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