generateAttempt
Definition
-- @/lua/ge/extensions/gameplay/missions/progress.lua:1716
M.generateAttempt = function(id, addAttemptData)
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then
plog("E", "", "Trying to saveMissionAttempt nonexitent mission by ID: " .. dumps(id))
return
end
if not mission.getRandomizedAttempt then
dumpz(mission, 2)
dump("no attempt generator?")
return
end
local attempt = M.newAttempt(mission:getRandomizedAttempt())
for k, v in pairs(addAttemptData) do
attempt[k] = v
end
dump(attempt)
local totalChange = M.aggregateAttempt(id, attempt, mission.defaultProgressKey)
if career_career and career_career.isActive() then
if not career_modules_missionWrapper then
plog("E", "", "Trying to save mission with career_modules_missionWrapper not loaded but career_career is active ("..dumps(id)..")")
else
career_modules_missionWrapper.saveMission(id)
end
else
M.saveMissionSaveData(id)
end
return totalChange
end
Callers
@/lua/ge/extensions/editor/missionPlaybook.lua
local function executeMissionAttempt(e)
local change = gameplay_missions_progress.generateAttempt(e.missionId, {unlockedStars = e.stars})
local ret = {}
@/lua/ge/extensions/editor/missionEditor.lua
if im.MenuItem1("Generate one attempt with star: " .. key) then
gameplay_missions_progress.generateAttempt(clickedMission.id, {unlockedStars = {[key..''] = true}})
end