Jump to content

Recommended Posts

Posted

image.jpg

 

image.jpg

-			long milliToEnd;
-			if (_period == 0)
-				milliToEnd = getMillisToOlympiadEnd();
-			else
-				milliToEnd = getMillisToValidationEnd();
-			
-			LOGGER.info("Olympiad System: " + Math.round(milliToEnd / 60000) + " minutes until period ends");
-			
-			if (_period == 0)
-			{
-				milliToEnd = getMillisToWeekChange();
-				
-				LOGGER.info("Olympiad System: Next weekly change is in " + Math.round(milliToEnd / 60000) + " minutes");
-			}

+			long milliToEnd;
+			if (_period == 0)
+				milliToEnd = getMillisToOlympiadEnd();
+			else
+				milliToEnd = getMillisToValidationEnd();
+						
+			double numSecs = (milliToEnd / 1000) % 60;
+			double countDown = ((milliToEnd / 1000) - numSecs) / 60;
+			final int numMins = (int) Math.floor(countDown % 60);
+			countDown = (countDown - numMins) / 60;
+			int numHours = (int) Math.floor(countDown % 24);
+			int numDays = (int) Math.floor((countDown - numHours) / 24);
+			
+			LOGGER.info("Olympiad System: " + numDays + " days, " + numHours + " hours and " + numMins + " mins. until period ends");
+			
+			if (_period == 0)
+			{
+				long milliToEnd2 = getMillisToWeekChange();
+				
+				double numSecs1 = (milliToEnd2 / 1000) % 60;
+				double countDown1 = ((milliToEnd2 / 1000) - numSecs1) / 60;
+				final int numMins1 = (int) Math.floor(countDown1 % 60);
+				countDown1 = (countDown - numMins1) / 60;
+				int numHours1 = (int) Math.floor(countDown1 % 24);
+				int numDays1 = (int) Math.floor((countDown1 - numHours1) / 24);
+				
+				LOGGER.info("Olympiad System: Next weekly change in " + numDays1 + " days, " + numHours1 + " hours and " + numMins1 + " mins.");
			}
  • 4 weeks later...
  • 1 month later...
Posted (edited)

 

image.jpg

 

 

Thank you for the share, but Explain me something, please!

"6 days, 17 hours and 5 min until period ends" this means that weekly competition will end in this time, correct?

 

So what does this mean? > Next weekly change in 0 days, 02 hour and 14 min. ??? Isnt the weekly change above already?

:wacko:  :wacko:

Edited by vecc
  • 2 months later...
Posted

 

image.jpg

 

image.jpg

-			long milliToEnd;
-			if (_period == 0)
-				milliToEnd = getMillisToOlympiadEnd();
-			else
-				milliToEnd = getMillisToValidationEnd();
-			
-			LOGGER.info("Olympiad System: " + Math.round(milliToEnd / 60000) + " minutes until period ends");
-			
-			if (_period == 0)
-			{
-				milliToEnd = getMillisToWeekChange();
-				
-				LOGGER.info("Olympiad System: Next weekly change is in " + Math.round(milliToEnd / 60000) + " minutes");
-			}

+			long milliToEnd;
+			if (_period == 0)
+				milliToEnd = getMillisToOlympiadEnd();
+			else
+				milliToEnd = getMillisToValidationEnd();
+						
+			double numSecs = (milliToEnd / 1000) % 60;
+			double countDown = ((milliToEnd / 1000) - numSecs) / 60;
+			final int numMins = (int) Math.floor(countDown % 60);
+			countDown = (countDown - numMins) / 60;
+			int numHours = (int) Math.floor(countDown % 24);
+			int numDays = (int) Math.floor((countDown - numHours) / 24);
+			
+			LOGGER.info("Olympiad System: " + numDays + " days, " + numHours + " hours and " + numMins + " mins. until period ends");
+			
+			if (_period == 0)
+			{
+				long milliToEnd2 = getMillisToWeekChange();
+				
+				double numSecs1 = (milliToEnd2 / 1000) % 60;
+				double countDown1 = ((milliToEnd2 / 1000) - numSecs1) / 60;
+				final int numMins1 = (int) Math.floor(countDown1 % 60);
+				countDown1 = (countDown - numMins1) / 60;
+				int numHours1 = (int) Math.floor(countDown1 % 24);
+				int numDays1 = (int) Math.floor((countDown1 - numHours1) / 24);
+				
+				LOGGER.info("Olympiad System: Next weekly change in " + numDays1 + " days, " + numHours1 + " hours and " + numMins1 + " mins.");
			}

How do I put the days that are missing from the community htm? I mean, what code does it have to be used on HTM to display?

  • 3 months later...
Posted

Hey, i have a question!

I'm added this code, changed config to:

# You can decide if enable custom period setting feature. Once enabled,
# Alt Oly period: MONTH/DAY/WEEK
# es. 2weeks-->AltOlyPeriod=WEEK and AltOlyPeriodMultiplier=2
AltOlyUseCustomPeriodSettings= True
AltOlyPeriod = WEEK
AltOlyPeriodMultiplier = 1

Deleted everything from Olympiad.cfg

Restarted our server, and for me now show in console this:

INFO  Olympiad System: Loading Olympiad System....
INFO  Olympiad System: Currently in Olympiad Period
INFO  Olympiad System: 14 days, 23 hours and 8 mins. until period ends
INFO  Olympiad System: Next weekly change in 0 days, 5 hours and 45 mins.
INFO  Olympiad System: Loaded 0 Nobles
INFO  Olympiad System: Competition Period Starts in 0 days, 5 hours and 8 mins.
INFO  Olympiad System: Event starts/started : Thu Nov 16 18:00:26 EET 2017
INFO  Hero System: Loaded 0 Heroes.
INFO  Hero System: Loaded 0 all time Heroes.

So my question is, then will change heroes now?

Posted (edited)

INFO  Olympiad System: Next weekly change in 0 days, 5 hours and 45 mins.

Heroes will change after this time, so the new circle will start after this time.

Edited by KruMix
Posted

Now show that:

INFO  Olympiad System: Loading Olympiad System....
INFO  Olympiad System: Currently in Olympiad Period
INFO  Olympiad System: 14 days, 10 hours and 35 mins. until period ends
INFO  Olympiad System: Next weekly change in 0 days, 5 hours and 12 mins.
INFO  Olympiad System: Loaded 0 Nobles
INFO  Olympiad System: Competition Period Starts in 0 days, 16 hours and 35 mins.
INFO  Olympiad System: Event starts/started : Fri Nov 17 18:00:21 EET 2017
INFO  Hero System: Loaded 0 Heroes.
INFO  Hero System: Loaded 0 all time Heroes.

i don't think that is true.  So heroes frozen changing not on Sunday night?

Posted

Something is weird, you are right, the period will end after this time  14 days, 10 hours and 35 mins.

 

Try to give heroes manually and after see if the period will be for 7 days.

Posted

I make manual heroes, and restarted server. Now show in console:

INFO  Olympiad System: Loading Olympiad System....
INFO  Olympiad System: Currently in Validation Period
INFO  Olympiad System: 0 days, 23 hours and 58 mins. until period ends
INFO  Olympiad System: Loaded 0 Nobles
INFO  Hero System: Loaded 0 Heroes.
INFO  Hero System: Loaded 0 all time Heroes.

Posted
40 minutes ago, SweeTs said:

There is a 24h 'validation' window.

so how to set this setup, to change heroes every sunday night at 00:00? Because i can't understand that console info..

Posted
protected void setNewOlympiadEndCustom()
    {
        final SystemMessage sm = new SystemMessage(SystemMessageId.OLYMPIAD_PERIOD_S1_HAS_STARTED);
        sm.addNumber(_currentCycle);
        
        Announcements.getInstance().announceToAll(sm);
        
        final Calendar currentTime = Calendar.getInstance();
        currentTime.set(Calendar.AM_PM, Calendar.AM);
        currentTime.set(Calendar.HOUR, 12);
        currentTime.set(Calendar.MINUTE, 0);
        currentTime.set(Calendar.SECOND, 0);
        
        final Calendar nextChange = Calendar.getInstance();
        
        switch (Config.ALT_OLY_PERIOD)
        {
            case DAY:
            {
                currentTime.add(Calendar.DAY_OF_MONTH, Config.ALT_OLY_PERIOD_MULTIPLIER);
                currentTime.add(Calendar.DAY_OF_MONTH, -1); // last day is for validation
                
                if (Config.ALT_OLY_PERIOD_MULTIPLIER >= 14)
                {
                    _nextWeeklyChange = nextChange.getTimeInMillis() + WEEKLY_PERIOD;
                }
                else if (Config.ALT_OLY_PERIOD_MULTIPLIER >= 7)
                {
                    _nextWeeklyChange = nextChange.getTimeInMillis() + (WEEKLY_PERIOD / 2);
                }
                else
                {
                    // nothing to do, too low period
                }
                
            }
                break;
            case WEEK:
            {
                currentTime.add(Calendar.WEEK_OF_MONTH, Config.ALT_OLY_PERIOD_MULTIPLIER);
                currentTime.add(Calendar.DAY_OF_MONTH, -1); // last day is for validation
                
                if (Config.ALT_OLY_PERIOD_MULTIPLIER > 1)
                {
                    _nextWeeklyChange = nextChange.getTimeInMillis() + WEEKLY_PERIOD;
                }
                else
                {
                    _nextWeeklyChange = nextChange.getTimeInMillis() + (WEEKLY_PERIOD / 2);
                }
                
            }
                break;
            case MONTH:
            {
                currentTime.add(Calendar.MONTH, Config.ALT_OLY_PERIOD_MULTIPLIER);
                currentTime.add(Calendar.DAY_OF_MONTH, -1); // last day is for validation
                
                _nextWeeklyChange = nextChange.getTimeInMillis() + WEEKLY_PERIOD;
                
            }
                break;
        }
        
        _olympiadEnd = currentTime.getTimeInMillis();
        
        scheduleWeeklyChange();
    }
    
    private void schedulePointsRestoreCustom()
    {
        long final_change_period = WEEKLY_PERIOD;
        
        switch (Config.ALT_OLY_PERIOD)
        {
            case DAY:
            {
                
                if (Config.ALT_OLY_PERIOD_MULTIPLIER < 10)
                {
                    
                    final_change_period = WEEKLY_PERIOD / 2;
                    
                }
                
            }
                break;
            case WEEK:
            {
                
                if (Config.ALT_OLY_PERIOD_MULTIPLIER == 1)
                {
                    final_change_period = WEEKLY_PERIOD / 2;
                }
                
            }
                break;
        }
        
        _scheduledWeeklyTask = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new OlympiadPointsRestoreTask(final_change_period), getMillisToWeekChange(), final_change_period);
        
    }
    
    class OlympiadPointsRestoreTask implements Runnable
    {
        
        private final long restoreTime;
        
        public OlympiadPointsRestoreTask(final long restoreTime)
        {
            this.restoreTime = restoreTime;
        }
        
        @Override
        public void run()
        {
            addWeeklyPoints();
            LOGGER.info("Olympiad System: Added points to nobles");
            
            final Calendar nextChange = Calendar.getInstance();
            _nextWeeklyChange = nextChange.getTimeInMillis() + restoreTime;
        }
        
    }
}

This is the part of Olympiad.java code.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • Hello, I'm completely sharing my first attempt of functional PvE & PvP level/gear based independed phantoms. This source is completely made by AI so no hard critisism please. The extension is in a very early stage and it's not tested properly so its NOT supposed to be used in a live server yet because it still needs stability/optimization improvements.   The architecture is already done, third class behaviors are looking good (but still needs adjustments mostly for melee classes). I am currently dealing with second occupation classes functionality (most of them are functional).   The extension will automatically create the lucera_autobots table on starting the gameserver and then you will be able to populate the table with many rows of bots manually or save them to DB through the ingame bot's panel, you can also create temporary bots by not hitting the "Save Bot" button. The clan can be added to the bots as clanID through lucera_autobots DB table, the clan has to be owned by a real player with or without alliance, the bot will be spawned with the clan or clan+ally crest.     Request for advices and ideas: At the moment i haven't figured out an easy way (other than building a full navigation system of the world) to make the bot understand the geodata, avoid all the city obstacles and walk to gatekeeper, then travel back to the farming location on foot and avoid any obstacles and town layout so at this current state the bots are doing this: on death > go to village > stay idle for 30 seconds (time delay can be configured from the bot's management panel or through the DB table) > directly teleport back to death location.   On in-game, use //autobots command and create bots normally through the panel's options. NOTE: The bots will not attack a gm character.               LATEST CHANGELOGS SINCE BUILD M28: M29: Improved the mechanics and behavior for all the second and third classes. Added/adjusted PvP skills and self-buffs for many classes. Improved Tyrant/Grand Khavatari combat and force-charge behavior. Added tank skill/auto-attack rotations. Added Bladedancer dances/debuff behavior. Added mage skills such as Silence, Curse Fear, Aura Flash, Ice Dagger and Frost Bolt with usage limits. Increased dagger Switch usage to 25%. Added obstacle escape movement when bots get stuck while RETURNING to their farm area. M30: Reduced the pause after tank and archer sidestep movements so they re-engage faster. Improved Titan/Destroyer combat recovery and added Braveheart condition. Started fixing Gladiator/Duelist charge/combat behavior. Verified all classes can use Idle, AttackFlagged, and AttackEveryone. Reinforced the rule that skills are used only when actually learned by the bot. M31: Fixed offensive mage combat-entry logic for AttackEveryone. Prevented hostile mage debuffs from being used as the initial action against peaceful players. M32: Added a farming-area watchdog so bots outside their configured farm range return instead of remaining stuck in FARMING. Fixed automatic teleport recovery so it cannot silently replace the bot's configured farm origin. M33: Removed the newer broken Gladiator/Duelist charge state-machine and restored more of the older M27-style combat logic. M34: Completely rewrote Gladiator/Duelist combat behavior Gladiator/Duelist now use the same core combat system in PvE and PvP. All skills remain level/learned-skill dependent. M43: Fixed a visual “jump/teleport” issue during PvP. Removed the extra manual position correction that was interfering with Lucera’s normal movement updates. Kept the old movement safety protections that prevent real long-distance rollback bugs. Added Vicious Stance toggle always ON for fighter classes when learned. Added Arcane Power toggle always ON for offensive mages level 78+ when learned. Improved potion usage so bots follow Lucera’s normal item cooldown behavior. Changed Warsmith weapons/shields for several level ranges. Added None as a buff package (the bot will spawn without buffs). Removed Greater CP Potions from level 1–39 bots. Reworked starter fighter equipment for levels 1–10 and 11–19. Corrected several starter class names in the autobots UI panel. Improved the Autobots panel layout. Improved spacing and descriptions on the Create Bot page. Added basic pagination to the autobots UI panel. Changed buttons toward Lucera’s native button style. Improved spacing around the bot list and search area. Added a search layout. Reworked the main page, Create Bot page, class selection and manage pages. No AI, combat, movement, inventory, or DB behavior was changed.   Next update milestone: Ensuring stability and optimization changes.  
    • ASocks.com provides residential, mobile and datacenter proxies with a pool of 7M+ IPs across 150+ locations. Built for web scraping, market research, ad verification, and automation, it offers flexible rotation, city- and ASN-level targeting, 24/7 support and transparent pricing with no traffic expiration.
    • SX.ORG is a global proxy platform offering residential, mobile,  and datacenter IPs for SEO, web scraping, ad verification and multi-account management. It provides flexible IP rotation, precise geo-targeting, HTTP(S)/SOCKS5 support, API access and pay-as-you-go pricing based only on the traffic you use.
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..