## 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
62 lines
2.8 KiB
Plaintext
62 lines
2.8 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: IDSolutions
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* Creates a defend task module
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*
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* Arguments:
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* None
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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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* call forge_server_task_fnc_defendModule;
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*
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* Public: No
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*/
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// Module category
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private _category = "Forge Tasks";
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private _subCategory = "Defense Tasks";
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// Create the module
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private _module = createDialog "RscDisplayAttributes";
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_module setVariable ["category", _category];
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_module setVariable ["subcategory", _subCategory];
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_module setVariable ["description", "Configure a defend task"];
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// Add fields for task configuration
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[_module, "Task ID", "taskID", "", true] call BIS_fnc_addAttribute;
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[_module, "Defense Zone Marker", "defenseZone", "", true] call BIS_fnc_addAttribute;
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[_module, "Defense Time (seconds)", "defendTime", "600", true] call BIS_fnc_addAttribute;
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[_module, "Min BLUFOR in Zone", "minBlufor", "1", true] call BIS_fnc_addAttribute;
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[_module, "Company Funds Reward", "companyFunds", "500000", true] call BIS_fnc_addAttribute;
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[_module, "Rating Loss on Fail", "ratingFail", "-100", true] call BIS_fnc_addAttribute;
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[_module, "Rating Gain on Success", "ratingSuccess", "400", true] call BIS_fnc_addAttribute;
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[_module, "End Mission on Success", "endSuccess", "false", false] call BIS_fnc_addAttribute;
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[_module, "End Mission on Fail", "endFail", "false", false] call BIS_fnc_addAttribute;
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[_module, "Enemy Wave Count", "waveCount", "3", false] call BIS_fnc_addAttribute;
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[_module, "Time Between Waves (seconds)", "waveCooldown", "300", false] call BIS_fnc_addAttribute;
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// Add confirm button handler
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_module setVariable ["onConfirm", {
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params ["_module"];
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private _taskID = _module getVariable ["taskID", ""];
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private _defenseZone = _module getVariable ["defenseZone", ""];
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private _defendTime = parseNumber (_module getVariable ["defendTime", "600"]);
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private _companyFunds = parseNumber (_module getVariable ["companyFunds", "500000"]);
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private _ratingFail = parseNumber (_module getVariable ["ratingFail", "-100"]);
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private _ratingSuccess = parseNumber (_module getVariable ["ratingSuccess", "400"]);
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private _endSuccess = _module getVariable ["endSuccess", "false"] == "true";
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private _endFail = _module getVariable ["endFail", "false"] == "true";
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private _waveCount = parseNumber (_module getVariable ["waveCount", "3"]);
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private _waveCooldown = parseNumber (_module getVariable ["waveCooldown", "300"]);
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private _minBlufor = parseNumber (_module getVariable ["minBlufor", "1"]);
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// Create the task
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private _params = [_taskID, _defenseZone, _defendTime, _companyFunds, _ratingFail, _ratingSuccess, _endSuccess, _endFail, _waveCount, _waveCooldown, _minBlufor];
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private _requesterUid = ["", getPlayerUID player] select hasInterface;
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["defend", _params, 0, _requesterUid] spawn FUNC(handler);
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}];
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