fix: avoid using assassination node for an earlier sortie mission
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This commit is contained in:
Sainan 2025-10-03 15:56:41 +02:00
parent 5772ebe746
commit b2da8ddb50

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@ -280,6 +280,14 @@ export const getSortie = (day: number): ISortie => {
} }
} }
const willHaveAssassination = boss != "SORTIE_BOSS_CORRUPTED_VOR" && rng.randomInt(0, 2) == 2;
if (willHaveAssassination) {
const index = nodes.indexOf(sortieBossNode[boss]);
if (index != -1) {
nodes.splice(index, 1);
}
}
const selectedNodes: ISortieMission[] = []; const selectedNodes: ISortieMission[] = [];
const missionTypes = new Set(); const missionTypes = new Set();
@ -309,7 +317,7 @@ export const getSortie = (day: number): ISortie => {
"SORTIE_MODIFIER_BOW_ONLY" "SORTIE_MODIFIER_BOW_ONLY"
]; ];
if (i == 2 && boss != "SORTIE_BOSS_CORRUPTED_VOR" && rng.randomInt(0, 2) == 2) { if (i == 2 && willHaveAssassination) {
const tileset = sortieTilesets[sortieBossNode[boss] as keyof typeof sortieTilesets] as TSortieTileset; const tileset = sortieTilesets[sortieBossNode[boss] as keyof typeof sortieTilesets] as TSortieTileset;
pushTilesetModifiers(modifiers, tileset); pushTilesetModifiers(modifiers, tileset);