Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_3_11-snhunt.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_11-snhunt.js — 雪猎 (char_4211_snhunt) kit, tier 3.
// Conventions of the tier-3 kits: ../shared/tier3.js; kit contract and rules: ../README.md.
import {
num, defOf, talentBb, traitBb, selectedId, altSkills, instantKindOf, alive, fx, textNum, enemiesOn,
} from '../shared/tier3.js';
export default {
// ---- 3_11 雪猎 · 猎手 — S2 风雪连弩: instant special-bullet double shot (higher vs non-moving targets), charges;
// 裂云一击: the skill also sends 裂云兽 (ATK% phys + cold); 精锐 module HUN-X: reload from empty adds extra rounds
// S1 强力击·β型: next attack ×atk_scale (a normal shot: needs a round); 裂云兽 hits the enemy it is cast on
chess_char_3_11_a: (bb, chess, def) => {
const d = defOf(chess, def);
const t0 = talentBb(d, 0);
const tb = traitBb(d);
const sel = selectedId(chess, d);
const S2 = 'skchr_snhunt_2';
const s1 = num(bb.atk_scale_1, 1), s2 = num(bb.atk_scale_2, s1);
const charges = Math.max(1, Math.floor(num(d.skill?.maxCharges, num(bb.ct, 1))));
const shots = textNum(d.skill?.description, /(\d+|[一二两三四五])连击/, 2);
const still = (e) => !!(e.blockedBy || e.s.flags.stun || e.s.flags.noMove || !e.moving);
const extra = num(tb.extra_add, 0);
return {
skill: {
kind: charges > 1 ? 'charges' : 'instant',
onStart({ battle, unit }) {
const t = enemiesOn(battle, unit, unit.rangeKeys, 1, unit.profile)[0] ?? null;
unit.mem.snTarget = t;
if (!t) return;
battle.addProjectile({
from: unit, target: t, speed: 16, visual: 'arrow', source: unit,
onHit: ({ target }) => {
if (!target || !target.alive) return;
const sc = still(target) ? s2 : s1;
for (let i = 0; i < shots && target.alive; i++) battle.dealDamage(unit, target, { amount: unit.s.atk * sc, type: 'phys', isSkill: true, tags: ['skill', 'snhunt'] });
},
});
fx(battle, 'volley', unit, { target: t.id, skill: 'snhunt_2' });
},
},
skills: altSkills(chess, d, bb, {
skchr_snhunt_1: (s) => ({ kind: instantKindOf(s), attack: { atkScale: num(s.bb.atk_scale, 1) } }),
}),
talents: [{ install(battle, unit) {
battle.on('skillStart', (ctx) => {
if (ctx.unit !== unit) return;
// S2 aims its special bullets itself (mem.snTarget); another skill is cast on the enemy about to be shot
const t = sel === S2 || sel == null ? unit.mem.snTarget : (enemiesOn(battle, unit, unit.rangeKeys, 1, unit.profile)[0] ?? null);
if (!t || !t.alive) return;
battle.dealDamage(unit, t, { amount: unit.s.atk * num(t0.atk_scale, 1), type: 'phys', isSkill: true, tags: ['talent', 'cloudbeast'] });
if (t.alive) battle.applyStatus(t, 'cold', { duration: num(t0.cold, 3), source: unit });
fx(battle, 'strike', t, { src: unit.id, talent: 'snhunt_beast' });
}, { owner: unit });
} }],
install(battle, unit) {
// special bullets (S2 only): the skill also fires while the magazine is empty (the attack loop cannot run then)
if (sel === S2 || sel == null) {
battle.on('tick', () => {
const sk = unit.skill;
if (!alive(unit) || !unit.canAct || !sk || !sk.ready || sk.opCooling || unit.s.flags.silence || (unit.trait.ammo ?? 1) > 0) return;
if (battle.enemiesInKeys(unit.baseRangeKeys || unit.rangeKeys, unit, unit.profile).length) sk.activate('DEFAULT');
}, { owner: unit });
}
if (extra > 0) {
battle.on('tick', () => {
const a = unit.trait.ammo ?? 0;
if (unit.mem.prevAmmo === 0 && a === 1) unit.trait.ammo = Math.min(Math.max(1, unit.profile.ammoMax ?? 8), a + extra);
unit.mem.prevAmmo = unit.trait.ammo;
}, { owner: unit });
}
},
};
},
};