forge/arma/server/addons/task/functions/fnc_defuseModule.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"
/*
* Author: IDSolutions
* Initializes the defuse module
*
* Arguments:
* 0: Logic <OBJECT> - The logic object
* 1: Units <ARRAY> - The array of units
* 2: Activated <BOOL> - Whether the module is activated
*
* Return Value:
* None
*
* Example:
* [logicObject, [unit1, unit2], true] call forge_server_task_fnc_defuseModule;
*
* Public: No
*/
params [["_logic", objNull, [objNull]], ["_units", [], [[]]], ["_activated", true, [true]]];
if !(_activated) exitWith {};
private _taskID = _logic getVariable ["TaskID", ""];
private _limitFail = _logic getVariable ["LimitFail", -1];
private _limitSuccess = _logic getVariable ["LimitSuccess", -1];
private _companyFunds = _logic getVariable ["CompanyFunds", 0];
private _ratingFail = _logic getVariable ["RatingFail", 0];
private _ratingSuccess = _logic getVariable ["RatingSuccess", 0];
private _endSuccess = _logic getVariable ["EndSuccess", false];
private _endFail = _logic getVariable ["EndFail", false];
private _timeLimit = _logic getVariable ["TimeLimit", 0];
["INFO", format ["Defuse Module Parameters: TaskID: %1, LimitFail: %2, LimitSuccess: %3, Funds: %4, RatingFail: %5, RatingSuccess: %6, EndSuccess: %7, EndFail: %8, Time: %9", _taskID, _limitFail, _limitSuccess, _companyFunds, _ratingFail, _ratingSuccess, _endSuccess, _endFail, _timeLimit]] call EFUNC(common,log);
private _syncedModules = synchronizedObjects _logic;
["INFO", format ["Defuse Module Synced Modules: %1", _syncedModules]] call EFUNC(common,log);
private _iedModule = (_syncedModules select { typeOf _x == "FORGE_Module_Explosives" }) select 0;
private _protectedModule = (_syncedModules select { typeOf _x == "FORGE_Module_Protected" }) select 0;
private _explosiveEntities = synchronizedObjects _iedModule;
["INFO", format ["Defuse Module Explosive Entites: %1", _explosiveEntities]] call EFUNC(common,log);
private _protectedEntities = synchronizedObjects _protectedModule;
["INFO", format ["Defuse Module Protected Entities: %1", _protectedEntities]] call EFUNC(common,log);
{
if (!isNull _x) then {
[_x, _taskID, _timeLimit] spawn FUNC(makeIED);
};
} forEach _explosiveEntities;
{
if (!isNull _x) then {
[_x, _taskID] spawn FUNC(makeObject);
};
} forEach _protectedEntities;
private _params = [_taskID, _limitFail, _limitSuccess, _companyFunds, _ratingFail, _ratingSuccess, _endSuccess, _endFail];
["defuse", _params, 0, ""] spawn FUNC(handler);
deleteVehicle _logic;