Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_3_21-archet.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_21-archet.js — 空弦 (char_332_archet) kit, tier 3.
// Conventions of the tier-3 kits: ../shared/tier3.js; kit contract and rules: ../README.md.
import { canTargetEnemy } from '../../../targeting.js';
import { bodyDist } from '../../../body.js';
import {
num, defOf, talentBb, moduleTalentBb, altSkills, instantKindOf, groundAspd, alive, fx, enemiesOn, isLeader, giveSp,
} from '../shared/tier3.js';
/** The unit's own profile damage multiplier on `target` (fastshot fly bonus …) for damage a kit deals itself. */
function profileMul(battle, unit, target) {
const f = unit.profile?.dmgMul;
const m = typeof f === 'function' ? f(battle, unit, target) : f;
return typeof m === 'number' && Number.isFinite(m) ? m : 1;
}
/** Targetable enemies within `r` tiles of (x, y), nearest first (spawn order breaks ties), excluding `skip`. */
function enemiesAround(battle, unit, x, y, r, skip = null) {
const out = battle.foesInRadius(x, y, r).filter((e) => !(skip && skip.has(e)) && canTargetEnemy(unit, e, { canHitFly: true }));
const d = (e) => bodyDist(e, x, y);
return out.sort((a, b) => d(a) - d(b) || (a.spawnSeq ?? a.id) - (b.spawnSeq ?? b.id));
}
/** 周围 (around a target) for 空弦's scatter / bounce arrows [ASSUMED radius, tiles: not in the data]. */
const AROUND_R = 1.5;
export default {
// ---- 3_21 空弦 · 速射手 — S3 箭矢·暴风: ATK +, range +1, 3 hits × 2 targets; 兰登战术: attack-SP snipers +1 SP / 2.5 s;
// 铁弦: one-hit shield at deployment, +7 SP when it breaks; 精锐 module MAR-Y: ASPD + with ground enemies in range
// S1 箭矢·散逸: next attack ×atk_scale + up to max_target−1 other enemies around the target × atk_scale_2;
// S2 箭矢·追猎 (charges): an arrow fired at once hits its target `times` times, then bounces to the nearest enemy
// around not hit yet with one hit fewer each bounce (5, 4, 3, 2, 1). 精锐 MAR-X: fly × (profession layer);
// ISW-A (集成战略 only): no range bonus here.
chess_char_3_21_a: (bb, chess, def) => {
const d = defOf(chess, def);
const t0 = talentBb(d, 0), t1 = talentBb(d, 1);
const mod = moduleTalentBb(chess);
const skill = {
kind: 'duration',
mods: { atkPct: num(bb.atk) },
attack: { hits: Math.max(1, Math.floor(num(bb['attack@times'], 1))) },
};
const tg = {};
if (num(bb.ability_range_forward_extend) > 0) tg.rangeExtend = Math.round(bb.ability_range_forward_extend);
if (num(bb['attack@max_target']) > 1) tg.maxTargets = Math.floor(bb['attack@max_target']);
if (Object.keys(tg).length) skill.targeting = tg;
const physHit = (battle, unit, e, scale, tag) => battle.dealDamage(unit, e, { amount: unit.s.atk * scale * profileMul(battle, unit, e), type: 'phys', isSkill: true, tags: ['skill', tag] });
const kit = {
skill,
skills: altSkills(chess, d, bb, {
skchr_archet_1: (s) => {
const more = Math.max(0, Math.floor(num(s.bb.max_target, 4)) - 1);
const sc2 = num(s.bb.atk_scale_2, 1);
return {
kind: instantKindOf(s),
attack: {
atkScale: num(s.bb.atk_scale, 1),
onHit({ battle, unit, target, x, y }) {
const cx = target ? target.x : x, cy = target ? target.y : y;
if (!Number.isFinite(cx) || !Number.isFinite(cy) || !(more > 0)) return;
const others = enemiesAround(battle, unit, cx, cy, AROUND_R, new Set([target])).slice(0, more);
for (const e of others) physHit(battle, unit, e, sc2, 'archetScatter');
if (others.length) fx(battle, 'volley', unit, { targets: others.map((e) => e.id), skill: 'archet_1' });
},
},
};
},
skchr_archet_2: (s) => {
const times = Math.max(1, Math.floor(num(s.bb.times, 5)));
const sc = num(s.bb.atk_scale, 1);
return {
kind: instantKindOf(s),
onStart({ battle, unit }) {
const first = enemiesOn(battle, unit, unit.rangeKeys, 1, unit.profile)[0];
if (!first) return;
const seen = new Set();
const fire = (from, target, n) => {
seen.add(target);
battle.addProjectile({
from, target, speed: 16, visual: 'arrow', source: unit, hitDead: true,
onHit: ({ target: t, x, y }) => {
if (t && t.alive) for (let i = 0; i < n && t.alive; i++) physHit(battle, unit, t, sc, 'archetPursuit');
if (n <= 1) return;
const next = enemiesAround(battle, unit, x, y, AROUND_R, seen)[0];
if (next) fire({ x, y }, next, n - 1);
},
});
};
fire(unit, first, times);
fx(battle, 'volley', unit, { target: first.id, skill: 'archet_2' });
},
};
},
}),
talents: [
{ install(battle, unit) { // 兰登战术
unit.mem.archetTactics = true;
battle.every(num(t0.interval, 2.5), () => {
if (!alive(unit) || !isLeader(battle, unit, 'archetTactics')) return;
for (const a of battle.allies(unit.ownerId)) {
if (a.kind === 'op' && a.def?.profession === 'SNIPER' && a.skill?.spType === 'attack') giveSp(a, num(t0.sp, 1), 'talent');
}
}, { owner: unit });
} },
{ install(battle, unit) { // 铁弦
battle.on('deploy', (ctx) => {
if (ctx.unit !== unit) return;
battle.addBuff(unit, {
key: 'talent:archet_shield', shieldHits: 1, visible: true,
onRemove: ({ unit: u, buff }) => {
if (buff.shieldHits > 0 || !u.alive) return;
giveSp(u, num(t1.sp), 'talent');
fx(battle, 'shieldBreak', u);
},
});
fx(battle, 'shield', unit);
}, { owner: unit });
} },
],
};
if (mod && num(mod.attack_speed) > 0) kit.install = groundAspd('trait:archet_ground', num(mod.attack_speed));
return kit;
},
};