Initial commit: YAInteraction DayZ mod

Searchable furniture (med cabinet, fridge, vending machine) with weighted,
config-driven loot tables, and a two-stage repairable sink (repair then gather
water). Data-driven registry, in-memory cooldowns/repair state with v2 CF hooks.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
smthspec 2026-06-18 21:11:55 +03:00
commit ac90535b5e
12 changed files with 1049 additions and 0 deletions

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# YAInteraction
A DayZ server mod that adds interactable furniture (search for loot) and a
two-stage repairable sink (repair, then gather water).
## Features
- **Searchable furniture** — medical cabinet, fridge, and vending machine yield
random items from weighted, config-defined loot tables. Per-object cooldown.
- **Repairable sink** — repair with a `Wrench`/`PipeWrench`, then gather water
into a held/inventory container. Per-player cooldown, configurable amount.
- **Data-driven** — every interactable is one line in
[`YAInteractionConfig`](scripts/4_World/YAInteraction/Config/YAInteractionConfig.c).
No target/loot classnames exist anywhere else in the codebase.
## Target objects (v1)
| Classname | Action | Loot table |
|-----------|--------|-----------|
| `StaticObj_Furniture_case_sink_a` | Repair → Gather Water | — |
| `StaticObj_Furniture_lekarnicka` | Search | MedTable |
| `StaticObj_Furniture_fridge` | Search | FoodTable |
| `StaticObj_Furniture_vending_machine` | Search | VendingTable |
## Structure
```
config.cpp / mod.cpp mod + script-module registration, metadata
scripts/3_Game shared game-layer placeholder (v2 hooks)
scripts/4_World/YAInteraction
Config/YAInteractionConfig.c single source of truth (registry + loot tables)
YALootTableManager.c weighted pick + item spawning
Entities/YAInteractionManager.c registry lookup + repair state
Actions/ Search / RepairSink / GatherWater actions
YAInteractionInit.c modded BuildingBase action injection
scripts/5_Mission mission-layer placeholder (v2 hooks)
```
## Notes
- Cooldowns and sink repair state are tracked in memory and **reset on server
restart**. CF persistence hooks are marked with `// TODO (v2)`.
- All item and tool classnames are verified against the base game data.
## Adding a new interactable
Add one line to `GetInteractables()` in `YAInteractionConfig.c`:
```c
m_Interactables.Insert(new YAInteractableEntry("Your_Classname", ACTION_SEARCH, TABLE_FOOD, 7200));
```

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class CfgPatches
{
class YAInteraction
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] =
{
"DZ_Data",
"DZ_Scripts"
};
};
};
class CfgMods
{
class YAInteraction
{
dir = "YAInteraction";
picture = "";
action = "";
hideName = 1;
hidePicture = 1;
name = "YAInteraction";
credits = "drasikas";
author = "drasikas";
authorID = "0";
version = "1.0";
extra = 0;
type = "mod";
dependencies[] =
{
"Game",
"World",
"Mission"
};
// Script module registration. We only ship 4_World code in v1, but all three
// modules are declared so future hooks can drop into the correct layer without
// touching this file again.
class defs
{
class gameScriptModule
{
value = "";
files[] =
{
"YAInteraction/scripts/3_Game"
};
};
class worldScriptModule
{
value = "";
files[] =
{
"YAInteraction/scripts/4_World"
};
};
class missionScriptModule
{
value = "";
files[] =
{
"YAInteraction/scripts/5_Mission"
};
};
};
};
};

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// Launcher / in-game mod metadata for YAInteraction.
class CfgMods
{
class YAInteraction
{
name = "YAInteraction";
author = "drasikas";
authorID = "0";
version = "1.0";
picture = "";
logo = "";
logoSmall = "";
logoOver = "";
tooltip = "Search furniture and gather water from sinks.";
overview = "YAInteraction adds searchable interactables (shelves, fridges, computers, medical cabinets) with configurable, weighted loot tables, plus water gathering from sinks. Loot is driven by config classes; cooldowns are tracked in-memory (reset on server restart).";
action = "";
};
};

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// 3_Game layer placeholder for YAInteraction.
//
// The mod's runtime logic lives in 4_World (config, manager, actions, entity hooks).
// This file keeps the declared gameScriptModule non-empty and gives v2 a home for any
// game-layer constants or shared enums that need to be visible to lower modules.
//
// TODO (v2): If CF persistence is added, the shared persistence keys / version constants
// can live here so both the manager and any settings sync code reference one definition.
class YAInteractionGame
{
static const string MOD_TAG = "[YAInteraction]";
}

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// ============================================================================
// ActionYAGatherWater
// ----------------------------------------------------------------------------
// Stage 2 of the sink. Only usable once the sink has been repaired (state in
// YAInteractionManager). Fills a liquid container in the player's hands (or
// the first fillable container in their inventory) with a random amount of
// clean water.
//
// Cooldown model (v1): per-player, keyed by player UID, in a static map.
// Resets on server restart.
// TODO (v2): swap the static map for CF persistence in IsOnCooldown()/
// StampCooldown().
// ============================================================================
class ActionYAGatherWaterCB : ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousTime(YAInteractionConfig.GATHER_WATER_TIME);
}
}
class ActionYAGatherWater : ActionContinuousBase
{
// playerUID -> server time (ms) when the cooldown expires.
protected static ref map<string, int> m_PlayerCooldowns = new map<string, int>();
void ActionYAGatherWater()
{
m_CallbackClass = ActionYAGatherWaterCB;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_FILLBOTTLEWELL; // reuse "fill from fixture" anim
m_FullBody = true;
m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
m_Text = "Gather Water";
}
override typename GetInputType()
{
return ContinuousInteractActionInput;
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINone();
m_ConditionTarget = new CCTNonRuined(UAMaxDistances.DEFAULT);
}
override bool HasTarget()
{
return true;
}
// Sink interactable + repaired + player carries a fillable container.
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
Object targetObject = target.GetObject();
if (!targetObject)
return false;
YAInteractableEntry entry = YAInteractionManager.GetEntry(targetObject.GetType());
if (!entry || entry.m_ActionType != YAInteractionConfig.ACTION_REPAIR_WATER)
return false;
if (!YAInteractionManager.IsRepaired(targetObject.GetNetworkIDString()))
return false;
return FindFillableContainer(player) != null;
}
override bool IsLockTargetOnUse()
{
return false;
}
override void OnFinishProgressServer(ActionData action_data)
{
PlayerBase player = action_data.m_Player;
Object targetObject = action_data.m_Target.GetObject();
if (!player || !player.GetIdentity() || !targetObject)
return;
YAInteractableEntry entry = YAInteractionManager.GetEntry(targetObject.GetType());
if (!entry)
return;
// Defensive re-check (repair state could change mid-progress).
if (!YAInteractionManager.IsRepaired(targetObject.GetNetworkIDString()))
{
player.MessageStatus("The sink needs to be repaired first.");
return;
}
string uid = player.GetIdentity().GetId();
// --- Per-player cooldown gate ---
if (IsOnCooldown(uid))
{
int remaining = GetCooldownRemaining(uid);
Print(string.Format("[YAInteraction] GatherWater on cooldown (%1s) for %2", remaining, uid));
player.MessageStatus(string.Format("You need to wait before gathering water again. (%1s)", remaining));
return;
}
ItemBase container = FindFillableContainer(player);
if (!container)
{
player.MessageStatus("You have nothing to fill with water.");
return;
}
float amount = Math.RandomFloatInclusive(YAInteractionConfig.WATER_MIN_AMOUNT, YAInteractionConfig.WATER_MAX_AMOUNT);
Liquid.FillContainer(container, YAInteractionConfig.WATER_LIQUID_TYPE, amount);
StampCooldown(uid, entry.m_CooldownSec);
Print(string.Format("[YAInteraction] %1 gathered %2 water into '%3'", uid, amount, container.GetType()));
player.MessageStatus(string.Format("You filled %1 with %2 ml of water.", container.GetDisplayName(), Math.Round(amount)));
}
// ------------------------------------------------------------------
// Container discovery: hands first, then inventory.
// ------------------------------------------------------------------
protected ItemBase FindFillableContainer(PlayerBase player)
{
if (!player)
return null;
ItemBase inHands = ItemBase.Cast(player.GetItemInHands());
if (CanFill(inHands))
return inHands;
array<EntityAI> items = new array<EntityAI>();
player.GetInventory().EnumerateInventory(InventoryTraversalType.PREORDER, items);
foreach (EntityAI ent : items)
{
ItemBase candidate = ItemBase.Cast(ent);
if (CanFill(candidate))
return candidate;
}
return null;
}
protected bool CanFill(ItemBase item)
{
if (!item || !item.IsLiquidContainer())
return false;
if (item.GetQuantity() >= item.GetQuantityMax())
return false; // already full
return Liquid.CanFillContainer(item, YAInteractionConfig.WATER_LIQUID_TYPE);
}
// ------------------------------------------------------------------
// Cooldown helpers (persistence-aware surface area).
// ------------------------------------------------------------------
// TODO (v2): read last-gather time from CF storage instead of the static map.
protected static bool IsOnCooldown(string uid)
{
int expiry;
if (!m_PlayerCooldowns.Find(uid, expiry))
return false;
return GetGame().GetTime() < expiry;
}
protected static int GetCooldownRemaining(string uid)
{
int expiry;
if (!m_PlayerCooldowns.Find(uid, expiry))
return 0;
int remainingMs = expiry - GetGame().GetTime();
if (remainingMs < 0)
remainingMs = 0;
return remainingMs / 1000;
}
// TODO (v2): persist this stamp via CF so it survives server restarts.
protected static void StampCooldown(string uid, float cooldownSec)
{
int expiry = GetGame().GetTime() + (int)(cooldownSec * 1000);
m_PlayerCooldowns.Set(uid, expiry);
Print(string.Format("[YAInteraction] Water cooldown stamped for %1 (%2s)", uid, cooldownSec));
}
}

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// ============================================================================
// ActionYARepairSink
// ----------------------------------------------------------------------------
// Stage 1 of the sink. Requires a Wrench or PipeWrench in hands and an
// un-repaired sink. On completion it flags the object as repaired in the
// per-object repair map (YAInteractionManager), which then unlocks
// ActionYAGatherWater on the same object.
//
// Repair state is in-memory and resets on server restart.
// TODO (v2): persist repair state via CF (see YAInteractionManager).
// ============================================================================
class ActionYARepairSinkCB : ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousTime(YAInteractionConfig.REPAIR_TIME);
}
}
class ActionYARepairSink : ActionContinuousBase
{
void ActionYARepairSink()
{
m_CallbackClass = ActionYARepairSinkCB;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING; // kneeling craft/repair anim
m_FullBody = true;
m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
m_Text = "Repair Sink";
}
override typename GetInputType()
{
return ContinuousInteractActionInput;
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINone(); // tool requirement checked in ActionCondition
m_ConditionTarget = new CCTNonRuined(UAMaxDistances.DEFAULT);
}
override bool HasTarget()
{
return true;
}
// Sink interactable + a wrench in hands + not already repaired.
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
Object targetObject = target.GetObject();
if (!targetObject)
return false;
YAInteractableEntry entry = YAInteractionManager.GetEntry(targetObject.GetType());
if (!entry || entry.m_ActionType != YAInteractionConfig.ACTION_REPAIR_WATER)
return false;
if (!IsRepairTool(item))
return false;
return !YAInteractionManager.IsRepaired(targetObject.GetNetworkIDString());
}
override bool IsLockTargetOnUse()
{
return false;
}
override void OnFinishProgressServer(ActionData action_data)
{
PlayerBase player = action_data.m_Player;
Object targetObject = action_data.m_Target.GetObject();
if (!player || !targetObject)
return;
string key = targetObject.GetNetworkIDString();
// Re-check on the server (state may have changed during the progress).
if (YAInteractionManager.IsRepaired(key))
{
player.MessageStatus("This sink is already repaired.");
return;
}
YAInteractionManager.SetRepaired(key, true);
Print(string.Format("[YAInteraction] %1 repaired sink %2", player.GetIdentity().GetId(), key));
player.MessageStatus("You repaired the sink. You can now gather water.");
}
// A wrench-type tool held in hands. IsKindOf covers any modded variants.
protected bool IsRepairTool(ItemBase item)
{
if (!item)
return false;
return item.IsKindOf("Wrench") || item.IsKindOf("PipeWrench");
}
}

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// ============================================================================
// ActionYASearch
// ----------------------------------------------------------------------------
// Generic "Search" action. The target's registry entry (resolved by classname
// via YAInteractionManager) decides the loot table and the per-object cooldown.
// No classnames live here - everything comes from config.
//
// Cooldown model (v1): per-object, keyed by network id, in a static map.
// Resets on server restart.
// TODO (v2): swap the static map for CF persistence in IsOnCooldown()/
// StampCooldown() - those two methods are the only persistence surface.
// ============================================================================
class ActionYASearchCB : ActionContinuousBaseCB
{
override void CreateActionComponent()
{
m_ActionData.m_ActionComponent = new CAContinuousTime(YAInteractionConfig.SEARCH_TIME);
}
}
class ActionYASearch : ActionContinuousBase
{
// network id string -> server time (ms) when the cooldown expires.
protected static ref map<string, int> m_ObjectCooldowns = new map<string, int>();
void ActionYASearch()
{
m_CallbackClass = ActionYASearchCB;
m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_INTERACT; // generic full-body interact anim
m_FullBody = true;
m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
m_Text = "Search";
}
override typename GetInputType()
{
return ContinuousInteractActionInput;
}
override void CreateConditionComponents()
{
m_ConditionItem = new CCINone();
m_ConditionTarget = new CCTNonRuined(UAMaxDistances.DEFAULT);
}
override bool HasTarget()
{
return true;
}
// Empty-handed; target must be a registered "search" interactable.
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
{
Object targetObject = target.GetObject();
if (!targetObject)
return false;
if (player.GetItemInHands())
return false;
YAInteractableEntry entry = YAInteractionManager.GetEntry(targetObject.GetType());
return entry != null && entry.m_ActionType == YAInteractionConfig.ACTION_SEARCH;
}
override bool IsLockTargetOnUse()
{
return false;
}
override void OnFinishProgressServer(ActionData action_data)
{
PlayerBase player = action_data.m_Player;
Object targetObject = action_data.m_Target.GetObject();
if (!player || !targetObject)
return;
YAInteractableEntry entry = YAInteractionManager.GetEntry(targetObject.GetType());
if (!entry || entry.m_ActionType != YAInteractionConfig.ACTION_SEARCH)
return;
string key = targetObject.GetNetworkIDString();
// --- Per-object cooldown gate ---
if (IsOnCooldown(key))
{
int remaining = GetCooldownRemaining(key);
Print(string.Format("[YAInteraction] Search on cooldown (%1s left) for %2", remaining, key));
player.MessageStatus(string.Format("You already searched this. (%1s)", remaining));
return;
}
// --- Roll & spawn ---
array<ref YALootEntry> table = YAInteractionManager.GetLootTableForEntry(entry);
int rolls = Math.RandomIntInclusive(YAInteractionConfig.SEARCH_ROLLS_MIN, YAInteractionConfig.SEARCH_ROLLS_MAX);
array<EntityAI> spawned = YALootTableManager.GetInstance().SpawnFromTable(table, rolls, player, player.GetPosition());
// Stamp cooldown even on an empty result so the object is gated either way.
StampCooldown(key, entry.m_CooldownSec);
Print(string.Format("[YAInteraction] %1 searched '%2' -> %3 item(s)", player.GetIdentity().GetId(), targetObject.GetType(), spawned.Count()));
if (spawned.Count() > 0)
player.MessageStatus(string.Format("You found %1 item(s).", spawned.Count()));
else
player.MessageStatus("You found nothing useful.");
}
// ------------------------------------------------------------------
// Cooldown helpers (the only persistence-aware surface area).
// ------------------------------------------------------------------
// TODO (v2): read last-search time from CF storage instead of the static map.
protected static bool IsOnCooldown(string key)
{
int expiry;
if (!m_ObjectCooldowns.Find(key, expiry))
return false;
return GetGame().GetTime() < expiry;
}
protected static int GetCooldownRemaining(string key)
{
int expiry;
if (!m_ObjectCooldowns.Find(key, expiry))
return 0;
int remainingMs = expiry - GetGame().GetTime();
if (remainingMs < 0)
remainingMs = 0;
return remainingMs / 1000;
}
// TODO (v2): persist this stamp via CF so it survives server restarts.
protected static void StampCooldown(string key, float cooldownSec)
{
int expiry = GetGame().GetTime() + (int)(cooldownSec * 1000);
m_ObjectCooldowns.Set(key, expiry);
Print(string.Format("[YAInteraction] Search cooldown stamped for %1 (%2s)", key, cooldownSec));
}
}

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// ============================================================================
// YAInteractionConfig - SINGLE SOURCE OF TRUTH
// ----------------------------------------------------------------------------
// Everything tunable lives here. To add a new interactable object you add ONE
// line to GetInteractables() (and, if it searches, define/extend a loot table).
// No other file in the mod contains a target classname or loot classname.
//
// YAInteractableEntry - one registered object (classname -> behaviour)
// YALootEntry - one row of a named loot table
//
// Cooldowns / repair state are tracked in memory and reset on server restart.
// TODO (v2): CF persistence hooks are marked in YAInteractionManager and the
// action classes - this config stays the built-in default set.
// ============================================================================
// One row of a loot table: what to spawn, how likely, and quantity range.
class YALootEntry
{
string m_ClassName; // item classname (verified to exist in P:\DZ)
int m_Weight; // relative weight within its table (higher = more likely)
int m_MinQty; // min stack quantity (<=0 => leave item default)
int m_MaxQty; // max stack quantity (<=0 => leave item default)
void YALootEntry(string className, int weight, int minQty = 0, int maxQty = 0)
{
m_ClassName = className;
m_Weight = weight;
m_MinQty = minQty;
m_MaxQty = maxQty;
}
}
// One registered interactable object.
class YAInteractableEntry
{
string m_ClassName; // target object classname
string m_ActionType; // YAInteractionConfig.ACTION_SEARCH or ACTION_REPAIR_WATER
string m_LootTableName; // named loot table (empty for repair_water)
float m_CooldownSec; // search: per-object cooldown / water: per-player cooldown
void YAInteractableEntry(string className, string actionType, string lootTableName, float cooldownSec)
{
m_ClassName = className;
m_ActionType = actionType;
m_LootTableName = lootTableName;
m_CooldownSec = cooldownSec;
}
}
class YAInteractionConfig
{
// ---- Action type ids (referenced instead of magic strings) -----------
static const string ACTION_SEARCH = "search";
static const string ACTION_REPAIR_WATER = "repair_water";
// ---- Loot table names ------------------------------------------------
static const string TABLE_MED = "MedTable";
static const string TABLE_FOOD = "FoodTable";
static const string TABLE_VENDING = "VendingTable";
// ---- Global tunables -------------------------------------------------
static const float WATER_MIN_AMOUNT = 50.0; // ml added per gather (min)
static const float WATER_MAX_AMOUNT = 200.0; // ml added per gather (max)
static const int WATER_LIQUID_TYPE = LIQUID_CLEANWATER;
static const int SEARCH_ROLLS_MIN = 1; // weighted picks per search (min)
static const int SEARCH_ROLLS_MAX = 2; // weighted picks per search (max)
// Progress-bar durations (seconds) for each action.
static const float SEARCH_TIME = 3.0;
static const float GATHER_WATER_TIME = 4.0;
static const float REPAIR_TIME = 5.0;
// ====================================================================
// THE REGISTRY - add one YAInteractableEntry line per new object.
// (classname, actionType, lootTableName, cooldownSec)
// ====================================================================
private static ref array<ref YAInteractableEntry> m_Interactables;
static array<ref YAInteractableEntry> GetInteractables()
{
if (!m_Interactables)
{
m_Interactables = new array<ref YAInteractableEntry>();
// ---------- ADD NEW INTERACTABLES BELOW (one line each) ----------
m_Interactables.Insert(new YAInteractableEntry("StaticObj_Furniture_case_sink_a", ACTION_REPAIR_WATER, "", 300)); // 5 min per-player water cooldown
m_Interactables.Insert(new YAInteractableEntry("StaticObj_Furniture_lekarnicka", ACTION_SEARCH, TABLE_MED, 7200)); // 2 h per-object
m_Interactables.Insert(new YAInteractableEntry("StaticObj_Furniture_fridge", ACTION_SEARCH, TABLE_FOOD, 7200));
m_Interactables.Insert(new YAInteractableEntry("StaticObj_Furniture_vending_machine", ACTION_SEARCH, TABLE_VENDING, 7200));
// -----------------------------------------------------------------
}
return m_Interactables;
}
// ---- Named loot tables ----------------------------------------------
private static ref map<string, ref array<ref YALootEntry>> m_LootTables;
static array<ref YALootEntry> GetLootTable(string name)
{
if (!m_LootTables)
BuildLootTables();
array<ref YALootEntry> table;
if (m_LootTables.Find(name, table))
return table;
Print(string.Format("[YAInteraction] WARNING: loot table '%1' not found", name));
return null;
}
private static void BuildLootTables()
{
m_LootTables = new map<string, ref array<ref YALootEntry>>();
m_LootTables.Set(TABLE_MED, BuildMedTable());
m_LootTables.Set(TABLE_FOOD, BuildFoodTable());
m_LootTables.Set(TABLE_VENDING, BuildVendingTable());
}
// --- Table definitions (all classnames verified in P:\DZ) -------------
private static array<ref YALootEntry> BuildMedTable()
{
array<ref YALootEntry> t = new array<ref YALootEntry>();
t.Insert(new YALootEntry("BandageDressing", 40, 1, 2));
t.Insert(new YALootEntry("CharcoalTablets", 25, 1, 1));
t.Insert(new YALootEntry("TetracyclineAntibiotics", 15, 1, 1));
t.Insert(new YALootEntry("SalineBag", 10, 1, 1));
t.Insert(new YALootEntry("Morphine", 6, 1, 1)); // rarer
t.Insert(new YALootEntry("Epinephrine", 4, 1, 1)); // rarest
return t;
}
private static array<ref YALootEntry> BuildFoodTable()
{
array<ref YALootEntry> t = new array<ref YALootEntry>();
t.Insert(new YALootEntry("Apple", 30, 1, 2));
t.Insert(new YALootEntry("BakedBeansCan", 20, 1, 1)); // "can of beans"
t.Insert(new YALootEntry("SardinesCan", 15, 1, 1)); // "can of sardines"
t.Insert(new YALootEntry("Rice", 15, 1, 1));
// NOTE: vanilla has no "dried banana" - using Banana (closest match in P:\DZ).
t.Insert(new YALootEntry("Banana", 12, 1, 2));
t.Insert(new YALootEntry("PowderedMilk", 8, 1, 1));
return t;
}
private static array<ref YALootEntry> BuildVendingTable()
{
array<ref YALootEntry> t = new array<ref YALootEntry>();
// NOTE: "SodaCan_Lemonade" does not exist in P:\DZ; using verified vanilla
// flavours. "PET_BottledWater" does not exist; the water bottle is WaterBottle.
t.Insert(new YALootEntry("SodaCan_Cola", 20));
t.Insert(new YALootEntry("SodaCan_Spite", 20));
t.Insert(new YALootEntry("SodaCan_Fronta", 20));
t.Insert(new YALootEntry("SodaCan_Pipsi", 15));
t.Insert(new YALootEntry("WaterBottle", 25));
return t;
}
}

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// ============================================================================
// YAInteractionManager
// ----------------------------------------------------------------------------
// Reads the YAInteractionConfig.INTERACTABLES registry once and builds the
// runtime lookup maps. This is the ONLY place that consumes the registry, and
// nothing here contains a hardcoded target classname - everything is derived
// from config. Also owns per-object repair state for sinks.
// ============================================================================
class YAInteractionManager
{
// lowercased classname -> registry entry
private static ref map<string, ref YAInteractableEntry> m_EntryByClass;
private static bool m_Initialized = false;
// per-object repair state, keyed by network id string.
// TODO (v2): back this with CF persistence so repairs survive a restart.
private static ref map<string, bool> m_RepairState = new map<string, bool>();
// ------------------------------------------------------------------
// Lazy init: fold the registry into a case-insensitive lookup map.
// ------------------------------------------------------------------
static void Init()
{
if (m_Initialized)
return;
m_EntryByClass = new map<string, ref YAInteractableEntry>();
array<ref YAInteractableEntry> entries = YAInteractionConfig.GetInteractables();
foreach (YAInteractableEntry e : entries)
{
if (!e || e.m_ClassName == "")
continue;
string key = e.m_ClassName;
key.ToLower();
m_EntryByClass.Set(key, e);
Print(string.Format("[YAInteraction] Registered interactable '%1' (%2)", e.m_ClassName, e.m_ActionType));
}
m_Initialized = true;
Print(string.Format("[YAInteraction] Manager init complete: %1 interactable(s)", m_EntryByClass.Count()));
}
// ------------------------------------------------------------------
// Registry lookups.
// ------------------------------------------------------------------
static YAInteractableEntry GetEntry(string className)
{
Init();
if (className == "")
return null;
string key = className;
key.ToLower();
YAInteractableEntry e;
if (m_EntryByClass.Find(key, e))
return e;
return null;
}
static bool IsInteractable(string className)
{
return GetEntry(className) != null;
}
static array<ref YALootEntry> GetLootTableForEntry(YAInteractableEntry entry)
{
if (!entry)
return null;
return YAInteractionConfig.GetLootTable(entry.m_LootTableName);
}
// ------------------------------------------------------------------
// Action injection mapping. Returns the action typenames to register
// on a given classname. Keeps YAInteractionInit free of any classname
// strings or action-type branching.
// ------------------------------------------------------------------
static array<typename> GetActionTypesFor(string className)
{
array<typename> result = new array<typename>();
YAInteractableEntry entry = GetEntry(className);
if (!entry)
return result;
if (entry.m_ActionType == YAInteractionConfig.ACTION_SEARCH)
{
result.Insert(ActionYASearch);
}
else if (entry.m_ActionType == YAInteractionConfig.ACTION_REPAIR_WATER)
{
// Both always registered; their ActionCondition gates which is usable.
result.Insert(ActionYARepairSink);
result.Insert(ActionYAGatherWater);
}
return result;
}
// ------------------------------------------------------------------
// Per-object repair state (sinks).
// TODO (v2): read/write through CF persistence instead of the static map.
// ------------------------------------------------------------------
static bool IsRepaired(string networkKey)
{
bool repaired;
if (m_RepairState.Find(networkKey, repaired))
return repaired;
return false;
}
static void SetRepaired(string networkKey, bool value = true)
{
m_RepairState.Set(networkKey, value);
Print(string.Format("[YAInteraction] Repair state for %1 set to %2", networkKey, value));
}
}

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// ============================================================================
// YAInteractionInit
// ----------------------------------------------------------------------------
// Injects the mod's actions onto the target objects, driven entirely by the
// config registry. There are no classname strings and no action-type branching
// here - YAInteractionManager.GetActionTypesFor() returns exactly which actions
// to register for a given classname.
//
// BASE CLASS - verified against P:\scripts and P:\DZ:
// The four targets are config classes that inherit:
// StaticObj_Furniture_* -> HouseNoDestruct -> House -> Static
// There is NO script class named StaticObj or HouseNoDestruct; "House" is the
// first script-backed ancestor (House : BuildingBase). So every one of these
// objects resolves to the BuildingBase script class - that is where we hook.
//
// We override SetActions() rather than GetActions(): BuildingBase implements
// a GetActions()/SetActions() split where GetActions() lazily calls
// SetActions() ONCE and caches the result per object type. SetActions() is
// therefore the correct extension point. (Overriding GetActions() directly
// would re-append to the cached array on every query and duplicate actions.)
// Calling super.SetActions() first preserves any inherited/base actions.
// ============================================================================
modded class BuildingBase
{
override void SetActions()
{
super.SetActions(); // preserve inherited actions (doors, fireplaces, etc.)
array<typename> actionsToAdd = YAInteractionManager.GetActionTypesFor(GetType());
foreach (typename actionType : actionsToAdd)
{
AddAction(actionType);
Print("[YAInteraction] Registered " + actionType + " on '" + GetType() + "'");
}
}
}

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// ============================================================================
// YALootTableManager
// ----------------------------------------------------------------------------
// Singleton that turns a loot table (array<YALootEntry>) into spawned items.
// Selection is weighted by YALootEntry.m_Weight. Server-authoritative: all
// spawning is expected to run from server-side action code. Items spawn into a
// target container when one is supplied, falling back to the ground.
// ============================================================================
class YALootTableManager
{
private static ref YALootTableManager s_Instance;
static YALootTableManager GetInstance()
{
if (!s_Instance)
{
s_Instance = new YALootTableManager();
Print("[YAInteraction] YALootTableManager instantiated");
}
return s_Instance;
}
// ------------------------------------------------------------------
// Weighted pick: returns one entry from the table, or null if empty.
// ------------------------------------------------------------------
YALootEntry PickWeighted(array<ref YALootEntry> table)
{
if (!table || table.Count() == 0)
return null;
int totalWeight = 0;
foreach (YALootEntry e : table)
{
if (e && e.m_Weight > 0)
totalWeight += e.m_Weight;
}
if (totalWeight <= 0)
return null;
int roll = Math.RandomInt(0, totalWeight); // [0, totalWeight)
int cursor = 0;
foreach (YALootEntry entry : table)
{
if (!entry || entry.m_Weight <= 0)
continue;
cursor += entry.m_Weight;
if (roll < cursor)
return entry;
}
return null; // should be unreachable
}
// ------------------------------------------------------------------
// Spawn a single entry. Tries the container first, falls back to the
// ground at groundPos. Returns the spawned entity, or null on failure.
// ------------------------------------------------------------------
EntityAI SpawnEntry(YALootEntry entry, EntityAI container, vector groundPos)
{
if (!entry || entry.m_ClassName == "")
return null;
EntityAI spawned;
if (container)
{
spawned = container.GetInventory().CreateInInventory(entry.m_ClassName);
if (spawned)
Print(string.Format("[YAInteraction] Spawned '%1' into %2", entry.m_ClassName, container.GetType()));
}
// Container full or not provided -> drop on the ground.
if (!spawned)
{
Object obj = GetGame().CreateObjectEx(entry.m_ClassName, groundPos, ECE_PLACE_ON_SURFACE);
spawned = EntityAI.Cast(obj);
if (spawned)
Print(string.Format("[YAInteraction] Spawned '%1' on ground at %2", entry.m_ClassName, groundPos.ToString()));
}
if (!spawned)
{
Print(string.Format("[YAInteraction] FAILED to spawn '%1' (bad classname?)", entry.m_ClassName));
return null;
}
ApplyQuantity(spawned, entry);
return spawned;
}
// ------------------------------------------------------------------
// Run 'rolls' weighted picks against a table and spawn each result.
// Returns the list of spawned entities (for caller feedback / logging).
// ------------------------------------------------------------------
array<EntityAI> SpawnFromTable(array<ref YALootEntry> table, int rolls, EntityAI container, vector groundPos)
{
array<EntityAI> result = new array<EntityAI>();
if (!table || table.Count() == 0 || rolls <= 0)
return result;
for (int i = 0; i < rolls; i++)
{
YALootEntry entry = PickWeighted(table);
if (!entry)
continue;
EntityAI spawned = SpawnEntry(entry, container, groundPos);
if (spawned)
result.Insert(spawned);
}
Print(string.Format("[YAInteraction] SpawnFromTable produced %1 item(s) from %2 roll(s)", result.Count(), rolls));
return result;
}
// ------------------------------------------------------------------
// Apply a random quantity in [m_MinQty, m_MaxQty] when configured (>0).
// ------------------------------------------------------------------
private void ApplyQuantity(EntityAI ent, YALootEntry entry)
{
if (entry.m_MaxQty <= 0)
return; // leave the item's default quantity
ItemBase item = ItemBase.Cast(ent);
if (!item || !item.HasQuantity())
return;
int minQ = entry.m_MinQty;
if (minQ < 1)
minQ = 1;
int qty = Math.RandomIntInclusive(minQ, entry.m_MaxQty);
// Clamp to the item's own stack max so a generous table can't overflow.
float maxQ = item.GetQuantityMax();
if (maxQ > 0 && qty > maxQ)
qty = maxQ;
item.SetQuantity(qty);
Print(string.Format("[YAInteraction] Set quantity %1 on '%2'", qty, entry.m_ClassName));
}
}

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// 5_Mission layer placeholder for YAInteraction.
//
// Nothing mission-specific is required in v1; the action injection happens via modded
// entity classes in 4_World. This keeps the declared missionScriptModule non-empty.
//
// TODO (v2): Mission-side hooks for an admin/debug menu (e.g. clearing cooldowns live,
// reloading loot tables) would be wired up here.
class YAInteractionMission
{
}