YAInteraction/README.md
smthspec 4bd4a74152 Support actions on standalone-spawned objects (by classname)
Objects spawned directly in the world (init.c / CE) are real BuildingBase
entities, so attach a Search to them by classname - independent of the proxy
framework (which needs a parent house; CCTCursorParent rejects parentless
objects).

- ActionYASearchObj: object-targeted (CCTNonRuined) Search; resolves the entry
  from target.GetObject().GetType() (substring), cooldown keyed by network id
- modded BuildingBase.SetActions: attaches it to classes matching a search entry
- Shared YAInteractionManager.PerformSearch() used by both proxy + object actions
- Re-add vending_machine (works for standalone-spawned vending machines)

Lets you make spawned loot boxes / vending machines lootable: add the classname
(or a substring) as a 'search' entry.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 17:23:58 +03:00

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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).
> **Requires [@YAProxy](http://192.168.88.23/edvinas/YAProxy)** — the furniture
> are proxies baked into house models, not entities. @YAProxy handles proxy
> detection + position sync; YAInteraction's actions extend `YAProxyActionBase`.
> Load `@YAProxy` before `@YAInteraction` (handled via `requiredAddons`).
## Features
- **Searchable furniture** — medical cabinet and fridge 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 container. Per-player cooldown, configurable amount.
- **JSON-configured** — interactables, loot tables and scalar tunables live in
JSON under `<ProfileFolder>/YAInteraction/`. Defaults are written on first
start and read (overriding defaults) on every start after. No target/loot
classnames exist anywhere else in the codebase.
## Target objects
Entries are matched by name as a substring, against **either**:
- a **house proxy** name (furniture baked into a building) via @YAProxy, **or**
- a **standalone entity** classname (objects spawned in the world via init.c /
CE), targeted directly — no proxy needed.
| Name | Action | Loot table | Notes |
|------|--------|-----------|-------|
| `case_sink_a` | Repair → Gather Water | — | house proxy |
| `lekarnicka` | Search | MedTable | house proxy |
| `fridge` | Search | FoodTable | house proxy or standalone |
| `vending_machine` | Search | VendingTable | **standalone only** |
> House-baked vending **proxies** can't be detected (the engine exposes no
> targetable object), but a vending machine **spawned standalone** (e.g.
> `CreateObjectEx("StaticObj_Furniture_vending_machine", …)` in init.c) is a real
> entity and works. The same applies to any spawned object: add its classname (or
> a substring) to the registry as a `search` entry to make it lootable.
## Configuration files
Generated on first start under `<ProfileFolder>/YAInteraction/`:
- **`settings.json`** — scalar tunables: `WaterAmountMin`, `WaterAmountMax`,
`SinkPlayerCooldownSec`, `ObjectCooldownSec`.
- **`interactables.json`** — the `Interactables` registry and all `LootTables`.
Each search entry has `SearchChance` (% chance a search yields anything),
`SearchMin`/`SearchMax` (item count on a successful search), `CooldownSec`,
and a `LootTableName`.
Delete a file and restart to regenerate it from code defaults.
## Structure
```
config.cpp / mod.cpp mod + script-module registration, metadata
scripts/3_Game shared game-layer placeholder (v2 hooks)
scripts/4_World/YAInteraction
Config/YAInteractionSettings.c serializable scalar settings (settings.json)
Config/YAInteractionData.c serializable registry + loot tables (interactables.json)
Config/YAInteractionConfigLoader.c JSON load/save + code defaults (singleton)
Config/YAInteractionConfig.c compile-time constants only
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/YAInteraction
YAInteractionMissionInit.c modded MissionServer.OnInit -> load config
```
## Notes
- Config is loaded server-side at `MissionServer.OnInit` (before any player
connects). Clients fall back to in-code defaults for action injection.
- 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
Edit `interactables.json` (add to `Interactables`, and a `LootTables` entry if
it searches), then restart. To change the built-in defaults, add one line to
`BuildDefaultData()` in `YAInteractionConfigLoader.c`:
```c
d.Interactables.Insert(MakeEntry("Your_Classname", YAInteractionConfig.ACTION_SEARCH, YAInteractionConfig.TABLE_FOOD, Settings.ObjectCooldownSec));
```