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BaseVehicleFactory.cs
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BaseVehicleFactory.cs
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// SampSharp
// Copyright 2022 Tim Potze
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System.Linq;
using SampSharp.GameMode.Definitions;
using SampSharp.GameMode.World;
namespace SampSharp.GameMode.Factories;
/// <summary>Represents the default vehicle factory.</summary>
public partial class BaseVehicleFactory : IVehicleFactory
{
/// <summary>Initializes a new instance of the <see cref="BaseVehicleFactory" /> class.</summary>
/// <param name="gameMode">The game mode.</param>
public BaseVehicleFactory(BaseMode gameMode)
{
GameMode = gameMode;
}
/// <summary>Creates a <see cref="BaseVehicle" /> in the world.</summary>
/// <param name="vehicletype">The model for the vehicle.</param>
/// <param name="position">The coordinates for the vehicle.</param>
/// <param name="rotation">The facing angle for the vehicle.</param>
/// <param name="color1">The primary color ID.</param>
/// <param name="color2">The secondary color ID.</param>
/// <param name="respawnDelay">The delay until the car is respawned without a driver in seconds. Using -1 will prevent the vehicle from respawning.</param>
/// <param name="addAlarm">If true, enables the vehicle to have a siren, providing the vehicle has a horn.</param>
/// <returns> The <see cref="BaseVehicle" /> created.</returns>
public virtual BaseVehicle Create(VehicleModelType vehicletype, Vector3 position, float rotation, int color1, int color2, int respawnDelay = -1,
bool addAlarm = false)
{
var id = new[] { 449, 537, 538, 569, 570, 590 }.Contains((int)vehicletype)
? BaseVehicleFactoryInternal.Instance.AddStaticVehicleEx((int)vehicletype, position.X, position.Y, position.Z, rotation, color1, color2,
respawnDelay, addAlarm)
: BaseVehicleFactoryInternal.Instance.CreateVehicle((int)vehicletype, position.X, position.Y, position.Z, rotation, color1, color2, respawnDelay,
addAlarm);
return id == BaseVehicle.InvalidId
? null
: BaseVehicle.FindOrCreate(id);
}
/// <summary>Creates a static <see cref="BaseVehicle" /> in the world.</summary>
/// <param name="vehicletype">The model for the vehicle.</param>
/// <param name="position">The coordinates for the vehicle.</param>
/// <param name="rotation">The facing angle for the vehicle.</param>
/// <param name="color1">The primary color ID.</param>
/// <param name="color2">The secondary color ID.</param>
/// <param name="respawnDelay">The delay until the car is respawned without a driver in seconds. Using -1 will prevent the vehicle from respawning.</param>
/// <param name="addAlarm">If true, enables the vehicle to have a siren, providing the vehicle has a horn.</param>
/// <returns> The <see cref="BaseVehicle" /> created.</returns>
public virtual BaseVehicle CreateStatic(VehicleModelType vehicletype, Vector3 position, float rotation, int color1, int color2, int respawnDelay,
bool addAlarm = false)
{
var id = BaseVehicleFactoryInternal.Instance.AddStaticVehicleEx((int)vehicletype, position.X, position.Y, position.Z, rotation, color1, color2,
respawnDelay, addAlarm);
return id == BaseVehicle.InvalidId
? null
: BaseVehicle.FindOrCreate(id);
}
/// <summary>Creates a static <see cref="BaseVehicle" /> in the world.</summary>
/// <param name="vehicletype">The model for the vehicle.</param>
/// <param name="position">The coordinates for the vehicle.</param>
/// <param name="rotation">The facing angle for the vehicle.</param>
/// <param name="color1">The primary color ID.</param>
/// <param name="color2">The secondary color ID.</param>
/// <returns> The <see cref="BaseVehicle" /> created.</returns>
public virtual BaseVehicle CreateStatic(VehicleModelType vehicletype, Vector3 position, float rotation, int color1, int color2)
{
var id = BaseVehicleFactoryInternal.Instance.AddStaticVehicle((int)vehicletype, position.X, position.Y, position.Z, rotation, color1, color2);
return id == BaseVehicle.InvalidId
? null
: BaseVehicle.FindOrCreate(id);
}
/// <summary>Gets the game mode.</summary>
public BaseMode GameMode { get; }
}