7, its module), with the chess's backup skill. Pick one chess per skill the stand-in
fields (data/chess.json `backup`; `backups.json units[charId].standsIn` lists them).
- Another skill or module of the stand-in (a skill no chess names, a 自选 prototype): `standIn: { skillIndex: 0 }` or
`standIn: { skillIndex: 2, moduleId: 'none' }` — the harness composes that record (`standInRec`) and puts it under the
chess id for the whole battle, so do not field the real operator of that chess in the same battle.
- Inject a kit for a quick experiment with `kits: { char_609_acguad: (bb, chess, def) => Kit }` (keyed by the charId).
- Assert that the unit is the stand-in (`u.def.charId`, `u.def.standInFor`, `u.skill.id`) and that its kit is yours, not
the generic one (`!u.kit.generic`); then the checklist below as for any operator. Examples:
`test/content/standin.test.js` (the plumbing and the eight 预备干员).
- A stand-in kit is new gameplay for stand-ins only: the golden corpus fields no stand-in, so its digests stay as they
are.
## The fidelity rule
Every official skill, talent and module is implemented exactly as the game has it — no approximation.
- Sources: the official tables (`.cache/gamedata/excel/*.json`, which `tools/build-data.mjs` downloads: character_table,
skill_table, battle_equip_table / uniequip_table, activity_table → act2autochess) as built into `data/chess.json`;
PRTS (prts.wiki: the operator page, its 备注, 卫戍协议 pages) for mechanics the data does not carry — cite it.
- Numbers come from the blackboards whenever a key exists; a number that only exists in the text is parsed from it
(with a fallback) or a named constant with its source in the comment.
- When the text and the blackboard seem to disagree, find out what the game does and say so in the comment (DESIGN
§19.9: 至简's text says 购买价格为1 while `bb.price` is 2 — the blackboard is the discount off the tier price 3).
- If the engine cannot express a mechanic, extend the engine in a reviewed change of its own instead of faking it.
- Anything no source backs is marked `[ASSUMED]` in the comment and in the pull request; a decision of the owner is
cited as "owner's decision YYYY-MM-DD".
## Fidelity checklist (one per operator)
Each item is a mistake this project already made once. Tick every one for every operator in the pull request.
- [ ] **1. Skills** — every effect of each skill at the level the chess uses (normal Lv4, elite Lv7: the skill_table
blackboard and the text, reconciled), durations, charges, ammo, SP type (time / attack / hit) and initial SP (the
data's `spType`, `initSp`; SkillSpec overrides need a reason). Examples: ammo — 隐现 `ops/chess_char_1_01-inside.js`,
`kits_t1t2.test.js` "1_01 隐现: ammo skill"; charges — 松果 S1, `kits_alt_t3.test.js` "3_10 松果 S1 RMA长钉 (charges)";
hit SP — `feedback1d-solvent.test.js` (the drain feeds 受击回复 SP).
- [ ] **2. Talents** — every talent at the chess's level / potential (the talent blackboards), conditional ones too.
Example: `kits_t1t2.test.js` "1_01 隐现 elite: +self_ammo after `duration` s on field; a random other 【拉特兰】 ammo
operator +ally_ammo".
- [ ] **3. Modules** — for every module the chess offers (loadout, DESIGN §16): the trait override
(battle_equip_table `overrideTraitDataBundle`, the trait text), the talent changes (`addOrOverrideTalentDataBundle`)
and the stat bonuses (`attributeBlackboard`); `chess` is already the loadout-resolved record. Examples:
`kits_alt_t4.test.js` "信仰搅拌机 modules: SPT-Y 老朋友 = range +1 …" and "莫斯提马 SPC-X: the range becomes the module
grid …", and its "every chess × selectable skill × module" run.
- [ ] **4. Attack range** — the base range, the range while a skill that changes it is on, and back when it ends; a
skill's own 技能范围. Examples: 烛煌 S3, `test/sim/feedback1e-skillrange.test.js`; DESIGN §21.16 (the live range on the
card); 见行者 / 松果, `kits_t3.test.js` ("fires on an enemy inside the skill range only").
- [ ] **5. Auto-cast trigger** — the data resolves it (`tools/build-data.mjs resolveTrigger`, `data/chess.json`
`skills[].trigger`); check it, and change the data rule rather than hand-coding a trigger in the kit. The owner's
rules (0.2.0): a skill whose attack range is larger than the normal one casts as soon as an enemy is inside the
SKILL range (a deliberate deviation from the official 技能策略, like the 重装 exception; existing kits that predate
the rule, such as 烛煌 S3 in `feedback1e-skillrange.test.js`, are not examples of it); an AUTO skill that acts on
allies or itself fires at full SP (引星棘刺 S1, `kits_alt_t5.test.js` "… fires as soon as its SP is full, no enemy
needed (GitHub #124)"); the 重装 exception list (`TRIGGER_DEVIATIONS`: 深巡 S2, 雷蛇 S2, 号角 S2 / S3, 灰毫 S1 / S2,
余 S2; the 预备干员-重装 / Mechanist stand-ins: `STANDIN_TRIGGER_DEVIATIONS`, every skill), DESIGN §21.29 / §22.10,
`test/sim/feedback1-tank-triggers.test.js`.
- [ ] **6. Targeting** — can it hit air units (`canHitFly`), ground-only attacks, block count, target priority; can
ground enemies hit it (起飞 / 对地规避, stealth, camouflage flags). Examples: `test/sim/professions.test.js` "fortress
(号角 / 灰毫) is ground-only and never fires at FLY enemies" (DESIGN §22.13); `feedback1b_kits.test.js` "B4 玛恩纳 S3 …
hits the air units" vs "S1 / S2 … stay ground-only"; 蒂比 `ops/chess_char_2_13-tippi.js` (`LIFTOFF_FLAGS`, DESIGN
§21.22); `kits_t3.test.js` "忍冬 迷彩: … ranged enemies stop targeting her".
- [ ] **7. Damage typing** — physical / arts / true / element (元素损伤 vs 元素伤害: docs/SIM.md §7.2), splash vs
normal (普通伤害), dodgeable or not, `isSkill`, and what triggers on-hit effects (a trait that heals on any damage
dealt, e.g. 咒愈师). Examples: `enemies_bosses.test.js` "its attack splash (法术普通伤害) can be dodged; its death blast
(法术溅射伤害) cannot"; DESIGN §23.29 (叙拉古 rolls on every 普通伤害 hit); `test/sim/professions.test.js` "incantation
medics heal an ally for 50 % of damage dealt"; the re-entrancy rule of docs/SIM.md §5.
- [ ] **8. Summons / tokens** — placement rules (the owner's range, deployable tiles), redeploy, what they inherit from
the owner's skill / module (`data/tokens.json` variants, `battle.tokenDef`). Examples:
`test/match/feedback1-placement.test.js` "#9 data: 狼群 and 流形 are owner-range summons" (DESIGN §20.1, §21.3);
`test/content/playtest6_summons.test.js`, `tokens_summons.test.js`; `feedback1b_kits.test.js` "B3 维娜·维多利亚 S3".
- [ ] **9. Status effects** — every status applied, with its official duration and stacking (寒冷 on 寒冷 ⇒ 冻结 for the
longer cold, 沉默 removes abilities, 恐惧, 睡眠, 浮空 …; "同名效果取最高" = `applyStrongest`). Examples:
`test/sim/combat.test.js` "cold on cold ⇒ freeze for the longer cold …", "sleep: target is untargetable and
inactive; fear stops enemy attacks", "statuses: sleep = invulnerable except `hitSleep` attackers; levitate …";
`enemies_bosses.test.js` "沉默: exactly the abilities whose handbook line is SILENCE-flagged can be silenced".
- [ ] **10. Tests** — at least one per skill and per talent, plus the trigger rule, the range toggle, anti-air and
every module; the golden files updated in the same pull request (an intended change).
## Old references
DESIGN, the changelog and issues cite kits as `kits/tierN.js <name>` (before 0.2.0). That kit is now
`ops/<chess id>-<codename>.js` — search `ops/` for the chess id, the code name or the Chinese name — and the helpers of
that file are in `shared/tierN.js`.