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Fix: LO: Assume Artifice slot is unlocked when assigning Artifice mods (#11678)
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src/app/loadout/mod-assignment-utils.ts

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -557,14 +557,16 @@ export function fitMostMods({
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function getArmorSocketsAndMods(
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sockets: DimSockets | null,
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mods: readonly PluggableInventoryItemDefinition[],
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assumeArtificeUnlocked = false,
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) {
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const orderedSockets = getSocketsByCategoryHash(sockets, SocketCategoryHashes.ArmorMods)
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// If a socket is not plugged (even with an empty socket) we consider it disabled
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// This needs to be checked as the 30th anniversary armour has the Artifice socket
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// but the API considers it to be disabled.
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.filter(
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(socket) =>
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socket.visibleInGame &&
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(socket.visibleInGame ||
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(assumeArtificeUnlocked && socket.emptyPlugItemHash === 4173924323)) &&
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socket.plugged &&
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// TODO: Edge of Fate: This is a hacky fix for the masterwork socket
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// that has appeared. We should maybe exclude it from the socket list
@@ -678,7 +680,7 @@ export function pickPlugPositions(
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return assignments;
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}
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681-
const { orderedSockets, orderedMods } = getArmorSocketsAndMods(item.sockets, modsToInsert);
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const { orderedSockets, orderedMods } = getArmorSocketsAndMods(item.sockets, modsToInsert, true);
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for (const modToInsert of orderedMods) {
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// If this mod is already plugged somewhere, that's the slot we want to keep it in

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