forge/arma/client/addons/actor/functions/fnc_handleUIEvents.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"
/*
* File: fnc_handleUIEvents.sqf
* Author: IDSolutions
* Date: 2026-01-28
* Last Update: 2026-03-28
* Public: No
*
* Description:
* Handles the UI events.
*
* Arguments:
* 0: [CONTROL] - The control that triggered the event
* 1: [BOOL] - Whether the event is from a confirm dialog
* 2: [STRING] - The message containing the event data
*
* Return Value:
* UI events handled [BOOL]
*
* Example:
* call forge_client_actor_fnc_handleUIEvents;
*/
params ["_control", "_isConfirmDialog", "_message"];
private _alert = fromJSON _message;
private _event = _alert get "event";
private _data = _alert get "data";
diag_log format ["[FORGE:Client:Actor] Handling UI event: %1 with data: %2", _event, _data];
switch (_event) do {
case "actor::get::actions": { GVAR(ActorRepository) call ["getNearbyActions", [_control]]; };
case "actor::close::menu": { closeDialog 1; };
case "actor::open::atm": { [true] spawn EFUNC(bank,openUI); };
case "actor::open::bank": { [] spawn EFUNC(bank,openUI); };
case "actor::open::cad": { [] spawn EFUNC(cad,openUI); };
case "actor::open::device": { hint "Device interaction is not yet implemented."; };
case "actor::open::garage": { [] spawn EFUNC(garage,openUI); };
case "actor::open::vgarage": { [] spawn EFUNC(garage,openVG); };
case "actor::open::org": { [] spawn EFUNC(org,openUI); };
case "actor::open::vlocker": { [FORGE_Locker_Box, player, false] spawn AFUNC(arsenal,openBox) };
case "actor::open::phone": { hint "Phone interaction is not yet implemented."; };
case "actor::open::iplayer": { hint "Player interaction is not yet implemented." };
case "actor::open::store": { [] spawn EFUNC(store,openUI); };
default { hint format ["Unhandled UI event: %1", _event]; };
};
if (_event isNotEqualTo "actor::get::actions") then { closeDialog 1; };
true;