GE Lua Documentation

Press F to search!

getForegroundMissionId

Definition


-- @/lua/ge/extensions/gameplay/missions/missionManager.lua:1180
-- exclusivity
M.getForegroundMissionId = function() return foregroundMissionId end

Callers

@/lua/ge/extensions/util/richPresence.lua
local function msgFormat()
  local fgActivityId = gameplay_missions_missionManager.getForegroundMissionId()
  local mission = nil
@/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/missions/locationsDetector.lua

  --local accessible = not gameplay_missions_missionManager.getForegroundMissionId()
@/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/util.lua
  if gameplay_missions_missionManager then
    return gameplay_missions_missionManager.getForegroundMissionId()
  else
@/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/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/freeroam/vueBigMap.lua
  end
  if gameplay_missions_missionManager.getForegroundMissionId() then
    gameStateInfoCache.gameMode = "mission"
@/lua/ge/extensions/freeroam/bigMapPoiProvider.lua
  end
  if gameplay_missions_missionManager.getForegroundMissionId() then
    data.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/crashTest/crashTestBoundaries.lua
local function getMissionRelativePath(path)
  return gameplay_missions_missions.getMissionById(gameplay_missions_missionManager.getForegroundMissionId()).mgr:getRelativeAbsolutePath(path, true)
end
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
  local currentMissionId = manager:getCurrentMissionId()
  local foregroundMissionId = gameplay_missions_missionManager.getForegroundMissionId()
  local missionsMatch = (currentMissionId == foregroundMissionId)
@/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/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/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/statistic.lua
  if gameplay_missions_missionManager then
    missionId = gameplay_missions_missionManager.getForegroundMissionId()
    -- log("I","startAct", "missionId="..dumps(missionId))
@/lua/ge/extensions/gameplay/drag/utils.lua

    if not gameplay_missions_missionManager.getForegroundMissionId() then
      gameplay_drag_general.sendTimeslipDataToUi()
@/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/crashTest/scenarioManager.lua
local function getMissionRelativePath(path)
  return gameplay_missions_missions.getMissionById(gameplay_missions_missionManager.getForegroundMissionId()).mgr:getRelativeAbsolutePath(path, true)
end
@/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/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/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/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()