Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_6_08-reed2.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_08-reed2.js — 焰影苇草 (char_1020_reed2) kit, tier 6.
// Conventions of the tier-6 kits: ../shared/tier6.js; kit contract and rules: ../README.md.
import { sortEnemyTargets } from '../../../targeting.js';
import { num, tbb, moduleBb, live, enemiesIn, onDefaultSkill, aura } from '../shared/tier6.js';
// ------------------------------------------------------------------------------------------------------------------
// 焰影苇草 chess_char_6_08 (咒愈师) — S3 生命火种; 灼痕; 映耀
function reed2(bb, chess, def) {
const t0 = tbb(def, 0), t1 = tbb(def, 1), tb = def?.traitBb || {}, mod = moduleBb(chess);
const isDef = onDefaultSkill(chess);
const selfAtk = (() => { for (const k of Object.keys(bb)) if (!k.startsWith('talent@') && (k === 'atk' || k.endsWith('.atk'))) return num(bb[k]); return 0; })();
const sProb = num(bb['talent@prob'], num(t0.prob)), dot = num(bb['talent@s3_atk_scale']);
const aoe = num(bb['talent@aoe_scale']), aoeR = num(bb['talent@range_radius'], 1.7);
const scorchAtk = num(t0.atk), scorchFragile = num(t0.damage_scale, 1) - 1;
// 灼痕: ATK −20 % (marker buff, 不可叠加) + 30 % 法术脆弱 (the catalogue status: 同名效果取最高 with other sources)
const scorch = (battle, unit, e) => {
if (!e || !e.alive) return;
const sk = unit.skill;
// "灼痕效果持续至技能结束" — S3 (the default skill) only
const dur = isDef && sk && sk.active ? Math.max(0.1, sk.timeLeft) : num(t0.duration, 6);
battle.addBuff(e, { key: 'reed2:scorch', duration: dur, refresh: 'extend', mods: scorchAtk ? { atkPct: scorchAtk } : null, visible: true, source: unit });
if (scorchFragile > 0 && e.alive) battle.applyStatus(e, 'artsFragile', { duration: dur, value: scorchFragile, source: unit });
};
const skills = {
// S1 迅捷打击·γ型
'skcom_quickattack[3]': { kind: 'duration', mods: { atkPct: num(bb.atk), aspd: num(bb.attack_speed) } },
// S2 枯荣共息: up to max_target operators of her range (ground ones first) carry three fireballs for
// projectile_life_time s: every `cooldown` s one enemy in the carrier's range (else hers) takes atk_scale × her ATK
// arts, and her trait heals only that carrier (trait scale × the damage)
skchr_reed2_2: {
kind: 'duration',
duration: num(bb.projectile_life_time) > 0 ? num(bb.projectile_life_time) : undefined,
onStart({ battle, unit, skill }) {
const n = Math.max(1, Math.floor(num(bb.max_target, 1)));
const cands = battle.alliesInGrid(unit).filter((a) => a.kind === 'op' && live(a));
cands.sort((a, b) => (a === unit) - (b === unit) || (b.ground ? 1 : 0) - (a.ground ? 1 : 0) || a.hpRatio - b.hpRatio || a.deploySeq - b.deploySeq);
unit.mem.reedFire = cands.slice(0, n).map((a) => ({ a, acc: 0 }));
for (const F of unit.mem.reedFire) {
battle.addBuff(F.a, { key: `reed2:fireball:${unit.id}`, duration: skill.timeLeft, visible: true, source: unit });
battle.fx('ember', { x: F.a.x, y: F.a.y, id: F.a.id, src: unit.id, n: 3 });
}
},
onTick({ battle, unit, dt }) {
const cd = Math.max(0.1, num(bb.cooldown, 1.5));
for (const F of unit.mem.reedFire || []) {
if (!live(F.a)) continue;
F.acc += dt;
if (F.acc + 1e-9 < cd) continue;
F.acc -= cd;
let c = enemiesIn(battle, F.a);
if (!c.length) c = enemiesIn(battle, unit);
if (!c.length) continue;
sortEnemyTargets(battle, F.a, c, null);
// "每1.5秒对一名敌人造成…法术伤害并仅对该干员触发焰影苇草特性": the trait heal (professions.js
// installIncantation) runs for this damage and names the carrier instead of the lowest-HP ally in range
battle.dealDamage(unit, c[0], { amount: unit.s.atk * num(bb.atk_scale, 1), type: 'arts', isSkill: true, tags: ['skill', 'fireball'], traitAlly: F.a });
battle.fx('strike', { x: c[0].x, y: c[0].y, id: c[0].id, src: F.a.id });
}
},
onEnd({ battle, unit }) {
for (const F of unit.mem.reedFire || []) battle.removeBuff(F.a, `reed2:fireball:${unit.id}`);
unit.mem.reedFire = null;
},
},
};
return {
skills,
install(battle, unit) {
// module “独属自己的一隅”: "攻击范围内存在已受伤的友方干员时,自身造成的伤害提升至110%"
const ds = num(mod.damage_scale, 1);
if (ds > 1) aura(battle, unit, 0.25, () => {
if (battle.injuredAlliesInKeys(unit.rangeKeys, unit).some((a) => a.kind === 'op' && a !== unit)) {
battle.addBuff(unit, { key: 'reed2:corner', mods: { dmgDealtMul: ds }, duration: 0.4, refresh: 'replace' });
}
});
},
skill: {
kind: 'duration',
mods: { atkPct: selfAtk },
targeting: { maxTargets: Math.max(1, Math.floor(num(bb.max_target, 1))) },
onStart({ unit }) { unit.mem.reedAcc = 0; },
onTick({ battle, unit, dt }) {
unit.mem.reedAcc += dt;
if (unit.mem.reedAcc + 1e-9 < 1) return;
unit.mem.reedAcc -= 1;
if (!(dot > 0)) return;
for (const e of battle.enemies) if (e.alive && !e.hidden && e.findBuff('reed2:scorch')) {
battle.dealDamage(unit, e, { amount: unit.s.atk * dot, type: 'arts', isSkill: true, tags: ['skill', 'scorch'] });
}
},
},
talents: [
{ install(battle, unit) { // 灼痕 (+ S3 kill explosions)
battle.on('damaged', (ctx) => {
const t = ctx.target;
if (ctx.source !== unit || !t || t.side !== 'enemy' || !t.alive || ctx.type === 'element') return;
if (ctx.dmg?.tags?.includes('scorch')) return;
const p = unit.skill?.active ? sProb : num(t0.prob);
if (p >= 1 || (p > 0 && battle.rng() < p)) scorch(battle, unit, t);
}, { owner: unit });
battle.on('kill', ({ victim }) => {
if (!unit.skill?.active || !live(unit) || victim.side !== 'enemy' || !victim.findBuff('reed2:scorch') || !(aoe > 0)) return;
const x = victim.x, y = victim.y;
// deferred to the next scheduler pass: chained explosions must not nest kill → damage → kill hooks
battle.after(0, () => {
if (!live(unit)) return;
battle.fx('scorchBurst', { x, y, id: unit.id, r: aoeR });
for (const e of battle.foesInRadius(x, y, aoeR, true)) { // splash around the victim: 中点判定
if (!e.alive) continue;
battle.dealDamage(unit, e, { amount: unit.s.atk * aoe, type: 'arts', isSkill: true, isSplash: true, tags: ['skill', 'scorch'] });
scorch(battle, unit, e);
}
}, { owner: unit });
}, { owner: unit });
} },
{ install(battle, unit) { // 映耀
const share = num(t1.scale), boost = num(t1.heal_scale, 1);
battle.on('heal', (ctx) => {
if (ctx.source !== unit || ctx.target === unit || ctx.opts?.reflect) return;
if (boost !== 1) ctx.amount *= boost;
if (share > 0 && ctx.amount > 0) battle.heal(unit, unit, ctx.amount * share, { self: true, reflect: true });
}, { owner: unit });
} },
],
};
}
export default {
chess_char_6_08_a: reed2,
};