YALootBoxes/scripts/4_World/YALootBoxes_Config.c
smthspec d28cebd5d6 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>
2026-06-19 23:44:43 +03:00

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C

// ============================================================
// YALootBoxes_Config.c
// Typed data classes for all JSON files + load/save/defaults.
// Lives in: scripts/4_World/YALootBoxes_Config.c
// ============================================================
const string YALB_CONFIG_DIR = "$profile:YALootBoxes\\";
const string YALB_MAIN_CONFIG_FILE = YALB_CONFIG_DIR + "main_config.json";
const string YALB_BOX_TYPES_FILE = YALB_CONFIG_DIR + "box_types.json";
const string YALB_LOOT_LISTS_FILE = YALB_CONFIG_DIR + "loot_lists.json";
const string YALB_SPAWN_LOCATIONS_FILE = YALB_CONFIG_DIR + "spawn_locations.json";
// ------------------------------------------------------------
// MAIN CONFIG
// ------------------------------------------------------------
class YALB_MainConfig
{
int MaxActiveLootboxes;
int GlobalCheckIntervalSeconds;
int DefaultDespawnMinutes;
int OpenChannelDurationSeconds;
float ProximityMessageRangeMeters;
// Logging verbosity. Stored as a STRING in JSON (admin-friendly to hand-edit)
// and parsed once at load into YALB_ConfigLoader.LogLevel (an int) for cheap
// runtime comparisons. Valid: NONE, ERROR, WARN, INFO, DEBUG, VERBOSE.
string DebugLogLevel;
void YALB_MainConfig()
{
// Sane defaults if file is missing/corrupt
MaxActiveLootboxes = 30;
GlobalCheckIntervalSeconds = 60;
DefaultDespawnMinutes = 15;
OpenChannelDurationSeconds = 5;
ProximityMessageRangeMeters = 3.0;
DebugLogLevel = "INFO";
}
};
// ------------------------------------------------------------
// BOX TYPES
// ------------------------------------------------------------
class YALB_RequiredItem
{
string classname;
string displayName;
};
class YALB_FailEffect
{
string type; // EXPLOSIVE, HEALTH, BLEEDING, SICKNESS, BROKEN_BONE
float chance; // RELATIVE WEIGHT for the single weighted pick - NOT an
// independent probability. Exactly one effect is chosen
// per failure; an effect's odds = its chance / sum(chances).
float damage; // used by EXPLOSIVE / HEALTH
float radius; // used by EXPLOSIVE
int bleedSources; // used by BLEEDING
string agent; // used by SICKNESS
};
class YALB_BoxTypeDef
{
string className;
string type;
ref array<ref YALB_RequiredItem> requiredItems;
float openChance;
float itemDamageOnOpen;
int despawnMinutes;
ref array<ref YALB_FailEffect> failEffects;
void YALB_BoxTypeDef()
{
requiredItems = new array<ref YALB_RequiredItem>();
failEffects = new array<ref YALB_FailEffect>();
openChance = 0.5;
itemDamageOnOpen = 5.0;
despawnMinutes = 15;
}
// Builds the player-facing "requires: X, Y" string
string GetRequiredItemsDisplayString()
{
string result = "";
for (int i = 0; i < requiredItems.Count(); i++)
{
if (i > 0) result += ", ";
result += requiredItems[i].displayName;
}
return result;
}
bool IsValidKeyItem(string itemClassName)
{
for (int i = 0; i < requiredItems.Count(); i++)
{
if (requiredItems[i].classname == itemClassName)
return true;
}
return false;
}
};
class YALB_BoxTypesFile
{
ref array<ref YALB_BoxTypeDef> BoxTypes;
void YALB_BoxTypesFile()
{
BoxTypes = new array<ref YALB_BoxTypeDef>();
}
};
// ------------------------------------------------------------
// LOOT LISTS
// ------------------------------------------------------------
class YALB_LootEntry
{
string classname;
float chance;
int minCount;
int maxCount;
};
// One loot list per box "type". Stored as a flat array of {type, entries}
// objects rather than a map<string, array<...>> - DayZ's JsonFileLoader is
// unreliable at deserializing nested generic containers (a map whose values
// are themselves ref arrays), whereas an array of typed objects deserializes
// dependably. Lookup is a small linear scan (only a handful of types).
class YALB_LootList
{
string type;
ref array<ref YALB_LootEntry> entries;
void YALB_LootList()
{
entries = new array<ref YALB_LootEntry>();
}
};
class YALB_LootListsFile
{
ref array<ref YALB_LootList> LootLists;
void YALB_LootListsFile()
{
LootLists = new array<ref YALB_LootList>();
}
};
// ------------------------------------------------------------
// SPAWN LOCATIONS
// ------------------------------------------------------------
class YALB_SpawnLocationDef
{
string name;
ref array<float> position; // [x, y, z] - 'ref' so the array member is owned/allocated
string boxType;
vector GetPosition()
{
if (position && position.Count() == 3)
return Vector(position[0], position[1], position[2]);
return vector.Zero;
}
};
class YALB_SpawnLocationsFile
{
ref array<ref YALB_SpawnLocationDef> SpawnLocations;
void YALB_SpawnLocationsFile()
{
SpawnLocations = new array<ref YALB_SpawnLocationDef>();
}
};
// ------------------------------------------------------------
// 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
// ------------------------------------------------------------
class YALB_ConfigLoader
{
static ref YALB_MainConfig MainConfig;
static ref YALB_BoxTypesFile BoxTypes;
static ref YALB_LootListsFile LootLists;
static ref YALB_SpawnLocationsFile SpawnLocations;
// Parsed-once numeric mirror of MainConfig.DebugLogLevel (see YALB_LogLevel).
// Defaults to INFO so logging behaves sanely before LoadAll() runs.
// NB: named ActiveLogLevel, not LogLevel - a loaded framework
// (CommunityFramework/DabsFramework) already defines a type 'LogLevel'.
static int ActiveLogLevel = YALB_LogLevel.INFO;
static void EnsureDirectoryExists()
{
if (!FileExist(YALB_CONFIG_DIR))
{
MakeDirectory(YALB_CONFIG_DIR);
}
}
// 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 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.");
// --- box types ---
if (FileExist(YALB_BOX_TYPES_FILE))
{
BoxTypes = new YALB_BoxTypesFile();
JsonFileLoader<YALB_BoxTypesFile>.JsonLoadFile(YALB_BOX_TYPES_FILE, BoxTypes);
}
else
{
BoxTypes = DefaultBoxTypes();
JsonFileLoader<YALB_BoxTypesFile>.JsonSaveFile(YALB_BOX_TYPES_FILE, BoxTypes);
Log_Info("box_types.json not found - created with defaults.");
}
// --- loot lists ---
if (FileExist(YALB_LOOT_LISTS_FILE))
{
LootLists = new YALB_LootListsFile();
JsonFileLoader<YALB_LootListsFile>.JsonLoadFile(YALB_LOOT_LISTS_FILE, LootLists);
}
else
{
LootLists = DefaultLootLists();
JsonFileLoader<YALB_LootListsFile>.JsonSaveFile(YALB_LOOT_LISTS_FILE, LootLists);
Log_Info("loot_lists.json not found - created with defaults.");
}
// --- spawn locations ---
if (FileExist(YALB_SPAWN_LOCATIONS_FILE))
{
SpawnLocations = new YALB_SpawnLocationsFile();
JsonFileLoader<YALB_SpawnLocationsFile>.JsonLoadFile(YALB_SPAWN_LOCATIONS_FILE, SpawnLocations);
}
else
{
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;
foreach (YALB_BoxTypeDef def : BoxTypes.BoxTypes)
{
if (def.className == className)
return def;
}
return null;
}
static YALB_BoxTypeDef GetBoxTypeByType(string type)
{
if (!BoxTypes) return null;
foreach (YALB_BoxTypeDef def : BoxTypes.BoxTypes)
{
if (def.type == type)
return def;
}
return null;
}
static array<ref YALB_LootEntry> GetLootListForType(string type)
{
if (!LootLists) return null;
foreach (YALB_LootList list : LootLists.LootLists)
{
if (list.type == type)
return list.entries;
}
return null;
}
};
// ------------------------------------------------------------
// LOGGING SYSTEM
// ------------------------------------------------------------
// Ordered severity. A message at level X is emitted only when the
// configured level >= X. NONE silences everything.
enum YALB_LogLevel
{
NONE = 0,
ERROR = 1,
WARN = 2,
INFO = 3,
DEBUG = 4,
VERBOSE = 5
};
// Parse the admin-facing string (case-insensitive) to a YALB_LogLevel int.
// Unrecognised values fall back to INFO so a typo never silences the log.
int YALB_ParseLogLevel(string raw)
{
string s = raw;
s.ToUpper();
switch (s)
{
case "NONE": return YALB_LogLevel.NONE;
case "ERROR": return YALB_LogLevel.ERROR;
case "WARN": return YALB_LogLevel.WARN;
case "WARNING": return YALB_LogLevel.WARN; // tolerate common variant
case "INFO": return YALB_LogLevel.INFO;
case "DEBUG": return YALB_LogLevel.DEBUG;
case "VERBOSE": return YALB_LogLevel.VERBOSE;
}
return YALB_LogLevel.INFO;
}
// Shared gate + format for the non-error levels.
void YALB_Emit(int level, string tag, string msg)
{
if (YALB_ConfigLoader.ActiveLogLevel < level)
return;
Print("[YALootBoxes][" + tag + "] " + msg);
}
// ERROR is routed through ErrorEx() so it stands out in the .RPT, in
// addition to honouring the level gate. (ErrorEx is standard DayZ API.)
void Log_Error(string msg)
{
if (YALB_ConfigLoader.ActiveLogLevel < YALB_LogLevel.ERROR)
return;
ErrorEx("[YALootBoxes][ERROR] " + msg);
}
void Log_Warn(string msg) { YALB_Emit(YALB_LogLevel.WARN, "WARN", msg); }
void Log_Info(string msg) { YALB_Emit(YALB_LogLevel.INFO, "INFO", msg); }
void Log_Debug(string msg) { YALB_Emit(YALB_LogLevel.DEBUG, "DEBUG", msg); }
void Log_Verbose(string msg) { YALB_Emit(YALB_LogLevel.VERBOSE, "VERBOSE", msg); }