refactor: 重构复活机制,将复活逻辑整合到dead触发组
1. 新增SkillOverrides的revive_hp和revive_count配置项,替代原独立复活字段 2. 移除所有revive相关的旧配置、解析函数和UI展示逻辑 3. 调整战斗逻辑,从dead触发组的overrides中读取复活配置 4. 更新文档说明,统一复活机制的配置方式 5. 清理冗余的导入和类型定义
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@@ -5,7 +5,7 @@ import { smc } from "../common/SingletonModuleComp";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { BoxSet, FacSet, FightSet, IndexSet } from "../common/config/GameSet";
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import { HeroInfo, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveReviveByLv, resolveSkillOverrides, calcGrowBonus, HeroDisVal, getHeroQualityCoef, getEffectiveStats, HERO_LV12_SPECIAL_LV, HERO_LV12_BASE_LV, HERO_LV12_SPECIAL_ATTR } from "../common/config/heroSet";
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import { HeroInfo, resolveFormationTargetX, resolveTriggerByLv, resolveFieldByLv, resolveSkillOverrides, calcGrowBonus, HeroDisVal, getHeroQualityCoef, getEffectiveStats, HERO_LV12_SPECIAL_LV, HERO_LV12_BASE_LV, HERO_LV12_SPECIAL_ATTR } from "../common/config/heroSet";
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import { GameEvent } from "../common/config/GameEvent";
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import { SkillTriggerType, HType } from "../common/config/heroSet";
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import { SkillTriggerHelper } from "./SkillTriggerHelper";
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@@ -137,7 +137,6 @@ export class Hero extends ecs.Entity {
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model.atking = hero.atking;
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model.atked = hero.atked;
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model.field = hero.field;
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model.revive = hero.revive;
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model.ap_bonus = hero.ap_bonus;
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model.hp_bonus = hero.hp_bonus;
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model.def_bonus = hero.def_bonus;
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@@ -173,14 +172,14 @@ export class Hero extends ecs.Entity {
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model.skills[skill.uuid] = { ...skill, lv: Math.min(FightSet.HERO_SKILL_MAX_LV, Math.max(0, skill.lv + hero_lv - 2)), ccd: 0, overrides: resolveSkillOverrides(skill, hero_lv) };
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}
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// 按当前英雄等级 resolve 触发技能/光环/复活到运行时缓存,供 SkillTriggerHelper 消费
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// 按当前英雄等级 resolve 触发技能/光环到运行时缓存,供 SkillTriggerHelper 消费
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model.runtime_call = resolveTriggerByLv(model.call, hero_lv);
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model.runtime_dead = resolveTriggerByLv(model.dead, hero_lv);
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model.runtime_fstart = resolveTriggerByLv(model.fstart, hero_lv);
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model.runtime_atking = resolveTriggerByLv(model.atking, hero_lv);
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model.runtime_atked = resolveTriggerByLv(model.atked, hero_lv);
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model.runtime_field = resolveFieldByLv(model.field, hero_lv);
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model.runtime_revive = resolveReviveByLv(model.revive, hero_lv);
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// 复活已纳入 dead 触发组,无需单独解析 revive
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// 应用额外属性加成(成长类型每级递增 + hp/ap/def_bonus 一次性奖励累加)
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// 成长增量:仅英雄生效(model.fac 已为 HERO),按 grow_type 递增曲线累计
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