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conditionMet

Definition


-- @/lua/ge/extensions/gameplay/missions/unlocks.lua:10

-- This function recursively processes a condition, generating label, if the condition is met etc.
local function conditionMet(condition)
  local conditionType = conditionTypes[condition.type]
  if not conditionType then
    conditionType = conditionTypes['missing']
  end

  local met, nested = conditionType.conditionMet(condition)
  local label = conditionType.getLabel(condition)
  return {met = met, condition = condition, nested = nested, label = label, hidden = conditionType.hidden}
end

Callers

@/lua/ge/extensions/gameplay/missions/unlocks/conditions/vehicleConditions.lua
  conditionMet = function(c)
    if not M.vehicleDriven.conditionMet(c) then return false end
    local vDetails = core_vehicles.getCurrentVehicleDetails()
@/lua/ge/extensions/gameplay/missions/unlocks.lua

  local met, nested = conditionType.conditionMet(condition)
  local label = conditionType.getLabel(condition)
  for _, mission in ipairs(missions) do
    local startableInfo = conditionMet(mission.startCondition or deepcopy(conditionTypes['always']))
    mission.unlocks = mission.unlocks or {}
      else
        local visibleInfo = conditionMet(mission.visibleCondition or deepcopy(conditionTypes['always']))
        mission.unlocks.visible = visibleInfo.met
@/lua/ge/extensions/gameplay/missions/unlocks/conditions/genericConditions.lua
    for _, cond in ipairs(c.nested or {}) do
      local cMet = gameplay_missions_unlocks.conditionMet(cond)
      met = met and cMet.met
    for _, cond in ipairs(c.nested or {}) do
      local cMet = gameplay_missions_unlocks.conditionMet(cond)
      met = met or cMet.met