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# Operator kits
A kit is the battle behaviour of one chess (棋子): its skills, talents, trait specifics and module effects, on top of
the profession defaults of `server/sim/professions.js`. Kits run inside the deterministic battle simulation that the
server and every browser share, so the same seed and inputs give the same battle everywhere. New kits — the stand-in
operators, the self-select 6★ operators, contributions from GitHub issue #136 — go here, one file each.
## Layout
| path | what |
|---|---|
| `index.js` | the registry: `KIT_FILES` lists every kit file, grouped by tier; `KITS` (base chess id → kit builder) and `TIER_KITS` (one registry per tier group) are built from it |
| `ops/<chessId>-<codename>.js` | one kit per file, with the helpers and constants only that kit uses |
| `shared/tier1.js` | the general kit helpers (blackboard readers, unit predicates, hit hooks, area queries, buffs, zones, free tiles, skill records) and the notes of the tier-1 kits |
| `shared/tier2.js` … `tier6.js` | helpers two or more kits of that tier use, and that tier's notes (conventions, simplifications, fx kinds) |
| `tier1.js` … `tier6.js` | re-export shims for the old import paths; removed after the 0.2.0 refactor |
`content/index.js` takes `KITS` from `index.js`: a unit's kit is `KITS[def.baseId]` (also the exact or the suffix-less
id), else the generic kit built from the skill blackboard (`content/generic.js`, docs/SIM.md §7.4).
## Naming
`ops/<base chess id without _a>-<codename>.js`, where the code name is the operator's official `charId` without its
`char_<n>_` prefix (`data/chess.json` `charId`): `chess_char_3_04_a` (琳琅诗怀雅, `char_1033_swire2`) →
`ops/chess_char_3_04-swire2.js`.
- The chess id is the registry key and the one unique name: one operator can be two chess (锡人 `chess_char_1_16` and
`chess_char_2_19`, 耶拉 3_20 / 4_03, 华法琳 4_26 / 5_04 …), so a code name alone collides. One file ⇔ one registry
entry, and a directory listing sorts like the data: by tier, then shop order.
- The code name finds the operator by name; the docs and the code already call kits by it (`lemuen`, `whitw2`,
`sbell2`, `pithst`). It is ASCII and stable across languages — no Unicode file names (the macOS NFD / Windows / URL
encoding differences of `/sim/` in the browser) — and the Chinese name is in the file's first line, so
`grep -l 玛恩纳 ops/` works too.
- `-` separates the two parts, which both contain `_`.
## A kit file
```js
// server/sim/content/kits/ops/chess_char_6_21-codename.js — 名字 (char_xxxx_codename) kit, tier 6.
// Conventions of the tier-6 kits: ../shared/tier6.js; kit contract and rules: ../README.md.
import { num, talentBb, statBuff } from '../shared/tier1.js'; // shared helpers, engine modules (relative paths)
/** 名字 S2 "…": the radius exists only in the PRTS 备注 (no blackboard key). */
const SOME_RADIUS = 1.5; // helpers / constants of this kit only
export default {
// 6_21 名字 — S3 …: what each skill / talent / module does, which blackboard key gives each number, [ASSUMED] where
// no source says.
chess_char_6_21_a: (bb, chess, def) => ({ skill: { … }, skills: { … }, talents: [ … ], trait: { … }, install() {} }),
};
```
- **The default export** is `{ [baseChessId]: (bb, chess, def) => Kit }` with exactly one key, the `_a` id; the same kit
serves the elite `_b` record. `bb` = the SELECTED skill's blackboard at the chess's level (normal Lv4, elite Lv7),
`chess` = the record as the unit's loadout makes it (talents, `trait.bb`, `module`), `def` = the normalised def. The
Kit fields (`skill`, `skills: { [skillId]: SkillSpec }`, `talents`, `trait`, `install`) and how the loader picks the
selected skill's spec: docs/SIM.md §7.2; the SkillSpec schema: §7.3; worked examples with real operators: §7.5.
- Small real files to start from: `ops/chess_char_1_11-skgoat.js`, `ops/chess_char_1_02-yak.js`; one with every
selectable skill: `ops/chess_char_3_04-swire2.js`; a large one with its own helpers: `ops/chess_char_6_18-whitw2.js`.
- The tier-4 files wrap their entry in `withDefaults(…)` (`shared/tier4.js`: it rebuilds `def` for callers that pass
`(bb, chess)` only); `content/index.js` always passes all three, so a new kit needs no wrapper.
## What a kit may use
- **Helpers**: `../shared/tier1.js` first — `num` / `talentBb` / `talentGrid` / `moduleBb` / `traitBb` / `moduleOn`,
`skillRec` / `skillBbOf` (another selectable skill's record and blackboard), `instantKind`, `batMod`, `up` / `cheb`,
`onHitBy` / `onHitOn` / `onDamagedOn`, `enemiesInGrid` / `alliesInGridOf` / `enemyInRange`, `statBuff` / `toggleBuff`
/ `installAura` / `spTimeBonus` / `installReveal`, `makeZone`, `freeTileAround`, `giveSp`, `once`. The other
`../shared/tierN.js` are usable too, but same-named helpers are not interchangeable: `num` of tier 1 / 4 also reads
numeric strings, those of tiers 3 / 5 / 6 do not; `toggleBuff`, `talentBb`, `moduleBb`, `instantKind` take different
arguments per tier. Read the helper before using it.
- **The battle API** documented in docs/SIM.md: units (§2), buffs / mods / statuses (§3), the damage & heal pipeline
(§4), the hook bus and its re-entrancy rule (§5), the engine helpers content must use (§6), the skill runtime (§7.1);
engine modules by relative path (`../../../constants.js`, `targeting.js`, `body.js` for huge enemies, `dir.js` for
facing, `damage.js` `hasHp` / `isHpLoss` / `mitigate`, `buffs.js`, `simdata.js` `normalizeChess`); content modules
(`../../tokens.js` summons, `../../items/battle.js`).
- **Never**: Node-only modules (`node:*`, `server/sim/nodeData.js`) or anything of `server/match`, `server/net`,
`public/` — the sim is served to browsers as-is (`/sim/`, no bundler); `Math.random`, `Date.now`, timers — use
`battle.rng()` (`rng.int / range / chance / pick / shuffle / weighted`), `battle.after` / `battle.every`; state kept
across battles in module variables — key it by battle (`WeakMap`) or keep it in `unit.mem`; mutating `bb`, `def`,
`chess` or range grids (deep-frozen, shared by every battle: copy them). Register hooks with `{ owner: unit }` and
check `unit.alive` in handlers. `test/content/kits_layout.test.js` enforces the import / clock rules.
- Order matters: hooks run by priority, then registration order, and every random draw comes from one stream — the
golden corpus (`test/golden/`) notices any change in either.
## Registering a kit
1. The chess needs its data record first: `data/chess.json` is generated from the official tables by
`tools/build-data.mjs` (docs/DATA.md) — skills, talents, trait, modules, ranges, tokens and the resolved auto-cast
trigger of every skill.
2. Add the kit file to `ops/`, named as above.
3. Append its file name to its tier's group in `index.js` `KIT_FILES` (never reorder the existing entries). Each file
is loaded with a guarded dynamic import: a file that fails to load is logged and its chess falls back to the
generic kit, so check the server log when a kit seems to do nothing.
4. `node --test test/content/kits_layout.test.js` checks the name, the registry entry and the imports;
`node tools/kit-coverage.mjs --missing` lists selectable skills that still fall back to the generic spec.
## Testing a kit
- The harness is `test/helpers/battleHarness.js` (`makeBattle`, `runUntil`, `hooksOf`, `eventsOf`, `checkInvariants`;
docs/SIM.md §10 has an example and every option). Seed everything, use synthetic `enemyRec` targets for exact
numbers, assert on ids, end with `checkInvariants(h.b)`.
- Patterns: `test/content/kits_t1t2.test.js` … `kits_t6.test.js` (the default skill and the talents of every chess),
`test/content/kits_alt_t1.test.js` … `kits_alt_t6.test.js` (every selectable non-default skill and every module;
`kits_alt_t4.test.js` also runs every chess × skill × module against a mixed wave),
`test/content/feedback1b_kits.test.js` (real-match checks).
A new kit gets its own test file (for example `test/content/kits_<codename>.test.js`).
- Golden results: a new or changed kit moves the digests of the scenarios that field its chess. Run
`npm run golden:update` and commit `test/golden/*.json` in the same change, saying which scenarios moved and why
(`test/golden/README.md`). A refactor never changes them.
- Run `node --test test/content/kits_layout.test.js test/golden.test.js <your test file>`, then
`GOLDEN_FULL=1 node --test test/golden.test.js` before the pull request.
## The fidelity rule
Every official skill, talent and module is implemented exactly as the game has it — no approximation.
- Sources: the official tables (`.cache/gamedata/excel/*.json`, which `tools/build-data.mjs` downloads: character_table,
skill_table, battle_equip_table / uniequip_table, activity_table → act2autochess) as built into `data/chess.json`;
PRTS (prts.wiki: the operator page, its 备注, 卫戍协议 pages) for mechanics the data does not carry — cite it.
- Numbers come from the blackboards whenever a key exists; a number that only exists in the text is parsed from it
(with a fallback) or a named constant with its source in the comment.
- When the text and the blackboard seem to disagree, find out what the game does and say so in the comment (DESIGN
§19.9: 至简's text says 购买价格为1 while `bb.price` is 2 — the blackboard is the discount off the tier price 3).
- If the engine cannot express a mechanic, extend the engine in a reviewed change of its own instead of faking it.
- Anything no source backs is marked `[ASSUMED]` in the comment and in the pull request; a decision of the owner is
cited as "owner's decision YYYY-MM-DD".
## Fidelity checklist (one per operator)
Each item is a mistake this project already made once. Tick every one for every operator in the pull request.
- [ ] **1. Skills** — every effect of each skill at the level the chess uses (normal Lv4, elite Lv7: the skill_table
blackboard and the text, reconciled), durations, charges, ammo, SP type (time / attack / hit) and initial SP (the
data's `spType`, `initSp`; SkillSpec overrides need a reason). Examples: ammo — 隐现 `ops/chess_char_1_01-inside.js`,
`kits_t1t2.test.js` "1_01 隐现: ammo skill"; charges — 松果 S1, `kits_alt_t3.test.js` "3_10 松果 S1 RMA长钉 (charges)";
hit SP — `feedback1d-solvent.test.js` (the drain feeds 受击回复 SP).
- [ ] **2. Talents** — every talent at the chess's level / potential (the talent blackboards), conditional ones too.
Example: `kits_t1t2.test.js` "1_01 隐现 elite: +self_ammo after `duration` s on field; a random other 【拉特兰】 ammo
operator +ally_ammo".
- [ ] **3. Modules** — for every module the chess offers (loadout, DESIGN §16): the trait override
(battle_equip_table `overrideTraitDataBundle`, the trait text), the talent changes (`addOrOverrideTalentDataBundle`)
and the stat bonuses (`attributeBlackboard`); `chess` is already the loadout-resolved record. Examples:
`kits_alt_t4.test.js` "信仰搅拌机 modules: SPT-Y 老朋友 = range +1 …" and "莫斯提马 SPC-X: the range becomes the module
grid …", and its "every chess × selectable skill × module" run.
- [ ] **4. Attack range** — the base range, the range while a skill that changes it is on, and back when it ends; a
skill's own 技能范围. Examples: 烛煌 S3, `test/sim/feedback1e-skillrange.test.js`; DESIGN §21.16 (the live range on the
card); 见行者 / 松果, `kits_t3.test.js` ("fires on an enemy inside the skill range only").
- [ ] **5. Auto-cast trigger** — the data resolves it (`tools/build-data.mjs resolveTrigger`, `data/chess.json`
`skills[].trigger`); check it, and change the data rule rather than hand-coding a trigger in the kit. The owner's
rules (0.2.0): a skill whose attack range is larger than the normal one casts as soon as an enemy is inside the
SKILL range (a deliberate deviation from the official 技能策略, like the 重装 exception; existing kits that predate
the rule, such as 烛煌 S3 in `feedback1e-skillrange.test.js`, are not examples of it); an AUTO skill that acts on
allies or itself fires at full SP (引星棘刺 S1, `kits_alt_t5.test.js` "… fires as soon as its SP is full, no enemy
needed (GitHub #124)"); the 重装 exception list (`TRIGGER_DEVIATIONS`: 深巡 S2, 雷蛇 S2, 号角 S2 / S3, 灰毫 S1 / S2,
余 S2; the 预备干员-重装 / Mechanist stand-ins join it), DESIGN §21.29 / §22.10,
`test/sim/feedback1-tank-triggers.test.js`.
- [ ] **6. Targeting** — can it hit air units (`canHitFly`), ground-only attacks, block count, target priority; can
ground enemies hit it (起飞 / 对地规避, stealth, camouflage flags). Examples: `test/sim/professions.test.js` "fortress
(号角 / 灰毫) is ground-only and never fires at FLY enemies" (DESIGN §22.13); `feedback1b_kits.test.js` "B4 玛恩纳 S3 …
hits the air units" vs "S1 / S2 … stay ground-only"; 蒂比 `ops/chess_char_2_13-tippi.js` (`LIFTOFF_FLAGS`, DESIGN
§21.22); `kits_t3.test.js` "忍冬 迷彩: … ranged enemies stop targeting her".
- [ ] **7. Damage typing** — physical / arts / true / element (元素损伤 vs 元素伤害: docs/SIM.md §7.2), splash vs
normal (普通伤害), dodgeable or not, `isSkill`, and what triggers on-hit effects (a trait that heals on any damage
dealt, e.g. 咒愈师). Examples: `enemies_bosses.test.js` "its attack splash (法术普通伤害) can be dodged; its death blast
(法术溅射伤害) cannot"; DESIGN §23.29 (叙拉古 rolls on every 普通伤害 hit); `test/sim/professions.test.js` "incantation
medics heal an ally for 50 % of damage dealt"; the re-entrancy rule of docs/SIM.md §5.
- [ ] **8. Summons / tokens** — placement rules (the owner's range, deployable tiles), redeploy, what they inherit from
the owner's skill / module (`data/tokens.json` variants, `battle.tokenDef`). Examples:
`test/match/feedback1-placement.test.js` "#9 data: 狼群 and 流形 are owner-range summons" (DESIGN §20.1, §21.3);
`test/content/playtest6_summons.test.js`, `tokens_summons.test.js`; `feedback1b_kits.test.js` "B3 维娜·维多利亚 S3".
- [ ] **9. Status effects** — every status applied, with its official duration and stacking (寒冷 on 寒冷 ⇒ 冻结 for the
longer cold, 沉默 removes abilities, 恐惧, 睡眠, 浮空 …; "同名效果取最高" = `applyStrongest`). Examples:
`test/sim/combat.test.js` "cold on cold ⇒ freeze for the longer cold …", "sleep: target is untargetable and
inactive; fear stops enemy attacks", "statuses: sleep = invulnerable except `hitSleep` attackers; levitate …";
`enemies_bosses.test.js` "沉默: exactly the abilities whose handbook line is SILENCE-flagged can be silenced".
- [ ] **10. Tests** — at least one per skill and per talent, plus the trigger rule, the range toggle, anti-air and
every module; the golden files updated in the same pull request (an intended change).
## Old references
DESIGN, the changelog and issues cite kits as `kits/tierN.js <name>` (before 0.2.0). That kit is now
`ops/<chess id>-<codename>.js` — search `ops/` for the chess id, the code name or the Chinese name — and the helpers of
that file are in `shared/tierN.js`.