fix: some issues with sortie generation (#1871)
Now using sortieTilesets as a source of truth for allowed mission nodes as it's based only on real sorties, also added disallowed mission types for FC_OROKIN (Corrupted Vor) that otherwise cause a script error. Closes #1865 Reviewed-on: #1871 Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com> Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
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@ -50,21 +50,27 @@ const sortieBossToFaction: Record<string, string> = {
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SORTIE_BOSS_PHORID: "FC_INFESTATION",
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SORTIE_BOSS_LEPHANTIS: "FC_INFESTATION",
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SORTIE_BOSS_INFALAD: "FC_INFESTATION",
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SORTIE_BOSS_CORRUPTED_VOR: "FC_CORRUPTED"
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SORTIE_BOSS_CORRUPTED_VOR: "FC_OROKIN"
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};
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const sortieFactionToSystemIndexes: Record<string, number[]> = {
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FC_GRINEER: [0, 2, 3, 5, 6, 9, 11, 18],
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FC_CORPUS: [1, 4, 7, 8, 12, 15],
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FC_INFESTATION: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 15],
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FC_CORRUPTED: [14]
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FC_OROKIN: [14]
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};
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const sortieFactionToFactionIndexes: Record<string, number[]> = {
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FC_GRINEER: [0],
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FC_CORPUS: [1],
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FC_INFESTATION: [0, 1, 2],
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FC_CORRUPTED: [3]
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FC_OROKIN: [3]
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};
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const sortieFactionToSpecialMissionTileset: Record<string, string> = {
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FC_GRINEER: "GrineerGalleonTileset",
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FC_CORPUS: "CorpusShipTileset",
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FC_INFESTATION: "CorpusShipTileset"
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};
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const sortieBossNode: Record<string, string> = {
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@ -273,14 +279,7 @@ const pushSortieIfRelevant = (worldState: IWorldState, day: number): void => {
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if (
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sortieFactionToSystemIndexes[sortieBossToFaction[boss]].includes(value.systemIndex) &&
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sortieFactionToFactionIndexes[sortieBossToFaction[boss]].includes(value.factionIndex!) &&
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!isArchwingMission(value) &&
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value.missionIndex != 0 && // Exclude MT_ASSASSINATION
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value.missionIndex != 10 && // Exclude MT_PVP (for relays)
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value.missionIndex != 21 && // Exclude MT_PURIFY
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value.missionIndex != 22 && // Exclude MT_ARENA
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value.missionIndex != 23 && // Exclude MT_JUNCTION
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(value.missionIndex != 28 || value.systemIndex == 2) && // MT_LANDSCAPE only on Earth
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value.missionIndex < 29
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key in sortieTilesets
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) {
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if (!availableMissionIndexes.includes(value.missionIndex)) {
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availableMissionIndexes.push(value.missionIndex);
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@ -289,21 +288,36 @@ const pushSortieIfRelevant = (worldState: IWorldState, day: number): void => {
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}
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}
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const specialMissionTypes = [1, 3, 5, 9];
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if (!(sortieBossToFaction[boss] in sortieFactionToSpecialMissionTileset)) {
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for (const missionType of specialMissionTypes) {
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const i = availableMissionIndexes.indexOf(missionType);
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if (i != -1) {
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availableMissionIndexes.splice(i, 1);
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}
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}
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}
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const selectedNodes: ISortieMission[] = [];
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const missionTypes = new Set();
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for (let i = 0; i < 3; i++) {
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const randomIndex = rng.randomInt(0, nodes.length - 1);
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const node = nodes[randomIndex];
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let missionIndex = ExportRegions[node].missionIndex;
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let randomIndex;
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let node;
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let missionIndex;
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do {
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randomIndex = rng.randomInt(0, nodes.length - 1);
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node = nodes[randomIndex];
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if (
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!["SolNode404", "SolNode411"].includes(node) && // for some reason the game doesn't like missionType changes for these missions
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missionIndex != 28 &&
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rng.randomInt(0, 2) == 2
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) {
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missionIndex = rng.randomElement(availableMissionIndexes);
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}
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missionIndex = ExportRegions[node].missionIndex;
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if (missionIndex != 28) {
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missionIndex = rng.randomElement(availableMissionIndexes);
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}
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} while (
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specialMissionTypes.indexOf(missionIndex) != -1 &&
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sortieTilesets[node as keyof typeof sortieTilesets] !=
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sortieFactionToSpecialMissionTileset[sortieBossToFaction[boss]]
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);
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if (i == 2 && rng.randomInt(0, 2) == 2) {
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const filteredModifiers = modifiers.filter(mod => mod !== "SORTIE_MODIFIER_MELEE_ONLY");
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