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>
474 lines
No EOL
17 KiB
C
474 lines
No EOL
17 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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// Logging verbosity. Stored as a STRING in JSON (admin-friendly to hand-edit)
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// and parsed once at load into YALB_ConfigLoader.LogLevel (an int) for cheap
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// runtime comparisons. Valid: NONE, ERROR, WARN, INFO, DEBUG, VERBOSE.
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string DebugLogLevel;
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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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DebugLogLevel = "INFO";
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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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// DEFAULT-DATA FACTORIES
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// Small constructors used to build the first-run default files so
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// the mod is self-provisioning. These mirror configfiles.readme.
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// ------------------------------------------------------------
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YALB_RequiredItem YALB_MkReq(string cls, string disp)
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{
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YALB_RequiredItem r = new YALB_RequiredItem();
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r.classname = cls; r.displayName = disp;
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return r;
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}
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YALB_FailEffect YALB_MkFail(string type, float chance, float damage = 0.0, float radius = 0.0, int bleed = 0, string agent = "")
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{
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YALB_FailEffect e = new YALB_FailEffect();
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e.type = type; e.chance = chance; e.damage = damage; e.radius = radius;
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e.bleedSources = bleed; e.agent = agent;
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return e;
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}
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YALB_LootEntry YALB_MkLoot(string cls, float chance, int mn, int mx)
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{
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YALB_LootEntry l = new YALB_LootEntry();
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l.classname = cls; l.chance = chance; l.minCount = mn; l.maxCount = mx;
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return l;
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}
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YALB_SpawnLocationDef YALB_MkLoc(string name, float x, float y, float z, string boxType)
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{
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YALB_SpawnLocationDef d = new YALB_SpawnLocationDef();
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d.name = name; d.boxType = boxType;
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d.position = new array<float>();
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d.position.Insert(x); d.position.Insert(y); d.position.Insert(z);
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return d;
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}
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YALB_BoxTypeDef YALB_MkBoxType(string className, string type, float openChance, float itemDmg, int despawn)
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{
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YALB_BoxTypeDef b = new YALB_BoxTypeDef(); // requiredItems/failEffects arrays alloc'd in ctor
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b.className = className; b.type = type;
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b.openChance = openChance; b.itemDamageOnOpen = itemDmg; b.despawnMinutes = despawn;
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return b;
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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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// Parsed-once numeric mirror of MainConfig.DebugLogLevel (see YALB_LogLevel).
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// Defaults to INFO so logging behaves sanely before LoadAll() runs.
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// NB: named ActiveLogLevel, not LogLevel - a loaded framework
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// (CommunityFramework/DabsFramework) already defines a type 'LogLevel'.
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static int ActiveLogLevel = YALB_LogLevel.INFO;
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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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// Loads each config file, writing a populated default if it is missing,
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// so a fresh install is fully self-provisioning (boxes spawn on first run).
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static void LoadAll()
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{
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EnsureDirectoryExists();
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// --- main config (load, or save defaults) ---
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MainConfig = new YALB_MainConfig();
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bool createdMain = !FileExist(YALB_MAIN_CONFIG_FILE);
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if (createdMain)
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JsonFileLoader<YALB_MainConfig>.JsonSaveFile(YALB_MAIN_CONFIG_FILE, MainConfig);
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else
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JsonFileLoader<YALB_MainConfig>.JsonLoadFile(YALB_MAIN_CONFIG_FILE, MainConfig);
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// Parse the configured level NOW so every log below honours it.
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ActiveLogLevel = YALB_ParseLogLevel(MainConfig.DebugLogLevel);
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if (createdMain) Log_Info("main_config.json not found - created with defaults.");
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// --- box types ---
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if (FileExist(YALB_BOX_TYPES_FILE))
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{
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BoxTypes = new YALB_BoxTypesFile();
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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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BoxTypes = DefaultBoxTypes();
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JsonFileLoader<YALB_BoxTypesFile>.JsonSaveFile(YALB_BOX_TYPES_FILE, BoxTypes);
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Log_Info("box_types.json not found - created with defaults.");
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}
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// --- loot lists ---
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if (FileExist(YALB_LOOT_LISTS_FILE))
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{
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LootLists = new YALB_LootListsFile();
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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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LootLists = DefaultLootLists();
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JsonFileLoader<YALB_LootListsFile>.JsonSaveFile(YALB_LOOT_LISTS_FILE, LootLists);
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Log_Info("loot_lists.json not found - created with defaults.");
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}
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// --- spawn locations ---
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if (FileExist(YALB_SPAWN_LOCATIONS_FILE))
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{
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SpawnLocations = new YALB_SpawnLocationsFile();
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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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SpawnLocations = DefaultSpawnLocations();
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JsonFileLoader<YALB_SpawnLocationsFile>.JsonSaveFile(YALB_SPAWN_LOCATIONS_FILE, SpawnLocations);
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Log_Info("spawn_locations.json not found - created with defaults.");
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}
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Log_Info(string.Format("Config loaded: %1 box types, %2 spawn locations, %3 loot lists. Log level = %4.",
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BoxTypes.BoxTypes.Count(), SpawnLocations.SpawnLocations.Count(), LootLists.LootLists.Count(), MainConfig.DebugLogLevel));
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}
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// ------------------------------------------------------------
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// First-run default builders (mirror configfiles.readme)
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// ------------------------------------------------------------
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static YALB_BoxTypesFile DefaultBoxTypes()
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{
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YALB_BoxTypesFile f = new YALB_BoxTypesFile();
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YALB_BoxTypeDef mil = YALB_MkBoxType("YALootBoxes_Crate_Military", "military", 0.65, 8.0, 15);
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mil.requiredItems.Insert(YALB_MkReq("BoltCutters", "Bolt Cutters"));
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mil.requiredItems.Insert(YALB_MkReq("Crowbar", "Crowbar"));
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mil.failEffects.Insert(YALB_MkFail("EXPLOSIVE", 0.15, 45.0, 2.5));
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mil.failEffects.Insert(YALB_MkFail("HEALTH", 0.25, 15.0));
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mil.failEffects.Insert(YALB_MkFail("BLEEDING", 0.30, 0.0, 0.0, 2));
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mil.failEffects.Insert(YALB_MkFail("SICKNESS", 0.15, 0.0, 0.0, 0, "Salmonella"));
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mil.failEffects.Insert(YALB_MkFail("BROKEN_BONE", 0.15));
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f.BoxTypes.Insert(mil);
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YALB_BoxTypeDef med = YALB_MkBoxType("YALootBoxes_Crate_Medical", "medical", 0.80, 4.0, 15);
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med.requiredItems.Insert(YALB_MkReq("Hacksaw", "Hacksaw"));
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med.failEffects.Insert(YALB_MkFail("SICKNESS", 0.50, 0.0, 0.0, 0, "Influenza"));
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med.failEffects.Insert(YALB_MkFail("HEALTH", 0.30, 8.0));
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med.failEffects.Insert(YALB_MkFail("BLEEDING", 0.20, 0.0, 0.0, 1));
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f.BoxTypes.Insert(med);
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YALB_BoxTypeDef ind = YALB_MkBoxType("YALootBoxes_Crate_Industrial", "industrial", 0.50, 12.0, 20);
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ind.requiredItems.Insert(YALB_MkReq("Crowbar", "Crowbar"));
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ind.requiredItems.Insert(YALB_MkReq("WeldingMask", "Angle Grinder"));
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ind.failEffects.Insert(YALB_MkFail("EXPLOSIVE", 0.20, 60.0, 3.0));
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ind.failEffects.Insert(YALB_MkFail("BROKEN_BONE", 0.25));
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ind.failEffects.Insert(YALB_MkFail("BLEEDING", 0.30, 0.0, 0.0, 2));
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ind.failEffects.Insert(YALB_MkFail("HEALTH", 0.25, 20.0));
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f.BoxTypes.Insert(ind);
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return f;
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}
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static YALB_LootListsFile DefaultLootLists()
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{
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YALB_LootListsFile f = new YALB_LootListsFile();
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YALB_LootList mil = new YALB_LootList(); mil.type = "military";
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mil.entries.Insert(YALB_MkLoot("AKM", 0.10, 1, 1));
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mil.entries.Insert(YALB_MkLoot("Mag_AKM_30Rnd", 0.40, 1, 3));
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mil.entries.Insert(YALB_MkLoot("PlateCarrierVest", 0.20, 1, 1));
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mil.entries.Insert(YALB_MkLoot("TacticalHelmet", 0.15, 1, 1));
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mil.entries.Insert(YALB_MkLoot("Ammo_762x39", 0.50, 1, 2));
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f.LootLists.Insert(mil);
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YALB_LootList med = new YALB_LootList(); med.type = "medical";
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med.entries.Insert(YALB_MkLoot("Morphine", 0.30, 1, 1));
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med.entries.Insert(YALB_MkLoot("SalineBagIV", 0.25, 1, 2));
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med.entries.Insert(YALB_MkLoot("VitaminBottle", 0.50, 1, 3));
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med.entries.Insert(YALB_MkLoot("Bandage", 0.60, 2, 5));
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med.entries.Insert(YALB_MkLoot("TetracyclineAntibiotics", 0.20, 1, 2));
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f.LootLists.Insert(med);
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YALB_LootList ind = new YALB_LootList(); ind.type = "industrial";
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ind.entries.Insert(YALB_MkLoot("WeldingMask", 0.15, 1, 1));
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ind.entries.Insert(YALB_MkLoot("Battery_Car", 0.30, 1, 1));
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ind.entries.Insert(YALB_MkLoot("SparkPlug", 0.40, 1, 2));
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ind.entries.Insert(YALB_MkLoot("MetalPipe", 0.50, 1, 4));
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ind.entries.Insert(YALB_MkLoot("DuctTape", 0.45, 1, 2));
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f.LootLists.Insert(ind);
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return f;
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}
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static YALB_SpawnLocationsFile DefaultSpawnLocations()
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{
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YALB_SpawnLocationsFile f = new YALB_SpawnLocationsFile();
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f.SpawnLocations.Insert(YALB_MkLoc("NWAF_Hangar1", 4985.3, 320.5, 2456.8, "military"));
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f.SpawnLocations.Insert(YALB_MkLoc("NWAF_Hangar2", 5102.7, 318.9, 2401.2, "military"));
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f.SpawnLocations.Insert(YALB_MkLoc("Tisy_Bunker_A", 1606.4, 280.1, 14383.9, "military"));
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f.SpawnLocations.Insert(YALB_MkLoc("Berezino_Hospital", 7245.1, 12.4, 13889.6, "medical"));
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f.SpawnLocations.Insert(YALB_MkLoc("Zelenogorsk_Clinic",2543.9, 8.2, 5234.7, "medical"));
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f.SpawnLocations.Insert(YALB_MkLoc("Tractor_Plant_1", 9821.2, 145.6, 8421.3, "industrial"));
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f.SpawnLocations.Insert(YALB_MkLoc("Tractor_Plant_2", 9890.5, 142.1, 8390.7, "industrial"));
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return f;
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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 SYSTEM
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// ------------------------------------------------------------
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// Ordered severity. A message at level X is emitted only when the
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// configured level >= X. NONE silences everything.
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enum YALB_LogLevel
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{
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NONE = 0,
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ERROR = 1,
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WARN = 2,
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INFO = 3,
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DEBUG = 4,
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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); } |