Logging: - Replace EnableDebugLogging (bool) with DebugLogLevel (string) in YALB_MainConfig; default "INFO". Stored as a string for admin-friendliness, parsed once at load into YALB_ConfigLoader.LogLevel (int) for cheap compares. - Add YALB_LogLevel enum NONE(0)<ERROR(1)<WARN(2)<INFO(3)<DEBUG(4)<VERBOSE(5), YALB_ParseLogLevel (case-insensitive, falls back to INFO), and leveled helpers Log_Error/Warn/Info/Debug/Verbose. ERROR also routes via ErrorEx(). - Reclassify every existing log call by content (missing critical config -> ERROR, recoverable -> WARN, milestones -> INFO, per-tick summary -> DEBUG, per-player/per-roll detail -> VERBOSE). Add a VERBOSE proximity-send log. - Update main_config.json example and the default constructor to "INFO". - Add README.md documenting levels, the config field, and the VERBOSE warning. Green cleanups (from Phase 2): - Remove dead OnActionInfoUpdate override (behaviour is inherited). - Remove unused m_LocationInUse map (the live pool is m_FreeLocationNames). - Null-guard player identity in the fail-effect log. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
158 lines
No EOL
4.9 KiB
C
158 lines
No EOL
4.9 KiB
C
// ============================================================
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// YALootBoxes_Lootbox.c
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// The actual in-world lootbox entity.
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// Lives in: scripts/4_World/YALootBoxes_Lootbox.c
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//
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// NOTE ON className: each entry in box_types.json should have a
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// matching config.cpp class inheriting from YALootBoxes_Base
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// (see config.cpp artifact). This script class provides the
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// shared behavior for ALL of them.
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// ============================================================
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class YALootBoxes_Base extends Container_Base
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{
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protected bool m_IsLocked;
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protected string m_BoxTypeId; // matches "type" in box_types.json
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protected float m_SpawnTime; // world time (seconds) when spawned
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protected float m_UnlockedTime; // world time when it became unlocked (-1 if still locked)
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protected ref YALB_BoxTypeDef m_TypeDef; // cached definition
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void YALootBoxes_Base()
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{
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m_IsLocked = true;
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m_UnlockedTime = -1;
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RegisterNetSyncVariableBool("m_IsLocked");
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}
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override void EEInit()
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{
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super.EEInit();
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SetSynchDirty();
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}
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// Called by the manager right after spawning, before placing in world
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void Init(string boxTypeId)
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{
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m_BoxTypeId = boxTypeId;
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m_TypeDef = YALB_ConfigLoader.GetBoxTypeByType(boxTypeId);
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m_IsLocked = true;
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m_UnlockedTime = -1;
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m_SpawnTime = GetGame().GetTime() / 1000.0;
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if (!m_TypeDef)
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{
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Log_Warn("Lootbox spawned with unknown type '" + boxTypeId + "'. Using fallback values.");
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}
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SetSynchDirty();
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}
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bool IsLocked()
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{
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return m_IsLocked;
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}
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string GetBoxTypeId()
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{
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return m_BoxTypeId;
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}
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YALB_BoxTypeDef GetTypeDef()
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{
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if (!m_TypeDef)
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m_TypeDef = YALB_ConfigLoader.GetBoxTypeByType(m_BoxTypeId);
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return m_TypeDef;
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}
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float GetSpawnTime()
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{
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return m_SpawnTime;
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}
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float GetUnlockedTime()
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{
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return m_UnlockedTime;
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}
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// How many minutes this box should live for, based on its current state
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int GetDespawnMinutes()
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{
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if (m_TypeDef)
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return m_TypeDef.despawnMinutes;
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return YALB_ConfigLoader.MainConfig.DefaultDespawnMinutes;
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}
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// Returns true if (locked, never-opened) box has expired and should
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// be removed/respawned elsewhere. Locked boxes use the SAME despawn
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// timer as unlocked ones by design (keeps the loot table fresh even
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// if nobody opens it) - manager checks this each cycle.
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bool HasExpiredUnopened(float currentWorldTime)
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{
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if (!m_IsLocked) return false; // handled separately once opened
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float ageMinutes = (currentWorldTime - m_SpawnTime) / 60.0;
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return ageMinutes >= GetDespawnMinutes();
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}
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bool HasExpiredAfterOpening(float currentWorldTime)
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{
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if (m_IsLocked || m_UnlockedTime < 0) return false;
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float ageMinutes = (currentWorldTime - m_UnlockedTime) / 60.0;
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return ageMinutes >= GetDespawnMinutes();
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}
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// Called by YALB_OpenLootboxAction on a successful unlock roll.
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// Converts this from a locked decoration into a real container
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// populated with loot, then starts its post-open despawn clock.
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void UnlockAndFill()
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{
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if (!m_IsLocked) return; // already unlocked, no-op
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m_IsLocked = false;
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m_UnlockedTime = GetGame().GetTime() / 1000.0;
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SetSynchDirty();
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PopulateLoot();
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Log_Info(string.Format("Lootbox '%1' (%2) unlocked and filled.", GetBoxTypeId(), GetPosition().ToString()));
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}
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protected void PopulateLoot()
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{
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array<ref YALB_LootEntry> lootList = YALB_ConfigLoader.GetLootListForType(m_BoxTypeId);
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if (!lootList)
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{
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Log_Warn("No loot list found for type '" + m_BoxTypeId + "' - box will be empty.");
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return;
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}
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foreach (YALB_LootEntry entry : lootList)
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{
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float roll = Math.RandomFloat01();
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if (roll > entry.chance) continue;
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int count = Math.RandomIntInclusive(entry.minCount, entry.maxCount);
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for (int i = 0; i < count; i++)
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{
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GetInventory().CreateInInventory(entry.classname);
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}
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}
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}
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// Player-facing string used by the proximity message and the action menu
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string GetRequiredItemsMessage()
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{
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if (!m_TypeDef) return "Locked (unknown requirements)";
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return "Requires: " + m_TypeDef.GetRequiredItemsDisplayString();
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}
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// Hooks our custom hold-to-open action onto this object without
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// needing to touch any vanilla cfgVehicles action arrays.
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// NOTE: the engine-called override is SetActions()/AddAction(),
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// NOT GetActions(out array<typename>) - the latter is never
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// invoked by the action manager and silently registers nothing.
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override void SetActions()
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{
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super.SetActions();
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AddAction(YALB_ActionOpenLootbox);
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}
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}; |