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TFS 1.X+ Reward System problem

CastorFlynn

Member
Joined
Aug 29, 2021
Messages
88
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Some people at some point already complain about not being able to open the loot of monsters that have a reward system, getting the message that you don't own it. I can't reproduce the problem, and the only error I found in the log is the one below.

Lua Script Error: [Main Interface]
(Unknown scriptfile)
data/creaturescripts/scripts/rewardChest/boss.lua:21: attempt to call global 'serializeAttributes' (a nil value)
stack traceback:
[C]: in function 'serializeAttributes'
data/creaturescripts/scripts/rewardChest/boss.lua:21: in function 'insertItems'
data/creaturescripts/scripts/rewardChest/boss.lua:73: in function <data/creaturescripts/scripts/rewardChest/boss.lua:42>

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 item ~= nil then
            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.escapeString(serializeAttributes(item)))
            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
    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)
    -- player
    if creature:isPlayer() then
        for bossId, tb in pairs(globalBosses) do
            for playerId, tb2 in pairs(tb) do
                if playerId == Player(creature:getId()):getGuid() then
                    globalBosses[bossId][playerId] = nil
                end
            end
        end
        return
    end

    -- boss
    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()
            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 are available in your reward chest: "}

                if --[[stamina > 840]]true 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))
            elseif con.score ~= 0 then
                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

function onLogin(player)
    player:registerEvent("BossDeath")
    return true
end
 
 
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