fix: don't use armor/shield sortie modifiers when faction is infestation
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@ -266,14 +266,15 @@ export const getSortie = (day: number): ISortie => {
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const rng = new SRng(seed);
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const boss = rng.randomElement(sortieBosses)!;
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const enemyFaction = sortieBossToFaction[boss];
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const nodes: string[] = [];
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for (const [key, value] of Object.entries(ExportRegions)) {
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if (
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sortieFactionToSystemIndexes[sortieBossToFaction[boss]].includes(value.systemIndex) &&
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sortieFactionToFactions[sortieBossToFaction[boss]].includes(value.faction!) &&
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sortieFactionToSystemIndexes[enemyFaction].includes(value.systemIndex) &&
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sortieFactionToFactions[enemyFaction].includes(value.faction!) &&
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key in sortieTilesets &&
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(key != "SolNode228" || sortieBossToFaction[boss] == "FC_GRINEER") // PoE does not work for non-infested enemies
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(key != "SolNode228" || enemyFaction == "FC_GRINEER") // PoE does not work for non-infested enemies
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) {
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nodes.push(key);
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}
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@ -339,11 +340,9 @@ export const getSortie = (day: number): ISortie => {
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modifiers.push("SORTIE_MODIFIER_HAZARD_RADIATION");
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}
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if (ExportRegions[node].faction == "FC_GRINEER") {
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// Grineer
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if (enemyFaction == "FC_GRINEER") {
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modifiers.push("SORTIE_MODIFIER_ARMOR");
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} else if (ExportRegions[node].faction == "FC_CORPUS") {
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// Corpus
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} else if (enemyFaction == "FC_CORPUS") {
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modifiers.push("SORTIE_MODIFIER_SHIELDS");
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}
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