GE Lua Documentation

Press F to search!

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