Restructure: self-starting bootstrap + auto-provision all config files

Structure / module placement:
- Add scripts/5_Mission/YALootBoxes_MissionServer.c: a modded MissionServer
  that self-starts the manager in OnInit(). No init.c edit required anymore.
- config.cpp: bind 5_Mission to missionScriptModule (4_World stays on
  worldScriptModule). Core logic correctly stays in 4_World; only the
  mission-lifecycle bootstrap lives in 5_Mission.

Config create/read/write:
- LoadAll now writes populated defaults for ALL four JSON files when missing
  (previously only main_config.json was generated; box_types/loot_lists/
  spawn_locations were left empty, so a fresh install spawned nothing).
- Add default-data factories (YALB_MkReq/MkFail/MkLoot/MkLoc/MkBoxType) and
  DefaultBoxTypes/DefaultLootLists/DefaultSpawnLocations builders mirroring
  configfiles.readme. The mod is now self-provisioning on first run.

Docs:
- Prefix.cpp: refreshed folder-layout summary; dropped stale init.c /
  simulationModule notes.
- Manager.c: bootstrap comment now points to the 5_Mission self-start.
- README.md: add Install & first-run section.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
smthspec 2026-06-19 23:44:43 +03:00
parent 910f972d3a
commit d28cebd5d6
6 changed files with 223 additions and 44 deletions

View file

@ -13,25 +13,26 @@
// FOLDER LAYOUT SUMMARY
// ============================================================
// YALootBoxes/
// ├── config.cpp
// ├── config.cpp (CfgPatches/CfgMods module bindings + CfgVehicles)
// ├── Prefix.cpp
// ├── configfiles.readme (reference copies of the four default JSONs)
// ├── README.md
// ├── tools/ (Collect-YALootBoxesLogs.ps1 debug helper)
// └── scripts/
// └── 4_World/
// ├── YALootBoxes_Config.c
// ├── YALootBoxes_Lootbox.c
// ├── YALootBoxes_ActionOpen.c
// └── YALootBoxes_Manager.c
// ├── 4_World/ (-> worldScriptModule)
// │ ├── YALootBoxes_Config.c (data classes, loader, logging, defaults)
// │ ├── YALootBoxes_Lootbox.c (YALootBoxes_Base entity)
// │ ├── YALootBoxes_ActionOpen.c(hold-to-open action + fail effects)
// │ └── YALootBoxes_Manager.c (spawn/despawn lifecycle + proximity msgs)
// └── 5_Mission/ (-> missionScriptModule)
// └── YALootBoxes_MissionServer.c (modded MissionServer; self-starts manager)
//
// Server mission init.c needs the small hook shown at the
// bottom of YALootBoxes_Manager.c.
// The manager self-starts via the 5_Mission modded MissionServer -
// NO init.c edit is required.
//
// IMPORTANT NOTE ON simulationModule / class binding:
// DayZ's Enforce Script binds a .c class to a cfgVehicles entry
// either by the entry's class name matching the script class
// name directly, OR via simulationModule for non-standard cases.
// For most setups, simply naming the cfgVehicles class identically
// to your Enforce Script class (as done above: e.g.
// "YALootBoxes_Crate_Military") is what actually binds them -
// if your DayZ Server/SDK version doesn't honor simulationModule,
// delete that line; the name match alone is sufficient.
// CLASS BINDING: the CfgVehicles crate classes inherit from a shared
// "YALootBoxes_Base" config class whose name matches the YALootBoxes_Base
// script class; the engine resolves the script type by walking that config
// inheritance chain. (The old simulationModule approach did not bind script
// classes and has been removed.)
// ============================================================

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@ -19,6 +19,24 @@ All settings live in four JSON files auto-generated on first run at
> Edit the copies under `$profile:YALootBoxes\`, **not** the ones inside the PBO.
> Reference/default versions of all four are in `configfiles.readme`.
## Install & first run
1. Pack the mod into `@YALootBoxes\addons` and add `@YALootBoxes` to the
server's `-mod=` list (after any frameworks it uses).
2. Start the server. On first run the mod **auto-generates all four JSON files
with working defaults** at `$profile:YALootBoxes\`, so boxes spawn
immediately — no manual config needed.
3. **No `init.c` edit is required.** The mod self-starts via a modded
`MissionServer` (`scripts/5_Mission/YALootBoxes_MissionServer.c`).
4. Stop the server, edit the generated JSONs to taste, restart.
Confirm it loaded by looking for these lines in the server `.RPT`:
```
[YALootBoxes][INFO] Config loaded: 3 box types, 7 spawn locations, 3 loot lists. Log level = INFO.
[YALootBoxes][INFO] Manager initialized. N lootboxes spawned.
```
## Logging
Logging verbosity is controlled by a single field in `main_config.json`:

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@ -44,6 +44,14 @@ class CfgMods
value = "";
files[] = { "YALootBoxes/scripts/4_World" };
};
// 5_Mission bootstrap: a modded MissionServer that self-starts the
// lootbox manager. Lives in the Mission module because that's the
// only module with a mission-lifecycle entry point (OnInit).
class missionScriptModule
{
value = "";
files[] = { "YALootBoxes/scripts/5_Mission" };
};
};
};
};

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@ -174,6 +174,50 @@ class YALB_SpawnLocationsFile
}
};
// ------------------------------------------------------------
// DEFAULT-DATA FACTORIES
// Small constructors used to build the first-run default files so
// the mod is self-provisioning. These mirror configfiles.readme.
// ------------------------------------------------------------
YALB_RequiredItem YALB_MkReq(string cls, string disp)
{
YALB_RequiredItem r = new YALB_RequiredItem();
r.classname = cls; r.displayName = disp;
return r;
}
YALB_FailEffect YALB_MkFail(string type, float chance, float damage = 0.0, float radius = 0.0, int bleed = 0, string agent = "")
{
YALB_FailEffect e = new YALB_FailEffect();
e.type = type; e.chance = chance; e.damage = damage; e.radius = radius;
e.bleedSources = bleed; e.agent = agent;
return e;
}
YALB_LootEntry YALB_MkLoot(string cls, float chance, int mn, int mx)
{
YALB_LootEntry l = new YALB_LootEntry();
l.classname = cls; l.chance = chance; l.minCount = mn; l.maxCount = mx;
return l;
}
YALB_SpawnLocationDef YALB_MkLoc(string name, float x, float y, float z, string boxType)
{
YALB_SpawnLocationDef d = new YALB_SpawnLocationDef();
d.name = name; d.boxType = boxType;
d.position = new array<float>();
d.position.Insert(x); d.position.Insert(y); d.position.Insert(z);
return d;
}
YALB_BoxTypeDef YALB_MkBoxType(string className, string type, float openChance, float itemDmg, int despawn)
{
YALB_BoxTypeDef b = new YALB_BoxTypeDef(); // requiredItems/failEffects arrays alloc'd in ctor
b.className = className; b.type = type;
b.openChance = openChance; b.itemDamageOnOpen = itemDmg; b.despawnMinutes = despawn;
return b;
}
// ------------------------------------------------------------
// LOADER / SAVER
// ------------------------------------------------------------
@ -198,61 +242,147 @@ class YALB_ConfigLoader
}
}
// Loads each config file, writing a populated default if it is missing,
// so a fresh install is fully self-provisioning (boxes spawn on first run).
static void LoadAll()
{
EnsureDirectoryExists();
// --- main config (load, or save defaults) ---
MainConfig = new YALB_MainConfig();
bool mainConfigExisted = FileExist(YALB_MAIN_CONFIG_FILE);
if (mainConfigExisted)
{
JsonFileLoader<YALB_MainConfig>.JsonLoadFile(YALB_MAIN_CONFIG_FILE, MainConfig);
}
else
{
bool createdMain = !FileExist(YALB_MAIN_CONFIG_FILE);
if (createdMain)
JsonFileLoader<YALB_MainConfig>.JsonSaveFile(YALB_MAIN_CONFIG_FILE, MainConfig);
}
else
JsonFileLoader<YALB_MainConfig>.JsonLoadFile(YALB_MAIN_CONFIG_FILE, MainConfig);
// Parse the configured level NOW so every log below honours it.
ActiveLogLevel = YALB_ParseLogLevel(MainConfig.DebugLogLevel);
if (createdMain) Log_Info("main_config.json not found - created with defaults.");
if (!mainConfigExisted)
Log_Info("main_config.json not found - created with defaults.");
BoxTypes = new YALB_BoxTypesFile();
// --- box types ---
if (FileExist(YALB_BOX_TYPES_FILE))
{
BoxTypes = new YALB_BoxTypesFile();
JsonFileLoader<YALB_BoxTypesFile>.JsonLoadFile(YALB_BOX_TYPES_FILE, BoxTypes);
}
else
{
Log_Error("box_types.json not found - no lootbox types loaded! Mod will not spawn anything until this exists.");
BoxTypes = DefaultBoxTypes();
JsonFileLoader<YALB_BoxTypesFile>.JsonSaveFile(YALB_BOX_TYPES_FILE, BoxTypes);
Log_Info("box_types.json not found - created with defaults.");
}
LootLists = new YALB_LootListsFile();
// --- loot lists ---
if (FileExist(YALB_LOOT_LISTS_FILE))
{
LootLists = new YALB_LootListsFile();
JsonFileLoader<YALB_LootListsFile>.JsonLoadFile(YALB_LOOT_LISTS_FILE, LootLists);
}
else
{
Log_Warn("loot_lists.json not found - lootboxes will open empty!");
LootLists = DefaultLootLists();
JsonFileLoader<YALB_LootListsFile>.JsonSaveFile(YALB_LOOT_LISTS_FILE, LootLists);
Log_Info("loot_lists.json not found - created with defaults.");
}
SpawnLocations = new YALB_SpawnLocationsFile();
// --- spawn locations ---
if (FileExist(YALB_SPAWN_LOCATIONS_FILE))
{
SpawnLocations = new YALB_SpawnLocationsFile();
JsonFileLoader<YALB_SpawnLocationsFile>.JsonLoadFile(YALB_SPAWN_LOCATIONS_FILE, SpawnLocations);
}
else
{
Log_Error("spawn_locations.json not found - no spawn points available!");
SpawnLocations = DefaultSpawnLocations();
JsonFileLoader<YALB_SpawnLocationsFile>.JsonSaveFile(YALB_SPAWN_LOCATIONS_FILE, SpawnLocations);
Log_Info("spawn_locations.json not found - created with defaults.");
}
Log_Info(string.Format("Config loaded: %1 box types, %2 spawn locations, %3 loot lists. Log level = %4.",
BoxTypes.BoxTypes.Count(), SpawnLocations.SpawnLocations.Count(), LootLists.LootLists.Count(), MainConfig.DebugLogLevel));
}
// ------------------------------------------------------------
// First-run default builders (mirror configfiles.readme)
// ------------------------------------------------------------
static YALB_BoxTypesFile DefaultBoxTypes()
{
YALB_BoxTypesFile f = new YALB_BoxTypesFile();
YALB_BoxTypeDef mil = YALB_MkBoxType("YALootBoxes_Crate_Military", "military", 0.65, 8.0, 15);
mil.requiredItems.Insert(YALB_MkReq("BoltCutters", "Bolt Cutters"));
mil.requiredItems.Insert(YALB_MkReq("Crowbar", "Crowbar"));
mil.failEffects.Insert(YALB_MkFail("EXPLOSIVE", 0.15, 45.0, 2.5));
mil.failEffects.Insert(YALB_MkFail("HEALTH", 0.25, 15.0));
mil.failEffects.Insert(YALB_MkFail("BLEEDING", 0.30, 0.0, 0.0, 2));
mil.failEffects.Insert(YALB_MkFail("SICKNESS", 0.15, 0.0, 0.0, 0, "Salmonella"));
mil.failEffects.Insert(YALB_MkFail("BROKEN_BONE", 0.15));
f.BoxTypes.Insert(mil);
YALB_BoxTypeDef med = YALB_MkBoxType("YALootBoxes_Crate_Medical", "medical", 0.80, 4.0, 15);
med.requiredItems.Insert(YALB_MkReq("Hacksaw", "Hacksaw"));
med.failEffects.Insert(YALB_MkFail("SICKNESS", 0.50, 0.0, 0.0, 0, "Influenza"));
med.failEffects.Insert(YALB_MkFail("HEALTH", 0.30, 8.0));
med.failEffects.Insert(YALB_MkFail("BLEEDING", 0.20, 0.0, 0.0, 1));
f.BoxTypes.Insert(med);
YALB_BoxTypeDef ind = YALB_MkBoxType("YALootBoxes_Crate_Industrial", "industrial", 0.50, 12.0, 20);
ind.requiredItems.Insert(YALB_MkReq("Crowbar", "Crowbar"));
ind.requiredItems.Insert(YALB_MkReq("WeldingMask", "Angle Grinder"));
ind.failEffects.Insert(YALB_MkFail("EXPLOSIVE", 0.20, 60.0, 3.0));
ind.failEffects.Insert(YALB_MkFail("BROKEN_BONE", 0.25));
ind.failEffects.Insert(YALB_MkFail("BLEEDING", 0.30, 0.0, 0.0, 2));
ind.failEffects.Insert(YALB_MkFail("HEALTH", 0.25, 20.0));
f.BoxTypes.Insert(ind);
return f;
}
static YALB_LootListsFile DefaultLootLists()
{
YALB_LootListsFile f = new YALB_LootListsFile();
YALB_LootList mil = new YALB_LootList(); mil.type = "military";
mil.entries.Insert(YALB_MkLoot("AKM", 0.10, 1, 1));
mil.entries.Insert(YALB_MkLoot("Mag_AKM_30Rnd", 0.40, 1, 3));
mil.entries.Insert(YALB_MkLoot("PlateCarrierVest", 0.20, 1, 1));
mil.entries.Insert(YALB_MkLoot("TacticalHelmet", 0.15, 1, 1));
mil.entries.Insert(YALB_MkLoot("Ammo_762x39", 0.50, 1, 2));
f.LootLists.Insert(mil);
YALB_LootList med = new YALB_LootList(); med.type = "medical";
med.entries.Insert(YALB_MkLoot("Morphine", 0.30, 1, 1));
med.entries.Insert(YALB_MkLoot("SalineBagIV", 0.25, 1, 2));
med.entries.Insert(YALB_MkLoot("VitaminBottle", 0.50, 1, 3));
med.entries.Insert(YALB_MkLoot("Bandage", 0.60, 2, 5));
med.entries.Insert(YALB_MkLoot("TetracyclineAntibiotics", 0.20, 1, 2));
f.LootLists.Insert(med);
YALB_LootList ind = new YALB_LootList(); ind.type = "industrial";
ind.entries.Insert(YALB_MkLoot("WeldingMask", 0.15, 1, 1));
ind.entries.Insert(YALB_MkLoot("Battery_Car", 0.30, 1, 1));
ind.entries.Insert(YALB_MkLoot("SparkPlug", 0.40, 1, 2));
ind.entries.Insert(YALB_MkLoot("MetalPipe", 0.50, 1, 4));
ind.entries.Insert(YALB_MkLoot("DuctTape", 0.45, 1, 2));
f.LootLists.Insert(ind);
return f;
}
static YALB_SpawnLocationsFile DefaultSpawnLocations()
{
YALB_SpawnLocationsFile f = new YALB_SpawnLocationsFile();
f.SpawnLocations.Insert(YALB_MkLoc("NWAF_Hangar1", 4985.3, 320.5, 2456.8, "military"));
f.SpawnLocations.Insert(YALB_MkLoc("NWAF_Hangar2", 5102.7, 318.9, 2401.2, "military"));
f.SpawnLocations.Insert(YALB_MkLoc("Tisy_Bunker_A", 1606.4, 280.1, 14383.9, "military"));
f.SpawnLocations.Insert(YALB_MkLoc("Berezino_Hospital", 7245.1, 12.4, 13889.6, "medical"));
f.SpawnLocations.Insert(YALB_MkLoc("Zelenogorsk_Clinic",2543.9, 8.2, 5234.7, "medical"));
f.SpawnLocations.Insert(YALB_MkLoc("Tractor_Plant_1", 9821.2, 145.6, 8421.3, "industrial"));
f.SpawnLocations.Insert(YALB_MkLoc("Tractor_Plant_2", 9890.5, 142.1, 8390.7, "industrial"));
return f;
}
static YALB_BoxTypeDef GetBoxTypeByClassName(string className)
{
if (!BoxTypes) return null;

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@ -223,18 +223,17 @@ class YALootBoxesManager
};
// ============================================================
// MISSION INIT HOOK
// Add this to your mission's init.c (server side only):
// BOOTSTRAP
// This manager is started automatically by the modded MissionServer
// in scripts/5_Mission/YALootBoxes_MissionServer.c (OnInit). No
// init.c edit is required.
//
// YALootBoxesManager g_YALootBoxesManager;
// If you instead run a mission that does NOT go through MissionServer
// and want to start it manually, the equivalent init.c hook is:
//
// void main()
// if (GetGame().IsServer())
// {
// ...
// if (GetGame().IsServer())
// {
// g_YALootBoxesManager = new YALootBoxesManager();
// g_YALootBoxesManager.Init();
// }
// g_YALootBoxesManager = new YALootBoxesManager();
// g_YALootBoxesManager.Init();
// }
// ============================================================

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@ -0,0 +1,23 @@
// ============================================================
// YALootBoxes_MissionServer.c
// Self-starts the lootbox manager on the server - no init.c edit
// required. Lives in: scripts/5_Mission/
//
// MissionServer exists/instantiates on the dedicated server only,
// so this whole bootstrap is inherently server-side. It augments
// whatever mission the map ships (via 'modded') instead of
// replacing it, so it coexists with other mission mods.
// ============================================================
modded class MissionServer
{
ref YALootBoxesManager m_YALootBoxes_Manager;
override void OnInit()
{
super.OnInit();
m_YALootBoxes_Manager = new YALootBoxesManager();
m_YALootBoxes_Manager.Init();
}
}