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", {})