getNodeLinkCount
Definition
-- @/lua/ge/map.lua:2126
local function getNodeLinkCount(nId)
if not gp or not gp.graph[nId] then return -1 end
return tableSize(gp.graph[nId])
end
Callers
@/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/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/traffic.lua
traffic[id].respawnSpeed = -1 -- this seems to help with attaching trailer
elseif (map.getNodeLinkCount(spawnData.n2) > 2 and pos:squaredDistance(mapNodes[spawnData.n2].pos) < 400) then -- is near intersection
traffic[id].respawnSpeed = nil
@/lua/ge/extensions/gameplay/traffic/trafficUtils.lua
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