getSortedBranches
Definition
-- @/lua/ge/extensions/career/branches.lua:281
local function getSortedBranches()
if not sortedBranches then
getBranches()
sortedBranches = {}
local keysSorted = tableKeys(branchesByPath)
table.sort(keysSorted, sortBranchNames)
for _, key in ipairs(keysSorted) do
table.insert(sortedBranches, branchesByPath[key])
end
end
return sortedBranches
end
Callers
@/lua/ge/extensions/freeroam/vueBigMap.lua
for _, branch in ipairs(career_branches.getSortedBranches()) do
if branch and not branch.isDomain then
@/ui/modules/career/career.js
// list branches in a defined sequence
//TODO: This list needs to come from lua (or read from files. Needs to have all foldernames from /gameplay/branches/*, or lua:career_branches.getSortedBranches() data)
branches() {
@/lua/ge/extensions/editor/missionEditor/careerSetup.lua
extensions.load('career_branches')
for _, branch in ipairs(career_branches.getSortedBranches()) do
table.insert(self.attributeOptions, branch.attributeKey)
@/lua/ge/extensions/career/career.lua
for _, br in ipairs(career_branches.getSortedBranches()) do
if br.isBranch and br.parentDomain == "apm" then
data.branches = {}
for _, br in ipairs(career_branches.getSortedBranches()) do
if br.isBranch and br.parentDomain == "apm" then
@/lua/ge/extensions/editor/missionEditor/objectives.lua
extensions.load('career_branches')
for _, branch in ipairs(career_branches.getSortedBranches()) do
table.insert(self.attributeOptions, branch.attributeKey)
@/lua/ge/extensions/editor/missionEditor/conditions.lua
if im.BeginCombo("##branchSelector"..index, condition.branchId or "(None!)") then
for _, branch in ipairs(career_branches.getSortedBranches()) do
if im.Selectable1(branch.id, branch.id == condition.branchId) then
@/lua/ge/extensions/editor/missionEditor.lua
local branchNames = {}
for _, branch in ipairs(career_branches.getSortedBranches()) do
if not branch.showProgressAsStars then
local validSkills = {}
for _, branch in ipairs(career_branches.getSortedBranches()) do
if branch.parentDomain == "apm" then
local branchNames = {}
for _, branch in ipairs(career_branches.getSortedBranches()) do
if not branch.showProgressAsStars then
@/ui/modules/bigmap/bigmap.js
// list branches in a defined sequence
//TODO: This list needs to come from lua (or read from files. Needs to have all foldernames from /gameplay/branches/*, or lua:career_branches.getSortedBranches() data)
branches() {
@/lua/ge/extensions/career/modules/branches/landing.lua
--dump("getting skills for " .. branchId)
for _, skill in pairs(career_branches.getSortedBranches()) do
--dump(branchId .. " is a skill of " .. skill.id.." / "..dumps( skill.parentId))
for _, subBranch in pairs(career_branches.getSortedBranches()) do
if subBranch.parentId == branchId then
local branches = career_branches.getSortedBranches()
@/lua/ge/extensions/career/modules/playerAttributes.lua
attributes["vouchers"] = deepcopy(baseAttribute)
for _, branch in ipairs(career_branches.getSortedBranches()) do
attributes[branch.attributeKey] = deepcopy(baseAttribute)
@/lua/ge/extensions/career/modules/milestones/generalMilestones/branches.lua
for i, branchInfo in ipairs(career_branches.getSortedBranches()) do
if not branchInfo.isInDevelopment then
@/lua/ge/extensions/career/modules/uiUtils.lua
for _, br in pairs(career_branches.getSortedBranches()) do
if not br.isSkill then
@/lua/ge/extensions/editor/missionPlaybook.lua
end
for _, branch in ipairs(career_branches.getSortedBranches()) do
im.Separator()
@/lua/ge/extensions/freeroam/bigMapPoiProvider.lua
local icons = {money = 'beamCurrency', beamXP = 'beamXP', vouchers = 'voucherHorizontal3'}
for _, branch in ipairs(career_branches.getSortedBranches()) do
icons[branch.id] = branch.icon
for _, branch in ipairs(career_branches.getSortedBranches()) do
if branch and not branch.isDomain then