fix: determine armor or shield based on sortie boss faction (#2787)
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Closes #2785

Reviewed-on: #2787
Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com>
Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
This commit is contained in:
Sainan 2025-09-18 01:12:25 -07:00 committed by Sainan
parent 367455baaa
commit c47c60fdcc

View File

@ -266,14 +266,15 @@ export const getSortie = (day: number): ISortie => {
const rng = new SRng(seed);
const boss = rng.randomElement(sortieBosses)!;
const enemyFaction = sortieBossToFaction[boss];
const nodes: string[] = [];
for (const [key, value] of Object.entries(ExportRegions)) {
if (
sortieFactionToSystemIndexes[sortieBossToFaction[boss]].includes(value.systemIndex) &&
sortieFactionToFactions[sortieBossToFaction[boss]].includes(value.faction!) &&
sortieFactionToSystemIndexes[enemyFaction].includes(value.systemIndex) &&
sortieFactionToFactions[enemyFaction].includes(value.faction!) &&
key in sortieTilesets &&
(key != "SolNode228" || sortieBossToFaction[boss] == "FC_GRINEER") // PoE does not work for non-infested enemies
(key != "SolNode228" || enemyFaction == "FC_GRINEER") // PoE only works for grineer enemies
) {
nodes.push(key);
}
@ -339,13 +340,7 @@ export const getSortie = (day: number): ISortie => {
modifiers.push("SORTIE_MODIFIER_HAZARD_RADIATION");
}
if (ExportRegions[node].faction == "FC_GRINEER") {
// Grineer
modifiers.push("SORTIE_MODIFIER_ARMOR");
} else if (ExportRegions[node].faction == "FC_CORPUS") {
// Corpus
modifiers.push("SORTIE_MODIFIER_SHIELDS");
}
modifiers.push(enemyFaction == "FC_CORPUS" ? "SORTIE_MODIFIER_SHIELDS" : "SORTIE_MODIFIER_ARMOR");
const modifierType = rng.randomElement(modifiers)!;