getBranchByPath
Definition
-- @/lua/ge/extensions/career/branches.lua:252
local function getBranchByPath(pathId)
getBranches()
local branch = branchesByPath[pathId]
if not branch and M.oldAttributeNamesToNewNames[pathId] then
branch = branchesByPath[M.oldAttributeNamesToNewNames[pathId]]
if branch then
log('W', '', 'Using legacy branch path: ' .. pathId .. ' -> ' .. M.oldAttributeNamesToNewNames[pathId])
log('D', '', 'Called from:\n' .. debug.tracesimple())
end
end
return branch or missingBranch
end
Callers
@/lua/ge/extensions/career/modules/delivery/tutorial.lua
vehicle = {
unlocked = career_branches.getBranchByPath("logistics-vehicleDelivery").unlocked,
isActive = M.isVehicleDeliveryTutorialActive(),
@/lua/ge/extensions/career/branches.lua
local function getBranchById(id)
return M.getBranchByPath(id)
end
end
return getBranchByPath(pathId) or missingBranch
end
local function calcBranchLevelFromValue(val, id)
local branch = getBranchByPath(id)
local level = -1
local function getBranchSimpleInfo(id)
local branch = getBranchByPath(id)
local xp = M.getBranchXP(id)
local function getBranchLevel(id)
local branch = getBranchByPath(id)
if branch.id == 'missing' then return nil end
local function getBranchLevelByPath(pathId)
local branch = getBranchByPath(pathId)
if branch.id == 'missing' then return nil end
local function getBranchXP(id)
local branch = getBranchByPath(id)
if branch.id == 'missing' then return nil end
local function getXPNeededForLevel(id, level)
local branch = getBranchByPath(id)
if branch.id == 'missing' then return nil end
local function getBranchIcon(id)
local branch = getBranchByPath(id)
if branch.id == 'missing' then return nil end
local function getLevelLabel(id, level)
local branch = getBranchByPath(id)
if branch.id == 'missing' then return nil end
local function getLevelRewardMultiplier(id)
local branch = getBranchByPath(id)
if branch.id == 'missing' then return nil end
@/lua/ge/extensions/gameplay/missions/unlocks/conditions/careerConditions.lua
editorFunction = "displayBranchLevel",
getLabel = function(self) return {txt = "missions.missions.unlock.attributeLevel.atLeast", context = {branchName = career_career and career_branches.getBranchByPath(self.branchId).name or self.branchId, level = self.level}} end,
conditionMet = function(self) return ((not career_career) or (not career_career.isActive()) or (not career_branches)) or career_branches.getBranchLevelByPath(self.branchId) >= self.level end
@/lua/ge/extensions/career/modules/partShopping.lua
career_branches.checkUnlocks()
return career_branches.getBranchByPath('logistics-materials').unlocked
end
@/lua/ge/extensions/gameplay/missions/progress.lua
for l = level + 1, levelAfter - 1 do
local branch = career_branches.getBranchByPath(key)
-- Check if both current and next level exist