Jump to content
  • 0

How to improve my daily reward system


Question

Posted (edited)

It's based on shared L2Ava files, let's say.

System explain: Every day, at certain time range, for example from 19PM to 22PM, players, who are online for 1hour and are not afk for more than (lets say in this code 10mins) will get certain reward.
Can you tell me what to improve or what part could be done differently or even in more simply way?

It's based on IP/HWID protection and I want to figure out if the daily cleanup is done correctly. 

 

/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package services;

import java.text.DateFormat;
import java.text.SimpleDateFormat;
import java.util.Date;
import java.util.concurrent.ScheduledFuture;

import org.slf4j.Logger;
import org.slf4j.LoggerFactory;

import l2ro.gameserver.Config;
import l2ro.gameserver.ThreadPoolManager;
import l2ro.gameserver.database.mysql;
import l2ro.gameserver.model.GameObjectsStorage;
import l2ro.gameserver.model.Player;
import l2ro.gameserver.scripts.ScriptFile;
/**
 *
 * @author L
 */
public class AutoReward implements ScriptFile, Runnable
{
	private static final Logger _log = LoggerFactory.getLogger(Player.class);
	
	private static final int REWARD_DELAY = 3600000; // 1h.
	private static final int REQUIRED_ONLINE = Config.DAILY_REWARD_REQUIRED_ONLINE * 3600000; // 1h.
	private static final int NOT_REWARD_AFK_DELAY = Config.DAILY_REWARD_AFK_TIME * 60000; // 10 mins.(Config 10)
	private static final DateFormat TIME_FORMAT = new SimpleDateFormat("HH");
	private boolean CLEANED = false;

	private ScheduledFuture<?> _task = null;

	@Override
	public void run()
	{
		if(CLEANED && time() >= Config.DAILY_REWARD_END_HOUR || time() < Config.DAILY_REWARD_START_HOUR)
			CLEANED = false;
		
		if(time() >= Config.DAILY_REWARD_START_HOUR && time() <= Config.DAILY_REWARD_END_HOUR)
		{
			for(Player player : GameObjectsStorage.getAllPlayersForIterate()) {
					if(player.isOnline() && player.getUptime() >= REQUIRED_ONLINE
						&& (System.currentTimeMillis() - player.getLastNotAfkTime()) > NOT_REWARD_AFK_DELAY) {
						if(!isRewardedDB(player)) {
							player.sendMessage("You will get your reward");
							setRewardDB(player);
						}
					}
			}
		}
		
		if(CLEANED == false && time() <= Config.DAILY_REWARD_START_HOUR) {
			CLEANED = true;
			wipeRewardDB();
		}
	}
	
	public static int time()
	{
		return Integer.parseInt(TIME_FORMAT.format(new Date(System.currentTimeMillis())));
	}
	
	public static boolean isRewardedDB(Player player) {
		String value = Config.DAILY_REWARD_PROTECTION.equals("HWID") ? player.getHWID() : player.getIP();
	
		if(player.getVar("daily_reward") != null)
			return true;
		
		if(mysql.get("SELECT value FROM character_variables WHERE name='daily_reward' AND value='"+value+"'") != null)
			return true;
		
		return false;
	}
	
	public static void setRewardDB(Player player) {
		String value = Config.DAILY_REWARD_PROTECTION.equals("HWID") ? player.getHWID() : player.getIP();
		
		mysql.set("INSERT INTO character_variables (obj_id, type, name, value, expire_time) VALUES (?,?,?,?,?)", player.getObjectId(), "user-var", "daily_reward", value, -1);
	}
	
	public static void wipeRewardDB() {

		mysql.set("DELETE FROM `character_variables` WHERE `type`='user-var' and `name`='daily_reward'");
	}

	@Override
	public void onLoad()
	{
		_log.info("Loaded Service: AutoReward");
		if(_task == null)
			_task = ThreadPoolManager.getInstance().scheduleAtFixedDelay(this, REWARD_DELAY, REWARD_DELAY);
	}

	@Override
	public void onReload()
	{
		if(_task != null)
		{
			_task.cancel(true);
			_task = null;
		}
		_task = ThreadPoolManager.getInstance().scheduleAtFixedDelay(this, REWARD_DELAY, REWARD_DELAY);
	}

	@Override
	public void onShutdown()
	{
		//
	}
}

 

Edited by ruut

3 answers to this question

Recommended Posts

  • 0
Posted (edited)

L2Devil have something like this daily reward /quests  

lets talk about the daily reward.. every 30 minute you are online you  get for example 1 coin(you have to get it from alt b  . you dont get it automaticaly) its 4 times per day 4x30min  

next day 1coin  becomes 2. next day 3 etc etc ..max is 7coin (7days) and from that point you will get every time 7coin/per part from 4parts of 30min  

also they have some nice quests " kill 30 warriors, 20 wizzard" sh1ts like this with reward boxes with skins etc

Edited by CUCUmber
  • 0
Posted

Well yes, maybe they have I don't really know. However, yes, I've added also reward increase on the day of the week,  however, I want to know what should I change in my code to make it better.

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

    • UPDATE M63 Introduced the first major Party Logic system: Bots can join and operate under a real-player party leader. Party members: follow the real player, assist the leader in combat, coordinate around the party leader, support party combat instead of behaving purely as independent farmers. Added initial party formation/follow behavior. Added party-aware PvP assisting.   Expanded Party Support / Party Combat behavior: Improved party coordination across different bot classes. Added broader healer/support participation. Expanded combat equipment/ammunition support, including all six arrow grades. Party members became more coordinated in PvP and group combat. Added improved bot reaction to resurrection situations. Added compatible resurrection-answer handling. Refined party formation behavior. Party combat became more persistent when members were attacked. Party members maintain combat participation more reliably instead of immediately dropping engagement.     Major Party Logic expansion:   Changed party travel formation Added temporary main assister leadership: if the real-player leader dies, a random living damage dealer becomes combat leader, other bots assist that damage dealer, if the assister dies, another DD can take over. Added special Bishop/Cardinal real-player leader logic: bots continue following the real player, a damage-dealer bot becomes the party’s combat assister. Added 5-second idle Party Logic: if the real-player leader stops moving/actively controlling combat for 5 seconds, bots can resume autonomous farming around the leader. Temporary main assisters use the bot’s already configured PvP mode instead of a separate Party Logic PvP system. Existing modes remain authoritative: Idle AttackFlagged AttackEveryone Temporary main assister can independently acquire PvP targets according to its configured mode. Other party bots assist that selected combat leader. Made Party Logic target acquisition party-location aware. While operating in a party, autonomous PvE/PvP searches can be centered around the real player’s current location rather than only the bot’s original farming position. Existing bot farmRadius remains the effective acquisition radius. This allows parties to travel away from their original farming areas while continuing to operate dynamically.     Expanded Bishop/Cardinal Party Logic behavior:   Bishop/Cardinal parties now use the same 5-second activity/idle model as normal real-player-led parties. While the Bishop/Cardinal leader is moving or active: bots prioritize staying with the real player, maintain the ~70–100 unit random formation. After the Bishop/Cardinal remains idle for 5 seconds: party bots may return to autonomous farming around the leader. When the Bishop/Cardinal starts moving again: party members transition back to following the leader. PvP remains independent of the PvE idle condition: valid PvP targets can still trigger combat according to each bot’s configured PvP mode.     Optional Hero System: Added a new hero_enabled option for Autobots. Bot creation gained Hero appearance: No / Yes. Existing bots default to hero_enabled = 0. Bots with hero_enabled = 1 spawn with native Lucera Hero status/aura/appearance through Player.setHero(true). Hero weapons configured through the existing Autobots item system can be equipped normally. This is intentionally visual/status Hero only: no Hero skill injection, no automatic native Hero skills, no changes to combat AI or targeting. Hero state can also be changed directly in the database and takes effect after respawning the bot.     DOWNLOAD
    • Throw a free cloudflare SSL cert in there. 😄
    • Nextarget was a LT international clan in Dawn and  Evoke and other servers, playing most in Interlude, so dunno if you try use this name to atrack the players or smth.
    • Server Specs ChapterInterlude Classic EXP / SP Ratex50 Adena Ratex30 Drop Ratex20 Spoil Ratex15 Max Level78 Website https://l2nextarget.com/ Start On Today At 22:00
    • Since last forums fail, I decided to introduce a little website over PTS server holder - just to make basic informations more reachable. You can discover it over http://anothercrappyinterludeserver.com/   Discord channels ACCESS TO SOURCES and SERVER INSTALLATION were also reworked to be easier to handle.
  • 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..