generateAttempts
Definition
-- @/lua/ge/extensions/gameplay/missions/progress.lua:1747
M.generateAttempts = function(id, amount, dumpChange)
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
return
end
local allProgressKeys = tableKeysSorted(mission.saveData.progress)
for _, progressKey in ipairs(allProgressKeys) do
for i = 1, amount do
local attempt = M.newAttempt(mission:getRandomizedAttempt())
local totalChange = M.aggregateAttempt(id, attempt, progressKey)
if dumpChange then
dump(totalChange)
end
end
end
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
end
Callers
@/lua/ge/extensions/editor/missionEditor.lua
if im.MenuItem1("Generate 25 Attempts") then
gameplay_missions_progress.generateAttempts(clickedMission.id, 25, true)
end
for _, mission in ipairs(missionList) do
gameplay_missions_progress.generateAttempts(mission.id, 1 + math.floor(math.random()*4))
end
if math.random() < 0.5 then
gameplay_missions_progress.generateAttempts(mission.id, 1 + math.floor(math.random()*4))
end