Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_3_12-blemsh.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_3_12-blemsh.js — 瑕光 (char_423_blemsh) kit, tier 3.
// Conventions of the tier-3 kits: ../shared/tier3.js; kit contract and rules: ../README.md.
import { bodyOnTile } from '../../../body.js';
import {
num, defOf, talentBb, traitBb, altSkills, instantKindOf, alive, onTiles, gridKeys, fx, copyGrid, NINE, isLeader,
giveSp,
} from '../shared/tier3.js';
export default {
// ---- 3_12 瑕光 · 守护者 — S3 先贤化身: ATK/DEF +, bonus arts per hit, heals another nearby ally per attack;
// 剑盾骑士: hurt-SP skills of the team also gain SP on attack; 仁慈: attacks sleeping enemies (first, ×atk_scale);
// 精锐 module GUA-Y: damage taken −15 %
// S1 光芒涌动 (自动触发 ⇒ DEFAULT, charges): next attack ×atk_scale phys + heals the most injured ally of the 3×3 (herself
// included) for heal_scale × ATK; S2 慑敌辉光: ATK +, puts every ground enemy on her own tile and every enemy she
// blocks to sleep (PRTS 备注; for the skill's duration: no own value in the data) and heals every ally of the
// skill range by ATK × ratio each second;
// 精锐 module GUA-X: her heals on allies under hp_ratio HP × heal_scale
chess_char_3_12_a: (bb, chess, def) => {
const d = defOf(chess, def);
const t0 = talentBb(d, 0), t1 = talentBb(d, 1);
const tb = traitBb(d);
const bonus = num(bb['attack@blemsh_s_3_extra_dmg[magic].atk_scale'], 0);
const heal = num(bb.heal_scale, 0);
const healGrid = copyGrid(d.skill?.rangeGrid) ?? NINE;
const mercy = num(t1.atk_scale, 1);
const sleepersInRange = (battle, unit) => {
const set = unit.rangeKeySet;
return set ? battle.enemies.filter((e) => e.alive && !e.hidden && e.s.flags.sleep && !e.s.flags.untargetable && !e.isFlying && onTiles(e, set)) : [];
};
const kit = {
trait: { hitSleep: true }, // 仁慈: 自身可以攻击…沉睡的目标 (沉睡 = 无敌 for everyone else)
skill: {
kind: 'duration',
mods: { atkPct: num(bb.atk), defPct: num(bb.def) },
heal: false,
attack: { onHit({ battle, unit, target }) {
if (bonus > 0 && target && target.alive) battle.dealDamage(unit, target, { amount: unit.s.atk * bonus, type: 'arts', isSkill: true, tags: ['skill', 'blemshBonus'] });
} },
onAttack({ battle, unit }) {
if (!(heal > 0)) return;
const ally = battle.injuredAlliesInKeys(new Set(gridKeys(healGrid, unit)), unit).find((a) => a !== unit);
if (ally) battle.heal(unit, ally, unit.s.atk * heal);
},
},
skills: altSkills(chess, d, bb, {
skchr_blemsh_1: (s) => {
const grid = copyGrid(s.rangeGrid) ?? NINE;
const hs = num(s.bb.heal_scale, 0);
return {
kind: instantKindOf(s),
heal: false,
attack: {
atkScale: num(s.bb.atk_scale, 1),
onHit({ battle, unit }) { // "恢复周围一名友方单位"
const ally = hs > 0 ? battle.injuredAlliesInKeys(new Set(gridKeys(grid, unit)), unit)[0] : null;
if (ally) battle.heal(unit, ally, unit.s.atk * hs);
},
},
};
},
skchr_blemsh_2: (s) => {
const grid = copyGrid(s.rangeGrid) ?? NINE;
const ratio = num(s.bb['attack@atk_to_hp_recovery_ratio'], num(s.bb.atk_to_hp_recovery_ratio, 0));
return {
kind: 'duration',
heal: false,
mods: { atkPct: num(s.bb.atk) },
onStart({ battle, unit, skill }) {
const dur = skill.timeLeft > 0 ? skill.timeLeft : Math.max(0.1, num(s.duration, 10));
let n = 0;
// PRTS 备注: "技能生效对象实际为“自身这格内的所有地面敌人及自身阻挡的敌人”,即使阻挡的是飞行敌人" — a blocked
// enemy stands at the block radius, outside her tile (Battle._checkBlock)
for (const e of battle.enemies) {
if (!e.alive || e.hidden) continue;
if (e.blockedBy !== unit && (e.isFlying || !bodyOnTile(e, unit.tileR, unit.tileC))) continue;
if (battle.applyStatus(e, 'sleep', { duration: dur, source: unit })) n++;
}
fx(battle, 'aoe', unit, { radius: 0.5, skill: 'blemsh_2', status: 'sleep', n });
unit.mem.blemshRegen = 0;
},
onTick({ battle, unit, dt }) { // "周围的所有友方单位每秒恢复相当于攻击力N%的生命值"
if (!(ratio > 0)) return;
unit.mem.blemshRegen = (unit.mem.blemshRegen ?? 0) + dt;
while (unit.mem.blemshRegen >= 1 - 1e-9) {
unit.mem.blemshRegen -= 1;
for (const a of battle.injuredAlliesInKeys(new Set(gridKeys(grid, unit)), unit)) battle.heal(unit, a, unit.s.atk * ratio);
}
},
};
},
}),
talents: [
{ install(battle, unit) {
unit.mem.blemshKnight = true;
battle.on('attack', (ctx) => {
const a = ctx.attacker;
if (!a || a.kind !== 'op' || a.ownerId !== unit.ownerId || a.skill?.spType !== 'hurt') return;
if (!alive(unit) || !isLeader(battle, unit, 'blemshKnight')) return;
giveSp(a, num(t0.sp, 1), 'talent');
}, { owner: unit });
} },
{ install(battle, unit) {
battle.on('beforeAttack', (ctx) => {
if (ctx.attacker !== unit) return;
const s = sleepersInRange(battle, unit);
if (s.length) ctx.targets = [s[0], ...ctx.targets.filter((t) => t !== s[0])].slice(0, Math.max(1, ctx.targets.length));
}, { owner: unit });
battle.on('hit', (ctx) => {
if (ctx.source === unit && ctx.target.side === 'enemy' && ctx.target.s.flags.sleep) ctx.dmg.mul *= mercy;
}, { owner: unit });
// (a lone sleeper is found by the engine's own target search: `trait.hitSleep` makes sleepers targetable
// and damageable for her only)
} },
],
};
if (num(tb.damage_resistance) > 0) {
kit.install = (battle, unit) => battle.addBuff(unit, { key: 'trait:blemsh_guard', mods: { dmgTakenMul: 1 - num(tb.damage_resistance) }, persist: true, allowDead: true });
} else if (num(tb.heal_scale) > 0) {
// GUA-X "治疗生命值低于50%的友方单位时治疗量提升15%" (the HP before the heal)
kit.install = (battle, unit) => battle.on('heal', (ctx) => {
if (ctx.source === unit && ctx.target && ctx.target.hpRatio < num(tb.hp_ratio, 0.5)) ctx.amount *= num(tb.heal_scale, 1);
}, { owner: unit });
}
return kit;
},
};