fix: don't give assassination blueprint reward for archon hunt
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Sainan 2025-05-09 03:12:28 +02:00
parent 0e255067a8
commit a8e637e794

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@ -1371,20 +1371,16 @@ function getRandomMissionDrops(
// TODO: Check that the invasion faction is indeed FC_INFESTATION once the Invasions in worldState are more dynamic // TODO: Check that the invasion faction is indeed FC_INFESTATION once the Invasions in worldState are more dynamic
rewardManifests = ["/Lotus/Types/Game/MissionDecks/BossMissionRewards/NyxRewards"]; rewardManifests = ["/Lotus/Types/Game/MissionDecks/BossMissionRewards/NyxRewards"];
} else if (RewardInfo.sortieId) { } else if (RewardInfo.sortieId) {
// Sortie mission types differ from the underlying node and hence also don't give rewards from the underlying nodes. Assassinations are an exception to this. // Sortie mission types differ from the underlying node and hence also don't give rewards from the underlying nodes.
// Assassinations in non-lite sorties are an exception to this.
if (region.missionIndex == 0) { if (region.missionIndex == 0) {
const arr = RewardInfo.sortieId.split("_"); const arr = RewardInfo.sortieId.split("_");
let sortieId = arr[1]; let giveNodeReward = false;
if (sortieId == "Lite") { if (arr[1] != "Lite") {
sortieId = arr[2]; const sortie = getSortie(idToDay(arr[1]));
} giveNodeReward = sortie.Variants.find(x => x.node == arr[0])!.missionType == "MT_ASSASSINATION";
const sortie = getSortie(idToDay(sortieId));
const mission = sortie.Variants.find(x => x.node == arr[0])!;
if (mission.missionType == "MT_ASSASSINATION") {
rewardManifests = region.rewardManifests;
} else {
rewardManifests = [];
} }
rewardManifests = giveNodeReward ? region.rewardManifests : [];
} else { } else {
rewardManifests = []; rewardManifests = [];
} }