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

4.2 KiB

YAInteraction

A DayZ server mod that adds interactable furniture (search for loot) and a two-stage repairable sink (repair, then gather water).

Requires @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:

d.Interactables.Insert(MakeEntry("Your_Classname", YAInteractionConfig.ACTION_SEARCH, YAInteractionConfig.TABLE_FOOD, Settings.ObjectCooldownSec));