Move the registry, loot tables and scalar tunables out of hardcoded EnScript
into JSON loaded via DayZ's JsonFileLoader. Defaults are written to
<ProfileFolder>/YAInteraction/{settings.json,interactables.json} on first start
and read back (overriding code defaults) on subsequent starts.
- Add YAInteractionSettings (settings.json) and YAInteractionData
(interactables.json) serializable classes with inline defaults
- Add YAInteractionConfigLoader singleton: MakeDirectory + FileExist driven
load-or-save, plus client-safe in-code default fallback (EnsureDefaults)
- Load server-side via modded MissionServer.OnInit before players connect
- Gut YAInteractionConfig down to compile-time constants
- Rebuild manager lookups from loaded Data; update field names and float weights
- Remove redundant 5_Mission placeholder; update README
CF persistence and config hot-reload remain marked with // TODO (v2).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
70 lines
3.1 KiB
Markdown
70 lines
3.1 KiB
Markdown
# YAInteraction
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A DayZ server mod that adds interactable furniture (search for loot) and a
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two-stage repairable sink (repair, then gather water).
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## Features
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- **Searchable furniture** — medical cabinet, fridge, and vending machine yield
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random items from weighted, config-defined loot tables. Per-object cooldown.
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- **Repairable sink** — repair with a `Wrench`/`PipeWrench`, then gather water
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into a held/inventory container. Per-player cooldown, configurable amount.
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- **JSON-configured** — interactables, loot tables and scalar tunables live in
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JSON under `<ProfileFolder>/YAInteraction/`. Defaults are written on first
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start and read (overriding defaults) on every start after. No target/loot
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classnames exist anywhere else in the codebase.
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## Target objects (v1)
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| Classname | Action | Loot table |
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|-----------|--------|-----------|
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| `StaticObj_Furniture_case_sink_a` | Repair → Gather Water | — |
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| `StaticObj_Furniture_lekarnicka` | Search | MedTable |
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| `StaticObj_Furniture_fridge` | Search | FoodTable |
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| `StaticObj_Furniture_vending_machine` | Search | VendingTable |
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## Configuration files
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Generated on first start under `<ProfileFolder>/YAInteraction/`:
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- **`settings.json`** — scalar tunables: `WaterAmountMin`, `WaterAmountMax`,
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`SinkPlayerCooldownSec`, `ObjectCooldownSec`.
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- **`interactables.json`** — the `Interactables` registry and all `LootTables`.
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Delete a file and restart to regenerate it from code defaults.
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## Structure
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```
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config.cpp / mod.cpp mod + script-module registration, metadata
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scripts/3_Game shared game-layer placeholder (v2 hooks)
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scripts/4_World/YAInteraction
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Config/YAInteractionSettings.c serializable scalar settings (settings.json)
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Config/YAInteractionData.c serializable registry + loot tables (interactables.json)
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Config/YAInteractionConfigLoader.c JSON load/save + code defaults (singleton)
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Config/YAInteractionConfig.c compile-time constants only
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YALootTableManager.c weighted pick + item spawning
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Entities/YAInteractionManager.c registry lookup + repair state
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Actions/ Search / RepairSink / GatherWater actions
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YAInteractionInit.c modded BuildingBase action injection
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scripts/5_Mission/YAInteraction
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YAInteractionMissionInit.c modded MissionServer.OnInit -> load config
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```
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## Notes
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- Config is loaded server-side at `MissionServer.OnInit` (before any player
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connects). Clients fall back to in-code defaults for action injection.
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- Cooldowns and sink repair state are tracked in memory and **reset on server
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restart**. CF persistence hooks are marked with `// TODO (v2)`.
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- All item and tool classnames are verified against the base game data.
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## Adding a new interactable
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Edit `interactables.json` (add to `Interactables`, and a `LootTables` entry if
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it searches), then restart. To change the built-in defaults, add one line to
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`BuildDefaultData()` in `YAInteractionConfigLoader.c`:
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```c
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d.Interactables.Insert(MakeEntry("Your_Classname", YAInteractionConfig.ACTION_SEARCH, YAInteractionConfig.TABLE_FOOD, Settings.ObjectCooldownSec));
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```
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