getLevelName
Definition
-- @/lua/ge/extensions/core/levels.lua:528
local function getLevelName(path)
return string.match(path, '^/*levels/(.-)/.*')
end
Callers
@/lua/ge/extensions/editor/roadTemplateEditor.lua
local function saveAsJson(templateName, data)
local filename = "levels/".. editor.getLevelName() .. "/roadtemplates/" .. templateName .. ".road.json"
if jsonWriteFile(filename, data, true) then
deselectTemplate()
local jsonData = jsonReadFile("levels/".. editor.getLevelName() .. "/roadtemplates/" .. name .. ".road.json")
@/lua/ge/extensions/editor/drivePathEditor.lua
end
local serData = { splines = drivePathSplinesSer, mapName = core_levels.getLevelName(getMissionFilename()), tool = toolPrefixStr }
jsonWriteFile(data.filepath, serData, true)
local serData = jsonReadFile(data.filepath)
if serData.mapName ~= core_levels.getLevelName(getMissionFilename()) then
log('E', logTag, 'The currently-loaded map does not match the map in the saved session file. Please switch to the map: ' .. serData.mapName)
@/lua/ge/extensions/util/maptiles.lua
if im.Button('Start Tile Generation') then
currentLevelName = core_levels.getLevelName(getMissionFilename())
calcBounds()
@/ui/modules/stat/statControllers.js
.filter('statTranslate', ["$filter", function($filter) {
function getLevelName(path){
let defaultLookup = "levels."+path+".info.title"
return testTranslate;
testTranslate = getLevelName(input)
if(testTranslate)
@/lua/ge/extensions/core/vehicles.lua
end
local levelName = core_levels.getLevelName(getMissionFilename())
if levelName then
@/lua/ge/extensions/tech/impactgen/crashOutput.lua
local function getLevelName()
local mission = getMissionFilename()
setting.level = getLevelName()
local scenario = jsonEncodePretty(setting)
@/lua/ge/extensions/gameplay/rally/geometry.lua
local function getRouteJsonPath()
local levelName = core_levels.getLevelName(getMissionFilename())
return string.format("temp/rally_route_%s.json", level, map)
@/lua/ge/extensions/editor/autoSave.lua
local function gatherAvailableAutoSaves()
if editor.getLevelName() == "" then return end
local folders = FS:directoryList("/settings/editor/autosaves/" .. editor.getLevelName(), false, true)
if editor.getLevelName() == "" then return end
local folders = FS:directoryList("/settings/editor/autosaves/" .. editor.getLevelName(), false, true)
autosaves = {}
-- if imgui.Button("Delete all autosaves for this level") then
-- FS:directoryRemove("/settings/editor/autosaves/" .. editor.getLevelName())
-- imgui.CloseCurrentPopup()
@/lua/ge/extensions/util/trackBuilder/splineTrack.lua
}
if core_levels.getLevelName(getMissionFilename()) == 'glow_city' then
materialInfo = {
-- position track before camera, above vehicle or at origin, depending on availability
if core_levels.getLevelName(getMissionFilename()) == 'glow_city' then
M.setTrackPosition(50, -50, 250)
materialUtil.setMaterials(import.materialFields or {A = {}, B = {}, C = {}, D = {}, E = {}, F = {}, G = {}, H = {}}, true)
local lvlName = core_levels.getLevelName(getMissionFilename())
if import.environment and lvlName ~= 'glow_city' and lvlName == import.level then
if saveOptions.saveForThisMap then
exported.level = core_levels.getLevelName(getMissionFilename())
else
@/lua/ge/setSpawnpoint.lua
local function setDefaultSP(defaultSPName, levelName)
levelName = levelName:lower() or core_levels.getLevelName(getMissionFilename()) -- select spawnpoint from level menu
local data = jsonReadFile(M.settingsFilePath) or {}
local function loadDefaultSpawnpoint(levelName)
local levelName = levelName or core_levels.getLevelName(getMissionFilename())
local levelInfo = jsonReadFile(path.getPathLevelInfo(levelName))
@/lua/ge/extensions/editor/mainMenu.lua
local isModLevel = false
local levelName = core_levels.getLevelName(getMissionFilename())
if levelName then
@/lua/ge/extensions/editor/roadArchitect.lua
junctions = serJunctions,
mapName = core_levels.getLevelName(getMissionFilename())
}
-- Ensure the map used in the saved session matches the currently-loaded map.
if loadedJson.mapName ~= core_levels.getLevelName(getMissionFilename()) then
log('E', logTag, 'The currently-loaded map does not match the map in the saved session file. Please switch to the map: ' .. loadedJson.mapName)
-- If the user changes map, remove all the road and junction data from the structure.
local latestMap = core_levels.getLevelName(getMissionFilename())
local currentMap = roadMgr.getCurrentMap()
@/lua/ge/extensions/editor/scriptAIManager.lua
local data = {
levelName = editor.getLevelName(),
vehicle = bo.JBeam,
@/lua/ge/extensions/editor/roadUtils.lua
if not editor.getLevelName() then return end
roadTemplateFiles = FS:findFiles("levels/" .. editor.getLevelName() .. "/roadtemplates","*.road.json", 0, true, true)
if not editor.getLevelName() then return end
roadTemplateFiles = FS:findFiles("levels/" .. editor.getLevelName() .. "/roadtemplates","*.road.json", 0, true, true)
@/lua/ge/extensions/core/replay.lua
local map = core_levels.getLevelName(getMissionFilename())
M.requestedStartLevel = true
local levelName = core_levels.getLevelName(levelPath)
local spawnVehicle = false -- don't spawn a vehicle by default
@/lua/ge/extensions/editor/api/core.lua
local path = editor.levelPath .. "main"
local backupPath = "/settings/editor/backups/" .. editor.getLevelName() .. "/main"
copyDirectory(path, backupPath)
local function autoSaveLevel()
if editor.getLevelName() == "" or not editor.getLevelName() then return end
local oldLevelPath = editor.levelPath
local function autoSaveLevel()
if editor.getLevelName() == "" or not editor.getLevelName() then return end
local oldLevelPath = editor.levelPath
folderName = string.format("%04d", counter)
local path = "/settings/editor/autosaves/" .. editor.getLevelName() .. "/" .. folderName
editor.autosavingNow = true
--- Return the current level name.
local function getLevelName()
local levelPath, levelName, _ = path.split(getMissionFilename())
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
ffi.copy(saveSettings.description, string.gsub(json.description or "", "\\n", "\n"))
saveSettings.saveOnMap[0] = json.level == getCurrentLevelIdentifier()--core_levels.getLevelName(getMissionFilename())
saveSettings.saveEnvironment[0] = json.environment ~= nil
isOnGlowCity = core_levels.getLevelName(getMissionFilename()) =='glow_city'
-- editor.editModes.trackBuilderEditMode = {
@/lua/ge/extensions/editor/gen/world.lua
local _dbdrag = false
local _mode = core_levels.getLevelName(getMissionFilename()) == 'template_tech' and 'BASE' or 'ROAD'
_mode = 'GEN'