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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()