/// <summary> /// 绑定车辆 /// </summary> private void BindVehicle() { VehicleManager vehicleManager = new VehicleManager(); VehicleID.DataSource = vehicleManager.GetAllVehicleInfo(); VehicleID.DataTextField = "Name"; VehicleID.DataValueField = "ID"; VehicleID.DataBind(); }
public async Task <VehicleDTO> GetById(VehicleID id) { var vehicle = await this._repo.GetByIdAsync(id); if (vehicle == null) { return(null); } return(_mapper.DomainToDTO(vehicle)); }
/** * Move a chain of wagons after another wagon. * @param source_vehicle_id The vehicle to move a wagon away from. * @param source_wagon The first wagon in source_vehicle to move. * @param dest_vehicle_id The vehicle to move the wagons to, or -1 to create a new vehicle. * @param dest_wagon The wagon in dest_vehicle to place source_wagon and following wagons after. * @returns Whether or not moving the wagons succeeded. */ public static bool MoveWagonChain(VehicleID source_vehicle_id, int source_wagon, VehicleID dest_vehicle_id, int dest_wagon) { throw null; }
/// <param name="vehicle_id">The aircraft whose destination is too far away.</param> public AIEventAircraftDestTooFar(VehicleID vehicle_id) : base(AIEventType.ET_AIRCRAFT_DEST_TOO_FAR) { throw null; }
/// <param name="vehicle_id">The vehicle that was unprofitable.</param> public AIEventVehicleUnprofitable(VehicleID vehicle_id) : base(AIEventType.ET_VEHICLE_UNPROFITABLE) { throw null; }
/// <param name="vehicle_id">The vehicle that is lost.</param> public AIEventVehicleLost(VehicleID vehicle_id) : base(AIEventType.ET_VEHICLE_LOST) { throw null; }
internal bool MakeRoute(TownNode fromTown, TownNode toTown) { AILog.Warning($"Building a route from {fromTown.Name} to {toTown.Name}."); RoadStationInfo fromStationTile = stations[fromTown.TownId]; RoadStationInfo toStationTile = stations[toTown.TownId]; Edge <TownNode> foundEdge = null; foreach (var edge in this.Graph.Edges) { if (((edge.Node1 == fromTown) && (edge.Node2 == toTown)) || ((edge.Node2 == fromTown) && (edge.Node1 == toTown))) { foundEdge = edge; } } if (foundEdge == null) { AILog.Warning($"No route found from {fromTown.Name} to {toTown.Name}."); return(false); } var list = new AIEngineList(AIVehicle.VT_ROAD); list.Valuate(AIEngine.GetMaxSpeed); VehicleID vehicleId = null; foreach (var(engineType, _) in list) { if (AICargo.HasCargoClass(AIEngine.GetCargoType(engineType), AICargo.CC_PASSENGERS)) { var price = AIEngine.GetPrice(engineType); CsTestAi.EnsureMoney(price + 1000); vehicleId = AIVehicle.BuildVehicle(depots[fromTown.TownId].tile, engineType); break; } } if (vehicleId == null) { AILog.Error("No passnger vehicle found."); } if (AIVehicle.IsValidVehicle(vehicleId)) { AIOrder.AppendOrder(vehicleId, fromStationTile.tile, AIOrder.OF_NONE); AIOrder.AppendOrder(vehicleId, toStationTile.tile, AIOrder.OF_NONE); AIVehicle.StartStopVehicle(vehicleId); if (!vehicles.ContainsKey(foundEdge)) { vehicles.Add(foundEdge, new List <VehicleID>()); } var vehicleList = vehicles[foundEdge]; vehicleList.Add(vehicleId); AILog.Info($"Route contains now {vehicleList.Count} vehicles."); return(true); } AILog.Error("Invalid vehicle."); return(false); }
/** * Get the number of wagons a vehicle has. * @param vehicle_id The vehicle to get the number of wagons from. * @returns The number of wagons the vehicle has. */ public static int GetNumWagons(VehicleID vehicle_id) { throw null; }
/** * Starts or stops the given vehicle depending on the current state. * @param vehicle_id The vehicle to start/stop. * @exception AIVehicle.ERR_VEHICLE_CANNOT_START_STOP * @exception (For aircraft only): AIVehicle.ERR_VEHICLE_IN_FLIGHT * @exception (For trains only): AIVehicle.ERR_VEHICLE_NO_POWER * @returns True if and only if the vehicle has been started or stopped. */ public static bool StartStopVehicle(VehicleID vehicle_id) { throw null; }
/** * Sends the given vehicle to a depot for servicing. If the vehicle has * already been sent to a depot it continues with its normal orders instead. * @param vehicle_id The vehicle to send to a depot for servicing. * @exception AIVehicle.ERR_VEHICLE_CANNOT_SEND_TO_DEPOT * @returns True if the current order was changed. */ public static bool SendVehicleToDepotForServicing(VehicleID vehicle_id) { throw null; }
/** * Sends the given vehicle to a depot. If the vehicle has already been * sent to a depot it continues with its normal orders instead. * @param vehicle_id The vehicle to send to a depot. * @exception AIVehicle.ERR_VEHICLE_CANNOT_SEND_TO_DEPOT * @returns True if the current order was changed. */ public static bool SendVehicleToDepot(VehicleID vehicle_id) { throw null; }
/** * Sells all wagons from the vehicle starting from a given position. * @param vehicle_id The vehicle to sell a wagon from. * @param wagon The wagon to sell. * @exception AIVehicle.ERR_VEHICLE_IS_DESTROYED * @exception AIVehicle.ERR_VEHICLE_NOT_IN_DEPOT * @returns True if and only if the wagons have been sold. */ public static bool SellWagonChain(VehicleID vehicle_id, int wagon) { throw null; }
/** * Sells the given vehicle. * @param vehicle_id The vehicle to sell. * @exception AIVehicle.ERR_VEHICLE_IS_DESTROYED * @exception AIVehicle.ERR_VEHICLE_NOT_IN_DEPOT * @returns True if and only if the vehicle has been sold. */ public static bool SellVehicle(VehicleID vehicle_id) { throw null; }
/** * Refits a vehicle to the given cargo type. * @param vehicle_id The vehicle to refit. * @param cargo The cargo to refit to. * @exception AIVehicle.ERR_VEHICLE_CANNOT_REFIT * @exception AIVehicle.ERR_VEHICLE_IS_DESTROYED * @exception AIVehicle.ERR_VEHICLE_NOT_IN_DEPOT * @returns True if and only if the refit succeeded. */ public static bool RefitVehicle(VehicleID vehicle_id, CargoID cargo) { throw null; }
/** * Gets the capacity of the given vehicle when refitted to the given cargo type. * @param vehicle_id The vehicle to refit. * @param cargo The cargo to refit to. * @returns The capacity the vehicle will have when refited. */ public static int GetRefitCapacity(VehicleID vehicle_id, CargoID cargo) { throw null; }
/** * Get the maximum allowed distance between two orders for a vehicle. * The distance returned is a vehicle-type specific distance independent from other * map distances, you may use the result of this function to compare it * with the result of AIOrder.GetOrderDistance. * @param vehicle_id The vehicle to get the distance for. * @returns The maximum distance between two orders for this vehicle * or 0 if the distance is unlimited. * @note The unit of the order distances is unspecified and should * not be compared with map distances * @see AIOrder.GetOrderDistance */ public static int GetMaximumOrderDistance(VehicleID vehicle_id) { throw null; }
/** * Checks whether the given vehicle is valid and owned by you. * @param vehicle_id The vehicle to check. * @returns True if and only if the vehicle is valid. */ public static bool IsValidVehicle(VehicleID vehicle_id) { throw null; }
/** * Turn the given vehicle so it'll drive the other way. * @param vehicle_id The vehicle to turn. * @returns True if and only if the vehicle has started to turn. * @note Vehicles cannot always be reversed. For example busses and trucks need to be running * and not be inside a depot. */ public static bool ReverseVehicle(VehicleID vehicle_id) { throw null; }
/** * Set the name of a vehicle. * @param vehicle_id The vehicle to set the name for. * @param name The name for the vehicle (can be either a raw string, or a ScriptText object). * @exception AIError.ERR_NAME_IS_NOT_UNIQUE * @returns True if and only if the name was changed. */ public static bool SetName(VehicleID vehicle_id, string name) { throw null; }
/** * Get the length of a the total vehicle in 1/16's of a tile. * @param vehicle_id The vehicle to get the length of. * @returns The length of the engine. */ public static int GetLength(VehicleID vehicle_id) { throw null; }
/** * Get the amount of a specific cargo the given vehicle is transporting. * @param vehicle_id The vehicle to get the load amount of. * @param cargo The cargo to get the loaded amount for. * @returns The amount of the given cargo the vehicle is currently transporting. */ public static int GetCargoLoad(VehicleID vehicle_id, CargoID cargo) { throw null; }
/** * Get the group of a given vehicle. * @param vehicle_id The vehicle to get the group from. * @returns The group of the given vehicle. */ public static GroupID GetGroupID(VehicleID vehicle_id) { throw null; }
/// <param name="vehicle_id">The vehicle that is waiting in a depot.</param> public AIEventVehicleWaitingInDepot(VehicleID vehicle_id) : base(AIEventType.ET_VEHICLE_WAITING_IN_DEPOT) { throw null; }
/** * Check if the vehicle is articulated. * @param vehicle_id The vehicle to check. * @returns True if the vehicle is articulated. */ public static bool IsArticulated(VehicleID vehicle_id) { throw null; }
/// <param name="station">The station visited for the first time.</param><param name="vehicle">The vehicle visiting the station.</param> public AIEventStationFirstVehicle(StationID station, VehicleID vehicle) : base(AIEventType.ET_STATION_FIRST_VEHICLE) { throw null; }
/** * Check if the vehicle has shared orders. * @param vehicle_id The vehicle to check. * @returns True if the vehicle has shared orders. */ public static bool HasSharedOrders(VehicleID vehicle_id) { throw null; }
/// <param name="vehicle">The vehicle that crashed.</param> /// <param name="crash_site">Where the vehicle crashed.</param> /// <param name="crash_reason">The reason why the vehicle crashed.</param> public AIEventVehicleCrashed(VehicleID vehicle, TileIndex crash_site, AIEventVehicleCrashed.CrashReason crash_reason) : base(AIEventType.ET_VEHICLE_CRASHED) { throw null; }
/** * Get the current reliability of a vehicle. * @param vehicle_id The vehicle to check. * @returns The current reliability (0-100%). */ public static int GetReliability(VehicleID vehicle_id) { throw null; }
/** * Move a vehicle to a group. * @param group_id The group to move the vehicle to. * @param vehicle_id The vehicle to move to the group. * @returns True if and only if the vehicle was successfully moved to the group. * @note A vehicle can be in only one group at the same time. To remove it from * a group, move it to another or to GROUP_DEFAULT. Moving the vehicle to the * given group means removing it from another group. */ public static bool MoveVehicle(GroupID group_id, VehicleID vehicle_id) { throw null; }
/** * Clones a vehicle at the given depot, copying or cloning its orders. * @param depot The depot where the vehicle will be build. * @param vehicle_id The vehicle to use as example for the new vehicle. * @param share_orders Should the orders be copied or shared? * @exception AIVehicle.ERR_VEHICLE_TOO_MANY * @exception AIVehicle.ERR_VEHICLE_BUILD_DISABLED * @exception AIVehicle.ERR_VEHICLE_WRONG_DEPOT * @returns The VehicleID of the new vehicle, or an invalid VehicleID when * it failed. Check the return value using IsValidVehicle. In test-mode * 0 is returned if it was successful; any other value indicates failure. */ public static VehicleID CloneVehicle(TileIndex depot, VehicleID vehicle_id, bool share_orders) { throw null; }