Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_3_08-mint.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_3_08-mint.js — 薄绿 (char_388_mint) kit, tier 3.
// Conventions of the tier-3 kits: ../shared/tier3.js; kit contract and rules: ../README.md.
import { num, defOf, talentBb, traitBb, altSkills, gridKeys, fx, copyGrid, enemiesOn, aura } from '../shared/tier3.js';
export default {
// ---- 3_08 薄绿 · 阵法术师 — S2 聚能涡旋: each attack strikes every enemy on her range (the trait's 群体法术伤害) and
// pushes each one towards her, end-of-skill burst on
// every enemy in range; 地质学者: DEF aura (skill off) / less likely targeted (skill on);
// 精锐 module PLX-X: keeps part of the guard (DEF/RES) while the skill runs
// S1 风语: wider range (skill grid), attacks every enemy on it at attack@atk_scale. Auto-cast: the data
// rule SEARCH is the 阵法术师 row (PRTS 卫戍协议/帮助 "不受基础策略影响,在初始攻击范围内存在敌人时释放技能"; it
// covers every MANUAL skill of the class — user playtest #6) = an enemy inside her INITIAL range — the engine's
// DEFAULT rule, checked every tick for a unit that does not attack while its skill is off — not any enemy on the
// field: she would burn the skill on enemies that just spawned.
chess_char_3_08_a: (bb, chess, def) => {
const d = defOf(chess, def);
const t0 = talentBb(d, 0);
const tb = traitBb(d);
const tGrid = copyGrid(d.talents?.[0]?.rangeGrid) ?? [[1, 0], [0, -1], [0, 0], [0, 1], [-1, 0]];
const pullForce = num(bb['attack@force'], num(bb.force, 0));
const endScale = num(bb.atk_scale, 0);
const keepDef = num(tb['soil_e_002[buff].def'], 0), keepRes = num(tb['soil_e_002[buff].magic_resistance'], 0);
// every skill: PLX-X keeps part of the guard, 地质学者 taunt −1 while it runs, DEF aura only while it does not
const guardOn = ({ battle, unit }) => {
if (keepDef || keepRes) battle.addBuff(unit, { key: 'trait:mint_keep', mods: { defPct: keepDef, resFlat: keepRes } });
battle.addBuff(unit, { key: 'talent:mint_taunt', mods: { taunt: num(t0.taunt_level, -1) } });
unit.mem.mintAura?.();
};
const guardOff = ({ battle, unit }) => {
battle.removeBuff(unit, 'trait:mint_keep');
battle.removeBuff(unit, 'talent:mint_taunt');
unit.mem.mintAura?.();
};
return {
skills: altSkills(chess, d, bb, {
skchr_mint_1: (s) => {
const grid = copyGrid(s.rangeGrid);
return {
kind: 'duration',
trigger: { rule: 'DEFAULT' },
attack: { atkScale: num(s.bb['attack@atk_scale'], num(s.bb.atk_scale, 1)) },
...(grid ? { targeting: { rangeGrid: grid } } : {}),
onStart: guardOn,
onEnd: guardOff,
};
},
}),
skill: {
kind: 'duration',
attack: {
atkScale: num(bb['attack@atk_scale'], 1),
onHit({ battle, unit, target }) {
if (!target || !target.alive || target.side !== 'enemy') return;
// PRTS 备注: "此技能的“拖拽”机制实际为反方向(指向薄绿方向)的推开" — a radial push towards her by the
// official 力度 − 重量 push distance (小力 vs weight 1: 0.44 tiles), never past her (Battle.push inward). Her
// attack reaches air units (阵法术师 "攻击时可对空"), but the drones of the mode are 静态刚体 (PRTS 特殊机制): hit,
// never dragged (player report after 0.1.0, "飞机可以被薄绿的技能拉走")
if (battle.push(target, pullForce, { from: unit, inward: true }) > 0) fx(battle, 'pull', target, { src: unit.id });
},
},
onStart: guardOn,
onEnd(ctx) {
const { battle, unit, reason } = ctx;
if (reason !== 'death' && unit.alive && endScale > 0) {
for (const e of enemiesOn(battle, unit, unit.rangeKeys)) battle.dealDamage(unit, e, { amount: unit.s.atk * endScale, type: 'arts', isSkill: true, tags: ['skill', 'burst'] });
fx(battle, 'aoe', unit, { radius: 2, dmgType: 'arts', skill: 'mint_2' });
}
guardOff(ctx);
},
},
talents: [{ install(battle, unit) {
unit.mem.mintAura = aura(battle, unit, {
key: 'talent:mint_geo', side: 'ally', tiles: () => gridKeys(tGrid, unit), active: () => !unit.skill?.active, mods: { defPct: num(t0.def) },
});
} }],
};
},
};