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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@@ -171,7 +171,7 @@ export function pickBossCombo(): BossComboConfig | null {
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/**
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* 怪物技能套装(一套完整的触发技能配置)
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* 覆盖触发时机:call / atking / atked / dead / fstart / fend / revive
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* 覆盖触发时机:call / atking / atked / dead / fstart / revive
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*/
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export interface MonSkillSet {
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id: string;
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@@ -188,8 +188,6 @@ export interface MonSkillSet {
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dead?: TriggerGrouped;
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/** 战斗开始触发 */
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fstart?: TriggerGrouped;
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/** 战斗结束触发 */
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fend?: TriggerGrouped;
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/** 复活 */
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revive?: LvReviveEntry[];
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/** 在技能池中的抽取权重 */
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@@ -343,7 +341,6 @@ export interface GeneratedMonster {
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atked?: TriggerGrouped;
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dead?: TriggerGrouped;
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fstart?: TriggerGrouped;
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fend?: TriggerGrouped;
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revive?: LvReviveEntry[];
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};
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}
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@@ -363,7 +360,6 @@ export const TestModeConfig = {
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atked: undefined as TriggerGrouped | undefined,
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dead: undefined as TriggerGrouped | undefined,
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fstart: undefined as TriggerGrouped | undefined,
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fend: undefined as TriggerGrouped | undefined,
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};
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// ======================== 8. 生成引擎 ========================
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@@ -452,7 +448,6 @@ export class RogueSpawningEngine {
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atked: TestModeConfig.atked,
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dead: TestModeConfig.dead,
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fstart: TestModeConfig.fstart,
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fend: TestModeConfig.fend,
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},
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});
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}
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@@ -519,7 +514,6 @@ export class RogueSpawningEngine {
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atked: picked.atked,
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dead: picked.dead,
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fstart: picked.fstart,
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fend: picked.fend,
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revive: picked.revive,
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};
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}
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