Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_4_02-mostma.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_4_02-mostma.js — 莫斯提马 (char_213_mostma) kit, tier 4.
// Conventions of the tier-4 kits: ../shared/tier4.js; kit contract and rules: ../README.md.
import {
AURA, num, tbb, grid, enemiesOnRange, whileDeployed, pulse, spAura, skillActive, isSel, alt, applyModuleRange,
withDefaults,
} from '../shared/tier4.js';
const TICK_EPS = 0.01; // minimal status duration (s)
/**
* Knock-back of 力度 `force` away from `from` (a radial push, Battle.push: the official 力度 − 重量 distance — PRTS 推与拉;
* user playtest #6 item 14). Returns the tiles moved.
*/
function shove(battle, e, from, force) {
return e && e.alive ? battle.push(e, num(force, 0), { from }) : 0;
}
export default withDefaults({
// ===== 莫斯提马 (splashcaster) S3 序时之匙 — ripple hits all in range, +ATK, talent 2 ×3, small knock-back
// S1 攻击力强化·γ型; S2 荒时之锁 (every enemy in range stunned for the rest of the skill, 100 %/120 % ATK arts
// per second); module SPC-X (资深万国信使定制斗篷): 攻击范围扩大
chess_char_4_02_a: (bb, chess, def) => {
const t0 = tbb(def, 0), t1 = tbb(def, 1);
const g = grid(def.skill?.rangeGrid);
const force = num(bb['attack@force'], num(bb.force, 0));
const S3 = isSel(def, 'skchr_mostma_3');
return {
skills: alt(def, {
'skcom_atk_up[3]': () => ({ kind: 'duration', mods: { atkPct: num(bb.atk) } }),
skchr_mostma_2: () => ({
kind: 'duration',
onStart({ battle, unit, skill }) {
unit.mem.timeLock = { acc: 0, locked: new Set() };
battle.fx('zone', { x: unit.x, y: unit.y, id: unit.id, duration: skill.duration });
},
onTick({ battle, unit, skill, dt }) {
const L = unit.mem.timeLock;
if (!L) return;
// every enemy standing in her range (entering later too) is stunned until the skill ends
for (const e of enemiesOnRange(battle, unit)) {
if (L.locked.has(e.id)) continue;
L.locked.add(e.id);
battle.applyStatus(e, 'stun', { duration: Math.max(TICK_EPS, skill.timeLeft), source: unit });
}
L.acc += dt;
while (L.acc + 1e-9 >= 1) {
L.acc -= 1;
for (const e of enemiesOnRange(battle, unit)) {
battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale, 1), type: 'arts', isSkill: true, tags: ['skill', 'timeLock'] });
}
}
},
onEnd({ unit }) { unit.mem.timeLock = null; },
}),
}),
install(battle, unit) { applyModuleRange(battle, unit, def); }, // module SPC-X: 攻击范围扩大 (module range grid)
skill: {
kind: 'duration',
mods: { atkPct: num(bb.atk) },
targeting: { ...(g ? { rangeGrid: g } : {}), allInRange: true },
attack: { projectile: 'none', splashRadius: 0, onHit({ battle, unit, target }) { if (target && target.alive) shove(battle, target, unit, force); } },
onAttack({ battle, unit }) { battle.fx('ripple', { x: unit.x, y: unit.y, id: unit.id }); },
},
talents: [
{ install(battle, unit) { spAura(battle, unit, num(t0.sp_recovery_per_sec, 0.4), (a) => a.def?.profession === 'CASTER'); } },
{ install(battle, unit) { // 主观缓时: enemies in range −15 % move speed (×talent_scale during S3)
whileDeployed(battle, unit, AURA, () => {
const v = num(t1.move_speed, -0.15) * (S3 && skillActive(unit) ? num(bb.talent_scale, 3) : 1);
for (const e of enemiesOnRange(battle, unit)) pulse(battle, e, `mostma:slow:${unit.id}`, { moveMul: Math.max(0, 1 + v) }, { status: 'slow', visible: true });
});
} },
],
};
},
});