getMap
Definition
-- @/lua/ge/map.lua:3607
local function getMap()
return map
end
Callers
@/lua/ge/extensions/editor/slotTrafficEditor.lua
local rawNodes = map.getMap().nodes
-- First, make a copy of all nodes
@/lua/ge/extensions/ui/apps/minimap/roads.lua
if not kdNodes then
local mapNodes = map.getMap().nodes
local StyleColorSet = ui_apps_minimap_utils.getStyleColorSet()
local lIdx = 1
for nid, n in pairs(map.getMap().nodes) do
for lid, data in pairs(n.links) do
@/lua/common/utils/heatmap.lua
local m = map.getMap()
if not m or not next(m.nodes) then return end
if not heatSVG then return end
aimap = map.getMap()
if not aimap then return end
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/createRallyGroundMarker.lua
if n1 and n2 then
local nodeA = map.getMap().nodes[n1]
local nodeB = map.getMap().nodes[n2]
local nodeA = map.getMap().nodes[n1]
local nodeB = map.getMap().nodes[n2]
@/lua/ge/extensions/tech/sensors.lua
local normals = {}
local rawNodes = map.getMap().nodes
for k, v in pairs(rawNodes) do
@/ui/modules/apps/AIControl/app.js
vm._updateNodes = function () {
bngApi.engineLua('map.getMap()', (response) => {
// console.log('map.getMap(): ', response)
bngApi.engineLua('map.getMap()', (response) => {
// console.log('map.getMap(): ', response)
$scope.$evalAsync(function () {
@/lua/ge/extensions/gameplay/route/raceRoute.lua
if not self.path[pathLen] or self.path[pathLen].wp ~= pwp then
table.insert(self.path, {pos = map.getMap().nodes[pwp].pos, wp = pwp, linkCount = map.getNodeLinkCount(pwp)})
end
-- table.insert(self.path, {pos = map.getMap().nodes[p].pos, wp = p, metadata = {stableId = p}, linkCount = map.getNodeLinkCount(p)})
table.insert(self.path, {pos = map.getMap().nodes[p].pos, wp = p, linkCount = map.getNodeLinkCount(p)})
-- table.insert(self.path, {pos = map.getMap().nodes[p].pos, wp = p, metadata = {stableId = p}, linkCount = map.getNodeLinkCount(p)})
table.insert(self.path, {pos = map.getMap().nodes[p].pos, wp = p, linkCount = map.getNodeLinkCount(p)})
end
@/lua/ge/extensions/gameplay/route/route.lua
if not self.path[pathLen] or self.path[pathLen].wp ~= pwp then
table.insert(self.path, {pos = map.getMap().nodes[pwp].pos, wp = pwp, linkCount = map.getNodeLinkCount(pwp)})
end
for i, p in ipairs(path) do
table.insert(self.path, {pos = map.getMap().nodes[p].pos, wp = p, linkCount = map.getNodeLinkCount(p)})
end
@/lua/ge/extensions/gameplay/sites/location.lua
if not name_a or not name_b or not distance then return end
local a = map.getMap().nodes[name_a]
local b = map.getMap().nodes[name_b]
local a = map.getMap().nodes[name_a]
local b = map.getMap().nodes[name_b]
local xnorm = self.pos:xnormOnLine(a.pos,b.pos)
name_b = swp
a = map.getMap().nodes[name_a]
b = map.getMap().nodes[name_b]
a = map.getMap().nodes[name_a]
b = map.getMap().nodes[name_b]
xnorm = 1-xnorm
@/gameplay/missionTypes/busMode/constructor.lua
for _, h in ipairs(help) do
if map.getMap().nodes[h] then
table.insert(ret, map.getMap().nodes[h].pos)
if map.getMap().nodes[h] then
table.insert(ret, map.getMap().nodes[h].pos)
end
@/lua/ge/extensions/core/funstuff.lua
if not name_a or not name_b then return end
local a = map.getMap().nodes[name_a]
local b = map.getMap().nodes[name_b]
local a = map.getMap().nodes[name_a]
local b = map.getMap().nodes[name_b]
name_a, name_b = name_b, name_a
a = map.getMap().nodes[name_a]
b = map.getMap().nodes[name_b]
a = map.getMap().nodes[name_a]
b = map.getMap().nodes[name_b]
xnorm = 1-xnorm
local bestDistance = 0
local targets = tableKeys(map.getMap().nodes)
for i = 1, 10 do
for i = 1, 10 do
local target = map.getMap().nodes[targets[math.random(1, #targets)]]
freeroam_bigMapMode.setNavFocus(target.pos)
@/lua/ge/extensions/ui/apps/minimap/topomap.lua
local function calculateNavgraphBounds()
local mapData = map.getMap()
if not mapData or not mapData.nodes then
@/lua/ge/extensions/career/modules/delivery/generator.lua
for i = 1, #path-1 do
tmpVec:set( map.getMap().nodes[path[i ]].pos)
tmpVec:setSub(map.getMap().nodes[path[i+1]].pos)
tmpVec:set( map.getMap().nodes[path[i ]].pos)
tmpVec:setSub(map.getMap().nodes[path[i+1]].pos)
d = d + tmpVec:length()
@/lua/ge/extensions/core/hotlapping.lua
if n1 and n2 and dist <= 30 then
local mapNodes = map.getMap().nodes
local p1, p2 = mapNodes[n1].pos, mapNodes[n2].pos
@/lua/ge/extensions/gameplay/traffic/trafficUtils.lua
local function checkRoad(n1, n2, options) -- checks if a road is usable for spawning traffic
local mapNodes = map.getMap().nodes
if not n1 or not n2 or not mapNodes[n1] or not mapNodes[n2] then return false end
-- dir, mapNode1, mapNode2, and options are optional
local mapNodes = map.getMap().nodes
local valid = false
local mapNodes = map.getMap().nodes
local currDist = minDist
local valid = false
local mapNodes = map.getMap().nodes
local currDist = minDist
local valid = false
local mapNodes = map.getMap().nodes
local currDist = minDist
for _, wp in ipairs(path) do
table.insert(route.path, {pos = map.getMap().nodes[wp].pos, wp = wp, linkCount = map.getNodeLinkCount(wp)}) -- optimized route path creation
end
@/lua/ge/extensions/tech/openDriveExporter.lua
widths = graphPath.radius
normals = map.getMap().nodes
@/lua/ge/extensions/gameplay/police.lua
if spawnData and spawnData.n1 then
local mapNodes = map.getMap().nodes
local rbWidth = math.min(mapNodes[spawnData.n1].radius, mapNodes[spawnData.n2].radius) * 2 + 1 -- road width, plus a small margin
@/lua/ge/extensions/flowgraph/nodes/util/routePointToPoint.lua
local tempNodes = {} -- first and last nodes
local mapNodes = map.getMap().nodes
for _, v in ipairs({'posA', 'posB'}) do
@/lua/ge/extensions/tech/openStreetMapExporter.lua
widths = graphPath.radius
normals = map.getMap().nodes
@/lua/ge/extensions/core/trafficSignals.lua
else
local mapNodes = map.getMap().nodes
if road then
local mapNodes = map.getMap().nodes
if mapNodes[road.n1].pos:squaredDistance(self.targetPos) > mapNodes[road.n2].pos:squaredDistance(self.targetPos) then
@/lua/ge/extensions/gameplay/race/pathnode.lua
self.navgraphName = navgraphName
local n = map.getMap().nodes[navgraphName]
if n then
if self.mode == 'navgraph' then
self.radius = map.getMap().nodes[self.navgraphName].radius * self.navRadiusScale
end
@/lua/ge/extensions/editor/raceEditor/pathnodes.lua
editor.editModes.raceEditMode.auxShortcuts[editor.AuxControl_Shift] = "Add New"
self.map = map.getMap()
self.fields = {}
@/lua/ge/extensions/util/maptiles.lua
if m then
for nid, n in pairs(m.getMap().nodes) do
local pos = n.pos
local navgraph = {}
for nid, n in pairs(map.getMap().nodes) do -- remember edges are now single sided
local a = map.getMap().nodes[nid]
for nid, n in pairs(map.getMap().nodes) do -- remember edges are now single sided
local a = map.getMap().nodes[nid]
for lid, link in pairs(n.links) do
for lid, link in pairs(n.links) do
local b = map.getMap().nodes[lid]
local t = (a.pos - b.pos):normalized()
@/lua/ge/extensions/gameplay/race/race.lua
local a,b = path[i],path[i+1]
a,b = map.getMap().nodes[a].pos, map.getMap().nodes[b].pos
distanceAlongPath = distanceAlongPath + (a-b):length()
local a,b = path[i],path[i+1]
a,b = map.getMap().nodes[a].pos, map.getMap().nodes[b].pos
distanceAlongPath = distanceAlongPath + (a-b):length()
local sortedNextIndex = 1
local mapNodes = map.getMap().nodes
local pathLen = #self.aiDetailedPath
if n1 and n2 then
finalDir = (map.getMap().nodes[n1].pos - map.getMap().nodes[n2].pos):normalized()
else
if n1 and n2 then
finalDir = (map.getMap().nodes[n1].pos - map.getMap().nodes[n2].pos):normalized()
else
@/lua/ge/extensions/editor/toolUtilities/geom.lua
-- Get the actual position from the navgraph
local nodePos = map.getMap().nodes[section[j]].pos
@/lua/ge/extensions/gameplay/race/pacenote.lua
self.navgraphName = navgraphName
local n = map.getMap().nodes[navgraphName]
if n then
@/lua/ge/spawn.lua
local function teleportToLastRoadCallback(data, options)
local mapData = map.getMap()
local legalSide = map.getRoadRules().rightHandDrive and -1 or 1
@/lua/ge/extensions/gameplay/race/segment.lua
for j = 2, #path-1 do
local node = map.getMap().nodes[path[j]]
table.insert(self.capsulePoints, {pos = vec3(node.pos), radius = node.radius, name = path[j], _generated = true})
@/lua/ge/extensions/gameplay/race/path.lua
local a, b = map.getMap().nodes[name_a], map.getMap().nodes[name_b]
if clamp(nodePos:xnormOnLine(a.pos, b.pos), 0, 1) > 0.5 then -- if we are closer to point b, swap it around
local a, b = map.getMap().nodes[name_a], map.getMap().nodes[name_b]
if clamp(nodePos:xnormOnLine(a.pos, b.pos), 0, 1) > 0.5 then -- if we are closer to point b, swap it around
@/lua/ge/extensions/flowgraph/nodes/util/roadSegment.lua
if not self.pinIn.n1.value or not self.pinIn.n2.value then return end
local mapNodes = map.getMap().nodes
local n1, n2 = self.pinIn.n1.value, self.pinIn.n2.value
@/lua/ge/extensions/freeroam/bigMapMode.lua
local mapData = map.getMap()
if mapData and mapData.nodes then
@/lua/ge/extensions/editor/trafficManager.lua
if n1 and n2 then
local p1, p2 = map.getMap().nodes[n1].pos, map.getMap().nodes[n2].pos
if p2:squaredDistance(aiData.targetPos) < p1:squaredDistance(aiData.targetPos) then
if n1 and n2 then
local p1, p2 = map.getMap().nodes[n1].pos, map.getMap().nodes[n2].pos
if p2:squaredDistance(aiData.targetPos) < p1:squaredDistance(aiData.targetPos) then
if n1 and n2 then
local mapNodes = map.getMap().nodes
local p1, p2 = mapNodes[n1].pos, mapNodes[n2].pos
@/gameplay/missionTypes/chase/customNodes/suspectAiNode.lua
elseif defaultMode == 'waypoint' and self.pinIn.targetWaypoint.value then -- drive to target waypoint
if map.getMap().nodes[self.pinIn.targetWaypoint.value] then
veh:queueLuaCommand('ai.setState({mode = "manual"})')
@/lua/ge/extensions/scenario/raceDebug.lua
local mapData = map.getMap()
@/lua/ge/extensions/editor/aiTests.lua
local dirVec = obj:getDirectionVector()
local nodes = map.getMap().nodes
local n1, n2 = map.findClosestRoad(veh.pos)
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
-- NOTE: this kind of functionality could be used in its own module
local mapNodes = map.getMap().nodes
local mapRules = map.getRoadRules()
@/lua/ge/extensions/core/groundMarkers.lua
if type(w) == 'string' then
if not map.getMap().nodes[w] then
log("W","","Could not find WP to build route! Ignoring WP: " .. dumps(w))
else
table.insert(multiPath, map.getMap().nodes[w].pos)
end
@/lua/ge/extensions/gameplay/delivery/delivery.lua
local a,b = path[i],path[i+1]
a,b = map.getMap().nodes[a].pos, map.getMap().nodes[b].pos
d = d + (a-b):length()
local a,b = path[i],path[i+1]
a,b = map.getMap().nodes[a].pos, map.getMap().nodes[b].pos
d = d + (a-b):length()
@/lua/ge/map.lua
if not M.warnedMapBackwardCompatibility then
log('E', 'map', 'map.map API is deprecated. Please use map.getMap()')
M.warnedMapBackwardCompatibility = true
end
return M.getMap()
end
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua
local mapData = map.getGraphpath()
local mapNodes = map.getMap and map.getMap() and map.getMap().nodes
for i, nid in ipairs(entry.aiNodes) do
local mapData = map.getGraphpath()
local mapNodes = map.getMap and map.getMap() and map.getMap().nodes
for i, nid in ipairs(entry.aiNodes) do
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/arrive.lua
if self.pinIn.waypointName.value then
local node = map.getMap().nodes[self.pinIn.waypointName.value]
if not node then
@/lua/ge/extensions/core/multiSpawn.lua
legalSide = legalSide or 1
local mapNodes = map.getMap().nodes
local rot, pos
local mapNodes = map.getMap().nodes
local playerVeh = getPlayerVehicle(0)
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/followWaypoints.lua
local mapNodes = map.getMap().nodes
local vehPos = veh:getPosition()
@/lua/ge/extensions/scenario/scenarios.lua
local mapDataNodes = map.getMap().nodes
for i = 1, numWaypoints - 1 do
-- second step: try to find the waypoint in the AI graph
local mapData = map.getMap()
@/lua/ge/extensions/ui/uiNavi.lua
-- the problem with this function is that as soon as you want to use the navigation to somewhere you don't have the correct name anymore, unless you either send them here as well or store this here :/
local tmpmap = map.getMap()
-- local tmpmap = deepcopy(m) -- since we are always just create a new object out of primitive data types in the function below we don't need this copy here
local function getNodes ()
local tmpmap = map.getMap()
-- local tmpmap = deepcopy(m) -- since we are always just create a new object out of primitive data types in the function below we don't need this copy here
@/lua/ge/extensions/flowgraph/nodes/util/routePosition.lua
if road then
local mapNodes = map.getMap().nodes
self.pinOut.n1.value = road.n1
@/lua/ge/extensions/gameplay/taxi.lua
local nodes = map.getMap().nodes
if not (nodes[closestNode1] and nodes[closestNode2]) then return nil end
@/lua/ge/extensions/gameplay/traffic.lua
if vehObj and vehObj:getActive() then
mapNodes = map.getMap().nodes
local function processNextSpawn(id, ignorePool) -- processes the next vehicle respawn action
if not next(map.getMap().nodes) then return end
state = 'on'
mapNodes = map.getMap().nodes
auxiliaryData.queuedVehicle = 0
@/lua/ge/extensions/scenario/busdriver.lua
if currentLine.navhelp then
local mapData = map.getMap()
for k, v in pairs(currentLine.navhelp) do
local isRightNode = function(triggerPos, first, second)
local mapData = map.getMap()
local pos0 = mapData.nodes[first].pos
do
local mapData = map.getMap()
local vehPos = vec3(playerVehicle:getPosition())
@/lua/ge/extensions/campaign/exploration.lua
local mapData = map.getMap()
local node1 = mapData.nodes[first]
@/lua/ge/extensions/editor/rallyEditor/drivelineTab.lua
-- Visualize map nodes with color-coded spheres
local mapData = map.getMap()
local nodeSize = 1.0
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
local mapNodes = map.getMap().nodes
local targetSequenceId = instances[selected.signal] and instances[selected.signal].sequenceId or 0 -- sequence id of currently selected signal
@/lua/ge/extensions/editor/raceEditor/pacenotes.lua
editor.editModes.raceEditMode.auxShortcuts[editor.AuxControl_Shift] = "Add New"
self.map = map.getMap()
@/lua/ge/extensions/flowgraph/nodes/util/closestRoad.lua
local a = map.getMap().nodes[name_a]
local b = map.getMap().nodes[name_b]
local a = map.getMap().nodes[name_a]
local b = map.getMap().nodes[name_b]
name_a, name_b = name_b, name_a
a = map.getMap().nodes[name_a]
b = map.getMap().nodes[name_b]
a = map.getMap().nodes[name_a]
b = map.getMap().nodes[name_b]
xnorm = 1-xnorm
@/lua/ge/extensions/editor/aiViz.lua
if tableIsEmpty(mapNodes) then
mapNodes = map.getMap().nodes or {}
end
@/lua/ge/extensions/core/groundMarkerArrows.lua
if path[i-1].wp ~= wpId then
local connectedNodePos = map.getMap().nodes[wpId].pos
local dirConnectedNode = (connectedNodePos - path[i].pos); dirConnectedNode:normalize()