## 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
74 lines
2.2 KiB
Plaintext
74 lines
2.2 KiB
Plaintext
#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);
|