fix: provide current & upcoming sortie if rollover is imminent #1666

Merged
Sainan merged 1 commits from upcoming-sortie into main 2025-04-15 20:53:28 -07:00

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@ -8,7 +8,7 @@ import { unixTimesInMs } from "@/src/constants/timeConstants";
import { config } from "@/src/services/configService";
import { CRng } from "@/src/services/rngService";
import { eMissionType, ExportNightwave, ExportRegions } from "warframe-public-export-plus";
import { ISeasonChallenge, IWorldState } from "../types/worldStateTypes";
import { ISeasonChallenge, ISortie, IWorldState } from "../types/worldStateTypes";
const sortieBosses = [
"SORTIE_BOSS_HYENA",
@ -153,6 +153,10 @@ const microplanetEndlessJobs = [
const EPOCH = 1734307200 * 1000; // Monday, Dec 16, 2024 @ 00:00 UTC+0; should logically be winter in 1999 iteration 0
const isBeforeNextExpectedWorldStateRefresh = (date: number): boolean => {
return Date.now() + 300_000 > date;
};
const getSortieTime = (day: number): number => {
const dayStart = EPOCH + day * 86400000;
const date = new Date(dayStart);
@ -167,6 +171,134 @@ const getSortieTime = (day: number): number => {
return dayStart + (isDst ? 16 : 17) * 3600000;
};
const pushSortieIfRelevant = (out: ISortie[], day: number): void => {
const dayStart = getSortieTime(day);
if (!isBeforeNextExpectedWorldStateRefresh(dayStart)) {
return;
}
const dayEnd = getSortieTime(day + 1);
if (Date.now() >= dayEnd) {
return;
}
const rng = new CRng(day);
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)) {
if (
sortieFactionToSystemIndexes[sortieBossToFaction[boss]].includes(value.systemIndex) &&
sortieFactionToFactionIndexes[sortieBossToFaction[boss]].includes(value.factionIndex!) &&
value.name.indexOf("Archwing") == -1 &&
value.missionIndex != 0 && // Exclude MT_ASSASSINATION
value.missionIndex != 5 && // Exclude MT_CAPTURE
value.missionIndex != 21 && // Exclude MT_PURIFY
value.missionIndex != 23 && // Exclude MT_JUNCTION
value.missionIndex <= 28
) {
if (!availableMissionIndexes.includes(value.missionIndex)) {
availableMissionIndexes.push(value.missionIndex);
}
nodes.push(key);
}
}
const selectedNodes: { missionType: string; modifierType: string; node: string }[] = [];
const missionTypes = new Set();
for (let i = 0; i < 3; i++) {
const randomIndex = rng.randomInt(0, nodes.length - 1);
const node = nodes[randomIndex];
let missionIndex = ExportRegions[node].missionIndex;
if (
!["SolNode404", "SolNode411"].includes(node) && // for some reason the game doesn't like missionType changes for these missions
missionIndex != 28 &&
rng.randomInt(0, 2) == 2
) {
missionIndex = rng.randomElement(availableMissionIndexes);
}
if (i == 2 && rng.randomInt(0, 2) == 2) {
const filteredModifiers = modifiers.filter(mod => mod !== "SORTIE_MODIFIER_MELEE_ONLY");
const modifierType = rng.randomElement(filteredModifiers);
if (boss == "SORTIE_BOSS_PHORID") {
selectedNodes.push({ missionType: "MT_ASSASSINATION", modifierType, node });
nodes.splice(randomIndex, 1);
continue;
} else if (sortieBossNode[boss]) {
selectedNodes.push({ missionType: "MT_ASSASSINATION", modifierType, node: sortieBossNode[boss] });
continue;
}
}
const missionType = eMissionType[missionIndex].tag;
if (missionTypes.has(missionType)) {
i--;
continue;
}
const filteredModifiers =
missionType === "MT_TERRITORY"
? modifiers.filter(mod => mod != "SORTIE_MODIFIER_HAZARD_RADIATION")
: modifiers;
const modifierType = rng.randomElement(filteredModifiers);
selectedNodes.push({ missionType, modifierType, node });
nodes.splice(randomIndex, 1);
missionTypes.add(missionType);
}
out.push({
_id: { $oid: Math.trunc(dayStart / 1000).toString(16) + "d4d932c97c0a3acd" },
Activation: { $date: { $numberLong: dayStart.toString() } },
Expiry: { $date: { $numberLong: dayEnd.toString() } },
Reward: "/Lotus/Types/Game/MissionDecks/SortieRewards",
Seed: day,
Boss: boss,
Variants: selectedNodes
});
};
const dailyChallenges = Object.keys(ExportNightwave.challenges).filter(x =>
x.startsWith("/Lotus/Types/Challenges/Seasons/Daily/")
);
@ -220,10 +352,6 @@ const getSeasonWeeklyHardChallenge = (week: number, id: number): ISeasonChalleng
};
};
const expiresBeforeNextExpectedWorldStateRefresh = (date: number): boolean => {
return Date.now() + 300_000 > date;
};
export const getWorldState = (buildLabel?: string): IWorldState => {
const day = Math.trunc((Date.now() - EPOCH) / 86400000);
const week = Math.trunc(day / 7);
@ -565,7 +693,7 @@ export const getWorldState = (buildLabel?: string): IWorldState => {
]
});
}
} while (expiresBeforeNextExpectedWorldStateRefresh(bountyCycleEnd) && ++bountyCycle);
} while (isBeforeNextExpectedWorldStateRefresh(bountyCycleEnd) && ++bountyCycle);
if (config.worldState?.creditBoost) {
worldState.GlobalUpgrades.push({
@ -605,140 +733,8 @@ export const getWorldState = (buildLabel?: string): IWorldState => {
}
// Sortie cycling every day
{
let genDay;
let dayStart;
let dayEnd;
const sortieRolloverToday = getSortieTime(day);
if (Date.now() < sortieRolloverToday) {
// Early in the day, generate sortie for `day - 1`, expiring at `sortieRolloverToday`.
genDay = day - 1;
dayStart = getSortieTime(genDay);
dayEnd = sortieRolloverToday;
} else {
// Late in the day, generate sortie for `day`, expiring at `getSortieTime(day + 1)`.
genDay = day;
dayStart = sortieRolloverToday;
dayEnd = getSortieTime(day + 1);
}
const rng = new CRng(genDay);
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)) {
if (
sortieFactionToSystemIndexes[sortieBossToFaction[boss]].includes(value.systemIndex) &&
sortieFactionToFactionIndexes[sortieBossToFaction[boss]].includes(value.factionIndex!) &&
value.name.indexOf("Archwing") == -1 &&
value.missionIndex != 0 && // Exclude MT_ASSASSINATION
value.missionIndex != 5 && // Exclude MT_CAPTURE
value.missionIndex != 21 && // Exclude MT_PURIFY
value.missionIndex != 23 && // Exclude MT_JUNCTION
value.missionIndex <= 28
) {
if (!availableMissionIndexes.includes(value.missionIndex)) {
availableMissionIndexes.push(value.missionIndex);
}
nodes.push(key);
}
}
const selectedNodes: { missionType: string; modifierType: string; node: string }[] = [];
const missionTypes = new Set();
for (let i = 0; i < 3; i++) {
const randomIndex = rng.randomInt(0, nodes.length - 1);
const node = nodes[randomIndex];
let missionIndex = ExportRegions[node].missionIndex;
if (
!["SolNode404", "SolNode411"].includes(node) && // for some reason the game doesn't like missionType changes for these missions
missionIndex != 28 &&
rng.randomInt(0, 2) == 2
) {
missionIndex = rng.randomElement(availableMissionIndexes);
}
if (i == 2 && rng.randomInt(0, 2) == 2) {
const filteredModifiers = modifiers.filter(mod => mod !== "SORTIE_MODIFIER_MELEE_ONLY");
const modifierType = rng.randomElement(filteredModifiers);
if (boss == "SORTIE_BOSS_PHORID") {
selectedNodes.push({ missionType: "MT_ASSASSINATION", modifierType, node });
nodes.splice(randomIndex, 1);
continue;
} else if (sortieBossNode[boss]) {
selectedNodes.push({ missionType: "MT_ASSASSINATION", modifierType, node: sortieBossNode[boss] });
continue;
}
}
const missionType = eMissionType[missionIndex].tag;
if (missionTypes.has(missionType)) {
i--;
continue;
}
const filteredModifiers =
missionType === "MT_TERRITORY"
? modifiers.filter(mod => mod != "SORTIE_MODIFIER_HAZARD_RADIATION")
: modifiers;
const modifierType = rng.randomElement(filteredModifiers);
selectedNodes.push({ missionType, modifierType, node });
nodes.splice(randomIndex, 1);
missionTypes.add(missionType);
}
worldState.Sorties.push({
_id: { $oid: Math.trunc(dayStart / 1000).toString(16) + "d4d932c97c0a3acd" },
Activation: { $date: { $numberLong: dayStart.toString() } },
Expiry: { $date: { $numberLong: dayEnd.toString() } },
Reward: "/Lotus/Types/Game/MissionDecks/SortieRewards",
Seed: genDay,
Boss: boss,
Variants: selectedNodes
});
}
pushSortieIfRelevant(worldState.Sorties, day - 1);
pushSortieIfRelevant(worldState.Sorties, day);
// Archon Hunt cycling every week
{