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getTrafficData

Definition


-- @/lua/ge/extensions/gameplay/traffic.lua:101

local function getTrafficData() -- returns the full traffic table
  return traffic
end

Callers

@/gameplay/missionTypes/chase/constructor.lua
  unlockedStars.completeTraffic = false
  for id, v in pairs(gameplay_traffic.getTrafficData()) do
    if be:getObjectActive(id) and v.roleName == 'standard' then
@/lua/ge/extensions/gameplay/taxi.lua

  local trafficVeh = gameplay_traffic.getTrafficData()[currentTaxiId]
  if trafficVeh and trafficVeh.role then
  if not veh then return end
  local trafficVeh = gameplay_traffic.getTrafficData()[currentTaxiId]
  if trafficVeh and trafficVeh.role then
@/lua/ge/extensions/flowgraph/modules/trafficModule.lua
function C:updateTrafficState()
  self.trafficActive = next(gameplay_traffic.getTrafficData()) and true or false
end
@/lua/ge/extensions/gameplay/traffic/trafficUtils.lua

  local traffic = gameplay_traffic.getTrafficData()
  for _, veh in ipairs(getAllVehicles()) do
@/lua/ge/extensions/career/modules/linearTutorial.lua

  for k, v in pairs(gameplay_traffic.getTrafficData()) do
    if v.role.name == "police" then

  for k, v in pairs(gameplay_traffic.getTrafficData()) do
    if v.role.name == "police" then
@/lua/ge/extensions/gameplay/traffic/baseRole.lua
  local targetId = id or self.targetId
  local targetVeh = targetId and gameplay_traffic.getTrafficData()[targetId]
  if targetVeh then
function C:onDeserialized(data)
  self.veh = gameplay_traffic.getTrafficData()[data.id]
  self.name = data.name
@/lua/ge/extensions/editor/trafficManager.lua
  local aiData = sessionData.aiData or {}
  local trafficData = gameplay_traffic.getTrafficData()
  if not trafficData[sessionData.id] and aiData.enableTraffic then
    gameplay_traffic.insertTraffic(sessionData.id, false, true)
    local traffic = gameplay_traffic.getTrafficData()
    if traffic[sessionData.id] then
@/gameplay/missionTypes/evade/customNodes/getClosestTrafficNode.lua
    self.pos:setFromTable(self.pinIn.position.value)
    for k, v in pairs(gameplay_traffic.getTrafficData()) do
      if not role or role == v.role.name then
@/lua/ge/extensions/gameplay/traffic/vehicle.lua

            for otherId, otherVeh in pairs(gameplay_traffic.getTrafficData()) do -- notify other traffic vehicles of collision
              if not otherVeh.otherCollisionFlag and otherId ~= self.id and otherId ~= id then
        if self.isAi then
          veh = gameplay_traffic.getTrafficData()[id]
          if veh and veh.isPerson then -- specific logic that handles collision with unicycle (walking mode)
  for id, coll in pairs(self.collisions) do
    local veh = gameplay_traffic.getTrafficData()[id]
    if veh then

    for id, veh in pairs(gameplay_traffic.getTrafficData()) do
      if id ~= self.id then
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/getVehicleData.lua
function C:work()
  local veh = gameplay_traffic.getTrafficData()[self.pinIn.vehId.value or 0]
  if veh then
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/setupPursuitGameplay.lua
  if self.pinOut.success.value then -- prevents the scatter traffic function from teleporting these vehicles
    local traffic = gameplay_traffic.getTrafficData()
    traffic[suspectId].ignoreForceTeleport = true
@/gameplay/missionTypes/aiRace/constructor.lua
  unlockedStars.trafficRace = false
  for id, v in pairs(gameplay_traffic.getTrafficData()) do
    if be:getObjectActive(id) and v.roleName == 'standard' then
@/lua/ge/extensions/ui/apps/minimap/vehicles.lua
  local playerVehId = be:getPlayerVehicleID(0)
  local traffic = gameplay_traffic.getTrafficData()
  local parking = gameplay_parking.getParkedCarsData()
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/pursuitMode.lua
    local vehId = self.pinIn.targetId.value or be:getPlayerVehicleID(0)
    if not gameplay_traffic.getTrafficData()[vehId] then
      gameplay_traffic.insertTraffic(vehId, vehId == be:getPlayerVehicleID(0)) -- assumes that player vehicle is not AI
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/drivingStats.lua
  local vehId = self.pinIn.vehId.value or be:getPlayerVehicleID(0)
  local vehData = gameplay_traffic.getTrafficData()[vehId]
  if not vehData then return end
@/lua/ge/extensions/career/modules/playerDriving.lua

  playerData.traffic = gameplay_traffic.getTrafficData()[newId]
  playerData.parking = gameplay_parking.getTrackingData()[newId]

    for k, v in pairs(gameplay_traffic.getTrafficData()) do
      if v.role.name == "police" then
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/setVehicleFlowgraph.lua
  if self.vehId then
    local veh = gameplay_traffic.getTrafficData()[self.vehId]
    if veh then

  local veh = gameplay_traffic.getTrafficData()[self.vehId or 0]
  if veh then
@/lua/ge/extensions/gameplay/traffic/roles/standard.lua
  if self.driver.eventType ~= 'selfCollision' then
    local targetVeh, secondVeh = gameplay_traffic.getTrafficData()[id1], gameplay_traffic.getTrafficData()[id2]
    if not targetVeh or not secondVeh then return end
  if self.driver.eventType ~= 'selfCollision' then
    local targetVeh, secondVeh = gameplay_traffic.getTrafficData()[id1], gameplay_traffic.getTrafficData()[id2]
    if not targetVeh or not secondVeh then return end
    local targetId = targetVeh.speed < secondVeh.speed and id1 or id2 -- target the slower vehicle in collision
    if targetId == id2 then targetVeh = gameplay_traffic.getTrafficData()[targetId] end

  local targetVeh = self.targetId and gameplay_traffic.getTrafficData()[self.targetId]
  self.targetVisible = self:checkTargetVisible()

  local targetVeh = self.targetId and gameplay_traffic.getTrafficData()[self.targetId]
  if targetVeh then
@/lua/ge/extensions/gameplay/traffic/roles/police.lua
        if args.targetId then
          local targetVeh = gameplay_traffic.getTrafficData()[args.targetId]
          if targetVeh then
function C:checkTarget() -- returns the ideal target id, comparing the pursuit scores of all vehicles
  local traffic = gameplay_traffic.getTrafficData()
  local targetId
    self.flags.targetVisible = nil
    local targetVeh = gameplay_traffic.getTrafficData()[targetId]
    if not targetVeh.pursuit.roadblockPos or (targetVeh.pursuit.roadblockPos and getObjectByID(self.veh.id):getPosition():squaredDistance(targetVeh.pursuit.roadblockPos) > 400) then
function C:onTrafficTick(dt)
  for id, veh in pairs(gameplay_traffic.getTrafficData()) do -- update data of potential targets
    if id ~= self.veh.id and veh.role.name ~= 'police' and not veh.ignorePolice and not self.flags.cooldown then
      if self.flags.pursuit and self.validTargets[id].visible and not self.flags.targetVisible then
        local targetVeh = self.targetId and gameplay_traffic.getTrafficData()[self.targetId]
        if targetVeh then

  local targetVeh = self.targetId and gameplay_traffic.getTrafficData()[self.targetId]
  if self.veh.isAi and targetVeh and self.state ~= 'disabled' and self.veh.state == 'active' then
function C:onUpdate(dt, dtSim)
  local targetVeh = self.targetId and gameplay_traffic.getTrafficData()[self.targetId]
@/gameplay/missionTypes/evade/customNodes/scatterTrafficAwayNode.lua
function C:workOnce()
  for id, v in pairs(gameplay_traffic.getTrafficData()) do
    if v.isAi then
@/lua/ge/extensions/gameplay/police.lua
  local veh = getObjectByID(propId or 0)
  if veh and not gameplay_traffic.getTrafficData()[propId] and not arrayFindValueIndex(policePropIds, propId) then
    table.insert(policePropIds, propId)
  local state, isPolice = false, false
  local traffic = gameplay_traffic.getTrafficData()
  local currVeh = traffic[id]

  local traffic = gameplay_traffic.getTrafficData()
  local targetVeh = traffic[targetId]
local function setSuspect(id) -- changes a traffic vehicle's role to 'suspect'
  local veh = gameplay_traffic.getTrafficData()[id or 0]
  if veh then
local function arrestVehicle(id, showMessages) -- instantly sets a vehicle as arrested
  local veh = gameplay_traffic.getTrafficData()[id]
  if not veh then return end
local function evadeVehicle(id, showMessages) -- instantly sets a vehicle as evaded
  local veh = gameplay_traffic.getTrafficData()[id]
  if not veh then return end

  local veh = gameplay_traffic.getTrafficData()[id]
  if not veh then
  gameplay_traffic.insertTraffic(suspectId, suspectId == options.playerId, true) -- the third argument prevents the vehicle from becoming deactivated due to the vehicle pooling system
  local veh = gameplay_traffic.getTrafficData()[suspectId]
  if veh then
      gameplay_traffic.insertTraffic(id, id == options.playerId, true)
      veh = gameplay_traffic.getTrafficData()[id]
      if veh then
  id = id or be:getPlayerVehicleID(0)
  local veh = id and gameplay_traffic.getTrafficData()[id]
  if veh then
local function onTrafficAction(id, action, data)
  if gameplay_traffic.getTrafficData()[id] then
    if action == 'changeRole' then
        if not policeVehs[id] then
          policeVehs[id] = gameplay_traffic.getTrafficData()[id]
        end
local function onTrafficVehicleAdded(id)
  if gameplay_traffic.getTrafficData()[id].role.name == 'police' then
    policeVehs[id] = gameplay_traffic.getTrafficData()[id]
  if gameplay_traffic.getTrafficData()[id].role.name == 'police' then
    policeVehs[id] = gameplay_traffic.getTrafficData()[id]
  end
  if obj and obj:isPlayerControlled() then
    local traffic = gameplay_traffic.getTrafficData()
    if not traffic[newId] then

  local traffic = gameplay_traffic.getTrafficData()
  if traffic[id] and traffic[id].isAi then

  for id, veh in pairs(gameplay_traffic.getTrafficData()) do
    local pursuit = veh.pursuit
@/gameplay/missionTypes/evade/constructor.lua
  unlockedStars.completeTraffic = false
  for id, v in pairs(gameplay_traffic.getTrafficData()) do
    if be:getObjectActive(id) and v.roleName == 'standard' then
@/lua/ge/extensions/editor/trafficDebug.lua
    end
    traffic = gameplay_traffic.getTrafficData()
@/gameplay/missionTypes/evade/customNodes/pursuitReadyPoliceNode.lua

  local traffic = gameplay_traffic.getTrafficData()
  for _, vehId in ipairs(self.pinIn.vehicleIds.value) do
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/setVehicleData.lua
function C:workOnce()
  local veh = gameplay_traffic.getTrafficData()[self.pinIn.vehId.value or 0]
  if veh then