forge/arma/server/addons/main/functions/fnc_saveHotState.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_saveHotState.sqf
* Author: IDSolutions
* Date: 2026-04-01
* Public: No
*
* Description:
* Flushes extension-backed hot state for a single UID or every known UID.
*
* Arguments:
* 0: UID to flush. Empty string flushes all known players. <STRING>
*
* Return Value:
* True if the flush routine completed. <BOOL>
*/
params [["_uid", "", [""]]];
private _uids = [];
if (_uid isEqualTo "") then {
{
if (isNull _x) then { continue; };
private _playerUid = getPlayerUID _x;
if (_playerUid isNotEqualTo "") then {
_uids pushBackUnique _playerUid;
};
} forEach allPlayers;
if !(isNil QEGVAR(actor,Registry)) then {
{
if (_x isNotEqualTo "") then {
_uids pushBackUnique _x;
};
} forEach keys EGVAR(actor,Registry);
};
} else {
_uids pushBack _uid;
};
{
private _flushUid = _x;
if (_flushUid isEqualTo "") then { continue; };
private _orgID = "default";
if !(isNil QEGVAR(org,OrgStore)) then {
_orgID = EGVAR(org,OrgStore) call ["resolveOrgIdForUid", [_flushUid]];
if (_orgID isEqualTo "") then {
_orgID = "default";
};
};
if !(isNil QEGVAR(actor,ActorStore)) then {
EGVAR(actor,ActorStore) call ["snapshot", [_flushUid]];
EGVAR(actor,ActorStore) call ["save", [_flushUid]];
};
if !(isNil QEGVAR(bank,BankStore)) then {
EGVAR(bank,BankStore) call ["save", [_flushUid]];
};
if !(isNil QEGVAR(locker,LockerStore)) then {
EGVAR(locker,LockerStore) call ["save", [_flushUid]];
};
if !(isNil QEGVAR(locker,VAStore)) then {
EGVAR(locker,VAStore) call ["save", [_flushUid]];
};
if !(isNil QEGVAR(garage,GarageStore)) then {
EGVAR(garage,GarageStore) call ["save", [_flushUid]];
};
if !(isNil QEGVAR(garage,VGarageStore)) then {
EGVAR(garage,VGarageStore) call ["save", [_flushUid]];
};
if !(isNil QEGVAR(org,OrgStore)) then {
EGVAR(org,OrgStore) call ["saveById", [_orgID]];
};
} forEach _uids;
true