Definition
-- @/lua/ge/extensions/scenario/scenariosLoader.lua:282
local function getScenarioDataForMission(m)
local additionalAttributes, additionalAttributesSortedKeys = gameplay_missions_missions.getAdditionalAttributes()
local diffString = additionalAttributes.difficulty.valuesByKey[m.additionalAttributes.difficulty] and additionalAttributes.difficulty.valuesByKey[m.additionalAttributes.difficulty].translationKey
local scenarioData = {
name = m.name,
description = m.description,
authors = m.author or "Anonymous",
difficultyLabel = diffString or nil,
difficulty = m.additionalAttributes.difficulty,
date = ((m.date ~= 0 and m.date) or "") .. "",
flowgraph = loadMissionAsScenarioFlowgraph,
variables = {
level = m.startTrigger.level,
missionId = m.id,
},
isMissionAsScenario = true,
scenarioName = m.id,
levelName = m.startTrigger.level,
previews = {m.previewFile},
official = isOfficialContentVPath(m.missionFolder .. "/info.json") and m.author == "BeamNG",
customOrderKey = m.missionType,
additionalAttributes = {{
labelKey = "bigMap.missionLabels.missionType",
valueKey = m.missionTypeLabel,
icon = 'bubble_chart'}
},
}
-- add mod information from the mission
if m.modID then
scenarioData.modID = m.modID
scenarioData.modName = m.modName
scenarioData.modTitle = m.modTitle
else
scenarioData.modID = nil
scenarioData.modName = 'BeamNG'
scenarioData.modTitle = 'BeamNG.drive'
end
return processScenarioData(nil, scenarioData, nil)
end
Callers
@/lua/ge/extensions/scenario/scenariosLoader.lua
if m.startTrigger.level and core_levels.getLevelByName(m.startTrigger.level) and m.isAvailableAsScenario then
local scenarioData = M.getScenarioDataForMission(m)
if scenarioData then