Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_4_16-texas2.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_16-texas2.js — 缄默德克萨斯 (char_1028_texas2) kit, tier 4.
// Conventions of the tier-4 kits: ../shared/tier4.js; kit contract and rules: ../README.md.
import { sortEnemyTargets } from '../../../targeting.js';
import {
AURA, num, tbb, grid, targetsInGrid, whileDeployed, toggleBuff, resCut, isSel, alt, lonely, withDefaults,
} from '../shared/tier4.js';
export default withDefaults({
// ===== 缄默德克萨斯 (executor) S3 剑雨滂沱 (passive) — deploy burst 2×115 % + 1.5 s stun, sword rain 1/s; talents
// S1 细雨无声 (passive, for the skill duration: ATK up; hits silence the target 5 s/8 s — 失去特殊能力 — with
// 260/320 arts per s meanwhile); S2 阵雨连绵 (passive: deploy burst 150 %/180 % arts + RES −15 %/−20 % around her;
// for the skill duration ATK up and attacks become arts double hits). Talent 德克萨斯传统 applies to every passive.
// The S3 rain hits air units (PRTS 备注 "效果可对空"); so does the S2 deploy burst [ASSUMED: no note].
chess_char_4_16_a: (bb, chess, def) => {
const t0 = tbb(def, 0), t1 = tbb(def, 1);
const tb = def.traitBb || {};
const g = grid(def.skill?.rangeGrid) || [[-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 0], [0, 1], [1, -1], [1, 0], [1, 1]];
const S1 = isSel(def, 'skchr_texas2_1'), S2 = isSel(def, 'skchr_texas2_2');
const dur = num(def.skill?.duration, S1 ? 11 : S2 ? 8 : 6);
const talentAtk = (battle, unit) => battle.addBuff(unit, { key: 'texas2:rainAtk', duration: dur, mods: { atkPct: num(t0.atk, 0.2) } });
const castS1 = (battle, unit) => {
if (!unit.alive || !unit.deployed) return;
talentAtk(battle, unit);
battle.addBuff(unit, { key: 'texas2:drizzle', duration: dur, mods: { atkPct: num(bb.atk) }, visible: true });
battle.fx('swordRain', { x: unit.x, y: unit.y, id: unit.id });
};
const castS2 = (battle, unit) => {
if (!unit.alive || !unit.deployed) return;
talentAtk(battle, unit);
battle.addBuff(unit, { key: 'texas2:shower', duration: dur, mods: { atkPct: num(bb.atk) }, visible: true });
const mr = num(bb.magic_resistance, 0);
for (const e of targetsInGrid(battle, unit, g)) {
battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale, 1.5), type: 'arts', isSkill: true, tags: ['skill', 'burst'] });
// 同名效果取最高: one RES cut per enemy (the strongest), never one per 缄默德克萨斯
if (e.alive && mr) battle.applyStrongest(e, 'texas2:resDown', { duration: num(bb.debuff_duration, 8), value: mr, mods: resCut, source: unit });
}
battle.fx('swordStorm', { x: unit.x, y: unit.y, id: unit.id });
};
const castS3 = (battle, unit) => {
if (!unit.alive || !unit.deployed) return;
talentAtk(battle, unit);
for (const e of targetsInGrid(battle, unit, g)) {
for (let i = 0; i < 2 && e.alive; i++) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb['appear.atk_scale'], 1.15), type: 'arts', isSkill: true, tags: ['skill', 'burst'] });
if (e.alive) battle.applyStatus(e, 'stun', { duration: num(bb['appear.stun'], 1.5), source: unit });
}
battle.fx('swordStorm', { x: unit.x, y: unit.y, id: unit.id });
unit.mem.rainUntil = battle.time + dur;
unit.mem.rainTimer?.cancel();
unit.mem.rainTimer = battle.every(Math.max(0.1, num(bb['texas2_s_3[sword].interval'], 1)), (b, sched) => {
if (!unit.alive || !unit.deployed || b.time > unit.mem.rainUntil + 1e-9) { sched.cancel(); return; }
const list = targetsInGrid(b, unit, g);
sortEnemyTargets(b, unit, list, null);
for (const e of list.slice(0, Math.max(1, Math.floor(num(bb.max_target, 2))))) {
b.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale, 0.85), type: 'arts', isSkill: true, tags: ['skill', 'swordRain'] });
if (e.alive) b.applyStatus(e, 'stun', { duration: num(bb.stun, 0.2), source: unit });
b.fx('swordRain', { x: e.x, y: e.y, id: e.id });
}
}, { owner: unit });
};
const cast = S1 ? castS1 : S2 ? castS2 : castS3;
return {
skill: { kind: 'passive', onStart({ battle, unit }) { cast(battle, unit); } },
skills: alt(def, {
skchr_texas2_1: () => ({ kind: 'passive', onStart({ battle, unit }) { cast(battle, unit); } }),
skchr_texas2_2: () => ({ kind: 'passive', onStart({ battle, unit }) { cast(battle, unit); } }),
}),
// S2: 攻击变为二连击 while the passive lasts
trait: S2 ? { hitsFn: (b, u) => (u.findBuff('texas2:shower') ? 2 : 1) } : undefined,
talents: [
{ install(battle, unit) { // 德克萨斯传统 (2nd half): first kill of each deployment ⇒ full heal + recast
// (the passive's deploy burst runs inside skill.reset, BEFORE the `deploy` hook: the per-deployment state is
// therefore reset when she leaves the field, so a kill by the deploy burst itself counts)
battle.on('death', (c) => { if (c.unit === unit) unit.mem.texasKilled = false; }, { owner: unit });
battle.on('kill', (c) => {
if (c.killer !== unit || !unit.alive || c.victim.side !== 'enemy' || unit.mem.texasKilled) return;
unit.mem.texasKilled = true;
battle.removeBuff(unit, 'texas2:swordplay');
battle.heal(unit, unit, unit.s.maxHp * num(t0.hp_ratio, 1), { self: true });
cast(battle, unit);
}, { owner: unit });
} },
{ install(battle, unit) { // 德克萨斯剑术: until her first kill after each deployment: ASPD +8, −25 % damage taken
battle.on('deploy', (c) => {
if (c.unit !== unit || unit.mem.texasKilled) return; // the deploy burst may already have scored the kill
battle.addBuff(unit, { key: 'texas2:swordplay', mods: { aspd: num(t1.attack_speed, 8), dmgTakenMul: 1 - num(t1.damage_resistance, 0.25) } });
}, { owner: unit });
} },
],
install(battle, unit) {
if (S1) {
// 攻击使命中目标失去特殊能力N秒,期间目标每秒受到X点法术伤害 (landed normal attacks while the passive lasts)
const sil = num(bb['attack@silence'], 5), dotDur = num(bb['attack@texas2_s_1[dot].duration'], sil);
const dot = num(bb['attack@texas2_s_1[dot].dot_damage'], 260), dotIv = Math.max(0.1, num(bb['attack@texas2_s_1[dot].interval'], 1));
battle.on('damaged', (c) => {
const e = c.target;
if (c.source !== unit || !c.dmg?.isAttack || e.side !== 'enemy' || !e.alive || !unit.findBuff('texas2:drizzle')) return;
battle.applyStatus(e, 'silence', { duration: sil, source: unit });
battle.addBuff(e, { key: `texas2:drizzleDot:${unit.id}`, duration: dotDur + 1e-6, interval: dotIv, source: unit, refresh: 'extend', // a re-hit refreshes it, the per-second ticks keep their rhythm
onTick: ({ unit: t }) => battle.dealDamage(unit, t, { amount: dot, type: 'arts', isSkill: true, tags: ['skill', 'dot'] }) });
}, { owner: unit });
}
if (S2) {
// 攻击…造成法术伤害 while the passive lasts (the double hit is the kit trait's hitsFn)
battle.on('hit', (c) => {
if (c.source === unit && c.dmg.isAttack && c.dmg.type === 'phys' && unit.findBuff('texas2:shower')) c.dmg.type = 'arts';
}, { owner: unit, priority: 50 });
}
const a = num(tb.atk, 0); // module (elite): ATK +10 % with no ally on the 4 adjacent tiles
if (!a) return;
whileDeployed(battle, unit, AURA, () => toggleBuff(battle, unit, 'texas2:module', lonely(battle, unit), { atkPct: a }));
},
};
},
});