client/addons/org/functions/fnc_addAsset.sqf
Jacob Schmidt c87deec60b
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Refactor: Organization Funds, Reputation, Tasks, and Player Saving
This commit refactors how organization funds and reputation are handled, updates task completion logic to use the new organization functions, and modifies player saving to include organization data. Additionally, it introduces string serialization/deserialization and fixes a player save loop.

*   **Organization Funds and Reputation:** Replaces direct server calls for handling funds and reputation with calls to the new organization functions (`EFUNC(org,addFunds)` and `EFUNC(org,addReputation)`). This centralizes fund and reputation management within the organization store.
*   **Task Completion Logic:** Updates task completion functions (`fnc_destroy.sqf`, `fnc_attack.sqf`, `fnc_hostage.sqf`, `fnc_hvt.sqf`, `fnc_defuse.sqf`) to use the new organization functions for adding funds and reputation upon task success or failure. Also adds notifications to inform the player of reputation and fund changes.
*   **Player Saving:** Modifies the player saving function (`fnc_playerDBSave.sqf`) to include the player's organization ID in the saved data.
*   **String Serialization/Deserialization:** Adds `serializeString` and `deserializeString` PREP macros to `XEH_PREP.hpp` and uses them in `fnc_handleOrgLoad.sqf` and `fnc_create.sqf` to handle special characters in organization and member names.
*   **Player Save Loop Fix:** Removes unnecessary brackets from the `call FUNC(playerDBSave)` in `fnc_playerSaveLoop.sqf`.
*   **Organization Purchase Verification:** Adds organization ownership verification to `fnc_handlePurchase.sqf` to ensure only the owner can make purchases using organization funds.
*   **Player Initialization:** Updates `fnc_initPlayer.sqf` to retrieve and set the player's organization upon initialization.
2025-04-05 14:16:24 -05:00

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#include "..\script_component.hpp"
/*
* Author: J. Schmidt
* Adds an asset to an organization's inventory.
*
* Arguments:
* 0: Asset Type <STRING> - Type of asset (vehicle, building, etc.)
* 1: Class Name <STRING> - Class name of the asset
*
* Return Value:
* Asset ID <STRING> - Unique ID of the added asset, or nil if failed
*
* Example:
* ["vehicle", "B_MRAP_01_F"] call forge_client_org_fnc_addAsset
*
* Public: Yes
*/
params [["_assetType", "", [""]], ["_className", "", [""]]];
// Validate input parameters
if (_assetType == "" || _className == "") exitWith {
["Invalid parameters for adding asset", "error", 5, "right"] call forge_client_misc_fnc_notify;
nil
};
// Get the organization store interface
private _store = call FUNC(verifyOrgStore);
// Add the asset to the organization's inventory
// This will generate a unique ID and store all asset information
private _assetId = _store call ["addAsset", [_assetType, _className]];
// Provide feedback based on success or failure
if (_assetId != "") then {
[format ["Asset added: %1 (%2)", _className, _assetType], "success", 5, "right"] call forge_client_misc_fnc_notify;
} else {
["Failed to add asset to organization", "error", 5, "right"] call forge_client_misc_fnc_notify;
};
// Return the asset ID for further operations
_assetId