Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_4_18-mudrok.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_4_18-mudrok.js — 泥岩 (char_311_mudrok) kit, tier 4.
// Conventions of the tier-4 kits: ../shared/tier4.js; kit contract and rules: ../README.md.
import {
AURA, num, tbb, grid, batFlat, enemyHasTag, targetsInGrid, whileDeployed, pulse, toggleBuff, alt, lonely,
withDefaults,
} from '../shared/tier4.js';
export default withDefaults({
// ===== 泥岩 (unyield) S2 岩崩锤 — next attack: heal 4 %, 190 % phys to all ground enemies around, 30 % stun; talents
// S1 防御力强化·γ型 (TAKE_DAMAGE); S3 秽壤的血脉 (10 s dormant — cannot act, takes no damage, keeps blocking —
// with enemies around −60 % speed; then ground enemies around stunned 3 s/3.5 s and for the rest of the skill
// BAT −0.3 s, ATK/DEF up, attacks every blocked enemy); module UNY-Y (沃土的愿景): ATK/DEF +8 % with no ally
// on the 8 tiles around
chess_char_4_18_a: (bb, chess, def) => {
const t0 = tbb(def, 0), t1 = tbb(def, 1);
const tb = def.traitBb || {};
const g = grid(def.skill?.rangeGrid) || [[-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 0], [0, 1], [1, -1], [1, 0], [1, 1]];
const sleep = num(bb.sleep, 10);
return {
skills: alt(def, {
'skcom_def_up[3]': () => ({ kind: 'duration', mods: { defPct: num(bb.def) } }),
skchr_mudrok_3: () => ({
kind: 'duration',
attack: { hitAllBlocked: true },
onStart({ battle, unit }) {
unit.mem.mudS3 = { awake: false, t: 0 };
battle.addBuff(unit, { key: 'mudrok:dormant', duration: sleep + 1, flags: { invulnerable: true, disarm: true }, visible: true });
battle.fx('stone', { x: unit.x, y: unit.y, id: unit.id });
},
onTick({ battle, unit, dt }) {
const M = unit.mem.mudS3;
if (!M || M.awake) return;
M.t += dt;
for (const e of targetsInGrid(battle, unit, g)) pulse(battle, e, `mudrok:slow:${unit.id}`, { moveMul: Math.max(0, 1 + num(bb.move_speed, -0.6)) });
if (M.t + 1e-9 < sleep) return;
M.awake = true;
battle.removeBuff(unit, 'mudrok:dormant');
for (const e of targetsInGrid(battle, unit, g)) if (!e.isFlying && e.alive) battle.applyStatus(e, 'stun', { duration: num(bb.stun, 3), source: unit });
battle.addBuff(unit, { key: 'mudrok:awake', mods: { atkPct: num(bb.atk), defPct: num(bb.def), batPct: batFlat(def, bb.base_attack_time) } });
battle.fx('rockfall', { x: unit.x, y: unit.y, id: unit.id });
},
onEnd({ battle, unit }) {
unit.mem.mudS3 = null;
battle.removeBuff(unit, 'mudrok:dormant');
battle.removeBuff(unit, 'mudrok:awake');
},
}),
}),
skill: {
kind: 'instant',
targeting: { rangeGrid: g, allInRange: true, canHitFly: false },
attack: {
atkScale: num(bb.atk_scale, 1.9), groundOnly: true,
onHit({ battle, unit, target }) {
if (target && target.alive && battle.rng.chance(num(bb.buff_prob, 0.3))) battle.applyStatus(target, 'stun', { duration: num(bb.stun, 0.5), source: unit });
},
},
onStart({ battle, unit }) {
battle.heal(unit, unit, unit.s.maxHp * num(bb.hp_ratio, 0.04), { self: true });
battle.fx('rockslide', { x: unit.x, y: unit.y, id: unit.id });
},
},
talents: [
{ install(battle, unit) { // 沃土予身: a hit-negating layer every 9 s (≤ 3, 1 on deploy); each broken layer heals 20 %
const setLayers = (n) => {
unit.mem.layers = n;
if (n > 0) battle.addBuff(unit, { key: 'mudrok:layers', shieldHits: n, visible: true });
else battle.removeBuff(unit, 'mudrok:layers');
};
battle.on('deploy', (c) => {
if (c.unit !== unit) return;
setLayers(Math.min(num(t0.max_times, 3), num(t0.times, 1)));
unit.mem.layerTimer?.cancel();
unit.mem.layerTimer = whileDeployed(battle, unit, num(t0.interval, 9), () => {
if ((unit.mem.layers ?? 0) < num(t0.max_times, 3)) setLayers(Math.min(num(t0.max_times, 3), (unit.mem.layers ?? 0) + num(t0.times, 1)));
});
}, { owner: unit });
battle.on('damaged', (c) => {
if (c.target !== unit || !unit.alive) return;
const left = unit.findBuff('mudrok:layers')?.shieldHits ?? 0;
const broken = (unit.mem.layers ?? 0) - left;
if (broken <= 0) return;
unit.mem.layers = left;
battle.heal(unit, unit, unit.s.maxHp * num(t0.hp_ratio, 0.2) * broken, { self: true });
battle.fx('shieldBreak', { x: unit.x, y: unit.y, id: unit.id });
}, { owner: unit });
} },
{ install(battle, unit) { // 手足相惜: −30 % damage from 萨卡兹 enemies
battle.on('hit', (c) => { if (c.target === unit && enemyHasTag(c.source, 'sarkaz')) c.dmg.mul *= 1 - num(t1.damage_resistance, 0.3); }, { owner: unit });
} },
],
install(battle, unit) {
const ds = num(tb.damage_scale, 0); // module (elite): −15 % damage from enemies it blocks
if (ds > 0) battle.on('hit', (c) => { if (c.target === unit && c.source && c.source.blockedBy === unit) c.dmg.mul *= ds; }, { owner: unit });
const ma = num(tb.atk, 0), md = num(tb.def, 0); // module UNY-Y: 周围8格没有友方干员时攻击力和防御力+8%
if (ma || md) whileDeployed(battle, unit, AURA, () => toggleBuff(battle, unit, 'mudrok:module', lonely(battle, unit, true), { atkPct: ma, defPct: md }));
},
};
},
});