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newAttempt

Definition


-- @/lua/ge/extensions/gameplay/missions/progress.lua:225

local function newAttempt(type, data)
  return { type = type, date = os.time(), humanDate = os.date("!%Y-%m-%dT%TZ"), data = data or {} }
end

Callers

@/lua/ge/extensions/flowgraph/nodes/activity/activityAttempt.lua
    --if self.pinIn.completed.value then type = 'completed' end
    local attempt = gameplay_missions_progress.newAttempt(type, tData)
    self.pinOut.attempt.value = attempt
@/lua/ge/extensions/gameplay/rally/loop/rallyAttempts.lua
local function createAttempt()
  return gameplay_missions_progress.newAttempt('attempted', {})
end
@/lua/ge/extensions/gameplay/missions/missionTypes/flowMission.lua
    --TODO retrieve attempt data from flowgraph, use it in newAttempt
    local attempt = data.attempt or gameplay_missions_progress.newAttempt("abandoned")
    --gameplay_missions_progress.aggregateAttempt(self.id, attempt)
@/lua/ge/extensions/gameplay/missions/progress.lua

  local attempt = M.newAttempt(mission:getRandomizedAttempt())
  for k, v in pairs(addAttemptData) do
    for i = 1, amount do
      local attempt = M.newAttempt(mission:getRandomizedAttempt())
      local totalChange = M.aggregateAttempt(id, attempt, progressKey)
@/lua/ge/extensions/flowgraph/nodes/activity/activityStop.lua
  self.stopping = false
  local att = self.pinIn.attempt.value or gameplay_missions_progress.newAttempt("attempted", {})