fix: determine armor or shield based on sortie boss faction #2787
@ -266,14 +266,15 @@ export const getSortie = (day: number): ISortie => {
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    const rng = new SRng(seed);
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    const boss = rng.randomElement(sortieBosses)!;
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    const enemyFaction = sortieBossToFaction[boss];
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    const nodes: string[] = [];
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    for (const [key, value] of Object.entries(ExportRegions)) {
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        if (
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            sortieFactionToSystemIndexes[sortieBossToFaction[boss]].includes(value.systemIndex) &&
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            sortieFactionToFactions[sortieBossToFaction[boss]].includes(value.faction!) &&
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            sortieFactionToSystemIndexes[enemyFaction].includes(value.systemIndex) &&
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            sortieFactionToFactions[enemyFaction].includes(value.faction!) &&
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            key in sortieTilesets &&
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            (key != "SolNode228" || sortieBossToFaction[boss] == "FC_GRINEER") // PoE does not work for non-infested enemies
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            (key != "SolNode228" || enemyFaction == "FC_GRINEER") // PoE only works for grineer enemies
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        ) {
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            nodes.push(key);
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        }
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@ -339,13 +340,7 @@ export const getSortie = (day: number): ISortie => {
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            modifiers.push("SORTIE_MODIFIER_HAZARD_RADIATION");
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        }
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        if (ExportRegions[node].faction == "FC_GRINEER") {
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            // Grineer
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            modifiers.push("SORTIE_MODIFIER_ARMOR");
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        } else if (ExportRegions[node].faction == "FC_CORPUS") {
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            // Corpus
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            modifiers.push("SORTIE_MODIFIER_SHIELDS");
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        }
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        modifiers.push(enemyFaction == "FC_CORPUS" ? "SORTIE_MODIFIER_SHIELDS" : "SORTIE_MODIFIER_ARMOR");
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        const modifierType = rng.randomElement(modifiers)!;
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