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help chest reward bosses for time

thefrancis

New Member
Joined
Apr 16, 2010
Messages
22
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1
Good day, I wonder if you could help me configure the time it takes to clean the reward chest of the bosses. It happens that I made a server in which you can constantly farm bosses but when accumulating many reward bags, the player crash the server when exceeding the limit, that is why I would like to configure that it is no longer every week as it normally is, if not by day or by hours. I'm working with a TFS 1.3+ should it be a revscripts or something? I don't know much haha


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

            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, bagSid, subItems, bagSid)
                end
            end
        end
    end
    return info.running - start
end

local function insertRewardItems(playerGuid, timestamp, itemList)
    db.asyncStoreQuery('select `pid`, `sid`, (SELECT max(`sid`) as sid from `player_rewards` where player_id = '..playerGuid..') as max_sid from `player_rewards` where `pid` = (select max(`pid`) from `player_rewards` where player_id = ' .. playerGuid .. ' and `pid` < 100);',
        function(query)
            local lastPid = result.getDataInt(query, 'pid') or 0
            local bagSid = result.getDataInt(query, 'sid') or 100
            local lastSid = result.getDataInt(query, 'max_sid') or 101
            if lastPid ~= 0 then
                db.query('UPDATE `player_rewards` SET `sid` = `sid`+1 WHERE `sid`> '..bagSid..' ORDER BY `sid` DESC')
                lastSid = lastSid+1
            end
            local buffer = {'INSERT INTO `player_rewards` (`player_id`, `pid`, `sid`, `itemtype`, `count`, `attributes`) VALUES'}
            local info = {
                playerGuid = playerGuid,
                running = lastSid
            }
            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, lastPid + 1, {bag}, bagSid+1)
            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

local function resetAndSetTargetList(creature)
    if not creature then
        return
    end

    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

local bossDeath = CreatureEvent("BossDeath")
function bossDeath.onDeath(creature, corpse, killer, mostDamageKiller, lastHitUnjustified, mostDamageUnjustified)
    -- player
    if not creature or creature:isPlayer() then
        return true
    end
    
    -- Deny summons
    if creature:getMaster() then
        return true
    end

    -- boss
    local monsterType = creature:getType()
    if monsterType and monsterType:isRewardBoss() then -- Make sure it is a boss
        local bossId = creature:getId()
        local timestamp = os.time()

        resetAndSetTargetList(creature)

        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()
            else
                stamina = con.stamina or 0
            end

            local playerLoot
            if --[[stamina > 840 and]] 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 then
                    for _, p in ipairs(playerLoot) do
                        reward:addItem(p[1], p[2])
                    end
                end
            end

            if con.player and con.score ~= 0 then
                local lootMessage = ("The following items dropped by %s are available in your reward chest: %s"):format(creature:getName(), reward:getContentDescription())

                if stamina > 840 then
                    reward:getContentDescription(lootMessage)
                end
                con.player:sendTextMessage(MESSAGE_LOOT, lootMessage)
            elseif con.score ~= 0 then
                insertRewardItems(con.guid, timestamp, playerLoot)
            end
        end

        globalBosses[bossId] = nil
    end
    return true
end
bossDeath:register()

local bossThink = CreatureEvent("BossThink")
function bossThink.onThink(creature, interval)
    resetAndSetTargetList(creature)
end
bossThink:register()

local bossParticipation = CreatureEvent("BossParticipation")
function bossParticipation.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
bossParticipation:register()

local loginBossPlayer = CreatureEvent("LoginBossPlayer")
function loginBossPlayer.onLogin(player)
    player:registerEvent("BossDeath")
    return true
end
loginBossPlayer:register()
 
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