forked from OpenWF/SpaceNinjaServer
		
	fix: avoid using assassination node for an earlier sortie mission (#2838)
Closes #2837 Reviewed-on: OpenWF/SpaceNinjaServer#2838 Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com> Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
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				@ -280,6 +280,14 @@ export const getSortie = (day: number): ISortie => {
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        }
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    }
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    const willHaveAssassination = boss != "SORTIE_BOSS_CORRUPTED_VOR" && rng.randomInt(0, 2) == 2;
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    if (willHaveAssassination) {
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        const index = nodes.indexOf(sortieBossNode[boss]);
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        if (index != -1) {
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            nodes.splice(index, 1);
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        }
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    }
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    const selectedNodes: ISortieMission[] = [];
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    const missionTypes = new Set();
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@ -309,7 +317,7 @@ export const getSortie = (day: number): ISortie => {
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            "SORTIE_MODIFIER_BOW_ONLY"
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        ];
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        if (i == 2 && boss != "SORTIE_BOSS_CORRUPTED_VOR" && rng.randomInt(0, 2) == 2) {
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        if (i == 2 && willHaveAssassination) {
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            const tileset = sortieTilesets[sortieBossNode[boss] as keyof typeof sortieTilesets] as TSortieTileset;
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            pushTilesetModifiers(modifiers, tileset);
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