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C++ Adding Reward chest on BTS Server

_M4G0_

Intermediate OT User
Joined
Feb 6, 2016
Messages
540
Solutions
16
Reaction score
106
I tried to add the system to black tek, but I was unsuccessful, everything was compiled but the operation is not 100%,
can anyone help fix it?
LUA:
if mType:isRewardBoss() then
        local timestamp = os.time()
        local rewardContainer = Game.createItem(ITEM_REWARD_CONTAINER)
        rewardContainer:setAttribute(ITEM_ATTRIBUTE_DATE, timestamp)
        corpse:setAttribute(ITEM_ATTRIBUTE_DATE, timestamp)
        corpse:addItemEx(rewardContainer)
        corpse:setAttribute(ITEM_ATTRIBUTE_CORPSEOWNER, 0)
        corpse:decay()
        return
    end
LUA:
local function pushSeparated(buffer, sep, ...)
    local argv = {...}
    local argc = #argv
    for k, v in ipairs(argv) do
        table.insert(buffer, v)
        if k < argc and sep then
            table.insert(buffer, sep)
        end
    end
end

local function insertItems(buffer, info, parent, items)
    local start = info.running
    for _, item in ipairs(items) do
        if _ ~= 1 or parent > 100 then
            table.insert(buffer, ",")
        end
        info.running = info.running + 1
        table.insert(buffer, "(")       
        pushSeparated(buffer, ",", info.playerGuid, parent, info.running, item:getId(), item:getSubType(), db.escapeBlob(item:serializeAttributes()))
        table.insert(buffer, ")")

        if item:isContainer() then
            local size = item:getSize()
            if size > 0 then             
                local subItems = {}
                for i = 1, size do
                    table.insert(subItems, item:getItem(i - 1))
                end

                insertItems(buffer, info, info.running, subItems)
            end
        end
    end
    return info.running - start
end

local function insertRewardItems(playerGuid, timestamp, itemList)
    db.asyncStoreQuery('select `pid`, `sid` from `player_rewards` where player_id = ' .. playerGuid .. ' order by `sid` ASC;',
        function(query)
            local lastReward = 0
            local lastStoreId   
            if(query) then             
                repeat
                    local sid = result.getDataInt(query, 'sid')
                    local pid = result.getDataInt(query, 'pid')

                    if pid < 100 then
                        lastReward = pid
                    end
                    lastStoreId = sid
                until not result.next(query)
            end

            local buffer = {'INSERT INTO `player_rewards` (`player_id`, `pid`, `sid`, `itemtype`, `count`, `attributes`) VALUES'}

            --reward bag
            local info = {
                playerGuid = playerGuid,
                running = lastStoreId or 100
            }

            local bag = Game.createItem(ITEM_REWARD_CONTAINER)
            bag:setAttribute(ITEM_ATTRIBUTE_DATE, timestamp)
            if itemList then
                for _, p in ipairs(itemList) do
                    bag:addItem(p[1], p[2])
                end
            end

            local total = insertItems(buffer, info, lastReward + 1, {bag})
            table.insert(buffer, ";")

            if total ~= 0 then
                db.query(table.concat(buffer))
            end
        end
    )
end

local function getPlayerStats(bossId, playerGuid, autocreate)
    local ret = globalBosses[bossId][playerGuid]
    if not ret and autocreate then
        ret = {
            bossId = bossId,
            damageIn = 0, -- damage taken from the boss
            healing = 0, -- healing (other players) done
        }
        globalBosses[bossId][playerGuid] = ret
        return ret
    end
    return ret
end

function onDeath(creature, corpse, killer, mostDamageKiller, lastHitUnjustified, mostDamageUnjustified)
    local monsterType = creature:getType()
    if monsterType:isRewardBoss() then -- Make sure it is a boss
        local bossId = creature:getId()
        local timestamp = os.time()

        local totalDamageOut, totalDamageIn, totalHealing = 0.1, 0.1, 0.1 -- avoid dividing by zero

        local scores = {}
        local info = globalBosses[bossId]
        local damageMap = creature:getDamageMap()

        for guid, stats in pairs(info) do
            local player = Player(stats.playerId)
            local part = damageMap[stats.playerId]
            local damageOut, damageIn, healing = (stats.damageOut or 0) + (part and part.total or 0), stats.damageIn or 0, stats.healing or 0

            totalDamageOut = totalDamageOut + damageOut
            totalDamageIn = totalDamageIn + damageIn
            totalHealing = totalHealing + healing

            table.insert(scores, {
                player = player,
                guid = guid,
                damageOut = damageOut,
                damageIn = damageIn,
                healing = healing,
            })           
        end

        local participants = 0
        for _, con in ipairs(scores) do
            local score = (con.damageOut / totalDamageOut) + (con.damageIn / totalDamageIn) + (con.healing / totalHealing)
            con.score = score / 3 -- normalize to 0-1
            if score ~= 0 then
                participants = participants + 1
            end
        end
        table.sort(scores, function(a, b) return a.score > b.score end)

        local expectedScore = 1 / participants

        for _, con in ipairs(scores) do
            local reward, stamina -- ignoring stamina for now because I heard you get receive rewards even when it's depleted   
            if con.player then   
                reward = con.player:getReward(timestamp, true)
                stamina = con.player:getStamina()

                if not reward or type(reward) ~= "userdata" then
                    reward = createReward(timestamp)
                end
            else
                stamina = con.stamina or 0
            end

            local playerLoot
            if con.score ~= 0 then
                local lootFactor = 1
                lootFactor = lootFactor / participants ^ (1 / 3) -- tone down the loot a notch if there are many participants
                lootFactor = lootFactor * (1 + lootFactor) ^ (con.score / expectedScore) -- increase the loot multiplicatively by how many times the player surpassed the expected score
                playerLoot = monsterType:getBossReward(lootFactor, _ == 1)

                if con.player and type(reward) == "userdata" then
                    for _, p in ipairs(playerLoot) do
                      
                        reward:addItem(p[1], p[2])
                    end
                end
            end

            if con.player then
                local lootMessage = {"The following items are available in your reward chest: "}

                if type(reward) == "userdata" then
                    reward:getContentDescription(lootMessage)
                else
                    table.insert(lootMessage, 'nothing (due to low stamina)')
                end
                table.insert(lootMessage, ".")
                con.player:sendTextMessage(MESSAGE_INFO_DESCR, table.concat(lootMessage))
            else
                insertRewardItems(con.guid, timestamp, playerLoot)
            end
        end

        globalBosses[bossId] = nil
    end
    return true
end

function onThink(creature, interval)
    local bossId = creature:getId()
    local info = globalBosses[bossId]
    -- Reset all players' status
    for _, player in pairs(info) do
        player.active = false
    end
    -- Set all players in boss' target list as active in the fight
    local targets = creature:getTargetList()
    for _, target in ipairs(targets) do
        if target:isPlayer() then
            local stats = getPlayerStats(bossId, target:getGuid(), true)
            stats.playerId = target:getId() -- Update player id
            stats.active = true           
        end
    end
end

function onHealthChange(creature, attacker, primaryDamage, primaryType, secondaryDamage, secondaryType, origin)
    if not next(globalBosses) then
        return primaryDamage, primaryType, secondaryDamage, secondaryType
    end

    if not creature or not attacker then
        return primaryDamage, primaryType, secondaryDamage, secondaryType
    end

    local stats = creature:inBossFight()
    if not stats then
        return primaryDamage, primaryType, secondaryDamage, secondaryType
    end

    local creatureId, attackerId = creature:getId(), attacker:getId()
    stats.playerId = creatureId -- Update player id

    -- Account for healing of others active in the boss fight
    if primaryType == COMBAT_HEALING and attacker:isPlayer() and attackerId ~= creatureId then
        local healerStats = getPlayerStats(stats.bossId, attacker:getGuid(), true)
        healerStats.active = true
        healerStats.playerId = attackerId -- Update player id
        healerStats.healing = healerStats.healing + primaryDamage
    elseif stats.bossId == attackerId then
        -- Account for damage taken from the boss
        stats.damageIn = stats.damageIn + primaryDamage
    end
    return primaryDamage, primaryType, secondaryDamage, secondaryType
end
 
Why are you undoing the change to this function call?

1722322733927.webp

There is absolutely no reason to change it back to the method with 4 params. I will be phasing that method out all together eventually anyways, and all you are doing is basically adding back to that call, unnecessary overhead....

Other than that, I mean it over all looks not bad, I didn't finish reading all of it because of how long it is and I wasn't for sure what I was looking for, it would help if you could define "not 100%" a little bit, maybe elaborate on whats going on that is correct and what is not working...

At any rate, Ohman is working on a version that will be adopted into black tek officially. If you can wait just a few days for him to return from vacation, add finishing touches and put in the PR, then I will approve it asap after that.

If you want to wait or don't, either way, I can still try to help you with your version if you would like to narrow down what is not working for me.
 
Last edited:
Why are you undoing the change to this function call?

View attachment 86342

There is absolutely no reason to change it back to the method with 4 params. I will be phasing that method out all together eventually anyways, and all you are doing is basically adding back to that call, unnecessary overhead....

Other than that, I mean it over all looks not bad, I didn't finish reading all of it because of how long it is and I wasn't for sure what I was looking for, it would help if you could define "not 100%" a little bit, maybe elaborate on whats going on that is correct and what is not working...

At any rate, Ohman is working on a version that will be adopted into black tek officially. If you can wait just a few days for him to return from vacation, add finishing touches and put in the PR, then I will approve it asap after that.

If you want to wait or don't, either way, I can still try to help you with your version if you would like to narrow down what is not working for me.
I was using a non-updated version 😅😅
I'm not hurry, i like to help in some way, so i tried, if i was successful it would be something could share with the community, as this is something many are looking for for tfs 1.3~1.4++
 
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