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