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