forge/arma/client/addons/actor/XEH_postInitClient.sqf
Jacob Schmidt ff7ff0c4e5 Implement org credit line debt and bank repayment flow (#2)
## Summary

This finishes the org credit line workflow so it behaves like reserved treasury-backed credit instead of a simple member allowance.

## What changed

- reserve org funds immediately when a credit line is assigned
- track credit lines with:
  - approved amount
  - available amount
  - outstanding principal
  - interest rate
  - amount due
- consume reserved credit during store checkout without charging org funds a second time
- add credit line repayment through the bank app
- sync richer credit line state into org and bank payloads/UI
- keep legacy `amount` compatibility mapped to available credit for older consumers

## User-facing behavior

- assigning a credit line now reduces available org funds immediately
- spending on `credit_line` reduces available credit and creates debt with interest
- the bank app now shows outstanding credit debt and allows repayment from personal bank funds
- the org treasury view now shows reserved credit and outstanding due totals

## Validation

- `cargo fmt`
- `npm run build:webui`
- `cargo test -p forge-services --quiet`
- `cargo test -p forge-server --quiet`

## Follow-up checks

- validate in-game that assigning a credit line reduces org funds immediately
- validate store checkout with `credit_line` updates available credit and debt correctly
- validate bank repayment decreases player bank balance, increases org funds, and reduces amount due

Co-authored-by: Jacob Schmidt <innovativestudios@outlook.com>
Reviewed-on: #2
2026-04-02 16:50:38 -05:00

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#include "script_component.hpp"
removeAllWeapons player;
removeAllAssignedItems player;
removeUniform player;
removeVest player;
removeBackpack player;
removeGoggles player;
removeHeadgear player;
SETPVAR(player,FORGE_isLoaded,false);
cutText ["Loading In...", "BLACK", 1];
player addEventHandler ["Killed", {
params ["_unit", "_killer", "_instigator", "_useEffects"];
[SRPC(economy,onKilled), [_unit]] call CFUNC(serverEvent);
}];
player addEventHandler ["Respawn", {
params ["_unit", "_corpse"];
private _uid = getPlayerUID player;
[SRPC(economy,onRespawn), [_unit, _corpse, _uid]] call CFUNC(serverEvent);
}];
if (isNil QGVAR(ActorRepository)) then { call FUNC(initRepository); };
[QGVAR(initActor), {
GVAR(ActorRepository) call ["init", []];
}] call CFUNC(addEventHandler);
[QGVAR(onActorRespawn), {
params [["_loadout", [], [[]]], ["_medSpawnPos", [0,0,0], [[]]], ["_medSpawnDir", 0, [0]]];
private _message = ["warning", "Medical Alert", "You have been revived at a medical facility.", 5000];
EGVAR(notifications,NotificationService) call ["create", _message];
player setUnitLoadout _loadout;
player setPosATL _medSpawnPos;
player setDir _medSpawnDir;
player switchMove "Acts_LyingWounded_loop";
["Initialize", [player, [], false, true, true, true, true, true, false, false]] call BFUNC(EGSpectator);
[SRPC(economy,onHealed), [player]] call CFUNC(serverEvent);
}] call CFUNC(addEventHandler);
[QGVAR(onActorHealed), {
player switchMove "";
["Terminate"] call BFUNC(EGSpectator);
}] call CFUNC(addEventHandler);
[QGVAR(responseInitActor), {
params [["_data", createHashMap, [createHashMap]]];
GVAR(ActorRepository) call ["sync", [_data, true]];
cutText ["", "PLAIN", 1];
}] call CFUNC(addEventHandler);
[QGVAR(responseSyncActor), {
params [["_data", createHashMap, [createHashMap]], ["_jip", false, [false]]];
GVAR(ActorRepository) call ["sync", [_data, _jip]];
}] call CFUNC(addEventHandler);
[QGVAR(initActor), []] call CFUNC(localEvent);
[{
GETVAR(player,FORGE_isLoaded,false)
}, {
private _holster = GVAR(ActorRepository) call ["get", ["holster", true]];
if (_holster) then { [player] call AFUNC(weaponselect,putWeaponAway); };
}] call CFUNC(waitUntilAndExecute);