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loadMission

Definition


-- @/lua/ge/extensions/gameplay/missions/missions.lua:572
local function loadMission(missionDir)
  if not string.startswith(missionDir, missionsDir) then
    log("E", "", "Unable to load mission, not placed in "..missionsDir..": "..dumps(missionDir))
    return
  end
  if string.find(missionDir, " ") then
    log("E", "", "Unable to load mission, the path cannot contain spaces: "..dumps(missionDir))
    return
  end
  local infoPath = missionDir .. "/" .. infoFile
  if not FS:fileExists(infoPath) then
    log("E", "", "Unable to load mission, info file not found: "..dumps(infoPath))
    return nil
  end
  local missionData = jsonReadFile(infoPath)
  if not missionData then
    log("E", "", "Unable to load mission data, couldn't parse file: "..dumps(infoPath))
    return nil
  end
  local _, missionId, _ = path.split(missionDir)
  --dump(missionId)
  missionId = string.sub(missionDir, #missionsDir+1)
  missionData.id = missionId
  missionData.missionFolder = missionDir
  sanitizeMission(missionData, infoPath)

  -- cache mission attributes (with consistent order)
  --missionData.recommendedAttributesKeyBasedCache = {}
  --for _, v in ipairs(missionData.recommendedAttributes) do
  --  missionData.recommendedAttributesKeyBasedCache[v] = true
  --end
  return missionData
end

Callers

@/lua/ge/extensions/gameplay/missions/missions.lua
      missionDir = string.sub(missionDir,0,-2)
      local missionData = loadMission(missionDir)
      if not missionData then
  saveMission(data, missionsDir.."/"..id)
  local loaded = loadMission(missionsDir.."/"..id)
  table.insert(loaded, data)
@/lua/ge/extensions/editor/rallyEditor/testTab.lua
    extensions.load("gameplay_rally_recceApp")
    gameplay_rally_recceApp.loadMission(mid, missionDir)
    gameplay_rally_recceApp.setDrawDebug(true)
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/sessionStart.lua

  gameplay_rally.loadMission(missionId, missionDir)
@/lua/ge/extensions/gameplay/rally/recceApp.lua

local function loadMission(missionId, missionDir)
  -- log('D', logTag, 'loadMission')

  gameplay_rally.loadMission(missionId, missionDir)
  -- if im.Button('Load Mission') then
  --   self:loadMission()
  -- end
-- was considering using this for a full-imgui recce app
-- function C:loadMission()
--   if not self.selectedMission then return end

--   self.rallyExt.loadMission(missionId, missionDir, missionName)
--   -- local rallyManager = self.rallyExt.getRallyManager()
@/lua/ge/extensions/gameplay/rally.lua

local function loadMission(missionId, missionDir, drivelineMode)
  errorMsgForUser = nil
@/ui/modules/apps/RallyRecce/app.js
          $scope.lastLoadSuccess = true
          bngApi.engineLua('gameplay_rally.recceApp.loadMission("'+missionToLoadId+'", "'+missionToLoadDir+'")')
          updateLuaShowNotes()