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#include "CastleManager.h"
#include "ThreadsafeQueue.h"
#include "Engine.h"
#include "SDK.h"
#include "Renderer.h"
#include "Config.h"
bool warningEnabled = true;
int notification = 0;
ThreadSafeQueue<std::string> localMessages;
ThreadSafeQueue<std::string> teamMessages;
ThreadSafeQueue<std::string> allMessages;
void CastleManager::LoadConfig()
{
Config* config = Config::Get();
notification = config->ReadInt("CastleManager", "notification");
warningEnabled = config->ReadInt("CastleManager", "warningEnabled");
}
void CastleManager::SaveConfig()
{
Config* config = Config::Get();
config->Write<int>("CastleManager", "warningEnabled", warningEnabled);
config->Write<int>("CastleManager", "notification", notification);
}
void CastleManager::OnUnitIteration(Unit* unit, Player* player, int playerIndex)
{
}
void CastleManager::OnUnitCreated(Unit* unit)
{
if (!warningEnabled)
{
return;
}
Player* owningPlayer = unit->GetOwner();
if (!owningPlayer /*|| owningPlayer == Engine::Get()->GetLocalPlayer()*/)
{
return;
}
if (strcmp("CSTL", unit->GetUnitData()->GetName()) == 0)
{
std::string message = std::string(owningPlayer->name) + " is building a castle!";
const char* charMessage = message.c_str();
switch (notification)
{
case 0:
localMessages.push(message);
break;
case 1:
teamMessages.push(message);
break;
case 2:
allMessages.push(message);
break;
default:
break;
}
}
}
void CastleManager::OnMenuMainWindow()
{
if (!localMessages.isEmpty())
{
std::string message;
localMessages.pop(message);
Engine::Get()->PrintNotification(message.c_str());
}
if (!teamMessages.isEmpty())
{
std::string message;
teamMessages.pop(message);
Engine::Get()->SendChat(message.c_str(), true);
}
if (!allMessages.isEmpty())
{
std::string message;
allMessages.pop(message);
Engine::Get()->SendChat(message.c_str(), false);
}
ImGui::Separator();
ImGui::Text("Castle Manager");
ImGui::Checkbox("Warning", &warningEnabled);
ImGui::Text("Notification");
ImGui::SameLine();
ImGui::RadioButton("Local", ¬ification, 0);
ImGui::SameLine();
ImGui::RadioButton("Team", ¬ification, 1);
ImGui::SameLine();
ImGui::RadioButton("All", ¬ification, 2);
ImGui::Separator();
}
void CastleManager::OnDraw()
{
/*if (strcmp("CSTL", unit->pUnitData->name) == 0)
{
Vector2 screenPos = Engine::Get()->worldToScreen(unit->position);
int screenResX = Engine::Get()->GetMainScreen()->pGameScreen->ScreenResX;
int screenResY = Engine::Get()->GetMainScreen()->pGameScreen->ScreenResY;
Renderer::Get()->RenderLine(ImVec2(screenResX / 2, screenResY / 2), ImVec2(screenPos.x, screenPos.y), 0xffffffff, 2);
}*/
}
void CastleManager::OnPlayerIteration(Player* player, int playerIndex)
{
}
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