Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_6_15-qiubai.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_6_15-qiubai.js — 仇白 (char_4082_qiubai) kit, tier 6.
// Conventions of the tier-6 kits: ../shared/tier6.js; kit contract and rules: ../README.md.
import { num, tbb, parseN, enemiesIn, skillGridOf, aura } from '../shared/tier6.js';
// ------------------------------------------------------------------------------------------------------------------
// 仇白 chess_char_6_15 (领主) — S3 问雪; 入隙; 落英; module 雪浸过的斗笠
function qiubai(bb, chess, def) {
const t0 = tbb(def, 0), t1 = tbb(def, 1), tb = def?.traitBb || {};
const extraTargets = parseN(def?.skill?.description, /额外攻击(\d+)个目标/, 0);
const skillGrid = def?.skill?.rangeGrid?.length ? def.skill.rangeGrid : null;
const gapScale = t0.atk_scale_t != null ? num(t0.atk_scale_t) : num(t0.atk_scale), bothMul = t0.atk_scale_t != null ? num(t0.value, 1) : 1;
const modArts = num(tb.atk_scale_m);
// module 欲雪时: 落英 "首次命中敌人时提升至100%且束缚时间提升至3秒" (duration_advanced); trait "攻击范围内存在2名及以上敌人时
// 攻击速度+12" (talent-0 part cnt / attack_speed)
const firstBind = num(t1.duration_advanced), hitOnce = new WeakSet();
const crowdCnt = num(t0.cnt), crowdAs = num(t0.attack_speed);
const skillGridQ = skillGridOf(def);
const groundIn = (battle, unit) => enemiesIn(battle, unit).filter((e) => !e.isFlying);
const skills = {
// S1 留羽 (attack SP): the next attack binds its target `duration` s; when that bind ends the target and the enemies
// near it take aoe_scale × ATK arts
skchr_qiubai_1: {
kind: 'instant',
attack: {
onHit({ battle, unit, target }) {
if (!target || !target.alive) return;
const dur = num(bb.duration, 2);
battle.applyStatus(target, 'bind', { duration: dur, source: unit });
const seq = unit.deploySeq;
battle.after(dur, () => {
if (!unit.alive || unit.deploySeq !== seq) return;
const x = target.x, y = target.y; // (a fallen target keeps its last position)
battle.fx('aoe', { x, y, id: unit.id });
for (const e of battle.foesInRadius(x, y, 1.2, true)) { // splash around the target: 中点判定
if (e.alive && !e.s.flags.untargetable) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.aoe_scale, 1), type: 'arts', isSkill: true, isSplash: e !== target, tags: ['skill'] });
}
}, { owner: unit });
},
},
},
// S2 承影 (attack SP, 5 s): sword_begin_atk_scale × ATK arts on the ground enemies of the front range at the start,
// skill range + ATK +atk, ground enemies in range 停顿, sword_end_atk_scale × ATK physical on them at the end
skchr_qiubai_2: {
kind: 'duration',
mods: { atkPct: num(bb.atk) },
...(skillGridQ ? { targeting: { rangeGrid: skillGridQ } } : {}),
onStart({ battle, unit }) {
battle.fx('sword', { x: unit.x, y: unit.y, id: unit.id });
for (const e of groundIn(battle, unit)) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.sword_begin_atk_scale, 1), type: 'arts', isSkill: true, tags: ['skill'] });
},
onTick({ battle, unit }) { for (const e of groundIn(battle, unit)) battle.applyStatus(e, 'sluggish', { duration: 0.25, source: unit }); },
onEnd({ battle, unit, reason }) {
if (reason === 'death' || !unit.alive) return;
for (const e of groundIn(battle, unit)) battle.dealDamage(unit, e, { amount: unit.s.atk * num(bb.sword_end_atk_scale, 1), type: 'phys', isSkill: true, tags: ['skill'] });
},
},
};
return {
skills,
talents: crowdCnt > 0 && crowdAs ? [{ install(battle, unit) {
aura(battle, unit, 0.25, () => {
if (enemiesIn(battle, unit).length >= crowdCnt) battle.addBuff(unit, { key: 'qiubai:crowd', mods: { aspd: crowdAs }, duration: 0.4, refresh: 'replace' });
});
} }] : [],
trait: {
afterHit(battle, unit, target) {
if (!target || !target.alive) return;
if (modArts > 0) battle.dealDamage(unit, target, { amount: unit.s.atk * modArts, type: 'arts', tags: ['module'] });
const slug = !!target.findBuff('sluggish'), bind = !!(target.findBuff('bind') || target.s.flags.bind);
if ((slug || bind) && gapScale > 0 && target.alive) { // 入隙
battle.dealDamage(unit, target, { amount: unit.s.atk * gapScale * (slug && bind ? bothMul : 1), type: 'arts', tags: ['talent'] });
}
if (!target.alive) return;
if (firstBind > 0 && !hitOnce.has(target)) { // 落英 (module): first hit on an enemy
hitOnce.add(target);
battle.applyStatus(target, 'bind', { duration: firstBind, source: unit });
return;
}
if (num(t1.prob) > 0 && battle.rng() < num(t1.prob)) battle.applyStatus(target, 'bind', { duration: num(t1.duration), source: unit }); // 落英
},
},
skill: {
kind: 'duration',
mods: { atkPct: num(bb.atk) },
targeting: { maxTargets: 1 + extraTargets, ...(skillGrid ? { rangeGrid: skillGrid } : {}) },
attack: { dmgType: 'arts', dmgMul: () => 1 },
onStart({ unit }) { unit.mem.qbStack = 0; },
onAttack({ battle, unit }) {
const max = Math.floor(num(bb.max_stack_cnt));
if (unit.mem.qbStack >= max) return;
unit.mem.qbStack++;
battle.addBuff(unit, { key: 'qiubai:snow', mods: { aspd: num(bb.attack_speed) * unit.mem.qbStack } });
},
onEnd({ battle, unit }) { battle.removeBuff(unit, 'qiubai:snow'); unit.mem.qbStack = 0; },
},
};
}
export default {
chess_char_6_15_a: qiubai,
};