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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)