Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_1_01-inside.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

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// server/sim/content/kits/ops/chess_char_1_01-inside.js — 隐现 (char_498_inside) kit, tier 1.
// Conventions of the tier-1 kits: ../shared/tier1.js; kit contract and rules: ../README.md.
import { num, talentBb, up, once, skillBbOf, batMod } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 1_01 隐现 “解决麻烦”: ammo (attack@trigger_time) ATK+atk, base attack time +base_attack_time s, prefers ranged
// enemies, taunt −1. 火力支援: after `duration` s on the field own ammo +self_ammo (from the next cast); elite: another
// random 【拉特兰】 op's ammo +ally_ammo while that deployment lasts (one grant per source).
// Alternate S1 “不惹麻烦” (AUTO, attack SP): attack@trigger_time rounds of attack@atk_scale × ATK physical (an ammo
// skill, so 火力支援's larger magazine applies to it too).
chess_char_1_01_a: (bb, chess, def) => {
const t = talentBb(chess, 0);
const dur = num(t.duration), selfAmmo = num(t.self_ammo), allyAmmo = num(t.ally_ammo);
const s1 = skillBbOf(chess, 'skchr_inside_1');
return {
skill: {
kind: 'ammo', ammo: num(bb['attack@trigger_time'], 1),
mods: { atkPct: num(bb.atk), batPct: batMod(bb.base_attack_time, chess, def?.skill?.description ?? chess?.skill?.desc), taunt: -1 },
targeting: { priority: 'ranged' },
},
skills: {
skchr_inside_1: { kind: 'ammo', ammo: Math.max(1, Math.floor(num(s1['attack@trigger_time'], 4))), attack: { atkScale: num(s1['attack@atk_scale'], 1) } },
},
talents: [{ install(battle, unit) {
const onField = () => up(unit) && battle.time - unit.deployedAt + 1e-9 >= dur;
battle.on('skillStart', ({ unit: u, skill }) => {
if (u === unit && skill.kind === 'ammo' && onField() && selfAmmo > 0) skill.addAmmo(selfAmmo);
}, { owner: unit });
if (!(allyAmmo > 0)) return;
// elite: once per deployment, `duration` s after it, one random other 【拉特兰】 operator with an ammo skill gets
// +ally_ammo for as long as this deployment lasts (one grant per source — redeploying never stacks it)
battle.on('deploy', ({ unit: u }) => {
if (u !== unit) return;
const seq = unit.deploySeq;
battle.after(dur, () => {
// (the larger magazine applies from the next activation: a running skill keeps its rounds)
if (!up(unit) || unit.deploySeq !== seq) return;
const pool = battle.allyUnits.filter((a) => a !== unit && a.kind === 'op' && a.ownerId === unit.ownerId && a.alive
&& (a.def.bonds || []).includes('lateranoShip') && a.skill && a.skill.kind === 'ammo');
const pick = battle.rng.pick(pool);
if (!pick) return;
(pick.mem.insiderAmmo ??= new Map()).set(unit.id, { src: unit, seq, n: allyAmmo });
battle.fx('buff', { x: pick.x, y: pick.y, id: pick.id, kind: 'ammo' });
}, { owner: unit });
}, { owner: unit });
once(battle, 'insider:bonusAmmo', () => battle.on('skillStart', ({ unit: u, skill }) => {
const m = u.mem.insiderAmmo;
if (!m || skill.kind !== 'ammo') return;
let n = 0;
for (const [k, g] of m) {
if (up(g.src) && g.src.deploySeq === g.seq) n += g.n;
else m.delete(k);
}
if (n > 0) skill.addAmmo(n);
}));
} }],
};
},
};