fix: avoid using assassination node for an earlier sortie mission (#2838)
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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>
This commit is contained in:
Sainan 2025-10-04 04:18:21 -07:00 committed by Sainan
parent 5772ebe746
commit e67ef63b77

View File

@ -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 missionTypes = new Set();
@ -309,7 +317,7 @@ export const getSortie = (day: number): ISortie => {
"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;
pushTilesetModifiers(modifiers, tileset);