tableKeysSorted
Definition
-- @/lua/common/utils.lua:619
function tableKeysSorted(tbl, target)
local res = tableKeys(tbl, target)
table.sort(res, tableSortCompareMultiType)
return res
end
Callers
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamModifierLeakVis.lua
sectionNamesSorted = {}
local sortedTbl = tableKeysSorted(sectionsPartsMods)
for k,v in pairs(sortedTbl) do
for sectionName, mods in pairs(outSectionsAllModNames) do
sortedTbl = tableKeysSorted(mods)
sectionsModNamesSorted[sectionName] = {}
@/lua/ge/extensions/editor/aiTests.lua
}
local paramKeys = tableKeysSorted(params)
local routeTracking = false
vehicleIds = tableKeysSorted(vehicles)
end
vehicles[id] = nil
vehicleIds = tableKeysSorted(vehicles)
end
@/lua/common/jbeam/optimization.lua
local ekeys = {}
local vkeys = tableKeysSorted(vehicle)
for _, keyEntry in ipairs(vkeys) do
table.clear(ekeys)
tableKeysSorted(entry, ekeys)
for _, rowKey in ipairs(ekeys) do
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veFlexbodyDebug.lua
local sorted = tableKeysSorted(namesToID)
@/lua/ge/extensions/gameplay/traffic.lua
trafficIdsSorted = tableKeysSorted(traffic)
auxiliaryData.activeChanged = true
traffic[id] = nil
trafficIdsSorted = tableKeysSorted(traffic)
auxiliaryData.activeChanged = true
local function deactivate(stopAi) -- deactivates traffic mode for all vehicles
for _, id in ipairs(tableKeysSorted(traffic)) do
removeTraffic(id, stopAi)
@/lua/common/jbeamWriter.lua
-- sort keys first
local tableKeys = tableKeysSorted(v)
for _, kk in pairs(tableKeys) do
@/lua/ge/extensions/gameplay/missions/unlocks/conditions/missionConditions.lua
elseif pKeys == 'any' then
pKeys = tableKeysSorted(missions.saveData.progress)
else
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
if im.BeginCombo("Signal Action##ctrlDefinitionState", currData.action or "(None)") then
for _, action in ipairs(tableKeysSorted(signalCtrlDefinitions.signalActions)) do
if im.Selectable1(action.."##ctrlDefinitionState", currData.action == action) then
if im.BeginCombo("Light Color #"..i.."##ctrlDefinitionStateLight"..i, currData.flashingLights[selected.flashingLight][i] or "(None)") then
for _, color in ipairs(tableKeysSorted(signalCtrlDefinitions.signalColors)) do
if im.Selectable1(color.."##ctrlDefinitionStateLight"..i, currData.flashingLights[selected.flashingLight][i] == color) then
if signalCtrlDefinitions._update then
signalCtrlDefinitions.statesSorted = tableKeysSorted(signalCtrlDefinitions.states)
signalCtrlDefinitions.typesSorted = tableKeysSorted(signalCtrlDefinitions.types)
signalCtrlDefinitions.statesSorted = tableKeysSorted(signalCtrlDefinitions.states)
signalCtrlDefinitions.typesSorted = tableKeysSorted(signalCtrlDefinitions.types)
local tempStates = tableMerge(signalCtrlDefinitions.origStates, signalCtrlDefinitions.states)
signalCtrlDefinitions.tempStatesSorted = tableKeysSorted(tempStates)
if im.BeginCombo("Signal Type##controller", typeName) then
for _, k in ipairs(tableKeysSorted(signalTypes)) do
if im.Selectable1(signalTypes[k].name, k == currController.type) then
@/lua/ge/extensions/freeroam/bigMapPoiProvider.lua
quickTravelUnlocked = qtEnabled and gameplay_missions_progress.missionHasQuickTravelUnlocked(elemData.missionId),
branchTagsSorted = tableKeysSorted(mission.unlocks.branchTags),
-- these two will show below the mission and will be a context translation.
}
for _, groupKey in ipairs(tableKeysSorted(groupData)) do
if string.startswith(groupKey,'missionType_') then
@/lua/ge/extensions/core/vehiclePaints.lua
model.paints = model.paints or {}
debugLog("Model has " .. #tableKeys(model.paints) .. " explicit paints: " .. table.concat(tableKeysSorted(model.paints), ", "))
debugLog("Finished: Model has " .. #tableKeys(model.paints) .. " paints: " .. table.concat(tableKeysSorted(model.paints), ", "))
@/lua/ge/extensions/gameplay/city.lua
end
return tableKeysSorted(fieldNameFiles)
end
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
for _, field in ipairs(tableKeysSorted(mtd)) do
if not fieldsChecked[field] then
@/lua/ge/extensions/career/modules/delivery/generator.lua
if f.id ~= fac.id and f.logisticTypesReceivedLookup[materialType] and f.materialStorages[materialType] then
for _, apName in ipairs(tableKeysSorted(f.accessPointsByName)) do
local ap = f.accessPointsByName[apName]
if missing then
log("E","",string.format("Fix Facility %s provided types: [\"%s\"]", fac.id, table.concat(tableKeysSorted(fac.logisticTypesProvidedLookup),'", "') )
)
)
log("E","",string.format("Fix Facility %s received types: [\"%s\"]", fac.id, table.concat(tableKeysSorted(fac.logisticTypesReceivedLookup),'", "') )
)
end
for _, key in ipairs(tableKeysSorted(allTypes)) do
--print(string.format("%s -> %s", key, dumps(logisticTypeToSystem(key))))
end
for _, key in ipairs(tableKeysSorted(materialRatesProvided)) do
print(key)
print(string.format("Total IN: %0.2f/min", materialRatesProvided[key].total*60))
for _, facId in ipairs(tableKeysSorted(materialRatesProvided[key])) do
if facId ~= "total" then
print(string.format("Total OUT: %0.2f/min", materialRatesReceived[key].total*60))
for _, facId in ipairs(tableKeysSorted(materialRatesReceived[key])) do
if facId ~= "total" then
end
for _, orgId in ipairs(tableKeysSorted(orgToFacs)) do
local org = freeroam_organizations.getOrganization(orgId)
@/lua/ge/extensions/gameplay/parking.lua
parkedVehData[id] = nil
parkedVehIds = tableKeysSorted(parkedVehData)
end
@/lua/ge/extensions/ui/messagesTasksAppContainers.lua
im.Text("App Controls:")
for _, appId in ipairs(tableKeysSorted(container.apps)) do
local app = container.apps[appId]
@/lua/ge/extensions/editor/util/vehicleSelectUtil.lua
self.paints = modelData.model.paints
self.paintKeys = self.paints and tableKeysSorted(self.paints) or {}
end
@/lua/ge/extensions/career/modules/delivery/cargoScreen.lua
local data = { }
for _, materialType in ipairs(tableKeysSorted(fac.materialStorages)) do
local storage = fac.materialStorages[materialType]
@/lua/ge/extensions/career/modules/milestones/milestones.lua
list = list,
filters = tableKeysSorted(filters)
}
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamTableVis.lua
-- Sort the table
local keys = tableKeysSorted(resTable)
@/lua/ge/extensions/util/terrainGenerator.lua
local keysSorted = tableKeysSorted(json) -- material name alphabetical order; may not be needed
@/lua/ge/extensions/editor/missionEditor/careerSetup.lua
end
self.starKeysSorted = self.missionInstance.sortedStarKeys or tableKeysSorted(self.missionInstance.starLabels or {})
inputBuffers = {}
@/lua/ge/extensions/career/modules/delivery/parcelMods.lua
local r = math.random()
--for _, modKey in ipairs(tableKeysSorted(modifiers)) do
for _, modKey in ipairs(tableKeysSorted(parcelTemplate.modChance)) do
--for _, modKey in ipairs(tableKeysSorted(modifiers)) do
for _, modKey in ipairs(tableKeysSorted(parcelTemplate.modChance)) do
if r <= parcelTemplate.modChance[modKey] then
@/lua/ge/extensions/util/forestGenerator.lua
end
forestItemTypes = tableKeysSorted(forestItemDict)
end
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamBeautifier.lua
for _, partASTIdx in ipairs(tableKeysSorted(astIdxToPart)) do
local partName = astIdxToPart[partASTIdx]
for _, sectionASTIdx in ipairs(tableKeysSorted(astIdxToSection)) do
local sectionName = astIdxToSection[sectionASTIdx]
@/lua/ge/extensions/gameplay/drift/saveLoad.lua
end
--dump(tableKeysSorted(spotsById))
if career_career.isActive() then
@/lua/ge/extensions/editor/veMain.lua
local sortedEntries = tableKeysSorted(entries)
sortedEntries = tableKeysSorted(entries)
@/lua/ge/extensions/gameplay/missions/missions.lua
if not mission.sortedStarKeys or mission.sortedStarKeys == {} then
for i, key in ipairs(tableKeysSorted(mission.starLabels or {})) do
starOrder[key] = i
get()
return tableKeysSorted(missionsById)
end
@/lua/common/utils.lua
-- sort keys first
local tableKeys = tableKeysSorted(v)
for _, kk in pairs(tableKeys) do
local function _flattenTable_rec(tbl, tableRegister, path)
local keys = tableKeysSorted(tbl)
@/lua/ge/extensions/editor/util/vehicleFilterUtil.lua
else
for _, key in ipairs(tableKeysSorted(filterByProp[propName])) do
table.insert(filterData.options, key)
@/lua/ge/extensions/editor/missionEditor/objectives.lua
end
self.starKeysSorted = self.missionInstance.sortedStarKeys or tableKeysSorted(self.missionInstance.starLabels or {})
inputBuffers = {}
im.NextColumn()
for _, key in ipairs(tableKeysSorted(sums.all)) do
im.Text(key .." -> ".. sums.all[key])
im.NextColumn()
for _, key in ipairs(tableKeysSorted(sums.defaultOnly)) do
im.Text(key .." -> ".. sums.defaultOnly[key])
im.NextColumn()
for _, key in ipairs(tableKeysSorted(sums.bonusOnly)) do
im.Text(key .." -> ".. sums.bonusOnly[key])
@/lua/ge/extensions/flowgraph/modules/prefabModule.lua
if data then
ret = tableKeysSorted(data.originalVehicleTransforms or {})
end
self.prefabs[id] = nil
self.sortedIds = tableKeysSorted(self.prefabs)
end
@/lua/ge/extensions/flowgraph/nodes/ui/setUILayout.lua
self.pinInLocal.appContainerContext.hardTemplates = {}
for _, appId in ipairs(tableKeysSorted(apps)) do
table.insert(self.pinInLocal.appContainerContext.hardTemplates, {value = appId})
@/lua/ge/extensions/core/vehicle/partmgmt.lua
recGetPart(vehData.config.partsTree or {}, partsHighlighted, partsHighlightedIdxs, partNameToIdx)
local partsSorted = tableKeysSorted(partsHighlighted)
local partsSorted = tableKeysSorted(partsFlattened)
partsData.partsHighlighted = newHighlightedParts
@/lua/ge/extensions/editor/trafficManager.lua
session.signalElements[signal.id] = signal
session.lightsSorted = tableKeysSorted(session.lights)
end
if im.BeginCombo("AI Mode##trafficManager", label or "(None)") then
for _, t in ipairs(tableKeysSorted(aiModes)) do
for _, mode in ipairs(tableKeysSorted(aiModes[t])) do
for _, t in ipairs(tableKeysSorted(aiModes)) do
for _, mode in ipairs(tableKeysSorted(aiModes[t])) do
if im.Selectable1(aiModes[t][mode].."##trafficManagerAiMode", sessionData.aiMode == mode) then
session.lights[currSelection.light] = nil
session.lightsSorted = tableKeysSorted(session.lights)
end
signSelector = {model = "roadsigns", config = "stop", models = {}}
local modelKeys = tableKeysSorted(core_vehicles.getModelList().models)
for _, model in ipairs(modelKeys) do
for _, m in ipairs(signSelector.models) do
for _, c in ipairs(tableKeysSorted(core_vehicles.getModel(signSelector.model).configs)) do
label = core_vehicles.getModel(m).configs[c].Configuration.." ["..c.."]"
session.lightsSorted = tableKeysSorted(session.lights)
else
@/lua/ge/extensions/career/modules/branches/landing.lua
end
return tableKeysSorted(ret)
end
@/lua/common/devUtils.lua
local keys = tableKeysSorted(t)
local keys = tableKeysSorted(t)
for _, k in ipairs(keys) do
@/lua/ge/extensions/career/modules/delivery/progress.lua
--table.sort(vehicleInfo.containers, function(a,b) return a.name < b.name end)
for _, id in ipairs(tableKeysSorted(vehicleInfo.containersById)) do
vehicleInfo.containersById[id].cargo = dParcelManager.addParcelRewardsSummary(deepcopy(vehicleInfo.containersById[id].cargo))
dropOffDataStatus.customAmountPerMaterialType = {}
for _, materialType in pairs(tableKeysSorted(unloadingMaterialInfoByKey)) do
local info = unloadingMaterialInfoByKey[materialType]
@/lua/ge/extensions/core/trafficSignals.lua
self.timelineTimes = tableKeysSorted(self.timeline) -- sequence timings table is used to order the sequence (by timestamp)
@/lua/ge/extensions/ui/apps/minimap/minimap.lua
end
for _, key in ipairs(tableKeysSorted(stats)) do
im.Text(string.format("%s: %d", key, stats[key]))
im.Separator()
for _, key in ipairs(tableKeysSorted(debugSettings)) do
if debugSettingsData[key] then
@/lua/ge/extensions/ui/vehicleSelector/vehicleSpecifications.lua
if configDetails.Region then
local regions = tableKeysSorted(configDetails.Region)
table.insert(devSpecs.specifications, {
@/lua/ge/extensions/career/modules/delivery/tasklist.lua
end
for _, gId in ipairs(tableKeysSorted(cargoGrouped)) do
local tasklistElement = {
end
for _, dId in ipairs(tableKeysSorted(transientPickupLocationGrouped)) do
local tasklistElement = {
table.clear(elementsToClearById)
for _, tasklistId in ipairs(tableKeysSorted(tasklistElements)) do
-- clearing of no longer used tasks.
@/lua/ge/extensions/editor/audioEventsList.lua
-- Sort by name and folders come first
local keysSorted = tableKeysSorted(inTbl)
table.sort(keysSorted,
@/lua/ge/extensions/editor/missionPlaybook/attributeViewer.lua
if data and data.attributes then
local sortedKeys = tableKeysSorted(data.attributes)
im.Columns(4)
@/lua/ge/extensions/freeroam/facilities.lua
local listName = facilityTypeToListName[type] or "none"
if listName == "none" then log("E","","Tried to get facility of type " .. dumps(type)..", which is not a valid type! ("..dumps(tableKeysSorted(facilityTypeToListName))) end
local listName = facilityTypeToListName[type] or "none"
if listName == "none" then log("E","","Tried to get facilities of type " .. dumps(type)..", which is not a valid type! ("..dumps(tableKeysSorted(facilityTypeToListName))) end
@/lua/ge/extensions/career/modules/playerAttributes.lua
}
log("W","",string.format("Changed attributes '%s' without giving a reason!", table.concat( tableKeysSorted(change), ", ")))
end
@/lua/ge/extensions/ui/gameplayAppContainers.lua
im.Text("App Controls:")
for _, appId in ipairs(tableKeysSorted(container.apps)) do
local app = container.apps[appId]
@/lua/ge/extensions/career/modules/milestones/generalMilestones/missions.lua
M.makeAllMissionStarMilestones(careerMissions, milestonesList)
for _, branchKey in ipairs(tableKeysSorted(missionsByBranch)) do
M.makeBranchMissionStarMilestones(missionsByBranch[branchKey], branchKey , milestonesList)
@/lua/ge/extensions/gameplay/missions/unlocks.lua
end
front = tableKeysSorted(nxt)
c = c+1
-- propagate the max lvl of a mission forward, so each mission knows the minimum branch level needed through predecessors
local missionIdsWithBranchCondition = tableKeysSorted(highestLevelForMission)
for _, mId in ipairs(missionIdsWithBranchCondition) do
end
front = tableKeysSorted(nxt)
depth = depth+1
@/lua/ge/extensions/editor/missionEditor.lua
if helper then
local sortedFunctions = tableKeysSorted(helper)
for _, funName in ipairs(sortedFunctions) do
@/lua/ge/extensions/flowgraph/nodes/activity/getProgress.lua
local html = ""
local keysSorted = tableKeysSorted(aggregate)
for _, k in ipairs(keysSorted) do
@/lua/ge/extensions/editor/util/editorElementHelper.lua
for _, field in ipairs(tableKeysSorted(ctd)) do
if not fieldsChecked[field] then
@/lua/ge/extensions/freeroam/vueBigMap.lua
})
local sortedGroupIds = tableKeysSorted(groupsById)
for _, groupId in ipairs(sortedGroupIds) do
@/lua/ge/extensions/gameplay/missions/progress.lua
local ordered = tableKeysSorted(starRewards.sums)
career_branches.orderAttributeKeysByBranchOrder(ordered)
-- Convert to ordered list
local ordered = tableKeysSorted(rewardsByAttribute)
career_branches.orderAttributeKeysByBranchOrder(ordered)
end
local allProgressKeys = tableKeysSorted(mission.saveData.progress)
local formattedProgressByKey = {}
end
local allProgressKeys = tableKeysSorted(mission.saveData.progress)
for _, progressKey in ipairs(allProgressKeys) do
@/lua/ge/extensions/ui/vehicleSelector/general.lua
filterData.type = 'set'
for _, key in ipairs(tableKeysSorted(filterByProp[propName])) do
table.insert(filterData.options, key)
@/lua/ge/extensions/editor/trafficDebug.lua
end
im.BulletText("flags: "..table.concat(tableKeysSorted(role.flags), ", "))
@/lua/ge/extensions/freeroam/gasStations.lua
if not allSuccess then
for _, fuelType in ipairs(tableKeysSorted(invalidTanks)) do
guihooks.trigger('Message',{msg = {txt = "ui.freeroam.refuel.notFilled", context = {fuelType = translateLanguage("ui.general.fuelType."..fuelType, fuelType, true)}}, category = "refueling-"..fuelType, icon = "warning", ttl=8})
@/lua/ge/extensions/flowgraph/nodes/input/blacklistActionFilter.lua
self.actionTemplates = core_input_actionFilter.getActionTemplates()
self.sortedTemplateKeys = tableKeysSorted(self.actionTemplates)
end
end
local list = core_input_actionFilter.createActionTemplate(tableKeysSorted(listByKey))
@/lua/vehicle/powertrain.lua
if t.children then
local keys = tableKeysSorted(t.children)
for _, k in ipairs(keys) do
--dump(deviceFactories)
local devicesSorted = tableKeysSorted(deviceLookup)
local deviceJbeamDataKeysSorted = tableKeysSorted(deviceJbeamData[device.name] or {})
for _, k in ipairs(deviceJbeamDataKeysSorted) do
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua
local keysSorted = tableKeysSorted(unsortedList)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePowerTrain.lua
local keys = tableKeysSorted(deviceNamesUnsorted)
for _,name in ipairs(keys) do
@/lua/ge/extensions/freeroam/bigMapMarkers.lua
local clusterSettingsIdsSorted = tableKeysSorted(clusterSettingsById)
--print("Begin Update")
@/gameplay/missionTypes/scatterPickup/customNodes/scatterPrefabSetupNode.lua
}
local shapeKeys = tableKeysSorted(shapes)
shapes.mixed = {}
@/lua/ge/extensions/career/branches.lua
if not mission then return false end
local pKeys = tableKeysSorted(mission.saveData.progress)
local met = false