saveMissionSaveData
Definition
-- @/lua/ge/extensions/gameplay/missions/progress.lua:294
local function saveMissionSaveData(id, dirtyDate)
plog("I", "", "Saved Mission Progress for mission id " .. dumps(id))
local mission = gameplay_missions_missions.getMissionById(id)
if not mission then
plog("E", "", "Trying to saveMissionAttempt nonexitent mission by ID: " .. dumps(id))
return
end
local path = savePath .. id .. '.json'
mission.saveData.dirtyDate = dirtyDate
return jsonWriteFile(path, mission.saveData, true)
end
Callers
@/lua/ge/extensions/gameplay/rally/loop/rallyAttempts.lua
local function save(missionId)
gameplay_missions_progress.saveMissionSaveData(missionId)
end
@/lua/ge/extensions/flowgraph/nodes/activity/aggregateAttempt.lua
if not (career_career and career_career.isActive()) then
gameplay_missions_progress.saveMissionSaveData(self.mgr.activity.id)
end
@/lua/ge/extensions/career/modules/missionWrapper.lua
if dirtyDate > oldSaveDate then
if gameplay_missions_progress.saveMissionSaveData(id, dirtyDate) == false then
career_saveSystem.saveFailed()
@/lua/ge/extensions/gameplay/missions/progress.lua
-- actually save progress
--saveMissionSaveData(id)
end
else
M.saveMissionSaveData(id)
end
else
M.saveMissionSaveData(id)
end
@/lua/ge/extensions/gameplay/missions/missionTypes/flowMission.lua
--gameplay_missions_progress.aggregateAttempt(self.id, attempt)
--gameplay_missions_progress.saveMissionSaveData(self.id)
end