## 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
69 lines
1.6 KiB
Plaintext
69 lines
1.6 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: IDSolutions
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* Registers Entity and starts heartbeat
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*
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* Arguments:
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* 0: The entity <OBJECT>
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* 1: Type of the entity <STRING>
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* 2: The countdown timer <NUMBER>
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*
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* Return Value:
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* None
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*
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* Example:
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* [_entity, "entity_type", 30] spawn FUNC(heartBeat);
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*
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* Public: Yes
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*/
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params [["_entity", nil, [objNull, 0, [], sideUnknown, grpNull, ""]], ["_typeOf", "", [""]], ["_time", 0, [0]]];
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private _nearPlayers = [];
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switch (_typeOf) do {
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case "hostage": {
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_entity setCaptive true;
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_entity enableAIFeature ["MOVE", false];
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_entity playMove "acts_executionvictim_loop";
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waitUntil {
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sleep 1;
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_nearPlayers = allPlayers inAreaArray [ASLToAGL getPosASL _entity, 2, 2, 0, false, 2];
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count _nearPlayers > 0
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};
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private _nearPlayer = _nearPlayers select 0;
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[_entity] joinSilent (group _nearPlayer);
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_entity setCaptive false;
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_entity enableAIFeature ["MOVE", true];
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_entity playMove "acts_executionvictim_unbow";
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};
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case "hvt": {
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waitUntil {
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sleep 1;
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_nearPlayers = allPlayers inAreaArray [ASLToAGL getPosASL _entity, 2, 2, 0, false, 2];
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count _nearPlayers > 0
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};
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_entity setCaptive true;
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doStop _entity;
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};
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case "ied": {
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while { alive _entity && _time > 0} do {
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if (_time > 10) then { _entity say3D "FORGE_timerBeep" };
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if (_time <= 10 && _time > 5) then { _entity say3D "FORGE_timerBeepShort" };
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if (_time <= 5) then { _entity say3D "FORGE_timerEnd" };
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if (_time <= 0) exitWith { _entity setDamage 1 };
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_time = _time -1;
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sleep 1;
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};
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if (alive _entity && _time <= 0) then { _entity setDamage 1 };
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};
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};
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