logMissionIssues
Definition
-- @/lua/ge/extensions/gameplay/missions/missions.lua:1016
local function logMissionIssues(mission)
if not mission._issueList then
log("I", "", "Calculating issues for mission " .. mission.id.."...")
local issues = {}
gameplay_missions_missions.getMissionEditorForType(mission.missionType):setContainer(mission)
local cIssues = gameplay_missions_missions.getMissionEditorForType(mission.missionType):checkContainer(mission)
for _, i in ipairs(cIssues) do
table.insert(issues, i)
end
if gameplay_missions_missions.getMissionEditorForType(mission.missionType).calculateMissionIssues then
local success, customIssues = pcall(gameplay_missions_missions.getMissionEditorForType(mission.missionType).calculateMissionIssues, mission)
if success then
for _, i in ipairs(customIssues) do
table.insert(issues, i)
end
end
end
mission._issueList = {
list = issues,
importantCount = 0,
highestSeverity = 'unknown'
}
for _, i in ipairs(issues) do
if i.severity == 'warning' or i.severity == 'error' then
mission._issueList.importantCount = mission._issueList.importantCount + 1
end
if severityPriority[mission._issueList.highestSeverity] < severityPriority[i.severity] then
mission._issueList.highestSeverity = i.severity
end
end
end
log(severityToLog[mission._issueList.highestSeverity] or 'I', "", string.format("Mission %s has %d issues:", mission.id, #(mission._issueList.list or {})))
for _, i in ipairs(mission._issueList.list or {}) do
log(severityToLog[i.severity] or 'I', "", i.label)
end
end
Callers
@/lua/ge/extensions/gameplay/missions/missionTypes/flowMission.lua
function C:onStart()
gameplay_missions_missions.logMissionIssues(self)