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.
68 lines
3.1 KiB
JavaScript
68 lines
3.1 KiB
JavaScript
// server/sim/content/kits/ops/chess_char_3_02-ayer.js — 断崖 (char_294_ayer) kit, tier 3.
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// Conventions of the tier-3 kits: ../shared/tier3.js; kit contract and rules: ../README.md.
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import {
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num, defOf, talentBb, traitBb, altSkills, instantKindOf, alive, gridKeys, fx, copyGrid, NINE, aura,
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} from '../shared/tier3.js';
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export default {
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// ---- 3_02 断崖 · 领主 — S2 浮游刃启动: arts, wider range, each attack hits every enemy blocked by allies around her
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chess_char_3_02_a: (bb, chess, def) => {
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const d = defOf(chess, def);
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const t0 = talentBb(d, 0);
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const tb = traitBb(d);
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const tGrid = copyGrid(d.talents?.[0]?.rangeGrid) ?? NINE;
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const extra = num(bb.atk_scale, 1);
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const moduleArts = num(tb.atk_scale_m, 0);
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const skillGrid = copyGrid(d.skill?.rangeGrid);
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const kit = {
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skill: {
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kind: 'duration',
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attack: { dmgType: 'arts', atkScale: num(bb['attack@atk_scale'], 1) },
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onAttack({ battle, unit }) {
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// "周围8格友方单位阻挡的所有敌人": the 8 tiles around her (her own tile is not one of them — the talent
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// says "自身与周围8格" when it means both)
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const seen = new Set();
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for (const a of battle.allyUnits) {
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if (a === unit || !alive(a) || a.kind === 'device' || !a.blocking.length) continue;
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if (Math.abs(a.tileR - unit.tileR) > 1 || Math.abs(a.tileC - unit.tileC) > 1) continue;
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for (const e of a.blocking) {
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if (!e.alive || seen.has(e)) continue;
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seen.add(e);
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battle.dealDamage(unit, e, { amount: unit.s.atk * extra, type: 'arts', isSkill: true, tags: ['skill', 'melee', 'ayerBlade'] });
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fx(battle, 'strike', e, { src: unit.id, skill: 'ayer_2' });
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}
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}
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},
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},
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// S1 多导向散射弹丸: next attack hits up to max_target enemies in range for atk_scale arts + 停顿
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skills: altSkills(chess, d, bb, {
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skchr_ayer_1: (s) => {
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const slug = num(s.bb.sluggish, 0);
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return {
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kind: instantKindOf(s),
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targeting: { maxTargets: Math.max(1, Math.floor(num(s.bb.max_target, 1))) },
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attack: {
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dmgType: 'arts', atkScale: num(s.bb.atk_scale, 1),
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onEachHit({ battle, unit, target }) {
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if (slug > 0 && target && target.alive && target.side === 'enemy') battle.applyStatus(target, 'sluggish', { duration: slug, source: unit });
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},
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},
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};
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},
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}),
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talents: [{ install(battle, unit) {
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aura(battle, unit, { key: 'talent:ayer_aspd', side: 'ally', tiles: () => gridKeys(tGrid, unit), filter: (a) => a.kind === 'op', mods: { aspd: num(t0.attack_speed) } });
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} }],
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};
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if (skillGrid) kit.skill.targeting = { rangeGrid: skillGrid };
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// 精锐 module LOR-X: "攻击附带10%攻击力的法术伤害"
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if (moduleArts > 0) {
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kit.trait = { afterHit: (battle, unit, target) => {
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if (target && target.alive) battle.dealDamage(unit, target, { amount: unit.s.atk * moduleArts, type: 'arts', tags: ['module'] });
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} };
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}
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return kit;
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},
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};
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