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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/career/modules/uiUtils.lua

  for _, br in pairs(career_branches.getSortedBranches()) do
    if not br.isSkill then
@/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
@/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/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
@/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() {
@/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/playerAttributes.lua
  attributes["vouchers"] = deepcopy(baseAttribute)
  for _, branch in ipairs(career_branches.getSortedBranches()) do
    attributes[branch.attributeKey] = deepcopy(baseAttribute)
@/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.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
@/lua/ge/extensions/freeroam/vueBigMap.lua

    for _, branch in ipairs(career_branches.getSortedBranches()) do
      if branch and not branch.isDomain then
@/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/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/editor/missionPlaybook.lua
        end
        for _, branch in ipairs(career_branches.getSortedBranches()) do
          im.Separator()
@/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