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Author SHA1 Message Date
github-actions
71438fe393 v1.0.0 Build 32 2025-06-15 16:58:29 +00:00
Jacob Schmidt
39d080fca5 Merge branch 'master' of https://gitea.innovativedevsolutions.org/IDSolutions/client
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2025-06-15 11:56:18 -05:00
Jacob Schmidt
b5bd3c6cb8 feat: Add core functionality for player and vehicle state management 2025-06-15 11:56:13 -05:00
github-actions
209b243620 v1.0.0 Build 31 2025-05-30 10:19:05 +00:00
Jacob Schmidt
73086cfe97 fix: Correct return value in createOrg function to true
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2025-05-30 05:18:10 -05:00
github-actions
a106fef2fd v1.0.0 Build 30 2025-05-26 05:47:43 +00:00
Jacob Schmidt
0858d9a173 feat: Implement basic mission management framework
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This commit introduces a basic framework for mission management.

- Includes `CfgMissions.hpp` in `config.cpp`.
- Adds `missionManager` to `XEH_PREP.hpp` for event handling preparation.
- Adds a placeholder call to `FUNC(missionManager)` in `XEH_postInit.sqf` with a TODO comment for future implementation.
2025-05-26 00:47:24 -05:00
github-actions
9f672e1795 v1.0.0 Build 29 2025-05-25 21:03:22 +00:00
Jacob Schmidt
9936d6ddc3 feat: Enhance module documentation and features
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This commit updates the documentation for several Forge modules, adding comprehensive details about their functionalities, user interfaces, and integration with other systems. Key enhancements include:

- Expanded descriptions for the Admin, Arsenal, Bank, Garage, Interaction, Locker, Medical, Organization, Service, Store, and other modules.
- Added new features such as financial operations, user interface improvements, and integration with organization systems.
- Improved clarity on usage instructions and configuration options across modules.

These changes aim to provide better guidance for users and developers interacting with the Forge client system.
2025-05-25 16:03:03 -05:00
github-actions
dfaddaa279 v1.0.0 Build 28 2025-05-25 19:22:22 +00:00
Jacob Schmidt
2b5648b303 Merge branch 'master' of https://gitea.innovativedevsolutions.org/IDSolutions/client
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2025-05-25 14:22:15 -05:00
Jacob Schmidt
3ba3fe82d2 fix: Add missing comma in fnc_hostage.sqf
This commit fixes a missing comma in the `fnc_hostage.sqf` file. The comma was missing between the `_cbrnZone` and `_equipmentRewards` parameters, which could have caused issues with task execution.
2025-05-25 14:22:12 -05:00
github-actions
201371a411 v1.0.0 Build 27 2025-05-25 19:20:55 +00:00
Jacob Schmidt
635460f9d8 Merge branch 'master' of https://gitea.innovativedevsolutions.org/IDSolutions/client
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2025-05-25 14:20:40 -05:00
Jacob Schmidt
86ae5c4248 feat: Implement task rewards and penalties
This commit introduces a new task reward and penalty system.

The following changes were made:

- Added `handleTaskRewards` to `XEH_PREP.hpp` for pre-processing.
- Added parameters for equipment, supply, weapon, vehicle, and special rewards to the task definition functions (`fnc_defuse.sqf`, `fnc_destroy.sqf`, `fnc_attack.sqf`, `fnc_hvt.sqf`, `fnc_delivery.sqf`, `fnc_defend.sqf`, `fnc_hostage.sqf`).
- Modified task completion logic to handle rewards and penalties using the new `handleTaskRewards` function.
- Replaced direct reputation and fund modifications with the new reward system.
- Updated documentation to reflect the new reward parameters.
2025-05-25 14:20:36 -05:00
github-actions
be8e19a1a7 v1.0.0 Build 26 2025-05-25 18:28:49 +00:00
Jacob Schmidt
58eb7bf841 Merge branch 'master' of https://gitea.innovativedevsolutions.org/IDSolutions/client
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2025-05-25 13:28:42 -05:00
Jacob Schmidt
3ab612fad1 feat: Implement defend task type
This commit introduces a new "defend" task type.

The following changes were made:

- Added `defend` and `defendModule` to `XEH_PREP.hpp` for pre-processing.
- Implemented `defend` case in `fnc_handler.sqf` to handle defend tasks.
- Added `spawnEnemyWave` to `XEH_PREP.hpp` for pre-processing.
2025-05-25 13:28:38 -05:00
github-actions
d171b02d65 v1.0.0 Build 25 2025-05-25 17:36:44 +00:00
Jacob Schmidt
4c9c2bd755 Merge branch 'master' of https://gitea.innovativedevsolutions.org/IDSolutions/client
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2025-05-25 12:36:37 -05:00
Jacob Schmidt
0cbe027b3b Fix: Correct typo in cargo damage handler
This commit corrects a typo in the cargo damage handler within `fnc_makeCargo.sqf`. The event handler name was misspelled as "Dammaged" instead of "Damaged". This has been corrected to ensure the event handler functions as intended. Additionally, the hint message displayed when cargo is severely damaged also had the same typo, which has been corrected.
2025-05-25 12:36:33 -05:00
github-actions
48c45731b7 v1.0.0 Build 24 2025-05-25 17:33:54 +00:00
Jacob Schmidt
40eccaed69 Merge branch 'master' of https://gitea.innovativedevsolutions.org/IDSolutions/client
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2025-05-25 12:33:40 -05:00
Jacob Schmidt
c822d4e601 feat: Implement cargo delivery task type and improve task assignment
This commit introduces a new "delivery" task type and enhances the task assignment process for various entities.

The following changes were made:

- Added `delivery` and `deliveryModule` to `XEH_PREP.hpp` for pre-processing.
- Added `GVAR(allCargo)` to `XEH_preInit.sqf` to track cargo objects.
- Implemented `delivery` case in `fnc_handler.sqf` to handle delivery tasks.
- Added `makeCargo` to `XEH_PREP.hpp` for pre-processing.
- Refactored `fnc_makeShooter.sqf`, `fnc_makeObject.sqf`, `fnc_makeTarget.sqf`, `fnc_makeHVT.sqf`, `fnc_makeHostage.sqf`, and `fnc_makeIED.sqf` to:
  - Update descriptions to reflect assignment rather than registration.
  - Add error handling for null entities and missing task IDs.
  - Add diag_log messages for debugging.
  - Standardize parameter handling.
2025-05-25 12:33:36 -05:00
github-actions
af39d7e528 v1.0.0 Build 23 2025-05-25 16:30:44 +00:00
Jacob Schmidt
d474b3676a Refactor: Standardize function descriptions and variable handling
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This commit refactors several client-side functions to improve code consistency and readability.

- Standardizes function descriptions by removing redundant "Function: forge_client..." prefixes and "[Description]" sections, focusing on concise descriptions of the function's purpose.
- Updates variable handling in arsenal functions to use GVAR and EGVARS for default values, improving consistency and reducing code duplication.
- Removes the bank init function as it is no longer needed.
- Adds a done variable to the preinit file.
2025-05-25 11:30:26 -05:00
github-actions
4c33bd9175 v1.0.0 Build 22 2025-05-11 06:20:17 +00:00
Jacob Schmidt
f8391463b2 feat: Implement timesheets and pending payments in bank UI
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This commit introduces the timesheet submission feature and displays pending payments in the bank UI.

The following changes were made:

- Added a "Submit Timesheet" action tile to the bank UI.
- Implemented the `handleTimesheet` function in `script.js` to handle timesheet submissions.
- Updated the UI to display pending payments based on player rating and a server-side multiplier.
- Modified server-side event handling to process timesheet submissions and calculate payments.
- Added a refresh timer to update player data every 30 seconds.
- Updated the player load event to include the player's rating.
2025-05-11 01:19:44 -05:00
github-actions
94684cb120 v1.0.0 Build 21 2025-05-10 22:52:17 +00:00
Jacob Schmidt
dc17412660 Merge branch 'master' of https://gitea.innovativedevsolutions.org/IDSolutions/client
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2025-05-10 17:52:12 -05:00
Jacob Schmidt
ef3c080556 fix: Comment out OpenDevConsole action in fnc_openBank.sqf
This commit disables the OpenDevConsole action in the bank's open function to prevent unintended access during normal operations. The change enhances security and maintains a cleaner user experience.
2025-05-10 17:52:02 -05:00
github-actions
53905e9b69 v1.0.0 Build 20 2025-05-10 22:51:16 +00:00
Jacob Schmidt
0ed1bc3a19 Merge branch 'master' of https://gitea.innovativedevsolutions.org/IDSolutions/client
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2025-05-10 17:50:36 -05:00
Jacob Schmidt
90476345db feat: Enhance admin and bank systems with event handling and UI improvements
This commit introduces significant updates to the admin and bank systems, focusing on improved event handling and user interface enhancements. Key changes include:

- Refactored event handling for player data requests, paygrade updates, and message broadcasting in the admin panel.
- Implemented new event types for handling player funds and transaction history in the bank system.
- Updated JavaScript functions for better interaction with the web-based UI, including dynamic data requests and improved user feedback.
- Removed deprecated functions and streamlined code for better maintainability.

These enhancements aim to provide a more efficient and user-friendly experience for administrators and players alike.
2025-05-10 17:50:11 -05:00
216 changed files with 5035 additions and 1867 deletions

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@ -1,7 +1,7 @@
# Forge Admin Module
## Overview
The Admin module provides administrative functionality for the Forge client system. It includes features for user management, messaging, and administrative controls.
The Admin module provides comprehensive administrative functionality for the Forge client system. It includes features for user management, financial operations, messaging, and administrative controls through both traditional and web-based interfaces.
## Dependencies
- forge_client_main
@ -18,9 +18,13 @@ The Admin module provides administrative functionality for the Forge client syst
- Initializes the admin system
- Sets up necessary permissions and configurations
2. **Admin Interface** (`fnc_openAdmin.sqf`)
2. **Admin Interface**
- **Traditional UI** (`fnc_openAdmin.sqf`)
- Opens the administrative user interface
- Provides access to administrative controls
- **Web-based UI** (`RscWebAdmin.hpp`)
- Modern web interface for administrative tasks
- Real-time player statistics and management
3. **User Management**
- **Promotion** (`fnc_adminPromote.sqf`)
@ -30,16 +34,36 @@ The Admin module provides administrative functionality for the Forge client syst
- **Refresh** (`fnc_adminRefresh.sqf`)
- Updates administrative permissions and states
4. **Communication**
4. **Financial Operations**
- **Payday System**
- Distributes funds based on player ranks
- Configurable paygrade amounts
- **Money Management**
- Advance funds to players
- Deduct funds from players
- Global money distribution
- Company account balance tracking
5. **Communication**
- **Admin Messages** (`fnc_adminMessage.sqf`)
- Handles administrative messaging system
- **Broadcast System**
- Send messages to all players
- Targeted player messaging
### User Interface
The module includes two main UI components:
1. **RscCommon.hpp**
- Common UI elements and definitions
2. **RscAdmin.hpp**
- Administrative interface specific elements
### User Interface Components
1. **Traditional UI** (`RscAdmin.hpp`)
- Player list management
- Rank selection and promotion
- Financial operations
- Messaging system
2. **Web Interface** (`ui/_site/`)
- Modern, responsive design
- Real-time statistics
- Player management
- Financial operations
- Messaging system
## Event Handlers
The module uses several event handlers for initialization and execution:
@ -50,7 +74,9 @@ The module uses several event handlers for initialization and execution:
## Usage
To use the admin module:
1. Ensure the module is properly loaded in your mission
2. Access administrative functions through the provided UI
2. Access administrative functions through either:
- Traditional UI: Use the provided dialog interface
- Web Interface: Access through the modern web-based panel
3. Use appropriate administrative commands based on your role
## Debugging
@ -61,3 +87,17 @@ Debug mode can be enabled by uncommenting the following in `script_component.hpp
## Version Information
Version information is managed through the main Forge client system configuration.
## Security
The module includes built-in security features:
- Admin authentication
- Permission-based access control
- Secure financial transactions
- Protected administrative functions
## Technical Details
- Supports both traditional Arma 3 UI and modern web interface
- Real-time data updates
- Configurable paygrade system
- Comprehensive player management
- Secure financial operations

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@ -1,6 +1,5 @@
PREP(adminRefresh);
PREP(handleTransfer);
PREP(initAdmin);
PREP(openAdmin);
PREP(sendMessage);
PREP(updatePaygrade);

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@ -1,96 +1 @@
#include "script_component.hpp"
[QGVAR(handleEvents), {
params ["_control", "_isConfirmDialog", "_message"];
diag_log format ["[FORGE: Admin] Received event: %1", _message];
_message = fromJSON _message;
private _event = _message get "event";
private _data = _message get "data";
switch (_event) do {
case "REQUEST_PLAYER_DATA": {
private _playerData = createHashMap;
private _playerList = [];
{
private _player = _x;
private _uid = getPlayerUID _player;
private _name = name _player;
private _paygrade = GETVAR(_player,FORGE_PayGrade,QUOTE(E1));
private _funds = GETVAR(_player,FORGE_Bank,0);
private _playerInfo = createHashMapFromArray [
["uid", _uid],
["name", _name],
["paygrade", _paygrade],
["funds", _funds],
["side", str (side _player)]
];
_playerList pushBack _playerInfo;
} forEach allPlayers;
_playerData set ["players", _playerList];
_control ctrlWebBrowserAction ["ExecJS", format ["handlePlayerDataRequest(%1)", (toJSON _playerList)]];
};
case "REQUEST_PAYGRADE_DATA": {
private _payGrades = (missionConfigFile >> "CfgPaygrades" >> "payGrades") call BIS_fnc_getCfgData;
private _paygradeData = createHashMap;
private _paygradeList = [];
{
private _paygradeInfo = createHashMapFromArray [
["paygrade", _x select 0],
["bonus", _x select 1]
];
_paygradeList pushBack _paygradeInfo;
} forEach _payGrades;
_paygradeData set ["paygrades", _paygradeList];
_control ctrlWebBrowserAction ["ExecJS", format ["handlePaygradeDataRequest(%1)", (toJSON _paygradeList)]];
};
case "BROADCAST_MESSAGE": {
_data params ["_uid", "_message"];
if ((isNil "_message") || {_message isEqualTo ""}) exitWith { hintSilent "Message cannot be empty!"; };
["forge_server_admin_handleEvents", ["sendMessage", [_uid, _message]]] call CFUNC(serverEvent);
};
case "SEND_MESSAGE": {
_data params ["_uid", "_message"];
if ((isNil "_uid") || {_uid isEqualTo ""}) exitWith { hintSilent "You did not select a player!"; };
["forge_server_admin_handleEvents", ["sendMessage", [_uid, _message]]] call CFUNC(serverEvent);
};
case "UPDATE_PAYGRADE": {
private _uid = _data select 0;
private _paygrade = _data select 1;
if ((isNil "_uid") || {_uid isEqualTo ""}) exitWith { hintSilent "You did not select a player!"; };
["forge_server_admin_handleEvents", ["updatePaygrade", [_uid, _paygrade]]] call CFUNC(serverEvent);
};
case "HANDLE_TRANSFER": {
private _condition = _data select 0;
private _amount = _data select 1;
private _uid = _data select 2;
["forge_server_admin_handleEvents", ["handleTransfer", [_condition, _amount, _uid]]] call CFUNC(serverEvent);
};
case "ADVANCE_ALL": {
private _amount = _data select 0;
["forge_server_admin_handleEvents", ["advanceAll", [_amount]]] call CFUNC(serverEvent);
};
case "HANDLE_PAYDAY": {
["forge_server_admin_handleEvents", ["handlePayday"]] call CFUNC(serverEvent);
};
default {
diag_log format ["[FORGE: Admin] Unhandled event: %1", _event];
};
};
}] call CFUNC(addEventHandler);

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@ -1 +1,93 @@
#include "script_component.hpp"
[QGVAR(handleEvents), {
params ["_control", "_isConfirmDialog", "_message"];
diag_log format ["[FORGE::Client::Admin::XEH_postInit] Received event: %1", _message];
_message = fromJSON _message;
private _event = _message get "event";
private _data = _message get "data";
switch (_event) do {
case "REQUEST::PLAYER::DATA": {
private _playerData = createHashMap;
private _playerList = [];
{
private _player = _x;
private _uid = getPlayerUID _player;
private _name = name _player;
private _paygrade = GETVAR(_player,FORGE_PayGrade,QUOTE(E1)); //TODO: Implement paygrade from server
private _funds = GETVAR(_player,FORGE_Bank,0); //TODO: Implement funds from server
private _playerInfo = createHashMapFromArray [
["uid", _uid],
["name", _name],
["paygrade", _paygrade],
["funds", _funds],
["side", str (side _player)]
];
_playerList pushBack _playerInfo;
} forEach allPlayers;
_playerData set ["players", _playerList];
_control ctrlWebBrowserAction ["ExecJS", format ["handlePlayerDataRequest(%1)", (toJSON _playerList)]];
};
case "REQUEST::PAYGRADE::DATA": {
private _payGrades = (missionConfigFile >> "CfgPaygrades" >> "payGrades") call BIS_fnc_getCfgData;
private _paygradeData = createHashMap;
private _paygradeList = [];
{
private _paygradeInfo = createHashMapFromArray [
["paygrade", _x select 0],
["bonus", _x select 1]
];
_paygradeList pushBack _paygradeInfo;
} forEach _payGrades;
_paygradeData set ["paygrades", _paygradeList];
_control ctrlWebBrowserAction ["ExecJS", format ["handlePaygradeDataRequest(%1)", (toJSON _paygradeList)]];
};
case "BROADCAST::MESSAGE": {
_data params ["_uid", "_message"];
if ((isNil "_message") || {_message isEqualTo ""}) exitWith { systemChat "Message cannot be empty!"; };
["forge_server_admin_handleEvents", ["ADMIN::SEND::MESSAGE", [_uid, _message]]] call CFUNC(serverEvent);
};
case "SEND::MESSAGE": {
_data params ["_uid", "_message"];
if ((isNil "_uid") || {_uid isEqualTo ""}) exitWith { systemChat "You did not select a player!"; };
["forge_server_admin_handleEvents", ["ADMIN::SEND::MESSAGE", [_uid, _message]]] call CFUNC(serverEvent);
};
case "UPDATE::PAYGRADE": {
_data params ["_uid", "_paygrade"];
if ((isNil "_uid") || {_uid isEqualTo ""}) exitWith { systemChat "You did not select a player!"; };
["forge_server_admin_handleEvents", ["ADMIN::UPDATE::PAYGRADE", [_uid, _paygrade]]] call CFUNC(serverEvent);
};
case "HANDLE::TRANSFER": {
_data params ["_condition", "_amount", "_uid"];
["forge_server_admin_handleEvents", ["ADMIN::TRANSFER", [_condition, _amount, _uid]]] call CFUNC(serverEvent);
};
case "ADVANCE::ALL": {
_data params ["_amount"];
["forge_server_admin_handleEvents", ["ADMIN::ADVANCE::ALL", [_amount]]] call CFUNC(serverEvent);
};
case "HANDLE::PAYDAY": {
["forge_server_admin_handleEvents", ["ADMIN::PAYDAY"]] call CFUNC(serverEvent);
};
default {
diag_log format ["[FORGE::Client::Admin::XEH_postInit] Unhandled event: %1", _event];
};
};
}] call CFUNC(addEventHandler);

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@ -1,14 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_admin_fnc_adminRefresh
* Author: IDSolutions
*
* [Description]
* Refreshes the admin interface player list and resets input fields.
* This function populates the player list with names and paygrades,
* storing player UIDs as data for each entry. Only shows players
* on the same side as the admin.
* Refreshes the admin interface
*
* Arguments:
* 0: Dummy <ANY> - Optional parameter, not used (for compatibility with event handlers)
@ -20,10 +14,9 @@
* [] call forge_client_admin_fnc_adminRefresh;
* ["dummy"] call forge_client_admin_fnc_adminRefresh;
*
* Public: No - Called from admin dialog controls
* Public: No
*/
private _dialog = findDisplay 202303;
private _list = _dialog displayCtrl 2023001;

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@ -1,16 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_admin_fnc_handleTransfer
* Author: IDSolutions
*
* [Description]
* Handles fund transfers through the admin interface.
* This function retrieves the selected player's UID and amount
* from the admin dialog, then sends it to the server-side admin store.
* Supports multiple transfer types: advance (to single player),
* deduct (from single player), advanceAll (to all players),
* and payday (distribute based on paygrade).
* Handles fund transfers
*
* Arguments:
* 0: Condition <STRING> - The type of transfer to perform ("advance", "deduct", "advanceAll", "payday")
@ -33,8 +25,8 @@ private _index = lbCurSel _list;
private _uid = _list lbData _index;
private _amount = round (parseNumber (ctrlText 2023005));
if (_condition in ["advance", "deduct"] && ((isNil "_uid") || { _uid isEqualTo "" })) exitWith { hint "You did not select a player!"; };
if ({_condition in ["advance", "deduct"]} && ((isNil "_uid") || { _uid isEqualTo "" })) exitWith { hint "You did not select a player!"; };
["forge_server_admin_handleEvents", ["handleTransfer", [_condition, _amount, _uid]]] call CFUNC(serverEvent);
["forge_server_admin_handleEvents", ["ADMIN::TRANSFER", [_condition, _amount, _uid]]] call CFUNC(serverEvent);
ctrlSetText [2023005, ""];

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@ -1,37 +0,0 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_admin_fnc_initAdmin
* Author: IDSolutions
*
* [Description]
* Initializes the admin menu.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Examples:
* None
*
* Public: No
*/
{
private _configName = configName(_x);
private _className = (missionConfigFile >> "CfgCpofs" >> "cpofs" >> _configName >> "className") call BFUNC(getCfgData);
private _pos = (missionConfigFile >> "CfgCpofs" >> "cpofs" >> _configName >> "pos") call BFUNC(getCfgData);
private _dir = (missionConfigFile >> "CfgCpofs" >> "cpofs" >> _configName >> "dir") call BFUNC(getCfgData);
private _cpof = createSimpleObject [_className, [0, 0, 0]];
_cpof setPosATL _pos;
_cpof setDir _dir;
_cpof allowDamage false;
_cpof setVariable ["isCPOF", true, true];
diag_log text format ["[FORGE Admin] ClassName: '%1' Pos: '%2' Dir: '%3'", _className, _pos, _dir];
} forEach ("true" configClasses (missionConfigFile >> "CfgCpofs" >> "cpofs"));

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@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_admin_fnc_openAdmin
* Author: IDSolutions
*
* [Description]
* Opens the admin menu.
* Opens the admin dialog.
*
* Arguments:
* None
@ -13,8 +10,8 @@
* Return Value:
* None
*
* Examples:
* None
* Example:
* [] call forge_client_admin_fnc_openAdmin;
*
* Public: Yes
*/

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@ -1,13 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_admin_fnc_sendMessage
* Author: IDSolutions
*
* [Description]
* Sends a message to a selected player through the admin interface.
* This function retrieves the selected player's UID and message content
* from the admin dialog, then sends it to the server-side admin store.
* Sends a message to a selected player
*
* Arguments:
* None
@ -30,8 +25,6 @@ private _message = ctrlText _control;
if ((isNil "_uid") || {_uid isEqualTo ""}) exitWith { hintSilent "You did not select a player!"; };
["forge_server_admin_handleEvents", ["sendMessage", [_uid, _message]]] call CFUNC(serverEvent);
hintSilent format ["Message sent to UID %1: %2", _uid, _message];
["forge_server_admin_handleEvents", ["ADMIN::SEND::MESSAGE", [_uid, _message]]] call CFUNC(serverEvent);
["dummy"] call FUNC(adminRefresh);

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@ -1,13 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_admin_fnc_updatePaygrade
* Author: IDSolutions
*
* [Description]
* Updates a player's paygrade in the server's admin store.
* This function retrieves the selected player's UID and the target paygrade
* from the admin dialog, then sends it to the server-side admin store.
* Updates a player's paygrade
*
* Arguments:
* None
@ -32,6 +27,6 @@ private _paygrade = _rankData select 0;
if ((isNil "_uid") || {_uid isEqualTo ""}) exitWith { hintSilent "You did not select a player!" };
["forge_server_admin_handleEvents", ["updatePaygrade", [_uid, _paygrade]]] call CFUNC(serverEvent);
["forge_server_admin_handleEvents", ["ADMIN::UPDATE::PAYGRADE", [_uid, _paygrade]]] call CFUNC(serverEvent);
["dummy"] call FUNC(adminRefresh);

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@ -46,7 +46,7 @@ function initializeAdmin() {
*/
function requestPlayerData() {
const message = {
event: "REQUEST_PLAYER_DATA",
event: "REQUEST::PLAYER::DATA",
data: {}
};
@ -60,7 +60,7 @@ function requestPlayerData() {
*/
function requestPaygradeData() {
const message = {
event: "REQUEST_PAYGRADE_DATA",
event: "REQUEST::PAYGRADE::DATA",
data: {}
};
@ -70,7 +70,7 @@ function requestPaygradeData() {
/**
* Set up a timer to periodically refresh player data
* Ensures the admin panel shows up-to-date information
* Ensures the UI is updated with the latest information
*/
function setupRefreshTimer() {
setInterval(requestPlayerData, 30000); // Refresh every 30 seconds
@ -286,7 +286,7 @@ function updatePaygrade(uid, isPromotion) {
}
const message = {
event: "UPDATE_PAYGRADE",
event: "UPDATE::PAYGRADE",
data: [uid, newPaygrade]
};
@ -341,7 +341,7 @@ function giveMoney() {
function giveAllMoney() {
const amount = parseInt(document.getElementById('giveAllAmount').value);
const message = {
event: "ADVANCE_ALL",
event: "ADVANCE::ALL",
data: [amount]
}
@ -371,7 +371,7 @@ function takeMoney() {
*/
function handleTransferFunds(condition, amount, uid) {
const message = {
event: "HANDLE_TRANSFER",
event: "HANDLE::TRANSFER",
data: [condition, amount, uid]
};
@ -425,7 +425,7 @@ function sendPlayerMessage() {
const message = document.getElementById('messageInput').value;
if (message && selectedPlayerId) {
const messageData = {
event: "SEND_MESSAGE",
event: "SEND::MESSAGE",
data: [selectedPlayerId, message]
};
@ -441,7 +441,7 @@ function broadcastMessage() {
const message = document.getElementById('broadcastMessage').value;
if (message) {
const messageData = {
event: "BROADCAST_MESSAGE",
event: "BROADCAST::MESSAGE",
data: ["", message]
};
@ -461,7 +461,7 @@ function broadcastMessage() {
*/
function Payday() {
const message = {
event: "HANDLE_PAYDAY",
event: "HANDLE::PAYDAY",
data: []
};

74
addons/ambient/README.md Normal file
View File

@ -0,0 +1,74 @@
# Forge Ambient Module
## Overview
The Ambient module provides environmental sound management for the Forge client system. It enables the creation and management of ambient sound effects in the game environment, enhancing the immersive experience for players.
## Dependencies
- forge_client_main
## Authors
- J. Schmidt
- Creedcoder
- IDSolutions
## Features
### Sound Management
1. **Ambient Sound System** (`fnc_ambientSound.sqf`)
- Creates and manages sound sources in the game world
- Handles sound effect playback and cleanup
- Supports timed and continuous sound effects
2. **Sound Source Features**
- Dynamic sound source creation
- Position-based sound placement
- Automatic cleanup of sound sources
- Support for various sound types and durations
3. **Sound Control**
- Lifecycle management of sound sources
- Automatic cleanup when source is destroyed
- Configurable sound duration
- Position tracking for moving sound sources
## Event Handlers
The module uses several event handlers for initialization and execution:
- `XEH_preInit.sqf`: Pre-initialization setup
- `XEH_postInit.sqf`: Post-initialization tasks
- `XEH_preStart.sqf`: Pre-start configuration
- `XEH_postInit_client.sqf`: Client-specific post-initialization
- `XEH_preInit_server.sqf`: Server-specific pre-initialization
## Usage
To use the ambient module:
1. Ensure the module is properly loaded in your mission
2. Create sound sources using the ambient sound function:
```sqf
[source, "sfx_sound_name"] spawn forge_client_ambient_fnc_ambientSound
```
3. Optionally specify a duration for temporary sounds:
```sqf
[source, "sfx_sound_name", duration] spawn forge_client_ambient_fnc_ambientSound
```
## Parameters
The ambient sound function accepts the following parameters:
1. `source`: The object or position where the sound will be played
2. `sfx`: The name of the sound effect to play
3. `time` (optional): Duration in seconds before the sound is removed
## Debugging
Debug mode can be enabled by uncommenting the following in `script_component.hpp`:
```cpp
#define DEBUG_MODE_FULL
```
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Supports both object-attached and position-based sound sources
- Automatic cleanup of sound sources when source is destroyed
- Configurable sound duration for temporary effects
- Efficient sound source management
- Client-side sound processing

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_ambient_fnc_ambientSound
* Author: J.Schmidt
*
* [Description]
* Create a sound source and play an ambient sfx sound.
* Author: IDSolutions
* Create a sound source and play an ambient sfx sound
*
* Arguments:
* 0: The sound source <OBJECT>

View File

@ -1,7 +1,7 @@
# Forge Arsenal Module
## Overview
The Arsenal module provides a comprehensive weapon and vehicle management system for the Forge client. It includes features for managing armory items, vehicle garages, and unlock systems.
The Arsenal module provides a comprehensive weapon and vehicle management system for the Forge client. It includes features for managing armory items, vehicle garages, and unlock systems, with support for both traditional and virtual arsenals.
## Dependencies
- forge_client_main
@ -17,27 +17,52 @@ The Arsenal module provides a comprehensive weapon and vehicle management system
1. **Armory Initialization** (`fnc_initArsenal.sqf`)
- Initializes the arsenal system
- Sets up necessary configurations and permissions
- Configures default armory and garage data
- Supports both traditional and virtual arsenal types
2. **Armory Interface** (`fnc_openArmory.sqf`)
- Opens the armory user interface
- Provides access to weapon and equipment management
- Supports both traditional and ACE arsenal interfaces
3. **Item Management**
- **Add Armory Items** (`fnc_addArmoryItem.sqf`)
- Handles adding new items to the armory
- Supports multiple item types:
- Facewear (goggles, masks)
- Headgear (helmets, caps)
- HMD (night vision devices)
- Items (tools, medical supplies)
- Uniforms
- Vests
- Weapons
- Magazines
- Backpacks
- **Save Unlocks** (`fnc_saveUnlocks.sqf`)
- Manages the persistence of unlocked items
- Integrates with player database system
- **Update Unlocks** (`fnc_updateUnlocks.sqf`)
- Updates the unlock status of items
- Maintains synchronization between client and server
### Vehicle Management
1. **Garage System**
- **Open Garage** (`fnc_openGarage.sqf`)
- Provides access to the vehicle garage interface
- Categorizes vehicles by type
- **Add Garage Vehicle** (`fnc_addGarageVehicle.sqf`)
- Handles adding new vehicles to the garage
- Supports vehicle categories:
- Cars
- Armored vehicles
- Helicopters
- Planes
- Naval vessels
- Static weapons
- **Add Virtual Vehicles** (`fnc_addVirtualVehicles.sqf`)
- Manages virtual vehicle entries in the garage
- Automatically categorizes vehicles by type
- Maintains vehicle model information
## Event Handlers
The module uses several event handlers for initialization and execution:
@ -54,6 +79,27 @@ To use the arsenal module:
3. Use the garage interface for vehicle management
4. Manage unlocks and permissions through the appropriate functions
## Item Types
The module supports various item categories:
- Weapons (Primary, Secondary, Handgun)
- Magazines
- Items (Tools, Medical, etc.)
- Uniforms
- Vests
- Backpacks
- Facewear
- Headgear
- HMD (Night Vision)
## Vehicle Categories
Vehicles are organized into the following categories:
1. Cars (Light vehicles, transport)
2. Armor (Tanks, APCs)
3. Helicopters (All rotary-wing aircraft)
4. Planes (Fixed-wing aircraft)
5. Naval (Boats, ships)
6. Static (Weapons, emplacements)
## Debugging
Debug mode can be enabled by uncommenting the following in `script_component.hpp`:
```cpp
@ -62,3 +108,12 @@ Debug mode can be enabled by uncommenting the following in `script_component.hpp
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Supports both traditional Arma 3 arsenal and ACE arsenal systems
- Automatic vehicle categorization based on class inheritance
- Persistent unlock system with database integration
- Efficient item and vehicle management
- Client-server synchronization for unlocks
- Integration with the locker system for item storage
- Support for virtual and physical vehicle spawning

View File

@ -1,10 +1,10 @@
#include "script_component.hpp"
[{
GETVAR(player,value_loadDone,false)
GETVAR(player,EGVAR(player,done),false)
}, {
private _armory_unlocks = player getVariable ["Armory_Unlocks", [[],[],[],[]]];
private _garage_unlocks = player getVariable ["Garage_Unlocks", [[],[],[],[],[],[]]];
private _armory_unlocks = GETVAR(player,Armory_Unlocks,GVAR(default_armory));
private _garage_unlocks = GETVAR(player,Garage_Unlocks,GVAR(default_garage));
[_armory_unlocks, _garage_unlocks] call FUNC(initArsenal);
}] call CFUNC(waitUntilAndExecute);

View File

@ -7,6 +7,16 @@ PREP_RECOMPILE_END;
GVAR(armory_unlocks) = [];
GVAR(garage_unlocks) = [];
GVAR(car_unlocks) = [];
GVAR(armor_unlocks) = [];
GVAR(heli_unlocks) = [];
GVAR(plane_unlocks) = [];
GVAR(naval_unlocks) = [];
GVAR(static_unlocks) = [];
GVAR(default_armory) = [[],[],[],[]];
GVAR(default_garage) = [[],[],[],[],[],[]];
GVAR(pdb_mode) = "PDB_MODE" call BFUNC(getParamValue);
GVAR(armory_type) = "ARS_TYPE" call BFUNC(getParamValue);
GVAR(gear_box) = "ReammoBox_F" createVehicleLocal [0, 0, -999];

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_arsenal_fnc_addArmoryItem
* Author: IDSolutions
*
* [Description]
* Adds item to player's armory unlocks and updates virtual arsenal
*
* Arguments:
@ -22,9 +19,7 @@
params [["_class", "", [""]], ["_type", "", [""]]];
private _default = [[],[],[],[]];
private _armory_unlocks = GETVAR(player,Armory_Unlocks,_default);
private _armory_unlocks = GETVAR(player,Armory_Unlocks,GVAR(default_armory));
private _typeToNumber = switch (_type) do {
case "facewear";
case "headgear";
@ -49,7 +44,6 @@ if (_index > -1) then {
[GVAR(gear_box), [_class]] call AFUNC(arsenal,addVirtualItems);
};
TRACE_2("Item added to armory",_class,_type);
true
} else {
false

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_arsenal_fnc_addGarageVehicle
* Author: IDSolutions
*
* [Description]
* Adds vehicle to player's garage unlocks and updates virtual garage
*
* Arguments:
@ -22,10 +19,7 @@
params [["_class", "", [""]], ["_type", "", [""]]];
private _default = [[],[],[],[],[],[]];
// private _garage_unlocks = player getVariable ["Garage_Unlocks", _default];
private _garage_unlocks = GETVAR(player,Garage_Unlocks,_default);
private _garage_unlocks = GETVAR(player,Garage_Unlocks,GVAR(default_garage));
private _typeToNumber = switch (_type) do {
case "car": {0};
case "armor": {1};
@ -39,11 +33,9 @@ private _typeToNumber = switch (_type) do {
private _index = (_garage_unlocks select _typeToNumber) pushBackUnique _class;
if (_index > -1) then {
// player setVariable ["Garage_Unlocks", _garage_unlocks, true];
SETPVAR(player,Garage_Unlocks,_garage_unlocks);
[[_class]] call FUNC(addVirtualVehicles);
TRACE_2("Vehicle added to garage",_class,_type);
true
} else {
false

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_arsenal_fnc_addVirtualVehicles
* Author: IDSolutions
*
* [Description]
* Adds vehicles to virtual garage and categorizes them by type
*
* Arguments:
@ -21,15 +18,8 @@
params [["_vehicles", [], [[]]]];
private _default = [[],[],[],[],[],[]];
private _garage_unlocks = GETVAR(player,Garage_Unlocks,_default);
private _cars = _garage_unlocks select 0;
private _armor = _garage_unlocks select 1;
private _helis = _garage_unlocks select 2;
private _planes = _garage_unlocks select 3;
private _naval = _garage_unlocks select 4;
private _static = _garage_unlocks select 5;
private _garage_unlocks = GETVAR(player,Garage_Unlocks,GVAR(default_garage));
_garage_unlocks params ["_cars", "_armor", "_helis", "_planes", "_naval", "_static"];
{
switch true do {
@ -37,31 +27,14 @@ private _static = _garage_unlocks select 5;
if ((_x isKindOf "Tank") || (_x isKindOf "Wheeled_APC_F")) exitWith {};
_cars pushBackUnique _x;
};
case (_x isKindOf "Tank"): {
_armor pushBackUnique _x;
};
case (_x isKindOf "Helicopter"): {
_helis pushBackUnique _x;
};
case (_x isKindOf "Plane"): {
_planes pushBackUnique _x;
};
case (_x isKindOf "Ship"): {
_naval pushBackUnique _x;
};
case (_x isKindOf "Static"): {
_static pushBackUnique _x;
};
case (_x isKindOf "Tank"): { _armor pushBackUnique _x; };
case (_x isKindOf "Helicopter"): { _helis pushBackUnique _x; };
case (_x isKindOf "Plane"): { _planes pushBackUnique _x; };
case (_x isKindOf "Ship"): { _naval pushBackUnique _x; };
case (_x isKindOf "Static"): { _static pushBackUnique _x; };
};
} forEach _vehicles;
GVAR(car_unlocks) = [];
GVAR(armor_unlocks) = [];
GVAR(heli_unlocks) = [];
GVAR(plane_unlocks) = [];
GVAR(naval_unlocks) = [];
GVAR(static_unlocks) = [];
{
GVAR(car_unlocks) append [getText(configFile >> "CfgVehicles" >> _x >> "model"),[configFile >> "CfgVehicles" >> _x]];
} forEach _cars;
@ -85,5 +58,3 @@ GVAR(static_unlocks) = [];
{
GVAR(static_unlocks) append [getText(configFile >> "CfgVehicles" >> _x >> "model"),[configFile >> "CfgVehicles" >> _x]];
} forEach _static;
TRACE_1("Virtual vehicles updated",count _vehicles);

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_arsenal_fnc_initArsenal
* Author: IDSolutions
*
* [Description]
* Initializes the arsenal system with armory and garage data
*
* Arguments:
@ -20,11 +17,8 @@
params [["_armory_data", [], [[]]], ["_garage_data", [], [[]]]];
private _defaultArmory = [[],[],[],[]];
private _defaultGarage = [[],[],[],[],[],[]];
if (!(_armory_data isEqualTypeArray _defaultArmory) || (count _armory_data != 4)) then { _armory_data = _defaultArmory; };
if (!(_garage_data isEqualTypeArray _defaultGarage) || (count _garage_data != 6)) then { _garage_data = _defaultGarage; };
if (!(_armory_data isEqualTypeArray GVAR(default_armory)) || (count _armory_data != 4)) then { _armory_data = GVAR(default_armory); };
if (!(_garage_data isEqualTypeArray GVAR(default_garage)) || (count _garage_data != 6)) then { _garage_data = GVAR(default_garage); };
if (GVAR(armory_type) == 0) then {
{
[GVAR(gear_box), _x, false, true, 1, _forEachIndex] call BFUNC(addVirtualItemCargo);
@ -56,8 +50,3 @@ GVAR(static_unlocks) = _statics;
{
[_x] call FUNC(addVirtualVehicles);
} forEach GVAR(garage_unlocks);
private _armoryCount = count (_armory_data select { count _x > 0 });
private _garageCount = count (_garage_data select { count _x > 0 });
TRACE_2("Arsenal System Initialized",_armoryCount,_garageCount);

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_arsenal_fnc_openArmory
* Author: IDSolutions
*
* [Description]
* Opens the arsenal system
* Opens the virtual arsenal
*
* Arguments:
* None

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_arsenal_fnc_openGarage
* Author: IDSolutions
*
* [Description]
* Opens the garage system
* Opens the virtual garage
*
* Arguments:
* None

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_arsenal_fnc_saveUnlocks
* Author: IDSolutions
*
* [Description]
* Saves arsenal/garage unlocks to appropriate storage based on persistence mode
*
* Arguments:
@ -23,20 +20,16 @@ params [["_type", "", [""]]];
switch (_type) do {
case "armory": {
private _default_armory_data = [[],[],[],[]];
// private _armory_data = player getVariable ["Armory_Unlocks", [[],[],[],[]]];
private _armory_data = GETVAR(player,Armory_Unlocks,_default_armory_data);
private _armory_data = GETVAR(player,Armory_Unlocks,GVAR(default_armory));
switch (GVAR(pdb_mode)) do {
case 0: {
// profileNamespace setVariable ["Armory_Unlocks", _armory_data];
SETVAR(profileNamespace,Armory_Unlocks,_armory_data);
};
case 1: {
["hsetid", getPlayerUID player, "armory_unlocks", -1, _armory_data, "", false] remoteExec ["dragonfly_db_fnc_addTask", 2, false];
};
default {
// profileNamespace setVariable ["Armory_Unlocks", _armory_data];
SETVAR(profileNamespace,Armory_Unlocks,_armory_data);
};
};
@ -45,20 +38,16 @@ switch (_type) do {
};
case "garage": {
private _default_garage_data = [[],[],[],[],[],[]];
// private _garage_data = player getVariable ["Garage_Unlocks", [[],[],[],[],[],[]]];
private _garage_data = GETVAR(player,Garage_Unlocks,_default_garage_data);
private _garage_data = GETVAR(player,Garage_Unlocks,GVAR(default_garage));
switch (GVAR(pdb_mode)) do {
case 0: {
// profileNamespace setVariable ["Garage_Unlocks", _garage_data];
SETVAR(profileNamespace,Garage_Unlocks,_garage_data);
};
case 1: {
["hsetid", getPlayerUID player, "garage_unlocks", -1, _garage_data, "", false] remoteExec ["dragonfly_db_fnc_addTask", 2, false];
};
default {
// profileNamespace setVariable ["Garage_Unlocks", _garage_data];
SETVAR(profileNamespace,Garage_Unlocks,_garage_data);
};
};
@ -66,5 +55,3 @@ switch (_type) do {
[_type, _garage_data] call FUNC(updateUnlocks);
};
};
TRACE_2("Arsenal Unlocks saved",_type,GVAR(pdb_mode));

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_arsenal_fnc_updateUnlocks
* Author: IDSolutions
*
* [Description]
* Updates the arsenal system variables when unlocks change
*
* Arguments:
@ -24,26 +21,24 @@ params [["_type", "", [""]], ["_data", [], [[]]]];
switch (_type) do {
case "armory": {
_data params ["_items", "_weapons", "_magazines", "_backpacks"];
GVAR(armory_unlocks) = _data;
GVAR(item_unlocks) = _data select 0;
GVAR(weapon_unlocks) = _data select 1;
GVAR(magazine_unlocks) = _data select 2;
GVAR(backpack_unlocks) = _data select 3;
TRACE_1("Armory unlocks updated",count GVAR(armory_unlocks));
GVAR(item_unlocks) = _items;
GVAR(weapon_unlocks) = _weapons;
GVAR(magazine_unlocks) = _magazines;
GVAR(backpack_unlocks) = _backpacks;
};
case "garage": {
_data params ["_cars", "_armor", "_helis", "_planes", "_naval", "_static"];
GVAR(garage_unlocks) = _data;
GVAR(car_unlocks) = _data select 0;
GVAR(armor_unlocks) = _data select 1;
GVAR(heli_unlocks) = _data select 2;
GVAR(plane_unlocks) = _data select 3;
GVAR(naval_unlocks) = _data select 4;
GVAR(static_unlocks) = _data select 5;
TRACE_1("Garage unlocks updated",count GVAR(garage_unlocks));
GVAR(car_unlocks) = _cars;
GVAR(armor_unlocks) = _armor;
GVAR(heli_unlocks) = _helis;
GVAR(plane_unlocks) = _planes;
GVAR(naval_unlocks) = _naval;
GVAR(static_unlocks) = _static;
};
};

View File

@ -1,7 +1,7 @@
# Forge Bank Module
## Overview
The Bank module provides a comprehensive banking system for the Forge client. It includes features for managing player finances, transfers, and timesheet functionality.
The Bank module provides a comprehensive banking system for the Forge client. It includes features for managing player finances, transfers, and timesheet functionality, with a modern web-based interface for seamless user experience.
## Dependencies
- forge_client_main
@ -17,39 +17,70 @@ The Bank module provides a comprehensive banking system for the Forge client. It
1. **Bank Initialization** (`fnc_initBank.sqf`)
- Initializes the banking system
- Sets up necessary configurations and account structures
- Configures player account data and balances
- Handles server-side synchronization
2. **Bank Interface** (`fnc_openBank.sqf`)
- Opens the banking user interface
- Provides access to all banking functions
- Modern web-based UI with real-time updates
- Responsive design for optimal user experience
3. **Transaction Management**
- **Deposit** (`fnc_deposit.sqf`)
- Handles money deposits into bank accounts
- Validates transaction amounts
- Updates account balances in real-time
- **Withdraw** (`fnc_withdraw.sqf`)
- Manages money withdrawals from bank accounts
- Ensures sufficient funds
- Updates wallet balance immediately
- **Transfer** (`fnc_transfer.sqf`)
- Handles money transfers between players
- Validates recipient and amount
- Supports both account-to-account and wallet transfers
- **Submit** (`fnc_submit.sqf`)
- Processes transaction submissions
- Handles timesheet submissions
- Manages pending payments
- **Refresh** (`fnc_refresh.sqf`)
- Updates account information and balances
- Synchronizes with server data
- Updates UI elements
### User Interface
The module includes several UI components:
1. **Base Controls** (`BaseControls.hpp`)
- Common UI elements and definitions
2. **Bank Dialog** (`RscBankDialog.hpp`)
- Banking interface specific elements
The module includes a modern web-based interface with:
1. **Account Overview**
- Current wallet balance
- Bank account balance
- Pending payments
- Transaction history
### Interface Elements
The module defines several UI control IDs:
- Account Information Display
- Amount Input Fields
- Player Selection
- Transaction Buttons (Deposit, Withdraw, Transfer)
- Wallet and Bank Balance Displays
- Rating System
- Timesheet Integration
2. **Transaction Features**
- Transfer between wallet and account
- Player-to-player transfers
- Timesheet submission
- Transaction history view
3. **UI Components**
- Real-time balance updates
- Transaction notifications
- Input validation
- Error handling
- Responsive design
### Timesheet System
1. **Rating Integration**
- Tracks player rating
- Calculates pending payments
- Automatic payment processing
- Rating reset after submission
2. **Payment Processing**
- Automatic calculation based on rating
- Configurable payment multiplier
- Pending payment tracking
- Instant payment processing
## Event Handlers
The module uses several event handlers for initialization and execution:
@ -63,8 +94,12 @@ The module uses several event handlers for initialization and execution:
To use the bank module:
1. Ensure the module is properly loaded in your mission
2. Access the bank through the provided UI
3. Perform transactions using the appropriate functions
4. Monitor account status and transactions
3. Perform transactions using the appropriate functions:
- Transfer money between wallet and account
- Send money to other players
- Submit timesheets for payment
- View transaction history
4. Monitor account status and transactions in real-time
## Debugging
Debug mode can be enabled by uncommenting the following in `script_component.hpp`:
@ -74,3 +109,15 @@ Debug mode can be enabled by uncommenting the following in `script_component.hpp
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Web-based interface using HTML5, CSS3, and JavaScript
- Real-time data synchronization with server
- Secure transaction processing
- Client-server event system
- Persistent data storage
- Rating-based payment system
- Transaction history tracking
- Input validation and error handling
- Responsive UI design
- Cross-browser compatibility

View File

@ -1,5 +1,4 @@
PREP(deposit);
PREP(initBank);
PREP(openBank);
PREP(refresh);
PREP(submit);

View File

@ -1 +1,12 @@
#include "script_component.hpp"
[{
GETVAR(player,value_loadDone,false)
}, {
private _bank = GETVAR(player,FORGE_Bank,0);
private _cash = GETVAR(player,FORGE_Cash,0);
private _rating = GETVAR(player,FORGE_Rating,0);
private _uid = getPlayerUID player;
["forge_server_bank_handleEvents", ["BANK::HANDLE::PLAYER::LOAD", [_uid, _bank, _cash, _rating]]] call CFUNC(serverEvent);
}] call CFUNC(waitUntilAndExecute);

View File

@ -1 +1,97 @@
#include "script_component.hpp"
[QGVAR(handleEvents), {
params ["_control", "_isConfirmDialog", "_message"];
diag_log text format ["[FORGE::Client::Bank::XEH_postInit::handleEvents] Received event: '%1'", _message];
_message = fromJSON _message;
private _event = _message get "event";
private _data = _message get "data";
switch (_event) do {
case "REQUEST::PLAYER::DATA": {
private _playerData = createHashMap;
private _playerList = [];
{
private _uid = getPlayerUID _x;
private _name = name _x;
private _funds = GETVAR(_x,FORGE_Bank,0); //TODO: Implement funds from server
private _cash = GETVAR(_x,FORGE_Cash,0); //TODO: Implement cash from server
private _playerInfo = createHashMapFromArray [
["uid", _uid],
["name", _name],
["funds", _funds],
["cash", _cash]
];
_playerList pushBack _playerInfo;
} forEach allPlayers;
_playerData set ["players", _playerList];
_control ctrlWebBrowserAction ["ExecJS", format ["handlePlayerDataRequest(%1)", (toJSON _playerList)]];
};
case "REQUEST::PLAYER::FUNDS": {
private _playerData = createHashMap;
private _balance = GETVAR(player,FORGE_Bank,0); //TODO: Implement balance from server
private _cash = GETVAR(player,FORGE_Cash,0); //TODO: Implement cash from server
private _payMultiplier = "MULTIPLYR" call BFUNC(getParamValue);
private _rating = rating player; //TODO: Implement rating from server
private _pending = _rating * _payMultiplier; //TODO: Implement pending from server
private _playerData = createHashMapFromArray [
["balance", _balance],
["cash", _cash],
["pending", _pending]
];
_control ctrlWebBrowserAction ["ExecJS", format ["handlePlayerFundsRequest(%1)", (toJSON _playerData)]];
};
case "REQUEST::TRANSACTION::HISTORY": {
private _history = []; //TODO: Implement history from server
private _historyData = createHashMapFromArray [["history", _history]];
_control ctrlWebBrowserAction ["ExecJS", format ["handleTransactionHistoryRequest(%1)", (toJSON _historyData)]];
};
case "DEPOSIT::FUNDS": {
_data params [["_amount", 0, [0]]];
if (_amount <= 0) exitWith { systemChat "Invalid amount, must be greater than 0!"; false };
["forge_server_bank_handleEvents", ["BANK::DEPOSIT", [getPlayerUID player, _amount]]] call CFUNC(serverEvent);
true
};
case "SUBMIT::TIMESHEET": {
private _rating = rating player;
private _uid = getPlayerUID player;
["forge_server_bank_handleEvents", ["BANK::SUBMIT::TIMESHEET", [_uid, _rating]]] call CFUNC(serverEvent);
player addRating -_rating;
true
};
case "TRANSFER::FUNDS": {
_data params [["_uid", "", [""]], ["_amount", 0, [0]]];
if ({_uid isEqualTo ""} || _amount <= 0) exitWith { systemChat "Invalid UID or amount, UID cannot be empty and amount must be greater than 0!"; false };
["forge_server_bank_handleEvents", ["BANK::TRANSFER", [getPlayerUID player, _uid, _amount]]] call CFUNC(serverEvent);
true
};
case "WITHDRAW::FUNDS": {
_data params [["_amount", 0, [0]]];
if (_amount <= 0) exitWith { systemChat "Invalid amount, amount must be greater than 0!"; false };
["forge_server_bank_handleEvents", ["BANK::WITHDRAW", [getPlayerUID player, _amount]]] call CFUNC(serverEvent);
true
};
default {
diag_log format ["[FORGE::Client::Bank::XEH_postInit::handleEvents] Unhandled event: %1", _event];
};
};
}] call CFUNC(addEventHandler);

View File

@ -16,3 +16,4 @@ class CfgPatches {
#include "CfgEventHandlers.hpp"
#include "ui\BaseControls.hpp"
#include "ui\RscBankDialog.hpp"
#include "ui\RscWebBank.hpp"

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_bank_fnc_deposit
* Author: IDSolutions
*
* [Description]
* Deposits money into the bank
* Deposits money into the bank.
*
* Arguments:
* None
@ -13,25 +10,25 @@
* Return Value:
* None
*
* Examples:
* None
* Example:
* [] call forge_client_bank_fnc_deposit;
*
* Public: Yes
*/
private _amount = parseNumber (ctrlText IDC_AMOUNTINPUT);
private _bank = GETVAR(player,FORGE_Bank,0);
private _cash = GETVAR(player,FORGE_Cash,0);
if (_amount > 0 && _amount <= _cash) then {
_cash = _cash - _amount;
_bank = _bank + _amount;
private _messageData = createHashMapFromArray [
["event", "DEPOSIT::FUNDS"],
["data", createHashMapFromArray [
["amount", _amount]
]]
];
SETPVAR(player,FORGE_Bank,_bank);
SETPVAR(player,FORGE_Cash,_cash);
private _response = ["forge_client_bank_handleEvents", (toJSON _messageData)] call CFUNC(localEvent);
[] call FUNC(refresh);
hint "Money deposited successfully";
if (_response) then {
[format ["Deposited $%1", _amount], "info", 3, "right"] call EFUNC(misc,notify);
} else {
hint "Invalid amount";
[format ["Deposit failed"], "warning", 3, "right"] call EFUNC(misc,notify);
};

View File

@ -1,49 +0,0 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_bank_fnc_initBank
* Author: IDSolutions
*
* [Description]
* Initializes the bank system
*
* Arguments:
* None
*
* Return Value:
* None
*
* Examples:
* None
*
* Public: Yes
*/
{
private _configName = configName(_x);
private _className = (missionConfigFile >> "CfgBanks" >> "banks" >> _configName >> "className") call BFUNC(getCfgData);
private _pos = (missionConfigFile >> "CfgBanks" >> "banks" >> _configName >> "pos") call BFUNC(getCfgData);
private _dir = (missionConfigFile >> "CfgBanks" >> "banks" >> _configName >> "dir") call BFUNC(getCfgData);
private _type = (missionConfigFile >> "CfgBanks" >> "banks" >> _configName >> "type") call BFUNC(getCfgData);
if (_type == "object") then {
private _bank = createSimpleObject [_className, [0, 0, 0]];
_bank setPosATL _pos;
_bank setDir _dir;
_bank allowDamage false;
_bank setVariable ["isBank", true, true];
} else {
private _group = createGroup civilian;
private _bank = _group createUnit [_className, [0, 0, 0], [], 0, "NONE"];
_bank disableAI "MOVE";
_bank setPosATL _pos;
_bank setDir _dir;
_bank allowDamage false;
_bank setVariable ["isBank", true, true];
_bank setVariable ["BIS_enableRandomization", false];
};
diag_log text format ["[FORGE Bank] ClassName: '%1' Pos: '%2' Dir: '%3'", _className, _pos, _dir];
} forEach ("true" configClasses (missionConfigFile >> "CfgBanks" >> "banks"));

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_bank_fnc_openBank
* Author: IDSolutions
*
* [Description]
* Opens the bank dialog
* Opens the bank dialog.
*
* Arguments:
* None
@ -13,21 +10,37 @@
* Return Value:
* None
*
* Examples:
* None
* Example:
* [] call forge_client_bank_fnc_openBank;
*
* Public: Yes
*/
private _bank = GETVAR(player,FORGE_Bank,0);
private _cash = GETVAR(player,FORGE_Cash,0);
private _productVersion = productVersion;
private _steamBranchName = _productVersion select 8;
private _payMultiplier = "MULTIPLYR" call BFUNC(getParamValue);
private _plyscore = rating player;
private _pending = _plyscore * _payMultiplier;
if (_steamBranchName == "profiling") then {
private _display = (findDisplay 46) createDisplay "RscWebBank";
private _ctrl = _display displayCtrl 2025;
_ctrl ctrlAddEventHandler ["JSDialog", {
params ["_control", "_isConfirmDialog", "_message"];
[QGVAR(handleEvents), [_control, _isConfirmDialog, _message]] call CFUNC(localEvent);
}];
_ctrl ctrlWebBrowserAction ["LoadFile", QUOTE(PATHTOF(ui\_site\index.html))];
// _ctrl ctrlWebBrowserAction ["OpenDevConsole"];
} else {
disableSerialization;
createDialog "RscBankDialog";
private _uid = getPlayerUID player;
private _bank = GETVAR(player,FORGE_Bank,0); //TODO: Implement balance from server
private _cash = GETVAR(player,FORGE_Cash,0); //TODO: Implement cash from server
private _plyscore = rating player;
private _pending = _plyscore * _payMultiplier;
private _formattedBank = _bank call EFUNC(misc,formatNumber);
private _formattedCash = _cash call EFUNC(misc,formatNumber);
private _formattedPending = _pending call EFUNC(misc,formatNumber);
@ -44,3 +57,4 @@ ctrlSetText [IDC_TIMESHEETTEXT, "Ready for Timesheet"];
lbSetCurSel [IDC_PLAYERINPUT, 0];
ctrlSetText [IDC_AMOUNTINPUT, ""];
};

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_bank_fnc_refresh
* Author: IDSolutions
*
* [Description]
* Refreshes the bank dialog
* Refreshes the bank dialog.
*
* Arguments:
* None
@ -13,14 +10,15 @@
* Return Value:
* None
*
* Examples:
* None
* Example:
* [] call forge_client_bank_fnc_refresh;
*
* Public: Yes
*/
private _bank = GETVAR(player,FORGE_Bank,0);
private _cash = GETVAR(player,FORGE_Cash,0);
private _bank = GETVAR(player,FORGE_Bank,0); //TODO: Implement balance from server
private _cash = GETVAR(player,FORGE_Cash,0); //TODO: Implement cash from server
private _payMultiplier = "MULTIPLYR" call BFUNC(getParamValue);
private _plyscore = rating player;
private _pending = _plyscore * _payMultiplier;

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_bank_fnc_submit
* Author: IDSolutions
*
* [Description]
* Submits the timesheet
*
* Arguments:
@ -19,19 +16,24 @@
* Public: Yes
*/
private _bank = GETVAR(player,FORGE_Bank,0);
private _payMultiplyer = "MULTIPLYR" call BFUNC(getParamValue);
private _plyscore = rating player;
private _plyscore = rating player; //TODO: Implement rating from server
private _multiplyer = _plyscore * _payMultiplyer;
_bank = _bank + _multiplyer;
player addRating - _plyscore;
SETPVAR(player,FORGE_Bank,_bank);
SETPVAR(player,FORGE_Rating,0);
private _formattedRating = _bank call EFUNC(misc,formatNumber);
private _messageData = createHashMapFromArray [
["event", "SUBMIT::TIMESHEET"],
["data", []]
];
private _response = ["forge_client_bank_handleEvents", (toJSON _messageData)] call CFUNC(localEvent);
if (_response) then {
[format ["Submitted timesheet! Received $%1 based on rating of %2", _formattedRating, _plyscore], "info", 3, "right"] call EFUNC(misc,notify);
} else {
[format ["Timesheet submission failed"], "warning", 3, "right"] call EFUNC(misc,notify);
};
[] call FUNC(refresh);
private _formattedRating = _bank call EFUNC(misc,formatNumber);
[format ["Timesheet submitted! Received $%1 based on rating of %2", _formattedRating, _plyscore], "info", 3, "right"] call EFUNC(misc,notify);

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_bank_fnc_transfer
* Author: IDSolutions
*
* [Description]
* Transfers money to a player
*
* Arguments:
@ -13,8 +10,8 @@
* Return Value:
* None
*
* Examples:
* None
* Example:
* [] call forge_client_bank_fnc_transfer;
*
* Public: Yes
*/
@ -22,23 +19,25 @@
private _display = findDisplay IDD_BANKDIALOG;
private _input = _display displayCtrl IDC_AMOUNTINPUT;
private _dropdown = _display displayCtrl IDC_PLAYERINPUT;
private _amount = parseNumber (ctrlText _input);
private _selectedTarget = lbCurSel _dropdown;
private _selectedTargetData = _dropdown lbData _selectedTarget;
private _target = objectFromNetId _selectedTargetData;
private _uid = getPlayerUID _target;
private _bank = GETVAR(player,FORGE_Bank,0);
private _targetBank = GETVAR(_target,FORGE_Bank,0);
private _messageData = createHashMapFromArray [
["event", "TRANSFER::FUNDS"],
["data", createHashMapFromArray [
["uid", _uid],
["amount", _amount]
]]
];
if (!isNull _target && _amount > 0 && _amount <= _bank) then {
_targetBank = _targetBank + _amount;
SETPVAR(_target,FORGE_Bank,_targetBank);
private _response = [QGVAR(handleEvents), (toJSON _messageData)] call CFUNC(localEvent);
_bank = _bank - _amount;
SETPVAR(player,FORGE_Bank,_bank);
[] call FUNC(refresh);
if (_response) then {
[format ["Transferred $%1", _amount], "info", 3, "right"] call EFUNC(misc,notify);
} else {
[format ["Invalid transfer details"], "warning", 3, "right"] call EFUNC(misc,notify);
[format ["Transfer failed"], "warning", 3, "right"] call EFUNC(misc,notify);
};

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_bank_fnc_withdraw
* Author: IDSolutions
*
* [Description]
* Withdraws money from the bank
*
* Arguments:
@ -13,8 +10,8 @@
* Return Value:
* None
*
* Examples:
* None
* Example:
* [] call forge_client_bank_fnc_withdraw;
*
* Public: Yes
*/
@ -23,18 +20,17 @@ private _display = findDisplay IDD_BANKDIALOG;
private _input = _display displayCtrl IDC_AMOUNTINPUT;
private _amount = parseNumber (ctrlText _input);
private _bank = GETVAR(player,FORGE_Bank,0);
private _cash = GETVAR(player,FORGE_Cash,0);
private _messageData = createHashMapFromArray [
["event", "WITHDRAW::FUNDS"],
["data", createHashMapFromArray [
["amount", _amount]
]]
];
if (_amount > 0 && _amount <= _bank) then {
_bank = _bank - _amount;
_cash = _cash + _amount;
private _response = ["forge_client_bank_handleEvents", (toJSON _messageData)] call CFUNC(localEvent);
SETPVAR(player,FORGE_Bank,_bank);
SETPVAR(player,FORGE_Cash,_cash);
[] call FUNC(refresh);
[format ["Money withdrawn successfully"], "info", 3, "right"] call EFUNC(misc,notify);
if (_response) then {
[format ["Withdrawn $%1", _amount], "info", 3, "right"] call EFUNC(misc,notify);
} else {
[format ["Invalid amount"], "warning", 3, "right"] call EFUNC(misc,notify);
[format ["Withdrawal failed"], "warning", 3, "right"] call EFUNC(misc,notify);
};

View File

@ -4,9 +4,6 @@
<Key ID="STR_forge_client_bank_Amount">
<English>Amount</English>
</Key>
<Key ID="STR_forge_client_bank_Close">
<English>Close</English>
</Key>
<Key ID="STR_forge_client_bank_Deposit">
<English>Deposit</English>
</Key>

View File

@ -0,0 +1,17 @@
class RscWebBank {
idd = 20250502;
fadein = 0;
fadeout = 0;
duration = 1e+011;
class controls {
class Background: RscText {
type = 106;
idc = 2025;
x = "safeZoneY * (pixelW/pixelH) * 2.975";
y = "safeZoneY + (safeZoneH * 0.05)";
w = "safeZoneW * (pixelW/pixelH) * 1.17";
h = "safeZoneH * 0.875";
};
};
};

View File

@ -1,22 +1,41 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>FORGE - FDIC</title>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700&display=swap" rel="stylesheet">
<link rel="stylesheet" href="styles.css">
<script src="script.js" defer></script>
<!--
Dynamic Resource Loading
The following script loads CSS and JavaScript files dynamically using the A3API
This approach is used instead of static HTML imports to work with Arma 3's file system
-->
<script>
Promise.all([
// Load CSS file
A3API.RequestFile("z\\forge_client\\addons\\bank\\ui\\_site\\styles.css"),
// Load JavaScript file
A3API.RequestFile("z\\forge_client\\addons\\bank\\ui\\_site\\script.js")
]).then(([css, js]) => {
// Apply CSS
const style = document.createElement('style');
style.textContent = css;
document.head.appendChild(style);
// Load and execute JavaScript
const script = document.createElement('script');
script.text = js;
document.head.appendChild(script);
// Initialize the bank interface
initializeBank();
});
</script>
</head>
<body>
<header>
<div class="header-content">
<h1>Federal Deposit Insurance Corporation</h1>
<div class="balance-display">
<div class="balance-item">
<div class="balance-icon">💰</div>
<div class="balance-info">
<span class="balance-label">Wallet Balance</span>
<span class="balance-amount" id="walletBalance">$0</span>
@ -24,7 +43,6 @@
</div>
<div class="balance-divider"></div>
<div class="balance-item">
<div class="balance-icon">🏦</div>
<div class="balance-info">
<span class="balance-label">Account Balance</span>
<span class="balance-amount" id="accountBalance">$0</span>
@ -35,10 +53,10 @@
</header>
<main class="container">
<div class="actions-grid"> <!-- Transfer Between Accounts -->
<div class="actions-grid">
<!-- Transfer Between Accounts -->
<div class="action-tile">
<h2>Transfer Money</h2>
<form id="transferForm">
<div class="form-group">
<label for="transferType">Transfer From</label>
<select id="transferType" required>
@ -50,14 +68,12 @@
<label for="transferAmount">Amount</label>
<input type="number" id="transferAmount" min="1" step="1" required>
</div>
<button type="submit" class="submit-btn">Transfer</button>
</form>
<button type="button" class="submit-btn" onclick="handleTransfer()">Transfer</button>
</div>
<!-- Transfer to Player -->
<div class="action-tile">
<h2>Transfer to Player</h2>
<form id="transferPlayerForm">
<div class="form-group">
<label for="playerSelect">Player</label>
<select id="playerSelect" required>
@ -68,24 +84,17 @@
<label for="playerTransferAmount">Amount</label>
<input type="number" id="playerTransferAmount" min="1" step="1" required>
</div>
<button type="submit" class="submit-btn">Send Money</button>
</form>
<button type="button" class="submit-btn" onclick="handlePlayerTransfer()">Send Money</button>
</div>
<!-- Submit Timesheet -->
<div class="action-tile">
<h2>Submit Timesheet</h2>
<form id="timesheetForm">
<div class="form-group">
<label for="hoursWorked">Hours Worked</label>
<input type="number" id="hoursWorked" min="1" step="0.5" required>
<div class="pending-amount">
<div class="amount-label">Pending Payment</div>
<div class="amount-value" id="pending">$0</div>
</div>
<div class="form-group">
<label for="hourlyRate">Hourly Rate</label>
<input type="number" id="hourlyRate" min="1" step="1" required>
</div>
<button type="submit" class="submit-btn">Submit Timesheet</button>
</form>
<button type="button" class="submit-btn" onclick="handleTimesheet()">Submit Timesheet</button>
</div>
</div>
@ -98,4 +107,5 @@
</section>
</main>
</body>
</html>

View File

@ -1,79 +1,230 @@
// Simulated data - this would be replaced with actual game data
/**
* Bank Management Script
* This script handles the bank interface functionality for the Arma 3 game interface.
* It provides wallet/account management, transfers, and transaction history.
*/
//=============================================================================
// #region DATA STRUCTURES AND VARIABLES
//=============================================================================
/**
* Bank state - will be populated from game events
*/
let bankState = {
wallet: 1000,
account: 5000,
players: [
{ id: 1, name: "Player 1" },
{ id: 2, name: "Player 2" },
{ id: 3, name: "Player 3" }
],
wallet: 0,
account: 0,
pending: 0,
players: [],
transactions: []
};
// Initialize the interface
// #endregion
//=============================================================================
// #region INITIALIZATION AND DATA REQUESTS
//=============================================================================
/**
* Initialize the bank interface
* Sets up the UI and requests initial data from the game engine
*/
function initializeBank() {
updateBalanceDisplays();
// Request initial data from the game
requestPlayerFunds();
requestPlayerData();
requestTransactionHistory();
}
/**
* Request player funds data from the game engine
*/
function requestPlayerFunds() {
const message = {
event: "REQUEST::PLAYER::FUNDS",
data: {}
};
A3API.SendAlert(JSON.stringify(message));
}
/**
* Request player data from the game engine
*/
function requestPlayerData() {
const message = {
event: "REQUEST::PLAYER::DATA",
data: {}
};
A3API.SendAlert(JSON.stringify(message));
}
/**
* Request transaction history from the game engine
*/
function requestTransactionHistory() {
const message = {
event: "REQUEST::TRANSACTION::HISTORY",
data: {}
};
A3API.SendAlert(JSON.stringify(message));
}
/**
* Set up a timer to refresh player data every 30 seconds
* Ensures the UI is updated with the latest information
*/
function setupRefreshTimer() {
setInterval(requestPlayerData, 30000); // Refresh every 30 seconds
}
// #endregion
//=============================================================================
// #region DATA HANDLERS
//=============================================================================
/**
* Handle player data received from the game engine
* @param {Array} data - List of player objects
*/
function handlePlayerDataRequest(data) {
bankState.players = data;
populatePlayerList();
setupEventListeners();
loadTransactionHistory();
}
// Update balance displays in the header
/**
* Handle player funds data received from the game engine
* @param {Object} data - Object containing cash and balance
*/
function handlePlayerFundsRequest(data) {
console.log('Received funds data:', data);
// Parse the data if it's a string
if (typeof data === 'string') {
try {
data = JSON.parse(data);
} catch (e) {
console.error('Failed to parse data:', e);
return;
}
}
// Ensure we have valid numbers, default to 0 if null
bankState.wallet = data.cash !== null ? Number(data.cash) : 0;
bankState.account = data.balance !== null ? Number(data.balance) : 0;
bankState.pending = data.pending !== null ? Number(data.pending) : 0;
updateBalanceDisplays();
}
/**
* Handle transaction history data received from the game engine
* @param {Object} data - Object containing transaction history
*/
function handleTransactionHistoryRequest(data) {
console.log('Received transaction history:', data);
// Parse the data if it's a string
if (typeof data === 'string') {
try {
data = JSON.parse(data);
} catch (e) {
console.error('Failed to parse transaction history:', e);
return;
}
}
// Initialize empty array if history is null
bankState.transactions = [];
updateTransactionHistory();
}
// #endregion
//=============================================================================
// #region UI UPDATES AND DISPLAY
//=============================================================================
/**
* Update balance displays in the header
*/
function updateBalanceDisplays() {
document.getElementById('walletBalance').textContent = `$${bankState.wallet.toLocaleString()}`;
document.getElementById('accountBalance').textContent = `$${bankState.account.toLocaleString()}`;
const walletElement = document.getElementById('walletBalance');
const accountElement = document.getElementById('accountBalance');
const pendingElement = document.getElementById('pending');
if (walletElement && accountElement && pendingElement) {
walletElement.textContent = `$${(bankState.wallet || 0).toLocaleString()}`;
accountElement.textContent = `$${(bankState.account || 0).toLocaleString()}`;
pendingElement.textContent = `$${(bankState.pending || 0).toLocaleString()}`;
}
}
// Populate the player selection dropdown
/**
* Populate the player selection dropdown
*/
function populatePlayerList() {
const playerSelect = document.getElementById('playerSelect');
playerSelect.innerHTML = '<option value="" disabled selected>Select Player</option>';
bankState.players.forEach(player => {
const option = document.createElement('option');
option.value = player.id;
option.value = player.uid;
option.textContent = player.name;
playerSelect.appendChild(option);
});
}
// Add a new transaction to history
function addTransaction(type, amount, details = '') {
const transaction = {
type,
amount,
details,
timestamp: new Date().toISOString()
};
bankState.transactions.unshift(transaction);
updateTransactionHistory();
}
// Update the transaction history display
/**
* Update the transaction history display
*/
function updateTransactionHistory() {
const historyList = document.getElementById('transactionHistory');
if (!historyList) return;
historyList.innerHTML = '';
if (!Array.isArray(bankState.transactions)) {
console.error('Transaction history is not an array:', bankState.transactions);
return;
}
if (bankState.transactions.length === 0) {
const li = document.createElement('li');
li.className = 'history-item empty';
li.textContent = 'No transactions yet';
historyList.appendChild(li);
return;
}
bankState.transactions.forEach(transaction => {
if (!transaction) return;
const li = document.createElement('li');
li.className = 'history-item';
const isNegative = ['transfer_out', 'to_wallet'].includes(transaction.type);
const amountClass = isNegative ? 'amount-negative' : 'amount-positive';
const amountPrefix = isNegative ? '-' : '+';
const amount = Math.abs(Number(transaction.amount) || 0);
li.innerHTML = `
<span class="transaction-type">${formatTransactionType(transaction.type)}</span>
<span class="transaction-details">${transaction.details}</span>
<span class="amount ${amountClass}">${amountPrefix}$${Math.abs(transaction.amount).toLocaleString()}</span>
<span class="transaction-details">${transaction.details || ''}</span>
<span class="amount ${amountClass}">${amountPrefix}$${amount.toLocaleString()}</span>
`;
historyList.appendChild(li);
});
}
// Format transaction type for display
/**
* Format transaction type for display
* @param {string} type - Transaction type code
* @returns {string} Formatted transaction type
*/
function formatTransactionType(type) {
const types = {
'to_wallet': 'To Wallet',
@ -85,63 +236,70 @@ function formatTransactionType(type) {
return types[type] || type;
}
// Set up all form event listeners
function setupEventListeners() { // Handle transfers between wallet and account
document.getElementById('transferForm').addEventListener('submit', (e) => {
e.preventDefault();
// #endregion
//=============================================================================
// #region ACTION HANDLERS
//=============================================================================
/**
* Handle transfer between wallet and account
*/
function handleTransfer() {
const amount = parseInt(document.getElementById('transferAmount').value);
const transferType = document.getElementById('transferType').value;
const event = transferType === 'to_wallet' ? 'WITHDRAW::FUNDS' : 'DEPOSIT::FUNDS';
const message = {
event: event,
data: [amount]
};
if (transferType === 'to_wallet') {
if (amount > bankState.account) {
alert('Insufficient funds in account');
return;
}
bankState.account -= amount;
bankState.wallet += amount;
} else {
if (amount > bankState.wallet) {
alert('Insufficient funds in wallet');
return;
}
bankState.wallet -= amount;
bankState.account += amount;
A3API.SendAlert(JSON.stringify(message));
document.getElementById('transferAmount').value = '';
setTimeout(requestPlayerFunds, 500);
}
addTransaction(transferType, amount);
updateBalanceDisplays();
e.target.reset();
}); // Transfer to Player
document.getElementById('transferPlayerForm').addEventListener('submit', (e) => {
e.preventDefault();
/**
* Handle transfer to another player
*/
function handlePlayerTransfer() {
const amount = parseInt(document.getElementById('playerTransferAmount').value);
const playerId = document.getElementById('playerSelect').value;
const playerName = bankState.players.find(p => p.id.toString() === playerId)?.name;
const playerUid = document.getElementById('playerSelect').value;
const message = {
event: 'TRANSFER::FUNDS',
data: [amount, playerUid]
};
if (amount > bankState.account) {
alert('Insufficient funds in account');
return;
A3API.SendAlert(JSON.stringify(message));
document.getElementById('playerTransferAmount').value = '';
setTimeout(requestPlayerFunds, 500);
}
bankState.account -= amount;
addTransaction('transfer_out', amount, `To ${playerName}`);
updateBalanceDisplays();
e.target.reset();
});
/**
* Handle timesheet submission
*/
function handleTimesheet() {
const message = {
event: 'SUBMIT::TIMESHEET',
data: {}
};
// Submit Timesheet
document.getElementById('timesheetForm').addEventListener('submit', (e) => {
e.preventDefault();
const hours = parseFloat(document.getElementById('hoursWorked').value);
const rate = parseInt(document.getElementById('hourlyRate').value);
const amount = Math.floor(hours * rate);
bankState.account += amount;
addTransaction('timesheet', amount, `${hours} hours @ $${rate}/hr`);
updateBalanceDisplays();
e.target.reset();
});
A3API.SendAlert(JSON.stringify(message));
setTimeout(requestPlayerFunds, 500);
}
// Initialize when DOM is loaded
document.addEventListener('DOMContentLoaded', initializeBank);
// #endregion
//=============================================================================
// #region INITIALIZATION
//=============================================================================
/**
* Initialize when DOM is loaded
*/
document.addEventListener('DOMContentLoaded', () => {
initializeBank()
setupRefreshTimer();
});
// #endregion

View File

@ -30,17 +30,16 @@ body {
color: var(--text-primary);
}
.container {
max-width: 1280px;
margin: 0 auto;
padding: 0 1rem;
}
header {
background-color: var(--header-bg);
color: var(--header-text);
padding: 1rem 0;
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.1);
h1 {
font-size: 1.75rem;
font-weight: 600;
letter-spacing: -0.025em;
}
.header-content {
@ -50,13 +49,6 @@ header {
max-width: 1280px;
margin: 0 auto;
padding: 0 1rem;
}
header h1 {
font-size: 1.75rem;
font-weight: 600;
letter-spacing: -0.025em;
}
.balance-display {
display: flex;
@ -65,6 +57,12 @@ header h1 {
background: rgba(255, 255, 255, 0.05);
border-radius: 8px;
border: 1px solid rgba(255, 255, 255, 0.1);
.balance-divider {
width: 1px;
height: 24px;
background: rgba(255, 255, 255, 0.1);
margin: 0 0.25rem;
}
.balance-item {
@ -75,26 +73,15 @@ header h1 {
border-radius: 6px;
transition: all 0.2s ease-in-out;
min-width: 140px;
}
.balance-item:hover {
&:hover {
background: rgba(255, 255, 255, 0.1);
}
.balance-icon {
display: flex;
align-items: center;
justify-content: center;
width: 24px;
height: 24px;
font-size: 1rem;
}
.balance-info {
display: flex;
flex-direction: column;
gap: 0.125rem;
}
.balance-label {
font-size: 0.75rem;
@ -109,12 +96,16 @@ header h1 {
font-weight: 600;
color: var(--header-text);
}
}
}
}
}
}
.balance-divider {
width: 1px;
height: 24px;
background: rgba(255, 255, 255, 0.1);
margin: 0 0.25rem;
.container {
max-width: 1280px;
margin: 0 auto;
padding: 0 1rem;
}
.actions-grid {
@ -122,7 +113,6 @@ header h1 {
grid-template-columns: repeat(auto-fill, minmax(320px, 1fr));
gap: 1.5rem;
margin-top: 1.5rem;
}
.action-tile {
background-color: var(--card-background);
@ -136,19 +126,18 @@ header h1 {
flex-direction: column;
gap: 1.5rem;
aspect-ratio: 1 / 1;
}
.action-tile:hover {
&:hover {
box-shadow: 0 8px 16px rgba(0, 0, 0, 0.1);
transform: translateY(-4px);
}
.action-tile:active {
&:active {
transform: translateY(-2px);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);
}
.action-tile h2 {
h2 {
font-size: 1.25rem;
color: var(--text-primary);
font-weight: 600;
@ -159,15 +148,15 @@ header h1 {
flex-direction: column;
gap: 0.5rem;
margin-bottom: 1rem;
}
.form-group label {
label {
font-weight: 500;
color: var(--text-secondary);
font-size: 0.875rem;
}
.form-group input, .form-group select {
input,
select {
padding: 0.75rem 1rem;
border: 1px solid var(--border-color);
border-radius: 8px;
@ -175,17 +164,37 @@ header h1 {
color: var(--text-primary);
background-color: var(--card-background);
transition: all 0.2s ease-in-out;
}
.form-group input:focus, .form-group select:focus {
&:focus {
outline: none;
border-color: var(--primary-color);
box-shadow: 0 0 0 3px rgba(59, 130, 246, 0.1);
}
.form-group input:hover, .form-group select:hover {
&:hover {
border-color: var(--primary-color);
}
}
}
.pending-amount {
background: rgba(59, 130, 246, 0.1);
padding: 1rem;
border-radius: 8px;
text-align: center;
.amount-label {
font-size: 0.875rem;
color: var(--text-secondary);
margin-bottom: 0.5rem;
}
.amount-value {
font-size: 2rem;
font-weight: 600;
color: var(--primary-color);
}
}
.submit-btn {
background-color: var(--primary-color);
@ -199,19 +208,21 @@ header h1 {
transition: all 0.2s ease-in-out;
opacity: 0.9;
margin-top: auto;
}
.submit-btn:hover {
&:hover {
background-color: var(--primary-hover);
opacity: 1;
transform: translateY(-2px);
box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
}
.submit-btn:active {
&:active {
transform: translateY(0);
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.1);
}
}
}
}
.history-section {
background-color: var(--card-background);
@ -227,19 +238,18 @@ header h1 {
height: auto;
max-height: calc(100vw / 3);
margin-top: 1.5rem;
}
.history-section:hover {
&:hover {
box-shadow: 0 8px 16px rgba(0, 0, 0, 0.1);
transform: translateY(-4px);
}
.history-section:active {
&:active {
transform: translateY(-2px);
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);
}
.history-section h2 {
h2 {
font-size: 1.25rem;
color: var(--text-primary);
font-weight: 600;
@ -255,26 +265,24 @@ header h1 {
display: flex;
flex-direction: column;
gap: 0.5rem;
}
/* Customize scrollbar for webkit browsers */
.history-list::-webkit-scrollbar {
&::-webkit-scrollbar {
width: 6px;
}
.history-list::-webkit-scrollbar-track {
&::-webkit-scrollbar-track {
background: transparent;
margin: 0.5rem;
}
.history-list::-webkit-scrollbar-thumb {
&::-webkit-scrollbar-thumb {
background-color: rgba(0, 0, 0, 0.1);
border-radius: 3px;
}
.history-list::-webkit-scrollbar-thumb:hover {
&:hover {
background-color: rgba(0, 0, 0, 0.2);
}
}
.history-item {
display: flex;
@ -286,22 +294,6 @@ header h1 {
transition: all 0.2s ease-in-out;
border: none;
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.05);
}
.history-item:last-child {
margin-bottom: 0;
}
.history-item:hover {
background-color: var(--tile-hover);
box-shadow: 0 4px 6px var(--shadow-color);
transform: translateY(-2px);
}
.history-item:active {
transform: translateY(0);
box-shadow: 0 2px 4px var(--shadow-color);
}
.transaction-type {
font-weight: 500;
@ -313,24 +305,32 @@ header h1 {
font-size: 0.875rem;
}
.amount-positive {
.amount {
&.amount-positive {
color: var(--success-color);
font-weight: 500;
}
.amount-negative {
&.amount-negative {
color: var(--error-color);
font-weight: 500;
}
.error-message {
color: var(--error-color);
font-size: 0.875rem;
margin-top: 0.25rem;
}
.success-message {
color: var(--success-color);
font-size: 0.875rem;
margin-top: 0.25rem;
&:last-child {
margin-bottom: 0;
}
&:hover {
background-color: var(--tile-hover);
box-shadow: 0 4px 6px var(--shadow-color);
transform: translateY(-2px);
}
&:active {
transform: translateY(0);
box-shadow: 0 2px 4px var(--shadow-color);
}
}
}
}

114
addons/briefing/README.md Normal file
View File

@ -0,0 +1,114 @@
# Forge Briefing Module
## Overview
The Briefing module provides a comprehensive presentation and lecture system for the Forge client. It includes features for creating interactive slideshows, managing presentations, and delivering lectures with synchronized audio and visual elements.
## Dependencies
- forge_client_main
## Authors
- J. Schmidt
- Creedcoder
- IDSolutions
## Features
### Presentation System
1. **Slide Show Management** (`fnc_initSlideShow.sqf`)
- Initializes interactive slide shows
- Configures display screens and controllers
- Sets up image sequences and timing
- Manages presentation flow and transitions
2. **Presentation Controls**
- **Start Slide Show** (`fnc_startSlideShow.sqf`)
- Initiates the presentation sequence
- Synchronizes audio and visual elements
- Manages presentation state
- **Next Image** (`fnc_nextImage.sqf`)
- Advances to the next slide
- Updates display screens
- Maintains presentation state
- **Previous Image** (`fnc_prevImage.sqf`)
- Returns to the previous slide
- Updates display screens
- Maintains presentation state
- **End Slide Show** (`fnc_endSlideShow.sqf`)
- Terminates the presentation
- Cleans up resources
- Resets presentation state
3. **Lecture System**
- **Spawn Lecture** (`fnc_spawnLecture.sqf`)
- Initiates AI-driven lectures
- Manages speaker animations
- Controls presentation timing
- **Spawn Presentation** (`fnc_spawnPresentation.sqf`)
- Creates automated presentations
- Manages slide timing
- Controls visual transitions
### Presentation Features
1. **Interactive Controls**
- Manual slide navigation
- Auto-scroll capability
- Presentation state management
- Speaker control integration
2. **Visual Elements**
- Multiple display screen support
- Synchronized image transitions
- Customizable timing
- Power-of-2 image optimization
3. **Audio Integration**
- Speaker synchronization
- Topic-based conversations
- Sentence-specific playback
- Multi-speaker support
## Event Handlers
The module uses several event handlers for initialization and execution:
- `XEH_preInit.sqf`: Pre-initialization setup
- `XEH_postInit.sqf`: Post-initialization tasks
- `XEH_preStart.sqf`: Pre-start configuration
- `XEH_postInit_client.sqf`: Client-specific post-initialization
- `XEH_preInit_server.sqf`: Server-specific pre-initialization
## Usage
To use the briefing module:
1. Ensure the module is properly loaded in your mission
2. Set up presentation screens and controllers
3. Configure slide shows or lectures:
```sqf
// Initialize a slide show
[Screen01, [Controller01], ["images/folder/image.paa"]] call forge_client_briefing_fnc_initSlideShow;
// Start a lecture
[player, "topic", "sentence"] call forge_client_briefing_fnc_spawnLecture;
// Create a presentation
[screen, [["texture.paa", 5]]] call forge_client_briefing_fnc_spawnPresentation;
```
4. Control the presentation using the provided functions
## Debugging
Debug mode can be enabled by uncommenting the following in `script_component.hpp`:
```cpp
#define DEBUG_MODE_FULL
```
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Support for multiple display screens
- Synchronized audio-visual presentations
- Interactive control system
- AI-driven lecture capabilities
- Power-of-2 image optimization
- State management for presentations
- Multi-speaker support
- Customizable timing controls
- Resource cleanup on completion
- Error handling and validation

View File

@ -1,14 +1,19 @@
#include "..\script_component.hpp"
/*
Author: PDT for J. Schmidt
ends the slide show
Arguments:
0: _controller <OBJECT> - object that controls the slide show
Return Value:
<BOOL> - true if the slide show was ended; false if not
* Author: IDSolutions
* Ends the slide show
*
* Arguments:
* 0: Controller <OBJECT> - object that controls the slide show
*
* Return Value:
* Boolean - true if the slide show was ended; false if not
*
* Example:
* [controller] call ace_briefing_fnc_endSlideShow
*
* Public: No
*/
params [["_controller", objNull]];

View File

@ -1,23 +1,25 @@
#include "..\script_component.hpp"
/*
Author: PDT for J. Schmidt
sets up a slide show
Arguments:
0: _screen <ARRAY> - array of objects to display images on
1: _controllers <ARRAY> - array of objects to use are controlers
2: _images <ARRAY> - array of image paths; images should be powers of 2
3: _autoScroll <BOOL> - should the image auto-scroll
4: _units <ARRAY> - unit(s) that should speak
5: _topic <STRING> - conversation topic
6: _sentence <STRING> - conversation sentence, "" = play all
Return Value:
<BOOL> - true if slide show was setup; false if not
Example:
[Screen01, [Controler01], ["images/folder/image.paa"]] call forge_client_briefing_fnc_initSlideShow;
* Author: IDSolutions
* Sets up a slide show
*
* Arguments:
* 0: _screen <ARRAY> - array of objects to display images on
* 1: _controllers <ARRAY> - array of objects to use are controlers
* 2: _images <ARRAY> - array of image paths; images should be powers of 2
* 3: _autoScroll <BOOL> - should the image auto-scroll
* 4: _units <ARRAY> - unit(s) that should speak
* 5: _topic <STRING> - conversation topic
* 6: _sentence <STRING> - conversation sentence, "" = play all
*
* Return Value:
* <BOOL> - true if slide show was setup; false if not
*
* Example:
* [Screen01, [Controler01], ["images/folder/image.paa"]] call forge_client_briefing_fnc_initSlideShow;
*
* Public: No
*/
params [["_screens", []], ["_controllers", []], ["_images", []], ["_autoScroll", false], ["_units", []], ["_topic", ""], ["_sentence", ""]];

View File

@ -1,14 +1,19 @@
#include "..\script_component.hpp"
/*
Author: PDT for J. Schmidt
displays the next image
Arguments:
0: _controller <OBJECT> - object that controls the slide show
Return Value:
<BOOL> - true if the next image was displayed; false if not
* Author: IDSolutions
* Displays the next image
*
* Arguments:
* 0: _controller <OBJECT> - object that controls the slide show
*
* Return Value:
* 0: _return <BOOL> - true if the next image was displayed; false if not
*
* Example:
* [controller] call ace_briefing_fnc_nextImage
*
* Public: No
*/
params [["_controller", objNull]];

View File

@ -1,14 +1,19 @@
#include "..\script_component.hpp"
/*
Author: PDT for J. Schmidt
displays the previous image
Arguments:
0: _controller <OBJECT> - object that controls the slide show
Return Value:
<BOOL> - true if the previous image was displayed; false if not
* Author: IDSolutions
* Displays the previous image
*
* Arguments:
* 0: _controller <OBJECT> - object that controls the slide show
*
* Return Value:
* 0: _return <BOOL> - true if the previous image was displayed; false if not
*
* Example:
* [controller] call forge_briefing_fnc_prevImage
*
* Public: No
*/
params [["_controller", objNull]];

View File

@ -1,21 +1,25 @@
#include "..\script_component.hpp"
/*
Name: forge_client_briefing_fnc_spawnLecture
Date: 8/6/2022
Version: 1.0
Author: J. Schmidt
Description:
AI plays a given sentence/conversation.
Parameter(s):
0: Unit that is playing the given sentence/conversation. <OBJECT>
1: Topic that is being talked about. <STRING>
2: Sentence partaining to the topic at hand. <STRING>
* Author: IDSolutions
* AI plays a given sentence/conversation
*
* Arguments:
* 0: Unit that is playing the given sentence/conversation <OBJECT>
* 1: Topic that is being talked about <STRING>
* 2: Sentence partaining to the topic at hand <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "topic", "sentence"] call forge_client_briefing_fnc_spawnLecture
*
* Public: No
*/
params ["_unit", "_topic", "_sentence"];
FORGE_Briefing_inProgress = true;
publicVariable "FORGE_Briefing_inProgress";

View File

@ -1,19 +1,22 @@
#include "..\script_component.hpp"
/*
Name: forge_client_briefing_fnc_spawnLecture
Date: 8/6/2022
Version: 1.0
Author: J. Schmidt
Description:
Object displays a slideshow presentation.
Parameter(s):
0: Object that will display the presentation. <OBJECT>
1: Slides that will be used for the presentation. <ARRAY>
1-0: Texture used for the Slide. <STRING>
1-1: Amount of Time the Slide will display. <NUMBER>
* Author: IDSolutions
* Object displays a slideshow presentation
*
* Arguments:
* 0: Object that will display the presentation <OBJECT>
* 1: Slides that will be used for the presentation <ARRAY>
* - 0: Texture used for the Slide <STRING>
* - 1: Amount of Time the Slide will display <NUMBER>
*
* Return Value:
* None
*
* Example:
* [screen, [["texture.paa", 5]]] call forge_client_briefing_fnc_spawnLecture
*
* Public: No
*/
params ["_object", "_slides"];

View File

@ -1,14 +1,19 @@
#include "..\script_component.hpp"
/*
Author: PDT for J. Schmidt
starts the slideshow
Arguments:
0: _controller <OBJECT> - object that controls the slide show
Return Value:
<BOOL> - true if slide show was started
* Author: IDSolutions
* Starts the slideshow
*
* Arguments:
* 0: Controller <OBJECT> - object that controls the slide show
*
* Return Value:
* Boolean - true if slide show was started
*
* Example:
* [controller] call ace_fnc_startSlideShow
*
* Public: No
*/
params [["_controller", objNull], ["_units", []], ["_topic", ""], ["_sentence", ""]];

View File

@ -0,0 +1 @@
z\forge_client\addons\common

View File

@ -0,0 +1,19 @@
class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));
};
};
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
serverInit = QUOTE(call COMPILE_FILE(XEH_preInit_server));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
clientInit = QUOTE(call COMPILE_FILE(XEH_postInit_client));
};
};

View File

@ -0,0 +1,3 @@
PREP(actorStateGet);
PREP(actorStateSet);
PREP(getPlayer);

View File

@ -0,0 +1 @@
#include "script_component.hpp"

View File

@ -0,0 +1 @@
#include "script_component.hpp"

View File

@ -0,0 +1,8 @@
#include "script_component.hpp"
ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
ADDON = true;

View File

@ -0,0 +1 @@
#include "script_component.hpp"

View File

@ -0,0 +1,2 @@
#include "script_component.hpp"
#include "XEH_PREP.hpp"

16
addons/common/config.cpp Normal file
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@ -0,0 +1,16 @@
#include "script_component.hpp"
class CfgPatches {
class ADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"forge_client_main"};
authors[] = {"J. Schmidt", "Creedcoder"};
author = "IDSolutions";
VERSION_CONFIG;
};
};
#include "CfgEventHandlers.hpp"

View File

@ -0,0 +1,43 @@
#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Gets the current state of a player
*
* Arguments:
* 0: Player <OBJECT>
*
* Return Value:
* Player State <HASHMAP>
*
* Example:
* _state = [player] call forge_client_common_fnc_actorStateGet
*
* Public: No
*/
params [["_player", objNull, [objNull]]];
private _loadout = getUnitLoadout _player;
private _pos = getPosASL _player;
private _dir = getDir _player;
private _stance = stance _player;
private _phone = GETVAR(_player,FORGE_Phone,QUOTE(000-000-0000));
private _email = GETVAR(_player,FORGE_Email,QUOTE(player@example.com));
private _bank = GETVAR(_player,FORGE_Bank,0);
private _cash = GETVAR(_player,FORGE_Cash,0);
private _state = lifeState _player;
private _hash = createHashMap;
_hash set ["loadout", _loadout];
_hash set ["position", _pos];
_hash set ["direction", _dir];
_hash set ["stance", _stance];
_hash set ["phone", _phone];
_hash set ["email", _email];
_hash set ["bank", _bank];
_hash set ["cash", _cash];
_hash set ["state", _state];
_hash

View File

@ -0,0 +1,65 @@
#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Sets the state of a player
*
* Arguments:
* 0: Player <OBJECT>
* 1: Data <STRING>
*
* Return Value:
* Unit State <HASHMAP>
*
* Example:
* [player, _data] call forge_client_common_fnc_actorStateSet
*
* Public: No
*/
params [["_player", objNull, [objNull]], ["_data", "", [""]]];
private _hash = createHashMap;
if (isNull _player || _data isEqualTo "") exitWith {
diag_log text format ["[FORGE:Player:Actor] Invalid player or data: %1", _player];
};
(parseSimpleArray _data) params ["_uid", "_loadout", "_pos", "_dir", "_stance", "_email", "_phone", "_bank", "_cash", "_state"];
_player setUnitLoadout _loadout;
if !(isNil "_pos") then {
_player setPosASL _pos;
private _pAlt = ((getPosATLVisual player) select 2);
private _pVelZ = ((velocity player) select 2);
if (_pAlt > 5 && _pVelZ < 0) then {
player setVelocity [0, 0, 0];
player setPosATL [((getPosATLVisual player) select 0), ((getPosATLVisual player) select 1), 1];
hint "You logged off mid air. You were moved to a safe position on the ground.";
};
};
if !(isNil "_dir") then {
_player setDir _dir;
};
_player playAction _stance;
SETPVAR(_player,FORGE_Phone,_phone);
SETPVAR(_player,FORGE_Email,_email);
SETPVAR(_player,FORGE_Bank,_bank);
SETPVAR(_player,FORGE_Cash,_cash);
SETPVAR(_player,FORGE_State,_state);
_hash set ["uid", _uid];
_hash set ["loadout", _loadout];
_hash set ["position", _pos];
_hash set ["direction", _dir];
_hash set ["stance", _stance];
_hash set ["phone", _phone];
_hash set ["email", _email];
_hash set ["bank", _bank];
_hash set ["cash", _cash];
_hash set ["state", _state];
_hash

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@ -0,0 +1,27 @@
#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Gets a player object by UID.
*
* Arguments:
* 0: Player UID <STRING>
*
* Return Value:
* Player object or objNull if not found <OBJECT>
*
* Example:
* ["76561198012345678"] call forge_client_common_fnc_getPlayer
*
* Public: Yes
*/
params ["_uid"];
private _player = objNull;
{
if ((getPlayerUID _x) isEqualTo _uid) exitWith { _player = _x; };
} forEach allPlayers;
_player

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@ -0,0 +1,16 @@
#define COMPONENT common
#define COMPONENT_BEAUTIFIED Common
#include "\z\forge_client\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
#ifdef DEBUG_ENABLED_COMMON
#define DEBUG_MODE_FULL
#endif
#ifdef DEBUG_SETTINGS_COMMON
#define DEBUG_SETTINGS DEBUG_SETTINGS_COMMON
#endif
#include "\z\forge_client\addons\main\script_macros.hpp"

125
addons/db/README.md Normal file
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@ -0,0 +1,125 @@
# Forge Database Module
## Overview
The Database module provides a comprehensive data persistence system for the Forge client. It includes features for managing player data, organization information, and game state persistence using the ArmaDragonflyClient database system.
## Dependencies
- forge_client_main
- ArmaDragonflyClient
## Authors
- J. Schmidt
- Creedcoder
- IDSolutions
## Features
### Database System
1. **Server Communication** (`fnc_requestServerDB.sqf`)
- Handles client-server database communication
- Manages asynchronous database operations
- Provides callback support for data retrieval
- Ensures data consistency across clients
2. **Data Management**
- **Player Data**
- Armory unlocks
- Garage unlocks
- Locker contents
- Vehicle inventory
- Financial information
- Contact details
- Organization membership
- Player statistics
- Equipment loadouts
- Position and state
- **Organization Data**
- Member information
- Asset tracking
- Financial records
- Reputation system
- Activity logs
- Creation timestamps
- Modification history
3. **Persistence Features**
- Automatic data saving
- Periodic state synchronization
- Data validation and sanitization
- Error recovery mechanisms
- Transaction logging
- Data versioning
### Data Operations
1. **Storage Operations**
- Hash-based storage (HSET)
- Bulk data operations
- Atomic transactions
- Data serialization
- String normalization
2. **Retrieval Operations**
- Hash-based retrieval (HGET)
- Bulk data loading
- Data deserialization
- Error handling
- Default value management
3. **Synchronization**
- Client-server sync
- Real-time updates
- Conflict resolution
- State verification
- Data integrity checks
## Event Handlers
The module uses several event handlers for initialization and execution:
- `XEH_preInit.sqf`: Pre-initialization setup
- `XEH_postInit.sqf`: Post-initialization tasks
- `XEH_preStart.sqf`: Pre-start configuration
- `XEH_postInit_client.sqf`: Client-specific post-initialization
- `XEH_preInit_server.sqf`: Server-specific pre-initialization
## Usage
To use the database module:
1. Ensure the module is properly loaded in your mission
2. Initialize database connections
3. Perform database operations:
```sqf
// Request data from server
["hgetall", "Hello World!", {
systemChat format ["Message: %1", _this];
}] call forge_db_fnc_requestServerDB;
// Save player data
[] call forge_client_init_fnc_playerDBSave;
// Load player data
[] call forge_client_init_fnc_playerDBLoad;
```
4. Handle database callbacks and responses
## Debugging
Debug mode can be enabled by uncommenting the following in `script_component.hpp`:
```cpp
#define DEBUG_MODE_FULL
```
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Asynchronous database operations
- Callback-based response handling
- Data serialization and normalization
- Error handling and recovery
- Transaction logging
- State management
- Data validation
- Conflict resolution
- Real-time synchronization
- Bulk operation support
- Atomic transactions
- Data versioning
- Integrity verification

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_db_fnc_requestServerDB
* Author: IDSolutions
*
* Description:
* Sends database requests to the server using CBA events
*
* Arguments:
@ -14,6 +11,11 @@
*
* Return Value:
* Request ID <STRING>
*
* Example:
* ["hgetall", "Hello World!", { systemChat format ["Message: %1", _this]; }] call forge_db_fnc_requestServerDB;
*
* Public: Yes
*/
params [

90
addons/dialogue/README.md Normal file
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@ -0,0 +1,90 @@
# Forge Dialogue Module
## Overview
The Dialogue module provides a comprehensive AI conversation system for the Forge client. It enables dynamic interactions between players and AI units, supporting topic-based conversations, sentence management, and AI behavior control.
## Dependencies
- forge_client_main
## Authors
- J. Schmidt
- Creedcoder
- IDSolutions
## Features
### AI Dialogue System
1. **AI Selection** (`fnc_selectAI.sqf`)
- Manages AI unit selection for dialogue
- Controls AI behavior during conversations
- Handles unit state management
- Disables AI actions during dialogue
2. **Dialogue Management** (`fnc_selectDialogue.sqf`)
- Topic-based conversation system
- Sentence management and playback
- AI unit synchronization
- Conversation flow control
3. **Conversation Features**
- **Topic Management**
- Dynamic topic selection
- Context-aware conversations
- Topic-based responses
- Conversation branching
- **Sentence Control**
- Sentence playback
- Timing management
- Response coordination
- Conversation state tracking
- **AI Behavior**
- Animation control
- Movement management
- State synchronization
- Interaction handling
## Event Handlers
The module uses several event handlers for initialization and execution:
- `XEH_preInit.sqf`: Pre-initialization setup
- `XEH_postInit.sqf`: Post-initialization tasks
- `XEH_preStart.sqf`: Pre-start configuration
- `XEH_postInit_client.sqf`: Client-specific post-initialization
- `XEH_preInit_server.sqf`: Server-specific pre-initialization
## Usage
To use the dialogue module:
1. Ensure the module is properly loaded in your mission
2. Select AI units for dialogue:
```sqf
// Select AI units for dialogue
[units group player] call forge_client_dialogue_fnc_selectAI;
// Select specific dialogue for AI
[units, [["topic", "sentence"]]] call forge_client_dialogue_fnc_selectDialogue;
```
3. Manage conversation flow and AI behavior
## Debugging
Debug mode can be enabled by uncommenting the following in `script_component.hpp`:
```cpp
#define DEBUG_MODE_FULL
```
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Topic-based conversation system
- AI behavior control
- Sentence management
- State synchronization
- Animation handling
- Movement control
- Interaction management
- Conversation flow control
- Response coordination
- Error handling
- Debug support
- Event system integration

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@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_dialogue_fnc_selectAI
* Author: IDSolutions
*
* Description:
* Selects AI for dialogue
*
* Arguments:
@ -12,6 +9,11 @@
*
* Return Value:
* None
*
* Example:
* [units group player] call FUNC(selectAI);
*
* Public: No
*/
params [["_units", [], [[]]]];

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@ -1,7 +1,7 @@
# Forge Garage Module
## Overview
The Garage module provides a comprehensive vehicle management system for the Forge client. It includes features for storing, spawning, and managing vehicles in a garage environment.
The Garage module provides a comprehensive vehicle management system for the Forge client. It includes features for storing, spawning, and managing vehicles in a garage environment, with support for various vehicle types and states.
## Dependencies
- forge_client_main
@ -16,21 +16,72 @@ The Garage module provides a comprehensive vehicle management system for the For
### Garage System
1. **Garage Initialization** (`fnc_initGarage.sqf`)
- Initializes the garage system
- Sets up necessary configurations and vehicle storage
- Sets up vehicle storage and management
- Configures garage locations and spawn points
- Manages vehicle state persistence
2. **Garage Interface** (`fnc_openGarage.sqf`)
- Opens the garage user interface
- Provides access to vehicle management functions
3. **Vehicle Management**
2. **Vehicle Management**
- **Spawn Vehicle** (`fnc_spawnVehicle.sqf`)
- Handles vehicle spawning from garage
- Manages spawn locations and orientations
- Preserves vehicle type information
- Updates garage inventory
- **Store Vehicle** (`fnc_storeVehicle.sqf`)
- Manages vehicle storage in garage
- Handles vehicle cleanup
- Updates garage inventory
- Preserves vehicle data
- **Fetch Garage** (`fnc_fetchGarage.sqf`)
- Retrieves garage vehicle information
- Updates garage interface
- Manages vehicle listings
- Handles vehicle categorization
- **Fetch Nearby** (`fnc_fetchNearby.sqf`)
- Locates and manages nearby vehicles
- Validates vehicle ownership
- Handles vehicle state checks
- Updates interface with nearby vehicles
3. **Vehicle Categories**
- Cars (Light vehicles, transport)
- Armor (Tanks, APCs)
- Helicopters (All rotary-wing aircraft)
- Planes (Fixed-wing aircraft)
- Naval (Boats, ships)
- Static (Weapons, emplacements)
4. **Vehicle States**
- Available
- In Use
- Maintenance
- Damaged
- Fuel Status
- Condition Tracking
### User Interface
1. **Garage Dialog**
- Vehicle listing and management
- Category filtering
- Status indicators
- Action buttons (Spawn/Store)
- Vehicle details display
2. **Vehicle Information**
- Vehicle name and type
- Status indicators
- Fuel level
- Damage state
- Maintenance status
- Last used timestamp
3. **Controls**
- Category filters
- Vehicle actions
- Status management
- Quick access buttons
## Event Handlers
The module uses several event handlers for initialization and execution:
@ -44,7 +95,17 @@ The module uses several event handlers for initialization and execution:
To use the garage module:
1. Ensure the module is properly loaded in your mission
2. Access the garage through the provided UI
3. Manage vehicles using the appropriate functions
3. Manage vehicles using the appropriate functions:
```sqf
// Open garage interface
[] call forge_client_garage_fnc_openGarage;
// Store a vehicle
[] call forge_client_garage_fnc_storeVehicle;
// Spawn a vehicle
[] call forge_client_garage_fnc_spawnVehicle;
```
4. Monitor vehicle status and location
## Debugging
@ -55,3 +116,17 @@ Debug mode can be enabled by uncommenting the following in `script_component.hpp
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Vehicle state persistence
- Category-based organization
- Status tracking system
- Location management
- Spawn point configuration
- Vehicle cleanup handling
- Interface synchronization
- Event system integration
- Error handling
- Debug support
- Data validation
- State management

View File

@ -1,48 +1 @@
#include "script_component.hpp"
[QGVAR(handleEvents), {
params ["_control", "_isConfirmDialog", "_message"];
diag_log format ["[FORGE: Garage] Received event: %1", _message];
_message = fromJSON _message;
private _event = _message get "event";
private _data = _message get "data";
private _vehicles = GETVAR(player,FORGE_Garage,[]);
switch (_event) do {
case "REQUEST_GARAGE_DATA": {
private _garageData = createHashMap;
private _vehicleList = [];
{
private _vehicle = _x;
if (isNull _vehicle || { !alive _vehicle }) exitWith {};
private _vehicleInfo = createHashMapFromArray [
["classname", typeOf _vehicle],
["damage", damage _vehicle],
["fuel", fuel _vehicle],
["hitpoints", getAllHitPointsDamage _vehicle]
];
_vehicleList pushBack _vehicleInfo;
} forEach _vehicles;
_garageData set ["vehicles", _vehicleList];
_control ctrlWebBrowserAction ["ExecJS", format ["handleGarageDataRequest(%1)", (toJSON _vehicleList)]];
};
case "STORE_VEHICLE": {
// Logic to store vehicle in garage
// This would typically involve saving the vehicle's state to a database or similar
};
case "RETRIEVE_VEHICLE": {
// Logic to retrieve vehicle from garage
// This would typically involve loading the vehicle's state from a database or similar
};
default {
diag_log format ["[FORGE: Garage] Unknown event: %1", _event];
};
};
}] call CFUNC(addEventHandler);

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@ -1 +1,48 @@
#include "script_component.hpp"
[QGVAR(handleEvents), {
params ["_control", "_isConfirmDialog", "_message"];
diag_log text format ["[FORGE::Client::Garage::XEH_postInit] Received event: '%1'", _message];
_message = fromJSON _message;
private _event = _message get "event";
private _data = _message get "data";
private _vehicles = GETVAR(player,FORGE_Garage,[]); //TODO: Implement garage from server
switch (_event) do {
case "REQUEST::GARAGE::DATA": {
private _garageData = createHashMap;
private _vehicleList = [];
{
private _vehicle = _x;
if (isNull _vehicle || { !alive _vehicle }) exitWith {};
private _vehicleInfo = createHashMapFromArray [
["classname", typeOf _vehicle],
["damage", damage _vehicle],
["fuel", fuel _vehicle],
["hitpoints", getAllHitPointsDamage _vehicle]
];
_vehicleList pushBack _vehicleInfo;
} forEach _vehicles;
_garageData set ["vehicles", _vehicleList];
_control ctrlWebBrowserAction ["ExecJS", format ["handleGarageDataRequest(%1)", (toJSON _vehicleList)]];
};
case "STORE::VEHICLE": {
// Logic to store vehicle in garage
// This would typically involve saving the vehicle's state to a database or similar
};
case "RETRIEVE::VEHICLE": {
// Logic to retrieve vehicle from garage
// This would typically involve loading the vehicle's state from a database or similar
};
default {
diag_log text format ["[FORGE::Client::Garage::XEH_postInit] Unknown event: '%1'", _event];
};
};
}] call CFUNC(addEventHandler);

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@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_garage_fnc_fetchGarage
* Author: IDSolutions
*
* Description:
* Fetches the vehicles in the garage
*
* Arguments:
@ -12,6 +9,11 @@
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
private _display = findDisplay IDD_GARAGEDIALOG;

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@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_garage_fnc_fetchNearby
* Author: IDSolutions
*
* Description:
* Fetches the nearby vehicles
*
* Arguments:
@ -12,6 +9,11 @@
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
private _display = findDisplay IDD_GARAGEDIALOG;

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@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_garage_fnc_initGarage
* Author: IDSolutions
*
* Description:
* Initializes the garages
*
* Arguments:
@ -12,6 +9,11 @@
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
{

View File

@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_garage_fnc_openGarage
* Author: IDSolutions
*
* Description:
* Opens the garage dialog
*
* Arguments:
@ -12,6 +9,11 @@
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
disableSerialization;

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@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_garage_fnc_spawnVehicle
* Author: IDSolutions
*
* Description:
* Spawns a vehicle from the garage
*
* Arguments:
@ -12,6 +9,11 @@
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
disableSerialization;

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@ -1,10 +1,7 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_garage_fnc_storeVehicle
* Author: IDSolutions
*
* Description:
* Stores a vehicle in the garage
*
* Arguments:
@ -12,6 +9,11 @@
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
private _display = findDisplay IDD_GARAGEDIALOG;

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@ -1,9 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="forge_client">
<Package name="Garage">
<Key ID="STR_forge_client_garage_Close">
<English>Close</English>
</Key>
<Key ID="STR_forge_client_garage_Name">
<English>Garage</English>
</Key>

118
addons/init/README.md Normal file
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@ -0,0 +1,118 @@
# Forge Initialization Module
## Overview
The Initialization module provides a comprehensive player initialization and data persistence system for the Forge client. It handles player data loading, saving, and synchronization with the database, ensuring a seamless experience across sessions.
## Dependencies
- forge_client_main
- ArmaDragonflyClient
## Authors
- J. Schmidt
- Creedcoder
- IDSolutions
## Features
### Player Initialization
1. **Player Setup** (`fnc_initPlayer.sqf`)
- Initializes player state
- Clears default equipment
- Sets up player variables
- Configures initial loadout
- Manages loading screen
2. **Data Management**
- **Player Load** (`fnc_playerDBLoad.sqf`)
- Loads player data from database
- Handles first-time login
- Restores player state
- Manages data synchronization
- **Player Save** (`fnc_playerDBSave.sqf`)
- Saves player data to database
- Manages data persistence
- Handles state synchronization
- Preserves player information
- **Save Loop** (`fnc_playerSaveLoop.sqf`)
- Periodic data saving
- Configurable save intervals
- Automatic state persistence
- Error handling
3. **Data Handling** (`fnc_handlePlayerLoad.sqf`)
- Processes loaded data
- Restores player state
- Manages default values
- Handles data validation
### Persisted Data
1. **Player Information**
- Armory unlocks
- Garage unlocks
- Locker contents
- Vehicle inventory
- Financial data (cash/bank)
- Contact details
- Organization membership
- Player statistics
- Equipment loadouts
- Position and state
2. **State Management**
- Player position
- Player direction
- Weapon state
- Stance information
- Rating/reputation
- Paygrade
- Organization status
## Event Handlers
The module uses several event handlers for initialization and execution:
- `XEH_preInit.sqf`: Pre-initialization setup
- `XEH_postInit.sqf`: Post-initialization tasks
- `XEH_preStart.sqf`: Pre-start configuration
- `XEH_postInit_client.sqf`: Client-specific post-initialization
- `XEH_preInit_server.sqf`: Server-specific pre-initialization
## Usage
To use the initialization module:
1. Ensure the module is properly loaded in your mission
2. The module automatically handles player initialization
3. Access player data using the appropriate functions:
```sqf
// Initialize player
[] call forge_client_init_fnc_initPlayer;
// Load player data
[] call forge_client_init_fnc_playerDBLoad;
// Save player data
[] call forge_client_init_fnc_playerDBSave;
```
4. Monitor player state and data persistence
## Debugging
Debug mode can be enabled by uncommenting the following in `script_component.hpp`:
```cpp
#define DEBUG_MODE_FULL
```
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Automatic player initialization
- Database integration
- Periodic data saving
- State persistence
- Error handling
- Data validation
- First-time login handling
- Default value management
- Position tracking
- Equipment management
- Financial synchronization
- Organization integration

View File

@ -5,4 +5,6 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
GVAR(done) = false;
ADDON = true;

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@ -1,19 +1,16 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_init_fnc_handlePlayerLoad
* Author: IDSolutions
*
* [Description]
* Handle player load from DB.
*
* Arguments:
* 0: Data from key [<ARRAY|STRING|NUMBER|BOOL>] (default: [])
* 0: Data from key <ARRAY|STRING|NUMBER|BOOL> (default: [])
*
* Return Value:
* N/A
* None
*
* Examples:
* Example:
* [[_data]] call forge_client_init_fnc_handlePlayerLoad (Server or Singleplayer Only)
* [[_data]] remoteExecCall ["forge_client_init_fnc_handlePlayerLoad", 2, false] (Multiplayer Only)
*
@ -40,7 +37,7 @@ if (_data isEqualTo [""]) then {
switch (_key) do {
case "reputation": {
SETPVAR(player,Reputation,_value);
SETPVAR(player,FORGE_Rating,_value);
player addRating _value;
};
case "loadout": {

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_init_fnc_initPlayer
* Author: IDSolutions
*
* [Description]
* Initialize player.
* Initialize player
*
* Arguments:
* N/A
@ -32,7 +29,7 @@ removeBackpack player;
removeGoggles player;
removeHeadgear player;
SETPVAR(player,value_loadDone,false);
SETPVAR(player,GVAR(done),false);
cutText ["Loading In...", "BLACK", 1];
// ["hgetall", "", "", -1, [], "forge_client_init_fnc_handlePlayerLoad", true] spawn dragonfly_db_fnc_addTask;
@ -41,7 +38,7 @@ cutText ["Loading In...", "BLACK", 1];
[] spawn FUNC(playerSaveLoop);
[] spawn EFUNC(interaction,initInteraction);
waitUntil { GETVAR(player,value_loadDone,false) };
waitUntil { GETVAR(player,GVAR(done),false) };
cutText ["", "PLAIN", 1];
waitUntil { !(isNull (findDisplay 46)) };

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_init_fnc_playerDBLoad
* Author: IDSolutions
*
* [Description]
* Load player from DB.
* Load player from DB
*
* Arguments:
* N/A

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@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_init_fnc_playerDBSave
* Author: IDSolutions
*
* [Description]
* Save player to DB.
* Save player to DB
*
* Arguments:
* N/A
@ -20,13 +17,10 @@
* Public: Yes
*/
private _default_armory_unlocks = [[],[],[],[]];
private _default_garage_unlocks = [[],[],[],[],[],[]];
private _data = [
getPlayerUID player,
"armory_unlocks", [GETVAR(player,Armory_Unlocks,_default_armory_unlocks)],
"garage_unlocks", [GETVAR(player,Garage_Unlocks,_default_garage_unlocks)],
"armory_unlocks", [GETVAR(player,Armory_Unlocks,EGVAR(arsenal,default_armory))],
"garage_unlocks", [GETVAR(player,Garage_Unlocks,EGVAR(arsenal,default_garage))],
"locker", [GETVAR(player,FORGE_Locker,[])],
"garage", [GETVAR(player,FORGE_Garage,[])],
"cash", [GETVAR(player,FORGE_Cash,0)],

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_init_fnc_playerSaveLoop
* Author: IDSolutions
*
* [Description]
* Initialize player save loop.
* Initialize player save loop
*
* Arguments:
* N/A

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@ -1,4 +1,124 @@
forge_interaction
===============
# Forge Interaction Module
Core interaction addon that handles all player interactions with the game world. This system manages how players engage with objects, NPCs, items and other interactive elements in the environment.
## Overview
The Interaction module provides a comprehensive player interaction system for the Forge client. It manages how players engage with objects, NPCs, items, and other interactive elements in the environment through a dynamic and context-sensitive interface.
## Dependencies
- forge_client_main
## Authors
- J. Schmidt
- Creedcoder
- IDSolutions
## Features
### Interaction System
1. **Interaction Initialization** (`fnc_initInteraction.sqf`)
- Initializes the interaction system
- Sets up interaction buttons and items
- Configures team coordination settings
- Manages virtual arsenal integration
2. **Interaction Interface**
- **Open Interaction** (`fnc_openInteraction.sqf`)
- Opens the interaction menu
- Displays available actions
- Manages button visibility
- Handles action execution
- **Interaction Action** (`fnc_interactionAction.sqf`)
- Processes selected actions
- Executes interaction commands
- Manages action feedback
- Handles interface updates
3. **Available Interactions**
- **Player Interactions**
- Give Cash
- Add Contact
- Access ATM
- Access CPOF (Company Point of Finance)
- Take Cash
- Open Locker
- Access Store
- Open Garage
- Virtual Armory (if enabled)
- Virtual Garage (if enabled)
4. **Team Coordination**
- Company garage access
- Team-specific interactions
- Permission-based actions
- Organization integration
### User Interface
1. **Interaction Menu**
- Dynamic button display
- Context-sensitive actions
- Distance-based availability
- Permission-based options
2. **Control Elements**
- Action buttons
- Status indicators
- Feedback messages
- Error handling
## Event Handlers
The module uses several event handlers for initialization and execution:
- `XEH_preInit.sqf`: Pre-initialization setup
- `XEH_postInit.sqf`: Post-initialization tasks
- `XEH_preStart.sqf`: Pre-start configuration
- `XEH_postInit_client.sqf`: Client-specific post-initialization
- `XEH_preInit_server.sqf`: Server-specific pre-initialization
## Usage
To use the interaction module:
1. Ensure the module is properly loaded in your mission
2. Access interactions using the configured key (default: TAB)
3. Interact with objects and players:
```sqf
// Open interaction menu
[] call forge_client_interaction_fnc_openInteraction;
// Initialize interaction system
[] call forge_client_interaction_fnc_initInteraction;
```
4. Monitor interaction feedback and results
## Configuration
The module can be configured through the main Forge client configuration:
```cpp
// Interaction key (default: TAB)
interactionKey = 15;
// Team coordination mode
FORGE_Team_Coord = 1;
// Virtual arsenal enable
FORGE_VA_Enable = 1;
```
## Debugging
Debug mode can be enabled by uncommenting the following in `script_component.hpp`:
```cpp
#define DEBUG_MODE_FULL
```
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Dynamic interaction system
- Context-sensitive actions
- Distance-based availability
- Permission management
- Team coordination
- Virtual arsenal integration
- Error handling
- User feedback
- Interface management
- Action validation
- State tracking
- Event system integration

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_interaction_fnc_initInteraction
* Author: IDSolutions
*
* [Description]
* Initialize player interaction.
* Initialize player interaction
*
* Arguments:
* N/A

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_interaction_fnc_interactionAction
* Author: IDSolutions
*
* [Description]
* Initialize player interaction.
* Initialize player interaction
*
* Arguments:
* 0: Index of current action array <NUMBER>

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_interaction_fnc_openInteraction
* Author: IDSolutions
*
* [Description]
* Open player interaction.
* Open player interaction
*
* Arguments:
* N/A

View File

@ -1,7 +1,7 @@
# Forge Locker Module
## Overview
The Locker module provides a comprehensive equipment management system for the Forge client. It includes features for storing, equipping, and managing player gear in a secure locker system.
The Locker module provides a comprehensive equipment management system for the Forge client. It includes features for storing, equipping, and managing player gear in a secure locker system with a modern web-based interface.
## Dependencies
- forge_client_main
@ -16,21 +16,76 @@ The Locker module provides a comprehensive equipment management system for the F
### Locker System
1. **Locker Initialization** (`fnc_initLocker.sqf`)
- Initializes the locker system
- Sets up necessary configurations and storage structures
- Sets up storage structures
- Configures player variables
- Manages equipment tracking
2. **Locker Interface** (`fnc_openLocker.sqf`)
- Opens the locker user interface
- Provides access to equipment management functions
3. **Equipment Management**
2. **Equipment Management**
- **Store Gear** (`fnc_storeGear.sqf`)
- Handles equipment storage in locker
- Stores equipment in locker
- Handles different item types:
- Backpacks (with contents)
- Facewear (goggles)
- Headgear
- HMD (Head Mounted Display)
- Uniforms
- Vests
- Weapons (with attachments)
- Items
- Magazines (with ammo count)
- Manages storage space
- Preserves item condition
- **Equip Gear** (`fnc_equipGear.sqf`)
- Manages equipment equipping from locker
- Equips items from locker
- Handles equipment compatibility
- Manages inventory space
- Preserves attachments and magazines
- Provides feedback on actions
3. **Data Management**
- **Fetch Locker** (`fnc_fetchLocker.sqf`)
- Retrieves locker contents and information
- Retrieves locker contents
- Updates UI display
- Manages item categorization
- Handles item metadata
- **Fetch Player** (`fnc_fetchPlayer.sqf`)
- Retrieves player equipment information
- Retrieves player equipment
- Updates UI display
- Manages equipment lists
- Handles item metadata
### User Interface
1. **Modern Web Interface**
- Responsive design
- Category filtering
- Item categorization
- Storage statistics
- Equipment details view
2. **Interface Features**
- Storage space tracking
- Item count display
- Category filters:
- All Items
- Weapons
- Clothing
- Equipment
- Magazines
- Item details:
- Name
- Category
- Condition
- Quantity
- Attachments
3. **Control Elements**
- Store button
- Equip button
- Category filters
- Item lists
- Status indicators
## Event Handlers
The module uses several event handlers for initialization and execution:
@ -43,9 +98,30 @@ The module uses several event handlers for initialization and execution:
## Usage
To use the locker module:
1. Ensure the module is properly loaded in your mission
2. Access the locker through the provided UI
3. Manage equipment using the appropriate functions
4. Monitor equipment status and storage
2. Access the locker through the interaction menu
3. Manage equipment using the interface:
```sqf
// Open locker interface
[] call forge_client_locker_fnc_openLocker;
// Store equipment
[] call forge_client_locker_fnc_storeGear;
// Equip items
[] call forge_client_locker_fnc_equipGear;
```
4. Monitor storage space and item status
## Configuration
The module can be configured through the main Forge client configuration:
```cpp
// Locker storage space (default: 100)
FORGE_Locker_Space = 100;
// Enable/disable features
FORGE_Locker_EnableAttachments = 1;
FORGE_Locker_EnableMagazines = 1;
```
## Debugging
Debug mode can be enabled by uncommenting the following in `script_component.hpp`:
@ -55,3 +131,19 @@ Debug mode can be enabled by uncommenting the following in `script_component.hpp
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Modern web-based interface
- Real-time storage tracking
- Equipment condition preservation
- Attachment management
- Magazine ammo tracking
- Category-based filtering
- Responsive UI design
- Error handling
- User feedback
- State management
- Event system integration
- Database persistence
- Inventory validation
- Space management

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_locker_fnc_equipGear
* Author: IDSolutions
*
* [Description]
* Equips gear from the locker.
* Equips gear from the locker
*
* Arguments:
* N/A

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@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_locker_fnc_fetchLocker
* Author: IDSolutions
*
* [Description]
* Fetches the locker.
* Fetches the locker
*
* Arguments:
* N/A

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@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_locker_fnc_fetchPlayer
* Author: IDSolutions
*
* [Description]
* Fetches the player's gear.
* Fetches the player's gear
*
* Arguments:
* N/A

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_locker_fnc_initLocker
* Author: IDSolutions
*
* [Description]
* Initializes the lockers.
* Initializes the lockers
*
* Arguments:
* N/A

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_locker_fnc_openLocker
* Author: IDSolutions
*
* [Description]
* Opens the locker dialog.
* Opens the locker dialog
*
* Arguments:
* N/A

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_locker_fnc_storeGear
* Author: IDSolutions
*
* [Description]
* Stores gear in the locker.
* Stores gear in the locker
*
* Arguments:
* N/A

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@ -1,9 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="forge_client">
<Package name="Locker">
<Key ID="STR_forge_client_locker_Close">
<English>Close</English>
</Key>
<Key ID="STR_forge_client_locker_Equip">
<English>Equip</English>
</Key>

View File

@ -1,4 +1,4 @@
#define MAJOR 1
#define MINOR 0
#define PATCH 0
#define BUILD 19
#define BUILD 32

View File

@ -1,7 +1,7 @@
# Forge Medical Module
## Overview
The Medical module provides a comprehensive medical system for the Forge client. It includes features for handling player health, death, respawn, and medical costs.
The Medical module provides a comprehensive medical system for the Forge client. It includes features for handling player health, death, respawn, medical costs, and inventory management during medical events.
## Dependencies
- forge_client_main
@ -16,25 +16,85 @@ The Medical module provides a comprehensive medical system for the Forge client.
### Medical System
1. **Medical Initialization** (`fnc_initMedical.sqf`)
- Initializes the medical system
- Sets up necessary configurations and health monitoring
- Sets up stretcher detection and triggers
- Configures medical service points
- Manages occupancy tracking
- Handles system variables
2. **Health Management**
- **Heart Beat** (`fnc_heartBeat.sqf`)
- Monitors player vital signs
- Tracks medical costs
- Manages respawn conditions
- Handles payment verification
- Controls spectator mode
- **On Killed** (`fnc_onKilled.sqf`)
- Handles player death events
- Creates body bag
- Saves dropped weapons
- Manages inventory transfer
- Triggers respawn process
- **On Respawn** (`fnc_onRespawn.sqf`)
- Manages player respawn process
- Handles medical costs
- Sets default loadout
- Manages stretcher placement
- Controls spectator mode
- Processes payment verification
3. **Inventory Management**
- **Move Inventory** (`fnc_moveInventory.sqf`)
- Handles inventory transfers during medical events
- Transfers player inventory to body bag
- Handles all equipment types:
- Headgear
- Uniforms and items
- Vests and contents
- Backpacks and contents
- Weapons and attachments
- Magazines and ammo
- Assigned items
- Dropped equipment
- Manages weapon holders
- Preserves item condition
- **Save Dropped Weapons** (`fnc_saveDroppedWeapons.sqf`)
- Manages weapon preservation on death
- Tracks dropped weapons
- Manages weapon attachments
- Preserves magazine data
- Handles handgun equipment
- Stores item information
4. **Medical Costs**
- **Deduct Medical Cost** (`fnc_deductMedicalCost.sqf`)
- Handles medical service payments
- Manages account selection
- Processes payment deduction
- Provides payment feedback
- Updates account balances
### Medical Features
1. **Stretcher System**
- Automatic stretcher detection
- Occupancy tracking
- Position management
- Respawn placement
- Trigger-based activation
2. **Body Bag System**
- Custom body bag class
- Increased storage capacity
- ACE dragging support
- Inventory preservation
- Equipment management
3. **Payment System**
- Insurance deductible
- Medical service costs
- Account balance checking
- Payment processing
- Transaction feedback
## Event Handlers
The module uses several event handlers for initialization and execution:
@ -48,9 +108,36 @@ The module uses several event handlers for initialization and execution:
To use the medical module:
1. Ensure the module is properly loaded in your mission
2. Monitor player health through the medical system
3. Handle medical events using the appropriate functions
3. Handle medical events using the appropriate functions:
```sqf
// Initialize medical system
[] call forge_client_medical_fnc_initMedical;
// Handle player death
[player, killer, instigator, true] call forge_client_medical_fnc_onKilled;
// Process respawn
[player, corpse] call forge_client_medical_fnc_onRespawn;
```
4. Manage medical costs and inventory during medical events
## Configuration
The module can be configured through the main Forge client configuration:
```cpp
// Medical cost (default: 1000)
MED_COST = 1000;
// Insurance deductible (default: 200)
INS_DEDUCT = 200;
// Stretcher types
FORGE_Medical_StretcherTypes = [
"Land_Stretcher_01_F",
"Land_Stretcher_01_olive_F",
"Land_Stretcher_01_sand_F"
];
```
## Debugging
Debug mode can be enabled by uncommenting the following in `script_component.hpp`:
```cpp
@ -59,3 +146,19 @@ Debug mode can be enabled by uncommenting the following in `script_component.hpp
## Version Information
Version information is managed through the main Forge client system configuration.
## Technical Details
- Stretcher-based respawn system
- Body bag inventory management
- Medical cost processing
- Insurance system integration
- Inventory preservation
- Equipment tracking
- Payment verification
- Spectator mode control
- Trigger-based activation
- Event system integration
- State management
- Error handling
- User feedback
- Database persistence

View File

@ -1,11 +1,8 @@
#include "..\script_component.hpp"
/*
* Function: forge_client_medical_fnc_deductMedicalCost
* Author: IDSolutions
*
* [Description]
* Deducts the medical cost from the player's account.
* Deducts the medical cost from the player's account
*
* Arguments:
* 0: Unit <OBJECT>

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