- config.cpp: fix script/config binding. Crates now inherit a shared
YALootBoxes_Base config class (name-matches the script class) instead of
relying on the non-binding simulationModule line. Base class changed from
non-existent ContainerObject to vanilla Container_Base.
- Lootbox.c: same base class change; replace never-called GetActions
override with the engine-correct SetActions()/AddAction().
- ActionOpen.c: BROKEN_BONE now uses player.SetBrokenLegs(eBrokenLegs.
BROKEN_LEGS) instead of bogus GetHealthDamageManager().SetFracture();
DecreaseHealth health-type arg empty-string changed to "Health" (3 sites).
- Config.c: restructure loot lists from a string-keyed map to a flat array
of YALB_LootList{type,entries} for reliable JSON deserialization;
GetLootListForType updated to linear scan; position made a ref array;
document failEffects.chance as a weight, not a probability.
- loot_lists.json (configfiles.readme): match new array schema.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
283 lines
No EOL
8.2 KiB
C
283 lines
No EOL
8.2 KiB
C
// ============================================================
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// YALootBoxes_Config.c
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// Typed data classes for all JSON files + load/save/defaults.
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// Lives in: scripts/4_World/YALootBoxes_Config.c
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// ============================================================
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const string YALB_CONFIG_DIR = "$profile:YALootBoxes\\";
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const string YALB_MAIN_CONFIG_FILE = YALB_CONFIG_DIR + "main_config.json";
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const string YALB_BOX_TYPES_FILE = YALB_CONFIG_DIR + "box_types.json";
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const string YALB_LOOT_LISTS_FILE = YALB_CONFIG_DIR + "loot_lists.json";
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const string YALB_SPAWN_LOCATIONS_FILE = YALB_CONFIG_DIR + "spawn_locations.json";
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// ------------------------------------------------------------
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// MAIN CONFIG
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// ------------------------------------------------------------
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class YALB_MainConfig
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{
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int MaxActiveLootboxes;
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int GlobalCheckIntervalSeconds;
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int DefaultDespawnMinutes;
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int OpenChannelDurationSeconds;
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float ProximityMessageRangeMeters;
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bool EnableDebugLogging;
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void YALB_MainConfig()
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{
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// Sane defaults if file is missing/corrupt
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MaxActiveLootboxes = 30;
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GlobalCheckIntervalSeconds = 60;
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DefaultDespawnMinutes = 15;
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OpenChannelDurationSeconds = 5;
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ProximityMessageRangeMeters = 3.0;
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EnableDebugLogging = true;
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}
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};
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// ------------------------------------------------------------
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// BOX TYPES
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// ------------------------------------------------------------
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class YALB_RequiredItem
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{
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string classname;
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string displayName;
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};
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class YALB_FailEffect
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{
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string type; // EXPLOSIVE, HEALTH, BLEEDING, SICKNESS, BROKEN_BONE
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float chance; // RELATIVE WEIGHT for the single weighted pick - NOT an
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// independent probability. Exactly one effect is chosen
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// per failure; an effect's odds = its chance / sum(chances).
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float damage; // used by EXPLOSIVE / HEALTH
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float radius; // used by EXPLOSIVE
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int bleedSources; // used by BLEEDING
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string agent; // used by SICKNESS
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};
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class YALB_BoxTypeDef
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{
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string className;
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string type;
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ref array<ref YALB_RequiredItem> requiredItems;
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float openChance;
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float itemDamageOnOpen;
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int despawnMinutes;
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ref array<ref YALB_FailEffect> failEffects;
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void YALB_BoxTypeDef()
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{
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requiredItems = new array<ref YALB_RequiredItem>();
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failEffects = new array<ref YALB_FailEffect>();
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openChance = 0.5;
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itemDamageOnOpen = 5.0;
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despawnMinutes = 15;
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}
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// Builds the player-facing "requires: X, Y" string
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string GetRequiredItemsDisplayString()
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{
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string result = "";
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for (int i = 0; i < requiredItems.Count(); i++)
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{
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if (i > 0) result += ", ";
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result += requiredItems[i].displayName;
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}
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return result;
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}
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bool IsValidKeyItem(string itemClassName)
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{
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for (int i = 0; i < requiredItems.Count(); i++)
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{
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if (requiredItems[i].classname == itemClassName)
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return true;
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}
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return false;
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}
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};
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class YALB_BoxTypesFile
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{
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ref array<ref YALB_BoxTypeDef> BoxTypes;
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void YALB_BoxTypesFile()
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{
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BoxTypes = new array<ref YALB_BoxTypeDef>();
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}
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};
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// ------------------------------------------------------------
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// LOOT LISTS
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// ------------------------------------------------------------
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class YALB_LootEntry
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{
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string classname;
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float chance;
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int minCount;
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int maxCount;
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};
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// One loot list per box "type". Stored as a flat array of {type, entries}
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// objects rather than a map<string, array<...>> - DayZ's JsonFileLoader is
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// unreliable at deserializing nested generic containers (a map whose values
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// are themselves ref arrays), whereas an array of typed objects deserializes
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// dependably. Lookup is a small linear scan (only a handful of types).
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class YALB_LootList
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{
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string type;
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ref array<ref YALB_LootEntry> entries;
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void YALB_LootList()
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{
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entries = new array<ref YALB_LootEntry>();
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}
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};
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class YALB_LootListsFile
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{
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ref array<ref YALB_LootList> LootLists;
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void YALB_LootListsFile()
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{
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LootLists = new array<ref YALB_LootList>();
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}
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};
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// ------------------------------------------------------------
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// SPAWN LOCATIONS
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// ------------------------------------------------------------
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class YALB_SpawnLocationDef
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{
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string name;
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ref array<float> position; // [x, y, z] - 'ref' so the array member is owned/allocated
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string boxType;
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vector GetPosition()
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{
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if (position && position.Count() == 3)
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return Vector(position[0], position[1], position[2]);
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return vector.Zero;
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}
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};
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class YALB_SpawnLocationsFile
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{
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ref array<ref YALB_SpawnLocationDef> SpawnLocations;
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void YALB_SpawnLocationsFile()
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{
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SpawnLocations = new array<ref YALB_SpawnLocationDef>();
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}
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};
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// ------------------------------------------------------------
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// LOADER / SAVER
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// ------------------------------------------------------------
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class YALB_ConfigLoader
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{
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static ref YALB_MainConfig MainConfig;
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static ref YALB_BoxTypesFile BoxTypes;
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static ref YALB_LootListsFile LootLists;
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static ref YALB_SpawnLocationsFile SpawnLocations;
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static void EnsureDirectoryExists()
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{
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if (!FileExist(YALB_CONFIG_DIR))
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{
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MakeDirectory(YALB_CONFIG_DIR);
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}
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}
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static void LoadAll()
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{
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EnsureDirectoryExists();
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MainConfig = new YALB_MainConfig();
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if (FileExist(YALB_MAIN_CONFIG_FILE))
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{
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JsonFileLoader<YALB_MainConfig>.JsonLoadFile(YALB_MAIN_CONFIG_FILE, MainConfig);
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}
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else
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{
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JsonFileLoader<YALB_MainConfig>.JsonSaveFile(YALB_MAIN_CONFIG_FILE, MainConfig);
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YALB_Log("main_config.json not found - created with defaults.");
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}
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BoxTypes = new YALB_BoxTypesFile();
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if (FileExist(YALB_BOX_TYPES_FILE))
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{
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JsonFileLoader<YALB_BoxTypesFile>.JsonLoadFile(YALB_BOX_TYPES_FILE, BoxTypes);
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}
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else
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{
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YALB_Log("box_types.json not found - no lootbox types loaded! Mod will not spawn anything until this exists.");
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}
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LootLists = new YALB_LootListsFile();
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if (FileExist(YALB_LOOT_LISTS_FILE))
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{
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JsonFileLoader<YALB_LootListsFile>.JsonLoadFile(YALB_LOOT_LISTS_FILE, LootLists);
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}
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else
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{
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YALB_Log("loot_lists.json not found - lootboxes will open empty!");
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}
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SpawnLocations = new YALB_SpawnLocationsFile();
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if (FileExist(YALB_SPAWN_LOCATIONS_FILE))
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{
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JsonFileLoader<YALB_SpawnLocationsFile>.JsonLoadFile(YALB_SPAWN_LOCATIONS_FILE, SpawnLocations);
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}
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else
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{
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YALB_Log("spawn_locations.json not found - no spawn points available!");
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}
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YALB_Log(string.Format("Config loaded: %1 box types, %2 spawn locations, %3 loot lists.",
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BoxTypes.BoxTypes.Count(), SpawnLocations.SpawnLocations.Count(), LootLists.LootLists.Count()));
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}
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static YALB_BoxTypeDef GetBoxTypeByClassName(string className)
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{
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if (!BoxTypes) return null;
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foreach (YALB_BoxTypeDef def : BoxTypes.BoxTypes)
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{
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if (def.className == className)
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return def;
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}
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return null;
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}
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static YALB_BoxTypeDef GetBoxTypeByType(string type)
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{
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if (!BoxTypes) return null;
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foreach (YALB_BoxTypeDef def : BoxTypes.BoxTypes)
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{
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if (def.type == type)
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return def;
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}
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return null;
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}
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static array<ref YALB_LootEntry> GetLootListForType(string type)
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{
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if (!LootLists) return null;
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foreach (YALB_LootList list : LootLists.LootLists)
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{
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if (list.type == type)
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return list.entries;
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}
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return null;
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}
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};
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// ------------------------------------------------------------
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// LOGGING HELPER
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// ------------------------------------------------------------
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void YALB_Log(string msg)
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{
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if (YALB_ConfigLoader.MainConfig && !YALB_ConfigLoader.MainConfig.EnableDebugLogging)
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return;
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Print("[YALootBoxes] " + msg);
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} |