Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_1_08-texas.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_08-texas.js — 德克萨斯 (char_102_texas) kit, tier 1.
// Conventions of the tier-1 kits: ../shared/tier1.js; kit contract and rules: ../README.md.
import { num, talentBb, enemiesInGrid, skillBbOf, RING1 } from '../shared/tier1.js';
export default {
// ---------------------------------------------------------------------------------------------------------------
// 1_08 德克萨斯 剑雨: +cost DP; every enemy around (skill grid) takes two hits of atk_scale × ATK arts and is
// stunned `stun` s — air units too (PRTS 备注 "※可对空"). 战术快递: +cost initial DP. (Elite hidden runtime_cost −4
// "首次部署时部署费用-4": the initial deployment is free in battle ⇒ no effect.)
// Alternate S1 冲锋号令·γ型 (AUTO, no target): +cost DP at once. An AUTO skill keeps its normal rule in this mode
// (research 03 §1.4: only MANUAL skills are converted by the trigger table) ⇒ it fires as soon as SP is full.
chess_char_1_08_a: (bb, chess, def) => ({
skills: {
'skcom_charge_cost[3]': {
kind: 'instant', trigger: 'SP_FULL',
onStart({ battle, unit }) {
const n = num(skillBbOf(chess, 'skcom_charge_cost[3]').cost);
battle.addDp(unit.ownerId, n);
battle.fx('dp', { x: unit.x, y: unit.y, n, id: unit.id });
},
},
},
skill: {
kind: 'instant',
onStart({ battle, unit }) {
battle.addDp(unit.ownerId, num(bb.cost));
battle.fx('dp', { x: unit.x, y: unit.y, n: num(bb.cost), id: unit.id });
const grid = def?.skill?.rangeGrid;
const foes = grid ? enemiesInGrid(battle, unit, grid) : battle.foesInRadius(unit.x, unit.y, RING1).filter((e) => !e.s.flags.untargetable);
battle.fx('aoe', { x: unit.x, y: unit.y, radius: 2, id: unit.id, skill: 'swordRain' });
for (const e of foes) {
for (let i = 0; i < 2 && e.alive; i++) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.atk_scale), type: 'arts', isSkill: true, tags: ['skill'] });
if (e.alive) battle.applyStatus(e, 'stun', { duration: num(bb.stun), source: unit });
}
},
},
talents: [{ install(battle, unit) {
const n = num(talentBb(chess, 0).cost);
if (n > 0) battle.on('battleStart', () => battle.addDp(unit.ownerId, n), { owner: unit });
} }],
}),
};