fix: avoid using assassination node for an earlier sortie mission #2838

Merged
Sainan merged 1 commits from sortie-dup-fix into main 2025-10-04 04:18:22 -07:00

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 selectedNodes: ISortieMission[] = [];
const missionTypes = new Set(); const missionTypes = new Set();
@ -309,7 +317,7 @@ export const getSortie = (day: number): ISortie => {
"SORTIE_MODIFIER_BOW_ONLY" "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; const tileset = sortieTilesets[sortieBossNode[boss] as keyof typeof sortieTilesets] as TSortieTileset;
pushTilesetModifiers(modifiers, tileset); pushTilesetModifiers(modifiers, tileset);