getMissionById
Definition
-- @/lua/ge/extensions/gameplay/missions/missions.lua:831
local function getMissionById(id)
get()
return missionsById[id]
end
Callers
@/gameplay/missionTypes/aiRace/editor.lua
-- get the mission instance, because it contains the activeStarCache.
local instance = gameplay_missions_missions.getMissionById(mission.id)
local defaultStarKeysSorted = deepcopy(instance.careerSetup._activeStarCache.defaultStarKeysSorted)
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenWhole.lua
for _, mid in ipairs(self.mgr.activity.nextMissions or {}) do
local mission = gameplay_missions_missions.getMissionById(mid)
if mission then
function()
gameplay_missions_missionManager.startFromWithinMission(gameplay_missions_missions.getMissionById(mid))
end, {
@/lua/ge/extensions/editor/flowgraph/missionVariableHelper.lua
-- Try to get from the mission instance
local missionInstance = gameplay_missions_missions and gameplay_missions_missions.getMissionById(selectedMission.id)
if missionInstance and missionInstance.fgPath then
@/lua/ge/extensions/career/modules/logbook.lua
local function missionUnlocked(id)
local mission = gameplay_missions_missions.getMissionById(id)
if not id then return end
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
if not entry.notActualMission then
mission = gameplay_missions_missions.getMissionById(entry.missionId)
if mission then
@/lua/ge/extensions/editor/missionEditor/objectives.lua
self.mission = mission
self.missionInstance = gameplay_missions_missions.getMissionById(mission.id)
self.careerSetup = mission.careerSetup or {}
@/lua/ge/extensions/freeroam/bigMapPoiProvider.lua
M.formatMissionForBigmap = function(elemData)
local mission = gameplay_missions_missions.getMissionById(elemData.missionId)
local qtEnabled = (not career_career.isActive()) or (career_modules_linearTutorial.getTutorialFlag('quickTravelEnabled'))
local mission = gameplay_missions_missions.getMissionById(poi.data.missionId)
-- general data
@/lua/ge/extensions/career/branches.lua
for _, certification in ipairs(branch.certifications or {}) do
local mission = gameplay_missions_missions.getMissionById(certification.requiredMissionsToPass)
local missionName = mission and mission.name or "?Unknown Challenge?"
@/lua/ge/extensions/gameplay/missions/progress.lua
plog("I", "", "Saved Mission Progress for mission id " .. dumps(id))
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then
local function aggregateAttempt(id, attempt, progressKey)
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then
M.missionHasQuickTravelUnlocked = function(missionId)
local mission = gameplay_missions_missions.getMissionById(missionId)
if not mission then
M.missionHasUserSettingsUnlocked = function(missionId)
local mission = gameplay_missions_missions.getMissionById(missionId)
if not mission then
M.getLeaderboardChangeKeys = function(missionId)
local mission = gameplay_missions_missions.getMissionById(missionId)
local ret = {}
local missionInstance = gameplay_missions_missions.getMissionById(mission.id)
M.ensureProgressExistsForKey(missionInstance, progressKey)
if not onlySelf or (m == mission) then
local missionInstance = gameplay_missions_missions.getMissionById(m.id)
if missionInstance.saveData.progress[progressKey] ~= nil then
local function formatSaveDataForUi(id, onlyKey, includeMostRecentAttempt, fillAttempts)
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then
local function formatSaveDataForBigmap(id)
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then
local function getUnlockedStarCountsForMissionById(id)
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then
M.generateAttempt = function(id, addAttemptData)
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then
M.generateAttempts = function(id, amount, dumpChange)
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then
@/lua/ge/extensions/ui/gameplaySelector/tileClustering.lua
if allSameMissionType and firstMissionTypeLabel then
local mission = gameplay_missions_missions.getMissionById(firstMissionItem.showDetails.missionId)
preview = mission.defaultPreviewFile or firstMissionItem.preview or preview
@/lua/ge/extensions/gameplay/rally/rallyManager.lua
function C:getMissionStartTrigger()
local mission = gameplay_missions_missions.getMissionById(self.missionId)
if not mission then
@/lua/ge/extensions/career/modules/branches/landing.lua
local status = "locked"
local certificationMission = gameplay_missions_missions.getMissionById(certification.requiredMissionsToPass)
if certificationMission and certificationMission.unlocks and certificationMission.unlocks.startable then
for i, mId in ipairs(league.missions) do
local m = gameplay_missions_missions.getMissionById(mId)
league.missions[i] = M.formatMission(m)
@/lua/ge/extensions/flowgraph/nodes/ui/endScreen.lua
for _, mid in ipairs(self.mgr.activity.nextMissions or {}) do
local mission = gameplay_missions_missions.getMissionById(mid)
if mission then
if mission then
table.insert(buttonsTable,{label="Start Next Mission '" .. translateLanguage(mission.name, mission.name).."'" , cmd='gameplay_missions_missionManager.startFromWithinMission(gameplay_missions_missions.getMissionById("'..mid..'"))', disabled = not mission.unlocks.startable})
end
@/gameplay/missionTypes/drift/editor.lua
-- get the mission instance, because it contains the activeStarCache.
local instance = gameplay_missions_missions.getMissionById(mission.id)
local defaultStarKeysSorted = deepcopy(instance.careerSetup._activeStarCache.defaultStarKeysSorted)
@/lua/ge/extensions/editor/missionPlaybook.lua
local function drawMissionAttempt(e)
local mission = gameplay_missions_missions.getMissionById(e.missionId)
if not condensed then
@/lua/ge/extensions/gameplay/markerInteraction.lua
if m.missionId then
table.insert(dataToSend, M.formatMission(gameplay_missions_missions.getMissionById(m.missionId)))
end
@/lua/ge/extensions/gameplay/rally/trafficExclusion.lua
if missionId then
local mission = gameplay_missions_missions.getMissionById(missionId)
if mission then
@/lua/ge/extensions/gameplay/missions/missionManager.lua
delayedStartFromWithinMission = {
currMission = gameplay_missions_missions.getMissionById(foregroundMissionId),
mission = mission,
if M.getForegroundMissionId() then
taskData.data = {mission = gameplay_missions_missions.getMissionById(M.getForegroundMissionId()), data = {stopInstant = true}}
taskStopMissionStep({})
@/lua/ge/extensions/gameplay/rally/tools/devTools.lua
if im.Button("Update Navgraph") then
local mission = gameplay_missions_missions.getMissionById(missionId)
local zones = TrafficExclusion.createZones({mission})
@/lua/ge/extensions/ui/gameplaySelector/tileGenerators/missionTiles.lua
local mission = gameplay_missions_missions.getMissionById(missionId)
if not mission then
@/gameplay/missionTypes/knockAway/editor.lua
-- get the mission instance, because it contains the activeStarCache.
local instance = gameplay_missions_missions.getMissionById(mission.id)
local defaultStarKeysSorted = deepcopy(instance.careerSetup._activeStarCache.defaultStarKeysSorted)
@/lua/ge/extensions/editor/missionEditor.lua
local playerVehicle = getPlayerVehicle(0)
local instance = gameplay_missions_missions.getMissionById(shownMission.id)
local canTeleport = (getCurrentLevelIdentifier() == shownMission.startTrigger.level) and playerVehicle and shownMission.startTrigger
local prefix = ffi.string(translationData.translationKeyPtr)
local instance = gameplay_missions_missions.getMissionById(clickedMission.id)
table.insert(translation,{ key = prefix..".title", value = clickedMission.name, source = 'name' })
for _, mission in ipairs(missionList) do
local instance = gameplay_missions_missions.getMissionById(mission.id)
local translatedName = translateLanguage(mission.name, mission.name, true)
for _, mission in ipairs(missionList) do
local instance = gameplay_missions_missions.getMissionById(mission.id)
local translatedName = translateLanguage(mission.name, mission.name, true)
for _, mission in ipairs(missionList) do
local instance = gameplay_missions_missions.getMissionById(mission.id)
local translatedName = translateLanguage(mission.name, mission.name, true)
for _, mission in ipairs(missionList) do
local instance = gameplay_missions_missions.getMissionById(mission.id)
local missionType = mission.missionType
local translation = {}
local instance = gameplay_missions_missions.getMissionById(mission.id)
table.insert(translation,mission.name)
end
local instance = gameplay_missions_missions.getMissionById(clickedMission.id)
for _, key in ipairs(instance.sortedStarKeys or {}) do
if shownMission then
local mission = gameplay_missions_missions.getMissionById(shownMission.id)
if mission then
@/lua/ge/extensions/gameplay/rally/util.lua
-- log('D', 'rallyUtil', 'getMissionName: missionId = ' .. tostring(missionId))
local mission = gameplay_missions_missions.getMissionById(missionId)
if not mission then
@/lua/ge/extensions/career/modules/branches/leagues.lua
for _, mId in ipairs(league.missions) do
local mission = gameplay_missions_missions.getMissionById(mId)
if mission then
for _, mId in ipairs(league.missions) do
local m = gameplay_missions_missions.getMissionById(mId)
if not m then
@/lua/ge/extensions/editor/missionEditor/playbookUtils.lua
self.mission = mission
self.missionInstance = gameplay_missions_missions.getMissionById(mission.id)
end
@/lua/ge/extensions/gameplay/missions/unlocks/conditions/missionConditions.lua
F.checkAggregateWithKey = function(id, progressKey, field)
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then log("E","","Trying to get progress for nonexistent mission: " .. dumps(id)) return false end
F.getTargetLabel = function(id, progressKey, verb)
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then log("E","","Trying to getTargetString: for nonexistent mission: " .. dumps(id)) return "Missing Mission: " .. dumps(id) end
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenBegin.lua
for _, mid in ipairs(self.mgr.activity.nextMissions or {}) do
local mission = gameplay_missions_missions.getMissionById(mid)
if mission then
function()
gameplay_missions_missionManager.startFromWithinMission(gameplay_missions_missions.getMissionById(mid))
end, {
@/lua/ge/extensions/gameplay/missions/missionScreen.lua
if missionIdForAttempt then
parentMission = gameplay_missions_missions.getMissionById(missionIdForAttempt)
end
if m.missionId then
table.insert(dataToSend, M.formatMission(gameplay_missions_missions.getMissionById(m.missionId)))
end
for _, m in ipairs(gameplay_missions_missions.get()) do
--table.insert(dataToSend, M.formatMission(gameplay_missions_missions.getMissionById(m.id)))
end
for _, id in ipairs(openMenuWithCustomMissionList) do
table.insert(missions, M.formatMission(gameplay_missions_missions.getMissionById(id)))
end
local function requestStartingOptionsForUserSettings(id, userSettings)
local m = gameplay_missions_missions.getMissionById(id)
if m then
local function getActiveStarsForUserSettings(id, userSettings)
local m = gameplay_missions_missions.getMissionById(id)
if m then
local function startMissionById(id, userSettings, startingOptions)
local m = gameplay_missions_missions.getMissionById(id)
userSettings = userSettings or {}
id = id or gameplay_missions_missionManager.getForegroundMissionId()
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then return end
local function changeUserSettings(id, settings)
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then return end
if missionIdForAttempt then
mission = gameplay_missions_missions.getMissionById(missionIdForAttempt)
id = missionIdForAttempt
local function navigateToMission(id)
local m = gameplay_missions_missions.getMissionById(id)
if not m then return end
M.openVehicleSelectorForMissionBySetting = function(mId, settingKey)
local m = gameplay_missions_missions.getMissionById(mId)
if not m then return end
end
gameplay_missions_missionManager.startFromWithinMission(gameplay_missions_missions.getMissionById(id), flatSettings)
end
@/lua/ge/extensions/editor/missionEditor/careerSetup.lua
self.mission = mission
self.missionInstance = gameplay_missions_missions.getMissionById(mission.id)
self.careerSetup = mission.careerSetup or {}
@/lua/ge/extensions/editor/missionEditor/setupModules.lua
self.mission = mission
self.missionInstance = gameplay_missions_missions.getMissionById(mission.id)
@/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/rally/loop/rallyLoopManager.lua
self.fgVariables = {}
local mission = gameplay_missions_missions.getMissionById(missionId)
if mission then
local nextMission = gameplay_missions_missions.getMissionById(nextMissionId)
if not nextMission then
self.missionExecutionTransferFlag = true
local mission = gameplay_missions_missions.getMissionById(self:getRallyLoopMissionId())
if not mission then
self.missionExecutionTransferFlag = true
local mission = gameplay_missions_missions.getMissionById(self:getRallyLoopMissionId())
if not mission then
if missionId ~= serviceOut and missionId ~= serviceIn then
local mission = gameplay_missions_missions.getMissionById(missionId)
if mission 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/gameplay/rawPois.lua
local elements = {}
gameplay_missions_missions.formatMissionToRawPoi(gameplay_missions_missions.getMissionById("west_coast_usa/arrive/005-ArriveTutorial"), elements, levelIdentifier)
return elements, rawPoiGeneration
@/lua/ge/extensions/util/richPresence.lua
if fgActivityId then
mission = gameplay_missions_missions.getMissionById(fgActivityId)
end
@/lua/ge/extensions/gameplay/missions/missions.lua
local function getMissionPosRot(poi, veh)
local mission = getMissionById(poi.id)
if mission then
if elem.type == "mission" then
local m = gameplay_missions_missions.getMissionById(elem.missionId)
local saveData = gameplay_missions_progress.formatSaveDataForBigmap(m.id)
@/lua/ge/extensions/gameplay/missions/locationsDetector.lua
for i, mId in ipairs(cluster.containedIds) do
table.insert(nearbyLocations.missions, {type = cluster.elemData[i].type, mission = gameplay_missions_missions.getMissionById(cluster.elemData[i].missionId), location = cluster, id = mId})
end
@/gameplay/missionTypes/rallyLoop/constructor.lua
if roadSectionId then
local roadSectionMission = gameplay_missions_missions.getMissionById(roadSectionId)
if roadSectionMission and roadSectionMission.missionFolder then
if stageId then
local stageMission = gameplay_missions_missions.getMissionById(stageId)
if stageMission and stageMission.missionFolder then
if returnRoadSectionId then
local returnMission = gameplay_missions_missions.getMissionById(returnRoadSectionId)
if returnMission and returnMission.missionFolder then
@/lua/ge/extensions/editor/util/editorElementHelper.lua
if ctd[e.fieldName] ~= nil and ctd[e.fieldName] ~= "(none)" then
if not gameplay_missions_missions.getMissionById(ctd[e.fieldName]) then
return {{label = 'Mission ID Reference for ' .. e.label .. ' does not exist: ' ..dumps(ctd[e.fieldName]), severity = 'error'}}
@/lua/ge/extensions/editor/missionEditor/additionalAttributes.lua
self.mission = mission
self.missionInstance = gameplay_missions_missions.getMissionById(mission.id)
self.groupIdInput = im.ArrayChar(1024, self.mission.grouping.id or "")
end
table.sort(ret, function(a,b) return gameplay_missions_missions.getMissionById(a).date > gameplay_missions_missions.getMissionById(b).date end)
return ret
end
table.sort(ret, function(a,b) return gameplay_missions_missions.getMissionById(a).date > gameplay_missions_missions.getMissionById(b).date end)
return ret
@/lua/ge/extensions/editor/missionPlaybook/missionTreeViewer.lua
local function drawNode(node)
local mission = gameplay_missions_missions.getMissionById(node.missionId)
local book = editor_missionPlaybook.book
local function drawNodeLinks(node)
local mission = gameplay_missions_missions.getMissionById(node.missionId)
local ownPinIn, ownPinOut = pinIds(node.id)
@/lua/ge/extensions/gameplay/discover.lua
if discover.type == "mission" and not discoverCopy.name then
local mission = gameplay_missions_missions.getMissionById(discoverCopy.missionId)
discoverCopy.name = mission.name
log('I', 'discover', 'Starting discover mission: ' .. discoverId)
local mission = gameplay_missions_missions.getMissionById(discover.missionId)
gameplay_missions_missionManager.startWithLoadingLevel(mission)
@/gameplay/missionTypes/delivery/editor.lua
-- get the mission instance, because it contains the activeStarCache.
local instance = gameplay_missions_missions.getMissionById(mission.id)
local defaultStarKeysSorted = deepcopy(instance.careerSetup._activeStarCache.defaultStarKeysSorted)
@/lua/ge/extensions/flowgraph/modules/uiModule.lua
for i, mId in ipairs(league.missions) do
local m = gameplay_missions_missions.getMissionById(mId)
league.missions[i] = formatMission(m)
for _, elem in ipairs(change.unlockedMissions or {}) do
local m = gameplay_missions_missions.getMissionById(elem.id)
elem.formatted = formatMission(m)
@/lua/ge/extensions/editor/missionEditor/progressMulti.lua
self.mission = mission
self.missionInstance = gameplay_missions_missions.getMissionById(mission.id)
self.formattedSaveData = gameplay_missions_progress.formatSaveDataForUi(mission.id)
@/lua/ge/extensions/gameplay/missions/unlocks.lua
for _, bId in ipairs(mission.unlocks.backward or {}) do
local back = gameplay_missions_missions.getMissionById(bId)
if back then
for _, id in ipairs(mission.unlocks.forward) do
local otherMission = gameplay_missions_missions.getMissionById(id)
table.insert(fwd.list, {missionId = id, changed = diff.byId[id] ~= nil, startable = otherMission.unlocks.startable})
M.depthIdSortUsingIds = function(aId,bId)
local a, b = gameplay_missions_missions.getMissionById(aId), gameplay_missions_missions.getMissionById(bId)
if not a or not b then return false end
M.depthIdSortUsingIds = function(aId,bId)
local a, b = gameplay_missions_missions.getMissionById(aId), gameplay_missions_missions.getMissionById(bId)
if not a or not b then return false end
@/lua/ge/extensions/editor/missionEditor/progressSingle.lua
self.mission = mission
self.missionInstance = gameplay_missions_missions.getMissionById(mission.id)
self.formattedSaveData = gameplay_missions_progress.formatSaveDataForUi(mission.id)
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
if mtd[e.fieldName] ~= nil and mtd[e.fieldName] ~= "(none)" then
if not gameplay_missions_missions.getMissionById(mtd[e.fieldName]) then
return {{label = 'Mission ID Reference for ' .. e.label .. ' does not exist: ' ..dumps(mtd[e.fieldName]), severity = 'error'}}
@/lua/ge/extensions/freeroam/bigMapMode.lua
if cluster.elemData[i].type == "mission" then
local mission = gameplay_missions_missions.getMissionById(cluster.elemData[i].missionId)
table.insert(missionIdsSorted, {id = cluster.elemData[i].missionId, unlocks = mission.unlocks})
local function getMissionById(missionId)
local mission = gameplay_missions_missions.getMissionById(missionId)
local function getMissionById(missionId)
local mission = gameplay_missions_missions.getMissionById(missionId)
if not mission then
mission = gameplay_missions_missions.getMissionById(string.sub(missionId, 1, -3))
end
local function showMissionWorldPreview(missionId)
local mission = getMissionById(missionId)
if not mission then return end
@/lua/ge/extensions/freeroam/vueBigMap.lua
local function formatMissionForBigmap(elemData)
local mission = gameplay_missions_missions.getMissionById(elemData.missionId)
local qtEnabled = (not career_career.isActive()) or (career_modules_linearTutorial.getTutorialFlag('quickTravelEnabled'))
local mission = gameplay_missions_missions.getMissionById(poi.data.missionId)
-- general data
@/lua/ge/extensions/flowgraph/nodes/ui/missionEndScreen.lua
for _, mid in ipairs(self.mgr.activity.nextMissions or {}) do
local mission = gameplay_missions_missions.getMissionById(mid)
if mission then
if mission then
table.insert(defaultBtns,{label="Start Next Mission '" .. translateLanguage(mission.name, mission.name).."'" , cmd='gameplay_missions_missionManager.startFromWithinMission(gameplay_missions_missions.getMissionById("'..mid..'"))', disabled = not mission.unlocks.startable})
end
@/lua/ge/extensions/core/gameContext.lua
if gameplay_missions_missionManager.getForegroundMissionId() then
local m = gameplay_missions_missions.getMissionById(gameplay_missions_missionManager.getForegroundMissionId())
if m then
@/lua/ge/extensions/editor/missionPlaybook/unlockedMissionsViewer.lua
for _, id in ipairs(gameplay_missions_missions.getAllIds()) do
local m = gameplay_missions_missions.getMissionById(id)
if m.careerSetup.showInCareer then
@/lua/ge/extensions/core/replay.lua
local meta = jsonReadFile(finalPath..fn..".rplMeta.json")
local recordingFiles = getMissionReplayFiles(gameplay_missions_missions.getMissionById(meta.missionId))
guihooks.trigger("recordingFilesUpdated", recordingFiles)
local meta = jsonReadFile(missionReplaysPath..fn..".rplMeta.json")
local recordingFiles = getMissionReplayFiles(gameplay_missions_missions.getMissionById(meta.missionId))
guihooks.trigger("recordingFilesUpdated", recordingFiles)