refactor: 移除战斗结束相关的FEnd触发逻辑
此次提交全面清理了所有与战斗结束(FEnd)相关的代码: 1. 移除了Hero、Monster等实体中的fend属性与运行时处理 2. 删除了SkillTriggerHelper中的FEnd触发分支 3. 移除了GameEvent中的FightEnd事件与相关监听 4. 清理了配置文件中的FEnd相关枚举、字段与装备 5. 重构了MissionComp的回合逻辑,不再触发战后技能 6. 更新了注释与文档,移除过时的FEnd相关说明 彻底移除了已不再使用的战斗结束触发机制,简化了代码架构。
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@@ -186,7 +186,6 @@ export class Monster extends ecs.Entity {
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model.call = hero.call;
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model.dead = hero.dead;
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model.fstart = hero.fstart;
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model.fend = hero.fend;
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model.atking = hero.atking;
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model.atked = hero.atked;
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model.revive = hero.revive;
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@@ -225,7 +224,6 @@ export class Monster extends ecs.Entity {
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if (testSkills.atked !== undefined) model.atked = testSkills.atked;
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if (testSkills.dead !== undefined) model.dead = testSkills.dead;
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if (testSkills.fstart !== undefined) model.fstart = testSkills.fstart;
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if (testSkills.fend !== undefined) model.fend = testSkills.fend;
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if (testSkills.call !== undefined) model.call = testSkills.call;
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if (testSkills.revive !== undefined) model.revive = testSkills.revive;
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}
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@@ -234,7 +232,6 @@ export class Monster extends ecs.Entity {
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model.runtime_call = resolveTriggerByLv(model.call, mon_lv);
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model.runtime_dead = resolveTriggerByLv(model.dead, mon_lv);
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model.runtime_fstart = resolveTriggerByLv(model.fstart, mon_lv);
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model.runtime_fend = resolveTriggerByLv(model.fend, mon_lv);
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model.runtime_atking = resolveTriggerByLv(model.atking, mon_lv);
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model.runtime_atked = resolveTriggerByLv(model.atked, mon_lv);
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model.runtime_revive = resolveReviveByLv(model.revive, mon_lv);
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