fix: filter sortie armor/shields modifier based on mission faction (#1934)
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Closes #1931

Reviewed-on: #1934
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 2025-05-01 13:51:31 -07:00 committed by Sainan
parent 12b6e5d16e
commit cddd4bdf5c

View File

@ -230,40 +230,6 @@ const pushSortieIfRelevant = (worldState: IWorldState, day: number): void => {
const boss = rng.randomElement(sortieBosses)!;
const modifiers = [
"SORTIE_MODIFIER_LOW_ENERGY",
"SORTIE_MODIFIER_IMPACT",
"SORTIE_MODIFIER_SLASH",
"SORTIE_MODIFIER_PUNCTURE",
"SORTIE_MODIFIER_EXIMUS",
"SORTIE_MODIFIER_MAGNETIC",
"SORTIE_MODIFIER_CORROSIVE",
"SORTIE_MODIFIER_VIRAL",
"SORTIE_MODIFIER_ELECTRICITY",
"SORTIE_MODIFIER_RADIATION",
"SORTIE_MODIFIER_GAS",
"SORTIE_MODIFIER_FIRE",
"SORTIE_MODIFIER_EXPLOSION",
"SORTIE_MODIFIER_FREEZE",
"SORTIE_MODIFIER_TOXIN",
"SORTIE_MODIFIER_POISON",
"SORTIE_MODIFIER_HAZARD_RADIATION",
"SORTIE_MODIFIER_HAZARD_MAGNETIC",
"SORTIE_MODIFIER_HAZARD_FOG", // TODO: push this if the mission tileset is Grineer Forest
"SORTIE_MODIFIER_HAZARD_FIRE", // TODO: push this if the mission tileset is Corpus Ship or Grineer Galleon
"SORTIE_MODIFIER_HAZARD_ICE",
"SORTIE_MODIFIER_HAZARD_COLD",
"SORTIE_MODIFIER_SECONDARY_ONLY",
"SORTIE_MODIFIER_SHOTGUN_ONLY",
"SORTIE_MODIFIER_SNIPER_ONLY",
"SORTIE_MODIFIER_RIFLE_ONLY",
"SORTIE_MODIFIER_MELEE_ONLY",
"SORTIE_MODIFIER_BOW_ONLY"
];
if (sortieBossToFaction[boss] == "FC_CORPUS") modifiers.push("SORTIE_MODIFIER_SHIELDS");
if (sortieBossToFaction[boss] != "FC_CORPUS") modifiers.push("SORTIE_MODIFIER_ARMOR");
const nodes: string[] = [];
const availableMissionIndexes: number[] = [];
for (const [key, value] of Object.entries(ExportRegions)) {
@ -314,9 +280,38 @@ const pushSortieIfRelevant = (worldState: IWorldState, day: number): void => {
sortieFactionToSpecialMissionTileset[sortieBossToFaction[boss]]
);
const modifiers = [
"SORTIE_MODIFIER_LOW_ENERGY",
"SORTIE_MODIFIER_IMPACT",
"SORTIE_MODIFIER_SLASH",
"SORTIE_MODIFIER_PUNCTURE",
"SORTIE_MODIFIER_EXIMUS",
"SORTIE_MODIFIER_MAGNETIC",
"SORTIE_MODIFIER_CORROSIVE",
"SORTIE_MODIFIER_VIRAL",
"SORTIE_MODIFIER_ELECTRICITY",
"SORTIE_MODIFIER_RADIATION",
"SORTIE_MODIFIER_GAS",
"SORTIE_MODIFIER_FIRE",
"SORTIE_MODIFIER_EXPLOSION",
"SORTIE_MODIFIER_FREEZE",
"SORTIE_MODIFIER_TOXIN",
"SORTIE_MODIFIER_POISON",
"SORTIE_MODIFIER_HAZARD_RADIATION",
"SORTIE_MODIFIER_HAZARD_MAGNETIC",
"SORTIE_MODIFIER_HAZARD_FOG", // TODO: push this if the mission tileset is Grineer Forest
"SORTIE_MODIFIER_HAZARD_FIRE", // TODO: push this if the mission tileset is Corpus Ship or Grineer Galleon
"SORTIE_MODIFIER_HAZARD_ICE",
"SORTIE_MODIFIER_HAZARD_COLD",
"SORTIE_MODIFIER_SECONDARY_ONLY",
"SORTIE_MODIFIER_SHOTGUN_ONLY",
"SORTIE_MODIFIER_SNIPER_ONLY",
"SORTIE_MODIFIER_RIFLE_ONLY",
"SORTIE_MODIFIER_BOW_ONLY"
];
if (i == 2 && boss != "SORTIE_BOSS_CORRUPTED_VOR" && rng.randomInt(0, 2) == 2) {
const filteredModifiers = modifiers.filter(mod => mod !== "SORTIE_MODIFIER_MELEE_ONLY");
const modifierType = rng.randomElement(filteredModifiers)!;
const modifierType = rng.randomElement(modifiers)!;
selectedNodes.push({
missionType: "MT_ASSASSINATION",
@ -334,12 +329,21 @@ const pushSortieIfRelevant = (worldState: IWorldState, day: number): void => {
continue;
}
const filteredModifiers =
missionType === "MT_TERRITORY"
? modifiers.filter(mod => mod != "SORTIE_MODIFIER_HAZARD_RADIATION")
: modifiers;
modifiers.push("SORTIE_MODIFIER_MELEE_ONLY"); // not an assassination mission, can now push this
const modifierType = rng.randomElement(filteredModifiers)!;
if (missionType != "MT_TERRITORY") {
modifiers.push("SORTIE_MODIFIER_HAZARD_RADIATION");
}
if (ExportRegions[node].factionIndex == 0) {
// Grineer
modifiers.push("SORTIE_MODIFIER_ARMOR");
} else if (ExportRegions[node].factionIndex == 1) {
// Corpus
modifiers.push("SORTIE_MODIFIER_SHIELDS");
}
const modifierType = rng.randomElement(modifiers)!;
selectedNodes.push({
missionType,