Files
ark-stronghold-protocol/server/sim/content/kits/ops/chess_char_6_04-skadi2.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

191 lines
11 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// server/sim/content/kits/ops/chess_char_6_04-skadi2.js — 浊心斯卡蒂 (char_1012_skadi2) kit, tier 6.
// Conventions of the tier-6 kits: ../shared/tier6.js; kit contract and rules: ../README.md.
import { aggregateMods } from '../../../buffs.js';
import { COLS } from '../../../constants.js';
import {
num, bv, tbb, tdesc, moduleBb, parseN, live, enemiesIn, isTok, onDefaultSkill, selectedSkill, aura,
} from '../shared/tier6.js';
const clamp = (v, a, b) => (v < a ? a : v > b ? b : v);
/** 深海猎人 (character_table groupId "abyssal" — checked against the official table; data/chess.json has no group id). */
const ABYSSAL = new Set(['char_143_ghost', 'char_263_skadi', 'char_474_glady', 'char_4145_ulpia', 'char_1023_ghost2']);
/**
* 鼓舞 (ba.inspire "获得额外附加的基础属性加成(同类属性取最高)"): +`val` ATK after the target's own multipliers (flat
* compensated), strongest source wins. Units flagged `mem.noInspire` (浊心斯卡蒂 "自身不受鼓舞影响") never receive it.
*/
function inspire(battle, target, val, src, stat = 'atk') {
if (!(val > 0) || !live(target) || target.mem.noInspire) return;
const key = stat === 'def' ? 'inspire:def' : 'inspire';
const cur = target.findBuff(key);
if (cur && cur.data && cur.data.src !== src.id && cur.data.val > val && cur.timeLeft > 0.1) return;
const { add, mul } = aggregateMods(target.buffs.filter((b) => b.key !== key));
const f = stat === 'def'
? Math.max(0, 1 + (add.defPct ?? 0)) * (mul.defMul ?? 1)
: Math.max(0, 1 + (add.atkPct ?? 0)) * (mul.atkMul ?? 1);
const flat = f > 1e-6 ? val / f : val;
battle.addBuff(target, { key, mods: stat === 'def' ? { defFlat: flat } : { atkFlat: flat }, duration: 0.75, refresh: 'replace', source: src, visible: true, data: { src: src.id, val } });
}
// ------------------------------------------------------------------------------------------------------------------
// 浊心斯卡蒂 chess_char_6_04 (吟游者) — S3 "潮涌,潮枯"; 远古血亲 (海嗣); 捕食习性; module 蜕化的残迹
function skadi2(bb, chess, def) {
const t0 = tbb(def, 0), t1 = tbb(def, 1), mod = moduleBb(chess), tb = def?.traitBb || {};
const isDef = onDefaultSkill(chess), sid = selectedSkill(chess, def);
const tokId = def?.talents?.[0]?.tokenKey || (chess?.tokens || [])[0] || 'token_10017_skadi2_dedant';
const auraRatio = num(tb['attack@atk_to_hp_recovery_ratio'], 0.1);
// S1 / S2 raise the trait heal ("特性效果提高至N%") while they run; S3 (default) turns it into the tide
const skillRatio = num(bb['attack@atk_to_hp_recovery_ratio'], auraRatio);
const seaborns = (battle, unit) => battle.allyUnits.filter((t) => isTok(t, tokId, unit) && live(t));
const covered = (battle, unit, toks) => { // allies inside her range ∪ the seaborns' ranges
const set = new Set(battle.alliesInGrid(unit));
for (const t of toks) for (const a of battle.alliesInGrid(t)) set.add(a);
for (const t of toks) set.delete(t);
return [...set];
};
const inCover = (battle, unit, a) => {
const k = a.tileR * COLS + a.tileC;
if (unit.rangeKeySet?.has(k)) return true;
return seaborns(battle, unit).some((t) => t.rangeKeySet?.has(k));
};
const skills = {
// S1 同归殊途之吟 (SP_FULL): full self heal, max HP +max_hp, trait heal attack@atk_to_hp_recovery_ratio, and
// damage_resistance of the damage taken by every ally of her (+ 海嗣) range is transferred to her (install)
skchr_skadi2_1: {
kind: 'duration',
mods: { hpPct: num(bb.max_hp) },
onStart({ battle, unit }) { unit.hp = unit.s.maxHp; battle.fx('heal', { x: unit.x, y: unit.y, id: unit.id }); },
},
// S2 同葬无光之愿 (toggle): 鼓舞 ATK / DEF = atk / def × her ATK / DEF on every other ally of her (+ 海嗣) range,
// trait heal attack@atk_to_hp_recovery_ratio (trait pulse)
skchr_skadi2_2: { kind: 'toggle' },
};
return {
skills,
skill: {
kind: 'duration', // effects run in the trait pulse below ("特性变为…")
onStart({ battle, unit }) { battle.fx('tide', { x: unit.x, y: unit.y, id: unit.id }); },
},
trait: {
install(battle, unit) { // replaces the bard aura: heal normally, tide (true damage + 鼓舞 + self drain) during S3
unit.mem.noInspire = true; // 自身不受鼓舞影响
const isInspire = (b) => b.key === 'inspire' || b.status === 'inspire' || b.key.startsWith('inspire:') || b.key.endsWith(':inspire');
// "海嗣的攻击范围视为自身攻击范围的延伸": an enemy in a 海嗣's range also satisfies her DEFAULT trigger
if (unit.skill) unit.skill.addTriggerRange(() => seaborns(battle, unit));
let n = 0;
battle.every(0.5, () => {
if (!unit.canAct) return;
for (let i = unit.buffs.length - 1; i >= 0; i--) if (isInspire(unit.buffs[i])) battle.removeBuff(unit, unit.buffs[i]);
n++;
const toks = seaborns(battle, unit);
const allies = covered(battle, unit, toks);
const sk = unit.skill;
const on = !!(sk && sk.active);
if (on && isDef) {
const val = unit.s.atk * num(bb.atk);
for (const a of allies) if (a !== unit) inspire(battle, a, val, unit);
if (n % 2 === 0) {
const dmg = unit.s.atk * num(bb.atk_scale);
if (dmg > 0) for (const src of [unit, ...toks]) for (const e of enemiesIn(battle, src)) {
battle.dealDamage(unit, e, { amount: dmg, type: 'true', isSkill: true, tags: ['skill', 'tide'] });
}
const loss = unit.s.maxHp * num(bb.hp_ratio);
if (loss > 0) { if (unit.hp - loss >= 1) battle.loseHp(unit, loss, { source: unit, silent: true }); else unit.hp = Math.min(unit.hp, 1); }
}
return;
}
if (on && sid === 'skchr_skadi2_2') {
const va = unit.s.atk * num(bb.atk), vd = unit.s.def * num(bb.def);
for (const a of allies) if (a !== unit) { inspire(battle, a, va, unit); inspire(battle, a, vd, unit, 'def'); }
}
if (n % 2 === 0) {
const amount = unit.s.atk * (on ? skillRatio : num(unit.profile?.auraRatio, auraRatio));
for (const a of allies) if (a.hp < a.s.maxHp) battle.heal(unit, a, amount, { aura: true });
}
}, { owner: unit });
},
},
install(battle, unit) {
// S1: "攻击范围内我方所有单位受到伤害的50%直接转移给浊心斯卡蒂承担(同类效果取最高)" — the ally takes (1 − share),
// she takes the transferred part as true damage from the same attacker
if (sid === 'skchr_skadi2_1') {
const share = clamp(num(bb.damage_resistance), 0, 1);
const TAG = `skadi2:transfer:${unit.id}`;
battle.on('hit', (ctx) => {
const t = ctx.target, d = ctx.dmg;
if (!(share > 0) || !t || t === unit || t.side !== 'ally' || t.kind === 'device' || !live(unit) || !unit.skill?.active) return;
if (d.type === 'element' || d.type === 'elemental' || d.skadiShare || d.tags?.includes('transfer') || !inCover(battle, unit, t)) return;
d.skadiShare = { share, tag: TAG }; // 同类效果取最高: one transfer per damage instance
d.mul *= 1 - share;
}, { owner: unit, priority: -20 });
battle.on('damaged', (ctx) => {
const x = ctx.dmg?.skadiShare;
if (!x || x.tag !== TAG || !(ctx.amount > 0) || !live(unit)) return;
battle.dealDamage(ctx.source, unit, { amount: ctx.amount * x.share / Math.max(1e-6, 1 - x.share), type: 'true', canDodge: false, tags: ['transfer'] });
}, { owner: unit });
}
// module 新生代: "自身技能期间,攻击范围内的友军获得30点物理与法术伤害减免" (flat reduction per hit)
const flat = -num(mod.damage_resistance);
if (flat > 0) {
battle.on('hit', (ctx) => {
const t = ctx.target, d = ctx.dmg;
if (!t || t.side !== 'ally' || t.kind === 'device' || !live(unit) || !unit.skill?.active || !inCover(battle, unit, t)) return;
if (d.type === 'phys') d.defIgnoreFlat -= flat; // +flat effective DEF ⇒ −flat damage (above the 5 % floor)
else if (d.type === 'arts') d.amount = Math.max(0, d.amount - flat / Math.max(0.05, 1 - (t.s.res ?? 0) / 100));
}, { owner: unit, priority: -10 });
}
},
talents: [
{ install(battle, unit) { // 远古血亲: the seaborn is an inert range extension with a limited life
battle.on('deploy', ({ unit: t }) => {
if (!isTok(t, tokId, unit)) return;
if (t.profile) t.profile.noAttack = true;
const dur = num(t.def?.talents?.[0]?.bb?.duration, parseN(tdesc(def, 0), /持续(\d+(?:\.\d+)?)秒/, 25));
const seq = t.deploySeq, r = t.tileR, c = t.tileC;
battle.after(dur, () => {
if (!t.alive || t.deploySeq !== seq) return;
battle.retreat(t, { reason: 'expired', permanent: true });
const wait = num(t.base.respawnTime, 30), cost = num(t.base.cost, 0);
let tries = 0;
const again = () => {
if (battle.finished || tries++ > 300) return;
const ps = battle.getPlayer(unit.ownerId);
if (!live(unit) || !ps || ps.dp + 1e-9 < cost || battle.unitAt(r, c)) { battle.after(1, again, { owner: unit }); return; }
battle.addDp(unit.ownerId, -cost);
if (!battle.spawnToken(unit, tokId, r, c)) { battle.addDp(unit.ownerId, cost); battle.after(1, again, { owner: unit }); }
};
battle.after(wait, again, { owner: unit });
}, { owner: t });
}, { owner: unit });
} },
{ install(battle, unit) { // 捕食习性 (module 新生代: ATK 9 / 20 %, DEF +8 %, +3 SP per op deployed in range) + module (≥2 other ops in range: ATK +8 %)
const a1 = num(t1['skadi2_e_003_t_2[atk][1].atk'], bv(t1, 'skadi2_t_2[atk][1].atk', 0));
const a2 = num(t1['skadi2_e_003_t_2[atk][2].atk'], bv(t1, 'skadi2_t_2[atk][2].atk', a1));
const d1 = num(t1['skadi2_e_003_t_2[def].def']), sp = num(t1.sp);
const mCnt = num(mod.cnt, Infinity), mAtk = num(mod.atk);
aura(battle, unit, 0.5, () => {
const toks = seaborns(battle, unit);
const ops = covered(battle, unit, toks).filter((a) => a !== unit && a.kind === 'op');
const val = ops.some((a) => ABYSSAL.has(a.def?.charId)) ? a2 : ops.length ? a1 : 0;
const own = battle.alliesInGrid(unit).filter((a) => a !== unit && a.kind === 'op').length;
const total = val + (own >= mCnt ? mAtk : 0);
const dPct = ops.length ? d1 : 0;
if (total > 0 || dPct > 0) battle.addBuff(unit, { key: 'skadi2:predator', mods: { atkPct: total, defPct: dPct }, duration: 0.75, refresh: 'replace' });
});
// "我方干员部署于自身或海嗣范围内后,自身立刻获得3点技力"
if (sp > 0) battle.on('deploy', ({ unit: u }) => {
if (!u || u === unit || u.kind !== 'op' || u.side !== 'ally' || !live(unit) || !unit.skill) return;
if (inCover(battle, unit, u)) unit.skill.gainSp(sp, 'talent');
}, { owner: unit });
} },
],
};
}
export default {
chess_char_6_04_a: skadi2,
};