fix: avoid using assassination node for an earlier sortie mission (#2838)
Closes #2837 Reviewed-on: #2838 Co-authored-by: Sainan <63328889+Sainan@users.noreply.github.com> Co-committed-by: Sainan <63328889+Sainan@users.noreply.github.com>
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@ -280,6 +280,14 @@ export const getSortie = (day: number): ISortie => {
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}
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}
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const willHaveAssassination = boss != "SORTIE_BOSS_CORRUPTED_VOR" && rng.randomInt(0, 2) == 2;
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if (willHaveAssassination) {
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const index = nodes.indexOf(sortieBossNode[boss]);
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if (index != -1) {
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nodes.splice(index, 1);
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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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@ -309,7 +317,7 @@ export const getSortie = (day: number): ISortie => {
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"SORTIE_MODIFIER_BOW_ONLY"
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];
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if (i == 2 && boss != "SORTIE_BOSS_CORRUPTED_VOR" && rng.randomInt(0, 2) == 2) {
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if (i == 2 && willHaveAssassination) {
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const tileset = sortieTilesets[sortieBossNode[boss] as keyof typeof sortieTilesets] as TSortieTileset;
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pushTilesetModifiers(modifiers, tileset);
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