getForegroundMissionId
Definition
-- @/lua/ge/extensions/gameplay/missions/missionManager.lua:1180
-- exclusivity
M.getForegroundMissionId = function() return foregroundMissionId end
Callers
@/lua/ge/extensions/gameplay/missions/locationsDetector.lua
--local accessible = not gameplay_missions_missionManager.getForegroundMissionId()
@/lua/ge/extensions/gameplay/rally/util.lua
if gameplay_missions_missionManager then
return gameplay_missions_missionManager.getForegroundMissionId()
else
@/lua/ge/extensions/util/richPresence.lua
local function msgFormat()
local fgActivityId = gameplay_missions_missionManager.getForegroundMissionId()
local mission = nil
@/lua/ge/extensions/career/modules/insurance/insurance.lua
local function onUpdate(dtReal, dtSim, dtRaw)
if not gameplay_missions_missionManager.getForegroundMissionId() and not gameplay_walk.isWalking() and activeInsuranceId > 0 then -- we don't track when in a mission
checkRenewInsurance()
@/lua/ge/extensions/tech/techCore.lua
if not scenario and not gameplay_missions_missionManager.getForegroundMissionId() and not getRunningFlowgraphManager() then
request:sendBNGError('No scenario is running.')
local sourceFile = nil
local missionId = gameplay_missions_missionManager.getForegroundMissionId()
if missionId ~= nil then
@/lua/ge/extensions/gameplay/crashTest/crashTestBoundaries.lua
local function getMissionRelativePath(path)
return gameplay_missions_missions.getMissionById(gameplay_missions_missionManager.getForegroundMissionId()).mgr:getRelativeAbsolutePath(path, true)
end
@/lua/ge/extensions/freeroam/bigMapPoiProvider.lua
end
if gameplay_missions_missionManager.getForegroundMissionId() then
data.gameMode = "mission"
@/lua/ge/extensions/gameplay/drag/utils.lua
if not gameplay_missions_missionManager.getForegroundMissionId() then
gameplay_drag_general.sendTimeslipDataToUi()
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
-- Check if we're in an active mission context
if not gameplay_missions_missionManager.getForegroundMissionId() then
log('W', logTag, 'No foreground mission active, cannot transfer execution')
@/lua/ge/extensions/freeroam/vueBigMap.lua
end
if gameplay_missions_missionManager.getForegroundMissionId() then
gameStateInfoCache.gameMode = "mission"
@/lua/ge/extensions/career/modules/playerDriving.lua
local function onVehicleParkingStatus(vehId, data)
if not gameplay_missions_missionManager.getForegroundMissionId() and not career_modules_linearTutorial.isLinearTutorialActive() and vehId == be:getPlayerVehicleID(0) then
if data.event == "valid" then -- this refers to fully stopping while aligned in a parking spot
local function onTrafficStarted()
if not career_career.tutorialEnabled and not gameplay_missions_missionManager.getForegroundMissionId() then
gameplay_traffic.insertTraffic(be:getPlayerVehicleID(0), true) -- assumes that player vehicle is ready
local function onPursuitAction(vehId, action, data)
if not gameplay_missions_missionManager.getForegroundMissionId() and vehId == be:getPlayerVehicleID(0) then
if action == "start" then -- pursuit started
local function onVehicleSwitched(oldId, newId)
if not career_career.tutorialEnabled and not gameplay_missions_missionManager.getForegroundMissionId() then
setPlayerData(newId, oldId)
@/lua/ge/extensions/gameplay/speedTraps.lua
if data.event == 'enter' and not gameplay_missions_missionManager.getForegroundMissionId() then
-- Exit early if too far from camera
@/lua/ge/extensions/core/quickAccess.lua
end
if gameplay_missions_missionManager.getForegroundMissionId() then
title = "Challenge Actions"
[careerDefaultPath] = career_career.isActive(),
[missionDefaultPath] = gameplay_missions_missionManager.getForegroundMissionId() ~= nil,
}
@/lua/ge/extensions/gameplay/markerInteraction.lua
profilerPushEvent("MissionMarker precalc")
local activeMission = gameplay_missions_missionManager.getForegroundMissionId()
local globalAlpha = 1
if gameplay_missions_missionManager then
if gameplay_missions_missionManager.getForegroundMissionId() == nil and core_groundMarkers.currentlyHasTarget() then
if freeroam_bigMapMode and not freeroam_bigMapMode.bigMapActive() and type(core_groundMarkers.endWP[1]) == "cdata" then -- is vec3
@/lua/ge/extensions/gameplay/missions/missionManager.lua
local function stopForegroundMissionInstantly()
if M.getForegroundMissionId() then
taskData.data = {mission = gameplay_missions_missions.getMissionById(M.getForegroundMissionId()), data = {stopInstant = true}}
if M.getForegroundMissionId() then
taskData.data = {mission = gameplay_missions_missions.getMissionById(M.getForegroundMissionId()), data = {stopInstant = true}}
taskStopMissionStep({})
@/lua/ge/extensions/core/gameContext.lua
local function getWIPWarningLabel()
if gameplay_missions_missionManager.getForegroundMissionId() then
local m = gameplay_missions_missions.getMissionById(gameplay_missions_missionManager.getForegroundMissionId())
if gameplay_missions_missionManager.getForegroundMissionId() then
local m = gameplay_missions_missions.getMissionById(gameplay_missions_missionManager.getForegroundMissionId())
if m then
@/lua/ge/extensions/gameplay/statistic.lua
if gameplay_missions_missionManager then
missionId = gameplay_missions_missionManager.getForegroundMissionId()
-- log("I","startAct", "missionId="..dumps(missionId))
@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua
local function getMissionRelativePath(path)
return gameplay_missions_missions.getMissionById(gameplay_missions_missionManager.getForegroundMissionId()).mgr:getRelativeAbsolutePath(path, true)
end
@/lua/ge/extensions/ui/topBar.lua
isMissionActive = extensions.gameplay_missions_missionManager and
extensions.gameplay_missions_missionManager.getForegroundMissionId() ~= nil,
isScenarioActive = extensions.scenario_scenarios and extensions.scenario_scenarios.getScenario() ~= nil,
@/lua/ge/extensions/gameplay/missions/missionTypes/flowMission.lua
function C:processCommonSettings(flatSettings)
if gameplay_missions_missionManager.getForegroundMissionId() then
log("E","","called processCommonSettings during mission active! This shouldnt happen.")
@/lua/ge/extensions/core/recoveryPrompt.lua
label = "Flip Upright",
--includeCondition = function() return gameplay_missions_missionManager.getForegroundMissionId() ~= nil end,
includeConditions = {},
local function buttonPressed(buttonId, target)
if career_career and career_career.isActive() and not gameplay_walk.isWalking() and not gameplay_missions_missionManager.getForegroundMissionId() then
core_vehicleBridge.executeAction(getPlayerVehicle(0), 'createPartConditionSnapshot', "beforeTeleport")
end
if gameplay_missions_missionManager.getForegroundMissionId() then
root = "/root/sandbox/mission/"
root = "/root/sandbox/career/",
enabled = function() return career_career.isActive() and not gameplay_missions_missionManager.getForegroundMissionId() end,
},
root = "/root/sandbox/mission/",
enabled = function() return gameplay_missions_missionManager.getForegroundMissionId() end,
}
@/lua/ge/extensions/gameplay/missions/missionScreen.lua
if gameplay_missions_missionManager.getForegroundMissionId() == m.id then
--dump("default user settings from ",info.defaultUserSettings)
for _, m in ipairs(gameplay_missions_missions.get()) do
if m.id == gameplay_missions_missionManager.getForegroundMissionId() then
activeMission = m
missions = {M.formatMission(activeMission)},
preselectedMissionId = gameplay_missions_missionManager.getForegroundMissionId(),
customRecoveryOptionsActiveState = core_recoveryPrompt.getCustomRecoveryOptionsActiveState(),
local function getMissionScreenData()
if gameplay_missions_missionManager.getForegroundMissionId() ~= nil then
-- case when there is currently a mission going on.
local function stopMissionById(id, force, abandonButtonPressed)
id = id or gameplay_missions_missionManager.getForegroundMissionId()
for _, m in ipairs(gameplay_missions_missions.get()) do
local function showMissionRules(id)
id = id or gameplay_missions_missionManager.getForegroundMissionId()
local mission = gameplay_missions_missions.getMissionById(id)
M.isAnyMissionActive = function() return gameplay_missions_missionManager.getForegroundMissionId() ~= nil end
M.isMissionStartOrEndScreenActive = function()
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
local currentMissionId = manager:getCurrentMissionId()
local foregroundMissionId = gameplay_missions_missionManager.getForegroundMissionId()
local missionsMatch = (currentMissionId == foregroundMissionId)