## 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
32 lines
574 B
C++
32 lines
574 B
C++
PREP(attack);
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PREP(attackModule);
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PREP(defend);
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PREP(defendModule);
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PREP(defuse);
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PREP(defuseModule);
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PREP(delivery);
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PREP(deliveryModule);
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PREP(destroy);
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PREP(destroyModule);
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PREP(explosivesModule);
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PREP(handler);
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PREP(handleTaskRewards);
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PREP(heartBeat);
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PREP(hostage);
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PREP(hostageModule);
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PREP(hostagesModule);
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PREP(hvt);
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PREP(hvtModule);
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PREP(makeCargo);
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PREP(makeHostage);
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PREP(makeHVT);
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PREP(makeIED);
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PREP(makeObject);
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PREP(makeShooter);
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PREP(makeTarget);
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PREP(missionManager);
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PREP(initTaskStore);
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PREP(protectedModule);
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PREP(shootersModule);
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PREP(spawnEnemyWave);
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