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getMissionFilename

Definition


-- @/=[C]:-1
function getMissionFilename(...)

Callers

@/lua/ge/extensions/tech/impactgen/crashOutput.lua
local function getLevelName()
  local mission = getMissionFilename()
  if string.find(mission, 'smallgrid') then
@/lua/ge/extensions/editor/gen/world.lua
local _dbdrag = false
local _mode = core_levels.getLevelName(getMissionFilename()) == 'template_tech' and 'BASE' or 'ROAD'
_mode = 'GEN'
@/lua/ge/extensions/editor/sceneTree.lua
  end
  if path.split(getMissionFilename()) then
    prefabSaveFolder = path.split(getMissionFilename()).."art/prefabs/"
  if path.split(getMissionFilename()) then
    prefabSaveFolder = path.split(getMissionFilename()).."art/prefabs/"
  end
@/lua/ge/extensions/campaign/exploration.lua
  local levelMissionFile = string.lower(path.getPathLevelInfo(levelName))
  local loadedMissionFile = string.lower(getMissionFilename())
  -- log('D', logTag, 'levelMissionFile: ' .. tostring(levelMissionFile)..'   loadedMissionFile: ' .. tostring(loadedMissionFile))
@/lua/ge/extensions/core/busRouteManager.lua
  busLines={routes={}}
  local missionFile = getMissionFilename()
  local levelDir, filename, ext = path.split(missionFile, "(.-)([^/]-([^%.]*))$")
@/lua/ge/extensions/core/audio.lua
local function registerBaseBank(path)
  local inLevelOrLoadingOrLoading = getMissionFilename() ~= "" or LoadingManager:isLoadingInProgress()
  if inLevelOrLoading then
  bankFilePath = string.lower(bankFilePath)
  local inLevelOrLoading = getMissionFilename() ~= "" or LoadingManager:isLoadingInProgress()
  if not inLevelOrLoading then
@/lua/ge/extensions/editor/drivePathEditor.lua
              end
              local serData = { splines = drivePathSplinesSer, mapName = core_levels.getLevelName(getMissionFilename()), tool = toolPrefixStr }
              jsonWriteFile(data.filepath, serData, true)
            local serData = jsonReadFile(data.filepath)
            if serData.mapName ~= core_levels.getLevelName(getMissionFilename()) then
              log('E', logTag, 'The currently-loaded map does not match the map in the saved session file. Please switch to the map: ' .. serData.mapName)
@/lua/ge/extensions/editor/biomeTool.lua
    ) then
      local levelPath, levelName, _ = path.split(getMissionFilename())
      editor_fileDialog.openFile(
  local i = 1
  for str in string.gmatch(getMissionFilename(),"([^/]+)") do
    if i == 2 then
@/lua/ge/extensions/flowgraph/nodes/util/loadLevel.lua
    local levelPath = ("/levels/"..self.pinIn.levelPath.value.."/"):lower()
    local loadedMissionFile = getMissionFilename()
    local dirM  = path.split(loadedMissionFile)
@/lua/ge/extensions/util/saveDynamicData.lua
  vehicleToTest = vehicle
  local levelPath = getMissionFilename()
@/lua/ge/extensions/editor/camPathEditor.lua
      if im.MenuItem1('Load...') then
        local currentLevelPath = (path.split(getMissionFilename()) or '') .. 'camPaths'
        editor_fileDialog.openFile(function(data)
        else
          local currentLevelPath = (path.split(getMissionFilename()) or '') .. 'camPaths'
          extensions.editor_fileDialog.saveFile(function(data)
@/lua/ge/extensions/gameplay/rally/geometry.lua
local function getRouteJsonPath()
  local levelName = core_levels.getLevelName(getMissionFilename())
  return string.format("temp/rally_route_%s.json", level, map)
@/lua/ge/extensions/util/compileImposters.lua
    local playerVehicle = getPlayerVehicle(0)
    while not string.find(string.lower(getMissionFilename()), escapePattern(string.lower(levelName))) and not playerVehicle do
      log('D', 'compileImposters', 'Level not loaded yet: ' .. getMissionFilename() .. ' : ' .. levelName)
    while not string.find(string.lower(getMissionFilename()), escapePattern(string.lower(levelName))) and not playerVehicle do
      log('D', 'compileImposters', 'Level not loaded yet: ' .. getMissionFilename() .. ' : ' .. levelName)
      sleep(job, 8)
@/lua/ge/extensions/editor/roadArchitect.lua
        junctions = serJunctions,
        mapName = core_levels.getLevelName(getMissionFilename())
      }
      -- Ensure the map used in the saved session matches the currently-loaded map.
      if loadedJson.mapName ~= core_levels.getLevelName(getMissionFilename()) then
        log('E', logTag, 'The currently-loaded map does not match the map in the saved session file. Please switch to the map: ' .. loadedJson.mapName)
  -- If the user changes map, remove all the road and junction data from the structure.
  local latestMap = core_levels.getLevelName(getMissionFilename())
  local currentMap = roadMgr.getCurrentMap()
@/lua/ge/extensions/core/vehicles.lua
local function openSelectorUI()
  if getMissionFilename() == '' then
    -- no vehicle selector in main menu
local function openSelectorUI_legcay()
  if getMissionFilename() == '' then
    -- no vehicle selector in main menu
    end
    local levelName = core_levels.getLevelName(getMissionFilename())
    if levelName then
@/lua/ge/server/server.lua
  if scenetree.MissionGroup then
    local missionFilename = getMissionFilename()
    log('I', logTag,"*** Level ended: "..missionFilename)

  log('I', 'levelLoading', "Level loaded: "..getMissionFilename())

    clientStartMission(getMissionFilename())
@/lua/ge/extensions/editor/assetBrowser.lua
        local skipFile = false
        if file.fullFileName == "main.level.json" and getMissionFilename() ~= "" then
          local levelName = string.match(getMissionFilename(), "/levels/([%w_]+)")
        if file.fullFileName == "main.level.json" and getMissionFilename() ~= "" then
          local levelName = string.match(getMissionFilename(), "/levels/([%w_]+)")
          local newSceneTreeEntry = '/levels/' .. levelName .. '/main/'
  local i = 1
  for str in string.gmatch(getMissionFilename(),"([^/]+)") do
    if i == 2 then
@/lua/ge/extensions/editor/api/decal.lua
local function getDecalDataFilePath()
  local decalFileName = (path.split(getMissionFilename()) or '') .. defaultFilepath
  if decalFileName == defaultFilepath then

  local decalFileName = (path.split(getMissionFilename()) or '') .. "main.decals.json"
  if decalFileName then
@/lua/common/utils.lua
function getCurrentLevelIdentifier(raw)
  local dir, filename, ext = path.split(getMissionFilename())
  if dir ~= nil then
@/lua/ge/extensions/gameplay/traffic/trafficUtils.lua
  local group, fileName
  local dir = path.split(getMissionFilename()) or '/levels/'
  local files = FS:findFiles(dir, '*.vehGroup.json', 0, true, true) -- vehGroup files in the level directory
@/lua/ge/setSpawnpoint.lua
local function setDefaultSP(defaultSPName, levelName)
  levelName = levelName:lower() or core_levels.getLevelName(getMissionFilename()) -- select spawnpoint from level menu
  local data = jsonReadFile(M.settingsFilePath) or {}
local function loadDefaultSpawnpoint(levelName)
  local levelName = levelName or core_levels.getLevelName(getMissionFilename())
  local levelInfo = jsonReadFile(path.getPathLevelInfo(levelName))
@/lua/ge/main.lua
  if tableFindKey(cmdArgs, '-flowgraph') then
    if getMissionFilename() == "" then
      freeroam_freeroam.startFreeroam(path.getPathLevelMain("smallgrid"))
@/lua/ge/extensions/ui/topBar.lua
  return {
    isInGame = getMissionFilename() ~= "",
    isCareerActive = extensions.career_career and extensions.career_career.isActive(),
    local isHidden = item.isHidden and item.isHidden()
    local isOnlyIngame = item.onlyIngame and getMissionFilename() == ""
    if not isBlacklisted and not isHidden and not isOnlyIngame then

  -- if state == "menu.mainmenu" and getMissionFilename() == "" then
  --   M.hide()
@/lua/ge/extensions/core/environment.lua
  -- then load level groundmaps
  levelPath = levelPath or getMissionFilename()
  if levelPath and string.len(levelPath) > 0 then
@/lua/ge/extensions/gameplay/statistic.lua
  --   log("E","1", "levelFolder="..dumps(levelFolder))
  --   log("E","2", "getMissionFilename="..dumps(getMissionFilename()))
  -- else
@/lua/ge/extensions/editor/mainMenu.lua
  if editor.dirty then modified = "*" end
  imgui.TextColored(imgui.GetStyleColorVec4(imgui.Col_ButtonActive), "[" .. getMissionFilename() .. "]" .. modified)
end
  local isModLevel = false
  local levelName = core_levels.getLevelName(getMissionFilename())
  if levelName then
@/lua/ge/map.lua
  -- load manual road segments
  local levelDir = path.split(getMissionFilename())
  if not levelDir then return end
@/lua/ge/extensions/core/weather.lua
local function loadPresets()
  local levelPath = getMissionFilename() -- /levels/small_island/info.json
  if type(levelPath) ~= 'string' or string.len(levelPath) == 0 then return end
@/lua/ge/extensions/ui/uiNavi.lua

  if FS:fileExists(getMissionFilename()) then
    info = jsonReadFile(getMissionFilename())
  if FS:fileExists(getMissionFilename()) then
    info = jsonReadFile(getMissionFilename())
    if info.spawnPoints then
@/lua/ge/extensions/util/maptiles.lua
      if im.Button('Start Tile Generation') then
        currentLevelName = core_levels.getLevelName(getMissionFilename())
        calcBounds()
@/lua/ge/extensions/gameplay/city.lua

    local dir, filename, ext = path.split(getMissionFilename())
    if dir then
@/lua/ge/extensions/editor/terrainEditor.lua
  local i = 1
  for str in string.gmatch(getMissionFilename(),"([^/]+)") do
    if i == 2 then
@/lua/ge/extensions/core/trafficSignals.lua
  if not FS:fileExists(shapeFile) then
    local artDir = path.split(getMissionFilename()) or '' -- first, search the current level assets
    artDir = artDir..'art/shapes/'
  if not filePath then
    local levelDir = path.split(getMissionFilename()) or ''
    filePath = levelDir..'signalControllerDefinitions.json'
  if not filePath then -- auto load signals, if they exist
    local levelDir = path.split(getMissionFilename()) or ''
    filePath = levelDir..'signals.json'
@/lua/ge/extensions/editor/forestEditor.lua
  local i = 1
  for str in string.gmatch(getMissionFilename(),"([^/]+)") do
    if i == 2 then

  pM_textureSetsFilePath = string.format("%sart/parallaxMappingTextureSets.json", path.split(getMissionFilename()))
  readOrIntializeParallaxMappingTextureSets()
@/lua/ge/screenshot.lua
  }
  res.level = getMissionFilename()
  if extensions.core_gamestate.state.state then
@/lua/ge/extensions/util/calibrateESC.lua
  vehicleToTest = vehicle
  local levelPath = getMissionFilename()
@/lua/ge/extensions/editor/api/core.lua
local function getLevelName()
  local levelPath, levelName, _ = path.split(getMissionFilename())
  if levelPath then
local function getLevelPath()
  local levelPath, _, _ = path.split(getMissionFilename())
  return levelPath or ""
@/lua/ge/extensions/core/gamestate.lua
  -- TODO: check if getter setter is needed or if this is enough and always correct -yh
  local mainMenu = getMissionFilename() == ''
  log('D', logTag, 'show main menu (' .. tostring(mainMenu) .. ')')
@/lua/ge/extensions/tech/utils.lua
local function onExtensionLoaded()
  onLevel(getMissionFilename())
end
@/lua/ge/extensions/flowgraph/nodes/util/getLevelData.lua
function C:work()
  local levelPath = getMissionFilename()
  local dir, _, _ = path.split(levelPath)
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
          ffi.copy(saveSettings.description, string.gsub(json.description or "", "\\n", "\n"))
          saveSettings.saveOnMap[0] = json.level == getCurrentLevelIdentifier()--core_levels.getLevelName(getMissionFilename())
          saveSettings.saveEnvironment[0] = json.environment ~= nil

  isOnGlowCity = core_levels.getLevelName(getMissionFilename()) =='glow_city'
  -- editor.editModes.trackBuilderEditMode = {
@/lua/ge/extensions/core/loadMapCmd.lua
  if core_gamestate and core_gamestate.state.state == "freeroam" and freeroam_freeroam and freeroam_freeroam.state.freeroamActive then
    if parseMapPath(getMissionFilename()) == args.mapName then
      log("D", "changeMap", "map already loaded")
@/lua/ge/extensions/editor/slotTrafficEditor.lua
  log('I', logTag, "Trying to load navgraph from file navgraph.json")
  local levelDir = path.split(getMissionFilename())
  if not levelDir then return end

    local levelDir = path.split(getMissionFilename())
    jsonWriteFile(levelDir .. "navgraph.json", mapNodesCopy, true)
@/lua/ge/extensions/core/replay.lua

    local map = core_levels.getLevelName(getMissionFilename())
    if map == nil then
      log("E", "", "Cannot start recording replay. Map filename: "..dumps(getMissionFilename()))
    else
@/lua/ge/extensions/core/paths.lua
local function onClientStartMission()
  local camPathFolder = (path.split(getMissionFilename()) or '') .. "camPaths"
  local camPathFiles = FS:findFiles(camPathFolder, "*.camPath.json", 0, true, true)
@/lua/ge/extensions/editor/particleEditor.lua
local function saveParticleToLevel(particle)
  local levelPath, levelName, _ = path.split(getMissionFilename())
  editor.saveDataBlockToFile(particle, levelPath .. defaultParticleFile)
local function saveEmitterToLevel(emitter)
  local levelPath, levelName, _ = path.split(getMissionFilename())
  editor.saveDataBlockToFile(emitter, levelPath .. defaultEmitterFile)
@/lua/ge/extensions/util/trackBuilder/splineTrack.lua
  }
  if core_levels.getLevelName(getMissionFilename()) == 'glow_city' then
    materialInfo = {
  -- position track before camera, above vehicle or at origin, depending on availability
  if core_levels.getLevelName(getMissionFilename()) == 'glow_city' then
    M.setTrackPosition(50, -50, 250)
  materialUtil.setMaterials(import.materialFields or {A = {}, B = {}, C = {}, D = {}, E = {}, F = {}, G = {}, H = {}}, true)
  local lvlName = core_levels.getLevelName(getMissionFilename())
  if import.environment and lvlName ~= 'glow_city' and lvlName == import.level then
  if saveOptions.saveForThisMap then
    exported.level = core_levels.getLevelName(getMissionFilename())
  else
@/lua/ge/extensions/freeroam/specialTriggers.lua
  if not filePath then
    local levelDir = path.split(getMissionFilename())
    if levelDir then filePath = levelDir..'triggers.json' end