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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'