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Factory And Purchase Systems Atlas
This page maps how units and vehicles become purchasable, how the buy menu gates and queues player purchases, how spawned units enter the mission, and where the older server-side AI buy path currently sits.
Primary source scope:
Rsc/Dialogs.hppClient/GUI/GUI_Menu.sqfClient/GUI/GUI_Menu_BuyUnits.sqfClient/Functions/Client_BuildUnit.sqfClient/Functions/Client_UIFillListBuyUnits.sqfClient/Functions/Client_UIChangeComboBuyUnits.sqfClient/FSM/updateavailableactions.fsmClient/Init/Init_Client.sqfCommon/Init/Init_Common.sqfCommon/Init/Init_CommonConstants.sqfCommon/Init/Init_PublicVariables.sqfCommon/Config/Core/*.sqfCommon/Config/Core_Root/*.sqfCommon/Config/Core_Units/*.sqfCommon/Config/Core_Squads/*.sqfCommon/Functions/Common_CreateUnit.sqfCommon/Functions/Common_CreateVehicle.sqfServer/Functions/Server_BuyUnit.sqfServer/Init/Init_Server.sqf
| Need | Start here | Then open |
|---|---|---|
| Player purchase flow, queue counters or spawn path | Player purchase flow, Purchase checks, Queue model | Factory queue cleanup, Player AI caps and role balance |
| Current buy-menu price, unit-cost and driver-default branch truth | Buy-menu price and driver-key branch matrix | Feature status, Client UI systems atlas |
| Destroyed-factory debit/refund behavior | Destroyed-factory refund branch matrix | Source fix propagation queue, Economy authority first cut |
| Factory config, upgrade gating and faction lists | Config chain, Factory lists, Buy menu filtering | Upgrades and research, SQF code atlas |
| Server/AI production path | Server AI buy path | AI commander autonomy audit, AI runtime/HC loop map |
| Area | Source-backed finding |
|---|---|
| Player buy path | The player buy menu does not send a RequestBuyUnit PVF. GUI_Menu_BuyUnits.sqf calls local BuildUnit, compiled from Client_BuildUnit.sqf, then deducts client funds. |
| Server buy path |
Init_Server.sqf compiles AIBuyUnit = Server_BuyUnit.sqf, but source search finds no current caller besides the compile. Treat it as latent/unused until a dynamic call is proven. |
| Config model |
Common/Config/Core/*.sqf creates per-class metadata arrays; Core_Units/*.sqf groups class names into factory lists such as WFBE_WESTLIGHTUNITS; Core_Root/*.sqf selects which side root calls which unit/structure/upgrade files. |
| Availability |
updateavailableactions.fsm sets barracksInRange, lightInRange, heavyInRange, aircraftInRange, depotInRange and hangarInRange. Command center range can replace normal purchase range through commandInRange. |
| Queueing | Player queue caps are client missionNamespace counters initialized in Init_Client.sqf; factory FIFO order is stored on the building variable queu. |
| Unit creation | Both client and server paths call common primitives: WFBE_CO_FNC_CreateUnit and WFBE_CO_FNC_CreateVehicle, which attach global init, killed/hit handlers, tracking and performance-audit hooks. |
| Risk | Purchase authority is largely client-side for player buys. That is consistent with legacy Warfare locality, but high-value additions should not assume there is a server-side purchase validator. |
Buy-menu price/key current-B74.1/B74.2 refresh 2026-06-23: checked docs/source Chernarus and maintained Vanilla GUI_Menu_BuyUnits.sqf, Client_UIFillListBuyUnits.sqf and Init_CommonConstants.sqf paths remain old-shape for price/key behavior; targeted diffs from 4120137f, 8d611092 and ebd86fad0 to the docs branch returned no checked price/key source changes, and the last source-touch commit for these paths is 1154f5d43. Current stable/B74.1 is origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34; B74.2 is origin/claude/b74.2-aicom@d472da6a; current B69 is origin/claude/b69@8d465fce; adjacent B74 is origin/claude/b74-aicom-spend@b23f557f; direct Miksuu upstream is master@b8389e748243; perf is origin/perf/quick-wins@0076040f. 0139a3468609..origin/master and B69..B74 touch only constants among checked price/key paths. B74.2 changes source Chernarus buy-menu pop-tier AI-cap setup plus source Chernarus constants; maintained Vanilla is unchanged from current stable for checked price/key paths. Current origin exposes one live buy-menu head, origin/claude/trello-buymenu-gear-display@db1291beba, but it is current-stable-based gear/ammo preview work, not a price/key or reset rescue. a96fdda2 and a66d4691 remain historical commit evidence.
The branch-only Barracks and Trello #91 rows below were checked later on 2026-06-23 against current stable origin/master@f8a76de34; they are separate from the buy-menu price/key matrix in this section.
| Scope | Factory purchase status |
|---|---|
Docs/source HEAD@cacd46f09163 (source-unchanged from 4120137f / 8d611092 / ebd86fad0 for checked buy/build paths) |
Both maintained roots still have the old buy-menu selected-detail price drift, no level-0 UNIT_COST_MODIFIER reset, mixed driver-default keys and no destroyed-factory refund on the dead/null abort. |
Current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34, current B69 origin/claude/b69@8d465fce, adjacent B74 origin/claude/b74-aicom-spend@b23f557f and B74.2 origin/claude/b74.2-aicom@d472da6a
|
Both maintained roots pass _currentCost into BuildUnit, refund the real dead/null factory abort, fix selected-detail price display, mirror driver-default profile keys and still leave the level-0 UNIT_COST_MODIFIER reset open. Current stable/B74.1/B69/B74 use selected detail GUI_Menu_BuyUnits.sqf:416; B74.2 keeps maintained Vanilla at :416 and shifts source Chernarus to :422 after pop-tier AI-cap setup. The 0139a3468609..f8a76de34 checked price/key delta touches constants only, while B74.2 changes only source Chernarus GUI AI-cap setup and constants among checked price/key paths. |
Branch-only origin/claude/trello-buymenu-gear-display@db1291beba
|
One clean current-stable-based commit (git diff --check clean) changes only maintained-root GUI_Menu_BuyUnits.sqf (+70/-2) to mirror the existing special AT loadout replacements from Common_CreateUnit.sqf:78-95 in the infantry gear/ammo preview. The branch adds the preview adjustment at GUI_Menu_BuyUnits.sqf:552-565 in both roots and leaves price/key anchors on the current-stable shape (_currentCost purchase :99, selected detail :416, full price text :617). Not a price/key/reset closure. |
Branch-only origin/claude/upstream-barracks-4th-level@e83de9c4
|
The branch reshuffles infantry QUERYUNITUPGRADE metadata in source Chernarus plus maintained Vanilla while keeping the same file-line layout. Representative branch rows move Core_US.sqf:21 US_Soldier_AT_EP1 to required level 3, :24 US_Soldier_HAT_EP1 to 4, :27 AA to 3, :33 MG to 2, :48 marksman to 3 and :81 SL to 3; representative EAST rows move Core_RU.sqf:18 AT to 2, :21 HAT to 4, :24 AA to 2, :30 MG to 2, :45 sniper to 4 and :60 SL to 3. Common_CreateUnit.sqf:101 also adds a US_Soldier_AT_EP1 MAAWS HEAT magazine replacement in both maintained roots. Current stable keeps the older required-level rows and lacks the HEAT replacement. |
Historical release commit a96fdda2
|
Both maintained roots match the older release-fixed refund shape at the old line anchors. Treat as historical release evidence until a live release/* head is restored or rechecked. |
Miksuu b8389e748243 and origin/perf/quick-wins 0076040f
|
Both maintained roots keep the older docs-checkout dead/null refund shape. Perf Chernarus adds a crewless queue-counter cleanup only; it does not pass _currentCost or refund the dead/null factory abort. |
Historical QoL commit a66d4691
|
Chernarus-only UI QoL evidence fixes selected-detail price and adds affordability/queue UI work, but Vanilla is untouched and the refund/key/reset issues remain old-shape. No current feat/buymenu-easa-qol head exists on origin as of 2026-06-23. |
flowchart TD
A["Main menu action"] --> B["RscMenu_BuyUnits onLoad"]
B --> C["Client/GUI/GUI_Menu_BuyUnits.sqf"]
C --> D["Range globals from updateavailableactions.fsm"]
C --> E["WFBE_<side><factory>UNITS list"]
E --> F["Client_UIFillListBuyUnits.sqf"]
F --> G["Upgrade/faction/cost filtered listbox"]
G --> H["MenuAction = 1 purchase"]
H --> I["Funds, camp, group-size and queue checks"]
I --> J["Spawn BuildUnit"]
J --> K["Client_BuildUnit.sqf"]
K --> L["Common_CreateUnit / Common_CreateVehicle"]
L --> M["Unit/vehicle in player group"]
Entry points:
-
GUI_Menu.sqfcreatesRscMenu_BuyUnits. -
Dialogs.hppdefinesRscMenu_BuyUnitswithidd = 12000andonLoad = "_this ExecVM ""Client\GUI\GUI_Menu_BuyUnits.sqf""". -
Init_Client.sqfcompilesBuildUnit,UIChangeComboBuyUnitsandUIFillListBuyUnits.
The menu starts by choosing the closest available purchase category from the range globals:
BarracksLightHeavyAircraftDepotAirport
If no purchase type is in range, the dialog closes.
Client/FSM/updateavailableactions.fsm runs after client init and updates the globals used by the UI. It loads these important constants:
| Constant | Default | Role |
|---|---|---|
WFBE_C_UNITS_PURCHASE_RANGE |
150 |
Normal factory purchase range. |
WFBE_C_STRUCTURES_COMMANDCENTER_RANGE |
5500 |
Command center remote interaction range. |
WFBE_C_TOWNS_CAPTURE_RANGE |
40 |
Depot action/range gate in updateavailableactions.fsm (:39, :194). |
WFBE_C_TOWNS_PURCHASE_RANGE |
60 |
Buy-menu closest-depot lookup range in GUI_Menu_BuyUnits.sqf:217; not the FSM depotInRange gate. |
WFBE_C_UNITS_PURCHASE_HANGAR_RANGE |
50 |
Airport/hangar purchase range. |
The FSM sets _purchaseRange = if (commandInRange) then {_ccr} else {_pur}. That means the command center can effectively turn normal barracks/light/heavy/aircraft purchase into a much larger remote-purchase radius. Depot and hangar logic use their own closest-depot/airport checks.
Important split: depotInRange is computed from _tcr = WFBE_C_TOWNS_CAPTURE_RANGE in updateavailableactions.fsm:39,194; the separate WFBE_C_TOWNS_PURCHASE_RANGE value is consumed by the buy menu when it resolves the closest depot at GUI_Menu_BuyUnits.sqf:217.
The active buy menu then reads:
barracksInRangelightInRangeheavyInRangeaircraftInRangedepotInRangehangarInRange
flowchart TD
A["Init_Common.sqf"] --> B["Common/Config/Core/*.sqf"]
B --> C["Per-class missionNamespace metadata"]
A --> D["Common/Config/Core_Root/Root_<side>.sqf"]
D --> E["Core_Units/Units_<faction>.sqf"]
D --> F["Core_Structures/Structures_<faction>.sqf"]
D --> G["Core_Upgrades/Upgrades_<faction>.sqf"]
E --> H["WFBE_<side>BARRACKSUNITS"]
E --> I["WFBE_<side>LIGHTUNITS"]
E --> J["WFBE_<side>HEAVYUNITS"]
E --> K["WFBE_<side>AIRCRAFTUNITS"]
E --> L["WFBE_<side>AIRPORTUNITS"]
E --> M["WFBE_<side>DEPOTUNITS"]
H --> N["Buy menu list"]
I --> N
J --> N
K --> N
L --> N
M --> N
Init_Common.sqf first loads the broad Common/Config/Core/*.sqf files, including Core_US.sqf, Core_USMC.sqf, Core_RU.sqf, Core_TKA.sqf and other content cores. These core files define per-class metadata arrays and store them under the class name in missionNamespace.
The metadata layout is defined by Init_CommonConstants.sqf:
| Index | Constant | Meaning |
|---|---|---|
0 |
QUERYUNITLABEL |
Display label. |
1 |
QUERYUNITPICTURE |
UI picture or portrait. |
2 |
QUERYUNITPRICE |
Base price. |
3 |
QUERYUNITTIME |
Build time. |
4 |
QUERYUNITCREW |
Crew slot metadata or scalar sentinel. |
5 |
QUERYUNITUPGRADE |
Required upgrade level. |
6 |
QUERYUNITFACTORY |
Factory category index/type. |
7 |
QUERYUNITSKILL |
AI skill. |
8 |
QUERYUNITFACTION |
Faction filter label. |
9 |
QUERYUNITTURRETS |
Extra turret paths. |
Representative metadata example from Core_US.sqf: US_Soldier_EP1 has price 150, build time 4, infantry upgrade requirement 0, factory category 0, skill 1 and faction US.
After core metadata is loaded, Core_Root/Root_<side>.sqf chooses side-specific root data and calls the matching Core_Units, Core_Squads, Core_Structures and Core_Upgrades files. For example, Root_US.sqf sets West crew/pilot/soldier/support vehicle arrays and then calls Units_CO_US.sqf, Structures_CO_US.sqf and Upgrades_CO_US.sqf.
Core_Units/*.sqf files put class names into six purchase pools:
| Pool | Example variable | Menu tab |
|---|---|---|
| Barracks | WFBE_WESTBARRACKSUNITS |
Infantry. |
| Light | WFBE_WESTLIGHTUNITS |
Cars, trucks, light armor, support vehicles. |
| Heavy | WFBE_WESTHEAVYUNITS |
APCs, tanks, heavy artillery/AA. |
| Aircraft | WFBE_WESTAIRCRAFTUNITS |
Helicopters and some fixed-wing classes. |
| Airport | WFBE_WESTAIRPORTUNITS |
Fixed-wing/hangar purchases. |
| Depot | WFBE_WESTDEPOTUNITS |
Civilian/simple vehicles and optionally town infantry. |
Units_CO_US.sqf shows the complete pattern:
- Sets
WFBE_WESTBARRACKSUNITS, then callsClient/Init/Init_Faction.sqflocally to build faction-filter labels. - Sets
WFBE_WESTLIGHTUNITS,WFBE_WESTHEAVYUNITS,WFBE_WESTAIRCRAFTUNITS,WFBE_WESTAIRPORTUNITSandWFBE_WESTDEPOTUNITS. - Adds depot infantry only if
WFBE_C_UNITS_TOWN_PURCHASE > 0. - Adds boats only when
IS_naval_mapis true. - Handles Chernarus vs non-Chernarus class variants through
IS_chernarus_map_dependent.
Client_UIFillListBuyUnits.sqf fills the listbox from the selected factory pool. It applies:
- Unit-cost upgrade modifier:
WFBE_UP_UNITCOSTsetsUNIT_COST_MODIFIERto0.75or0.5. - Current side upgrades: a unit is shown if
QUERYUNITUPGRADE <= currentUpgrades select tabValue. - Faction dropdown filter: values come from
WFBE_<side><factory>FACTIONS, built byInit_Faction.sqf. - Depot exceptions: some infantry are manually allowed when barracks upgrade thresholds are met.
- Visual coloring for repair trucks, ammo trucks, airlift vehicles, ambulances, salvage trucks, artillery vehicles and supply trucks.
Cost shown in the list is:
round (((_c select QUERYUNITPRICE) * ATTACK_WAVE_PRICE_MODIFIER) * UNIT_COST_MODIFIER)The visible list is therefore a combined result of core metadata, side upgrade state, faction filter state, unit-cost upgrades and attack-wave discount state.
Use the buy-menu price and driver-key branch matrix for per-ref proof. The local rule is simpler: list display, selected-detail display, affordability and debit must share one price path. The still-open cross-branch issue is the unit-cost reset trap. Client_UIFillListBuyUnits.sqf:7-16 still sets UNIT_COST_MODIFIER only when the upgrade level is 1 or 2, while Init_CommonConstants.sqf initializes the global once (docs/Miksuu/perf/historical QoL :203, current stable/B74.1 Chernarus :597 and Vanilla :399, B74.2 Chernarus :610 and Vanilla :399, B69 Chernarus :565, B74 Chernarus :578, B69/B74 Vanilla :399, historical a96fdda2 :216). If a long-lived client has already seen a discounted state, a later no-upgrade list fill can inherit the stale discount. Patch by assigning the default before the if (_unitCostUpgradeLevel > 0) branch or by using a local price helper instead of a mutable global.
Docs anchors below remain valid because checked buy-menu controller/list-filler paths are unchanged from 8d611092 / ebd86fad0 through the current docs branch and from 4120137f for the current-B74 refresh. Current-stable/B74.1/B74.2 line drift was spot-checked on 2026-06-23 against origin/master@f8a76de34, origin/claude/b74.1-aicom@f8a76de34, origin/claude/b74.2-aicom@d472da6a, origin/claude/b69@8d465fce and origin/claude/b74-aicom-spend@b23f557f.
| Scope | Selected-detail price | Unit-cost reset | Driver-default profile key | Practical result |
|---|---|---|---|---|
Docs/source HEAD@4120137f Chernarus + maintained Vanilla |
Still recomputes selected detail as floor ((_currentUnit select QUERYUNITPRICE) * ATTACK_WAVE_PRICE_MODIFIER) at GUI_Menu_BuyUnits.sqf:261, while list and purchase use UNIT_COST_MODIFIER at Client_UIFillListBuyUnits.sqf:60 and GUI_Menu_BuyUnits.sqf:90. |
No UNIT_COST_MODIFIER = 1 reset in Client_UIFillListBuyUnits.sqf; only 0.75 and 0.5 writes at :11,14. |
Uppercase init/toggle remains at GUI_Menu_BuyUnits.sqf:39-42,173; lowercase reads/writes remain at :95,136,154,284,308,328-341,366,373,385. |
All three older UI/economy risks remain in the docs/source checkout. |
Current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34, current B69 origin/claude/b69@8d465fce, adjacent B74 origin/claude/b74-aicom-spend@b23f557f, B74.2 origin/claude/b74.2-aicom@d472da6a and historical release commit a96fdda2
|
Current stable/B74.1/B69/B74 maintained roots use the modifier-bearing selected-detail formula at GUI_Menu_BuyUnits.sqf:416, list filler _price at Client_UIFillListBuyUnits.sqf:90 and purchase cost at GUI_Menu_BuyUnits.sqf:99. B74.2 keeps maintained Vanilla at those anchors and shifts source Chernarus to purchase :105 and selected detail :422 after pop-tier AI-cap setup. Historical a96fdda2 has the older fixed-shape anchors (GUI_Menu_BuyUnits.sqf:284, Client_UIFillListBuyUnits.sqf:61, purchase :96). |
Still no level-0 reset: Client_UIFillListBuyUnits.sqf:11,14 are the only modifier writes in every checked ref. One-time init is current stable/B74.1 Chernarus Init_CommonConstants.sqf:597, current stable/B74.1 Vanilla :399, B74.2 Chernarus :610, B74.2 Vanilla :399, B69 Chernarus :565, B74 Chernarus :578, B69/B74 Vanilla :399 and historical a96fdda2 :216. |
Init/toggle/max-out/reset mirror lowercase and uppercase keys on current stable/B74.1/B69/B74 (GUI_Menu_BuyUnits.sqf:42-43,189-191,439-440,484,490,496,529-530,542-543; B74.2 source Chernarus line-drifts to :48-49,195-197,445-446,490,496,502,535-536,548-549; historical release line drift is :40-41,181-183,307-308,352-364,397-411), while live reads use lowercase. |
Selected-detail and compatibility-key drift are fixed in current stable/B74.1/B69/B74/B74.2 and historical a96fdda2; level-0 modifier reset remains open. 0139a3468609..origin/master and B69..B74 touch only constants among checked price/key paths; B74.2 changes only source Chernarus AI-cap setup and constants. |
Miksuu b8389e74 and perf/quick-wins 0076040f
|
Same old selected-detail formula as the docs checkout in both maintained roots (GUI_Menu_BuyUnits.sqf:261). |
Same no-reset shape in both maintained roots. | Same uppercase init/toggle plus lowercase live-read split as the docs checkout. | No upstream/perf rescue found. |
Historical QoL commit a66d4691; no current feat/buymenu-easa-qol head |
Chernarus selected detail is fixed at GUI_Menu_BuyUnits.sqf:280; maintained Vanilla still uses the old :261 formula. |
No reset in either root. | Mixed profile key remains in both roots. | Useful Chernarus UI evidence, but not a full maintained-root price/key cleanup and not a live branch head as of 2026-06-23. |
Branch-only origin/claude/trello-buymenu-gear-display@db1291beba
|
Keeps the current-stable price anchors (GUI_Menu_BuyUnits.sqf:99,416,617) and changes only infantry gear/ammo preview arrays for Ins_Soldier_AT / MVD_Soldier_AT at :552-565 in both maintained roots. |
Same no-reset shape as current stable. | Same current-stable dual-key policy. | Branch-only Trello #91 gear-display candidate; not a price/key/reset rescue head. |
Patch order: first reset or localize the unit-cost modifier so list row, selected-detail display, affordability check and debit agree for levels 0/1/2; then decide whether current-stable / historical-release dual-key mirroring is the intended compatibility policy or whether one normalized key should replace it. Smoke low/exact/high funds, unit-cost levels 0/1/2, infantry, crewless vehicles, full-crew vehicles, checkbox toggle, max-out and reset.
When MenuAction == 1, GUI_Menu_BuyUnits.sqf performs these checks before spawning:
| Check | Source behavior |
|---|---|
| Funds | Uses Call GetPlayerFunds; missing funds blocks and hints. |
| Depot infantry camps | Depot infantry purchase requires all camps on that town to belong to the player's side. |
| Group size | Uses live units plus local unitQueu, scaled by barracks upgrade and with a commander bonus. |
| Crew count | Vehicle purchases can include driver, gunner, commander and extra turret crew. |
| Queue cap | Checks WFBE_C_QUEUE_<type> against WFBE_C_QUEUE_<type>_MAX. |
| Factory queue text | Reads the selected building's queu variable to show immediate or queued purchase hint. |
For the exact default AI-follower table and role-balance notes, use Player AI caps and role balance. The important source rule is that the lobby player-AI cap is scaled by barracks level, Soldier slots apply a 1.5x multiplier before that scaling, and commander team players get +10 total group slots. Vehicle crew selected in the buy menu consumes the same group cap, so a driver/gunner/commander/extra-turret purchase can fill several follower slots at once.
If accepted:
-
WFBE_C_QUEUE_<type>increments locally. -
_params Spawn BuildUnit. - Funds are deducted with
ChangePlayerFunds.
Destroyed-factory refund behavior is branch-scoped; use the destroyed-factory refund branch matrix for per-ref proof. Practical rule: preserve or port the current-stable/B74.1/B74.2 / historical-release refund payload when targeting an old-shape branch, but keep this separate from full server-side purchase authority. Smoke factory death, buyer disconnect, empty/crewless vehicles and normal completion together.
Important authority note: no server PVF request is sent for this player purchase. There is no Server/PVFunctions/RequestBuyUnit.sqf or Server/PVFunctions/RequestBuildUnit.sqf in the current source, and neither request is registered in Init_PublicVariables.sqf.
Mini-scout follow-up 2026-06-04 rechecked the static footprint: Init_Client.sqf:52 compiles BuildUnit, GUI_Menu_BuyUnits.sqf:155 spawns it for player purchases, and Init_Server.sqf:10 only compiles AIBuyUnit = Server_BuyUnit.sqf. A source grep found no active RequestBuyUnit/RequestBuildUnit PVF path and no static caller for AIBuyUnit beyond the compile. Server_BuyUnit.sqf:12-17,47-55,78-83 repeatedly exits or cleans up when the team leader is a player, which matches a latent/AI helper rather than a player purchase authority surface.
This means the durable fix is not a small "refund missing" patch by itself. A public-server-safe redesign needs an explicit request/accept/debit/abort protocol: the server should validate factory state, funds, side, queue capacity and spawn legality before accepting, then debit only at acceptance or refund every rejected/aborted post-accept path through one helper.
Terminology note from the 2026-06-04 factory queue scout (updated 2026-06-21): a queue-cancel addAction ("Cancel last queued unit") is attached to the factory building during the build worker (Client_BuildUnit.sqf:189-199); it calls Client\Action\Action_CancelQueue.sqf which removes the player's last queue token, decrements unitQueu and WFBE_C_QUEUE_* counters, and refunds the paid cost (with an attack-wave discount cap). Use terminology according to the code path: "cancel" = player addAction while waiting in queue (removes token, refunds cost, suppresses spawn via the _qIdx < 0 guard that fires when the token is gone before the worker reaches the front); "abort/refund" = internal worker exit when the factory is dead or null (the !alive _building exitWith). The Back button in the buy menu still only returns to the main WF menu (GUI_Menu_BuyUnits.sqf:495-499) and does not cancel an in-progress build.
Refund anchors below were refreshed 2026-06-21. Docs branch ebd86fad0 is unchanged from 8d611092 for the checked buy/build paths; current stable origin/master@0139a346 moved the refund closure to the later cancellation-aware block; a96fdda2, 7ff18c49 and a66d4691 are historical commits because current origin exposes no release/* or feat/buymenu-easa-qol heads.
| Scope | Menu/debit shape | Dead/null factory abort | Development meaning |
|---|---|---|---|
Docs checkout cacd46f09163 / 4120137f / 8d611092, Miksuu b8389e748243 and origin/perf/quick-wins 0076040f
|
Both maintained roots check the local queue cap, increment WFBE_C_QUEUE_%1, spawn BuildUnit, then debit with -(_currentCost) Call ChangePlayerFunds at GUI_Menu_BuyUnits.sqf:154-156. _currentCost is not passed to BuildUnit. |
Client_BuildUnit.sqf:211-214 exits when the building is dead/null and decrements unitQueu plus WFBE_C_QUEUE_%1, but does not refund funds. Perf Chernarus only adds crewless counter cleanup at Client_BuildUnit.sqf:365-368; perf Vanilla remains old-shape. |
The player pays even when the build worker aborts after a destroyed/null factory on these refs. Treat as patch-ready if targeting those roots. |
Current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34, current B69 origin/claude/b69@8d465fce, adjacent B74 origin/claude/b74-aicom-spend@b23f557f, B74.2 origin/claude/b74.2-aicom@d472da6a and historical release commit a96fdda2
|
Current stable/B74.1, B69 and adjacent B74 pass _currentCost into BuildUnit at GUI_Menu_BuyUnits.sqf:163, spawn at :164 and debit at :165 in both maintained roots. B74.2 keeps those anchors in maintained Vanilla and shifts source Chernarus to :169-171. Historical a96fdda2 has the same payload/debit shape at GUI_Menu_BuyUnits.sqf:160-162. |
Client_BuildUnit.sqf:7 reads the optional cost payload. Current stable/B74.1/B69/B74/B74.2 dead/null abort at :276-280 decrements queue/counter and refunds _currentCost when positive; historical a96fdda2 does the same at :212-216. The later crewless/Depot branch explicitly says no refund because the vehicle already spawned (current stable/B74.1 Chernarus :491-497, maintained Vanilla :446-452; historical a96fdda2 :373-379). |
Destroyed-factory refund closure is source-present in current stable/B74.1/B69/B74/B74.2 and historical a96fdda2 for Chernarus and maintained Vanilla, but purchase authority is still client-local and Arma smoke remains required. |
Intermediate historical release commit 7ff18c49
|
Both maintained roots already pass/debit _currentCost at GUI_Menu_BuyUnits.sqf:160-162. |
The dead/null exit at Client_BuildUnit.sqf:212-215 still has queue cleanup only. The empty/crewless branch at :366-372 decrements the queue and refunds _currentCost. |
Use this only to explain older release/backlog wording. It is superseded by a96fdda2 for the real dead/null factory refund closure. |
Historical QoL commit a66d4691; no current feat/buymenu-easa-qol head |
Chernarus spawns/debits at GUI_Menu_BuyUnits.sqf:163-164; maintained Vanilla stays at :155-156. Neither root passes _currentCost to BuildUnit. |
Both roots keep the old dead/null exit at Client_BuildUnit.sqf:211-214 with queue cleanup only. |
UI QoL evidence does not include the destroyed-factory refund fix and is historical unless the branch is restored. |
There are two queue concepts:
| Queue | Scope | Source |
|---|---|---|
| Client queue cap | Client missionNamespace counters such as WFBE_C_QUEUE_LIGHT, max values initialized in Init_Client.sqf. |
Prevents a player from starting too many concurrent local builds by category. |
| Factory FIFO | Building variable queu, public on the building. |
Orders builds at the same selected factory. |
Client_BuildUnit.sqf appends a random _unique ID to _building getVariable "queu" and waits until that ID reaches the front. If the queue appears stuck longer than WFBE_LONGEST<factory>BUILDTIME, it removes the head entry. Longest build times are calculated in Init_Common.sqf by scanning the purchasable units for each structure and side.
Queue cleanup is fragile by design: changing factory type labels, longest-build variables or queue mutation rules can strand entries or let concurrent purchases overlap.
Factory-death cleanup is split. The client wait path exits when the building is dead/null (Client_BuildUnit.sqf:180-182) and later removes local counters/token state (:211-214), while Server_BuyUnit.sqf has its own queue-removal branches (:47-55, :78-83, :213-214) for the latent server buy worker. The building death handler itself only updates structure accounting (Server_BuildingKilled.sqf:81-93) and does not own queue cleanup or refunds.
Claude DR-33 adds two concrete implementation hazards:
| Hazard | Evidence | Fix direction |
|---|---|---|
| Empty-vehicle buys leak the client queue counter. | Current source still has an empty-vehicle exitWith before the normal unitQueu / WFBE_C_QUEUE_* decrement in Client_BuildUnit.sqf. |
Patch-ready, not patched. Every exit branch after enqueue must decrement both the building unitQueu token and the relevant WFBE_C_QUEUE_<type> counter. Smoke repeated crewless vehicle buys and normal crewed/infantry buys after the fix. See Factory queue counter token cleanup. |
Factory FIFO token identity is collision-prone; queu broadcast churn remains. |
Current source initializes varQueu = random(10)+random(100)+random(1000) in Init_Common.sqf:176 as a one-time startup value, but Client_BuildUnit.sqf:168 immediately overwrites it with varQueu = Format["%1_%2", getPlayerUID player, diag_tickTime] — a UID+tickTime token that eliminates the random collision risk — and reads it back as _unique = varQueu on line 169. The building queu array is still broadcast with setVariable [..., true] on enqueue/progress/completion (Client_BuildUnit.sqf:173,218,236). |
DR-33b token-collision fix is shipped (UID+tickTime token); queu broadcast churn via setVariable [..., true] on enqueue/progress/completion remains open as the separate follow-up. Patch the local token and counter first; broadcast reduction remains a separate UI-aware follow-up. See Factory queue counter token cleanup. |
Client_BuildUnit.sqf chooses spawn positions from either structure distance/direction arrays or nearby helper pads:
| Factory type | Preferred helper object | Fallback |
|---|---|---|
| Light |
HeliH, excluding HeliHCivil and HeliHRescue
|
Structure modelToWorld distance/direction. |
| Heavy | HeliHRescue |
Structure modelToWorld distance/direction. |
| Aircraft | HeliHCivil |
Structure modelToWorld distance/direction. |
| Barracks | Sr_border |
Structure modelToWorld distance/direction. |
| Depot |
WFBE_C_DEPOT_BUY_DISTANCE / WFBE_C_DEPOT_BUY_DIR
|
Position from town depot logic. |
| Airport |
WFBE_C_HANGAR_BUY_DISTANCE / WFBE_C_HANGAR_BUY_DIR
|
Position from airfield logic. |
This means map object placement can alter purchase spawn behavior without touching scripts.
Player build path:
- Infantry:
Client_BuildUnit.sqfcallsWFBE_CO_FNC_CreateUnit. - Vehicles:
Client_BuildUnit.sqfcallsWFBE_CO_FNC_CreateVehicle, then adds local vehicle actions, balance, artillery, missile, countermeasure, IRS, engine and reload handlers. - Optional crew are created through
WFBE_CO_FNC_CreateUnitand moved into driver/gunner/commander/turret positions. - Created units are sent to the leader waypoint helper through
WFBE_CL_FNC_SendSpawnedUnitsToLeaderWaypoint.
Common creation behavior:
-
Common_CreateUnit.sqfsets unit skill fromQUERYUNITSKILL, applies selected special-case loadout fixes, attaches killed handler and runsInit_Unit.sqfdepending on infantry tracking/global-init rules. -
Common_CreateVehicle.sqfcreates the vehicle, applies tank/APC modification, textures, direction/velocity, lock state, killed/hit bounty handlers, optional globalsetVehicleInit, map combat marker fired handler and performance audit.
Server/Init/Init_Server.sqf compiles:
AIBuyUnit = Compile preprocessFile "Server\Functions\Server_BuyUnit.sqf";Server_BuyUnit.sqf is a server-side team/AI production worker, not a drop-in mirror of the player buy path:
- expects
_id,_building,_unitType,_side,_teamand vehicle crew flags; - appends to the building
queu; - waits for the factory FIFO;
- exits if the factory dies or a player takes over the AI team;
- creates units/vehicles server-side through the common primitives;
- applies vehicle handlers and crew logic;
- clears the team's
wfbe_queueentry when done.
Current status: a source search finds AIBuyUnit only in the compile line and Server_BuyUnit.sqf itself on stable master. No active caller was found in the source mission. Treat the server buy worker as latent until a dynamic call path is proven or a branch intentionally revives it.
Queue-model split: player purchases use client-local WFBE_C_QUEUE_* counters plus unitQueu (Init_Client.sqf:185-196,288; Client_BuildUnit.sqf:10,212-214,467-469). The server worker uses a separate group variable wfbe_queue initialized during server team setup (Init_Server.sqf:477) and cleaned in Server_BuyUnit.sqf:12-16,47-55,78-83,213-214. AI/player crew policy also diverges: the player path has an empty/crewless vehicle branch that can exit before crew creation (Client_BuildUnit.sqf:211-214,365-367), while Server_BuyUnit.sqf:92-214 proceeds through server-side crew creation. Any revival of AIBuyUnit needs an explicit production policy rather than assuming player-buy parity.
The buy menu cost path includes two global modifiers:
| Modifier | Source |
|---|---|
ATTACK_WAVE_PRICE_MODIFIER |
Initialized in Init_CommonConstants.sqf; changed by attack-wave client special messages. |
UNIT_COST_MODIFIER |
Initialized to 1; updated by Client_UIFillListBuyUnits.sqf from WFBE_UP_UNITCOST. |
Attack wave itself is handled through direct public variable channels:
-
Common_AttackWaveActivate.sqfsendsATTACK_WAVE_INITto the server. -
Server_AttackWave.sqfpublishesATTACK_WAVE_DETAILS. -
Server/PVFunctions/AttackWave.sqflistens forATTACK_WAVE_DETAILSand sendsHandleSpecial/LocalizeMessageupdates to clients. -
Client/PVFunctions/HandleSpecial.sqfupdatesATTACK_WAVE_PRICE_MODIFIER.
Because player purchase cost is calculated client-side, any attack-wave or unit-cost work must keep UI display, local affordability and actual deduction aligned.
Core_Squads/Squads_GetFactionGroups.sqf reads QUERYUNITFACTORY and QUERYUNITUPGRADE from the same per-class metadata arrays to infer what factories and upgrade levels a group template requires.
This means class metadata mistakes can break more than the visible buy menu:
- buy list gating;
- AI squad requirement derivation;
- bounties and score;
- build time;
- factory categorization;
- crew/turret generation;
- skill applied by
Common_CreateUnit.
| Risk / status | Evidence | Development guidance |
|---|---|---|
No player RequestBuyUnit server authority |
Init_PublicVariables.sqf:9-21 lists server-command PVFs and has no RequestBuyUnit; GUI_Menu_BuyUnits.sqf:144-156 increments the local queue counter, spawns local BuildUnit, then deducts funds client-side. |
For high-value or exploit-sensitive purchases, add a server-validated request path or at least document why client-local creation is acceptable for the target server model. |
Server_BuyUnit.sqf appears unused on stable master |
Init_Server.sqf:10 compiles AIBuyUnit = Server_BuyUnit.sqf, but source search finds no caller outside the compile and the function file. The origin/feat/ai-commander branch intentionally calls it from AI_Commander_Produce.sqf, so keep branch scope explicit. |
Before reviving AI purchases, find intended caller history or design a new explicit AI commander production loop; do not assume the worker matches player buy semantics. |
| Player/server build drift |
Client_BuildUnit.sqf and Server_BuyUnit.sqf duplicate vehicle handler, missile, IRS, countermeasure and crew setup logic. |
Any new vehicle behavior may need both paths unless server path is formally retired or refactored. |
| Queue state is fragile | Building queu and client WFBE_C_QUEUE_* counters are manually incremented/decremented, while DR-33 counter/token fixes remain patch-ready but source-unpatched. Wave R also found that extra-turret-crew-only vehicle buys, if exposed, can hit the same empty-exit before extra crew creation. |
Use Factory queue cleanup for the branch matrix and patch shape. Always test factory destruction, menu close, empty-vehicle buys, extra-turret-crew selections, repeated purchases and queue hints when touching queues; do not assume cancel/refund semantics exist unless a new branch is added. |
| Cost authority is local | Menu checks funds and calls ChangePlayerFunds locally after spawning build thread. |
Do not add new economy side effects to purchase without tracing client funds, commander income, side supply and PV hardening. |
| Destroyed-factory refund is branch-scoped | The exact docs/current-stable-B74.1/B74.2/historical-release/Miksuu/perf/QoL split is preserved in the destroyed-factory refund branch matrix. Current stable/B74.1/B74.2 and historical a96fdda2 carry a source-present dead/null refund; old-shape branches do not. |
Preserve or port the current-stable/historical-release refund shape when merging, but do not confuse it with server-side purchase authority; smoke factory death, buyer disconnect, empty/crewless vehicles and normal completion. |
| Empty vehicles bypass this group-cap check | Buy menu vehicle-cap math computes optional crew count in _cpt (GUI_Menu_BuyUnits.sqf:93-99,135-140) and only blocks the purchase when _cpt != 0; infantry uses the direct cap check at :132. |
This may be intentional because empty vehicles do not add AI to the buyer's group, but balance docs and Discord AI-cap tables should not count empty-vehicle purchases as squad slots. Smoke crew-toggle combinations if changing caps. |
| Spawn pads are object-class conventions | Light/heavy/air/barracks pads depend on nearby helper object classes. | Document required map editor objects when adding or moving bases. |
| Attack-wave cost is client-visible state |
ATTACK_WAVE_PRICE_MODIFIER affects list display and purchase cost. |
Keep JIP sync and local modifier state aligned before adding temporary discounts. |
| Buy-menu price/key alignment | The exact docs/current-stable/historical-release/Miksuu/perf/QoL split is preserved in the buy-menu price and driver-key branch matrix. No checked ref resets UNIT_COST_MODIFIER to 1 for level 0. |
Patch/reset the modifier path first, then decide whether current-stable / historical-release dual-key mirroring is enough or one normalized key should replace it; smoke list/detail/charge, funds guard, unit-cost levels 0/1/2, crew toggles, max-out and reset. |
| Special-vehicle color/hint support is incomplete | The briefing claims colored special vehicles, Client_UIFillListBuyUnits.sqf:67-100 colors many support classes, and GUI_Menu_BuyUnits.sqf:442-458 has manual hints/conditions for special purchase classes. |
Treat colored/hinted special vehicles as a UI affordance, not a complete feature registry. Add new support classes to list coloring, detail text, purchase checks and root arrays together. |
When adding or changing purchasable units:
- Define or update the class metadata in the relevant
Common/Config/Core/Core_*.sqffile. - Make sure the metadata fields match
QUERYUNIT*constants, especially price, time, crew, upgrade, factory, faction and turrets. - Add the classname to every intended
Common/Config/Core_Units/Units_*.sqffactory pool. - If the class is a support vehicle, update side root arrays such as
WFBE_<side>REPAIRTRUCKS,AMMOTRUCKS,SUPPLYTRUCKS,SALVAGETRUCK,AMBULANCES,LIFTVEHICLEorARTYVEHICLE. - Check whether AI squad templates or support scripts expect the class.
- Test list filtering by upgrade level and faction dropdown.
- Test queue behavior at the relevant factory and with the factory destroyed mid-build.
- If AI commander/server production must use the class, either verify an active caller for
AIBuyUnitor implement the server caller intentionally. - Run
Tools/LoadoutManagerafter gameplay edits so generated missions receive the source changes. - Update this page, Feature status, Client UI systems atlas and
agent-context.jsonwhen changing purchase authority or config ownership.
- Review whether
Server_BuyUnit.sqfshould be revived, removed from docs as retired, or wired into a new AI commander production design. - Compare every vehicle handler in
Client_BuildUnit.sqfvsServer_BuyUnit.sqfand decide whether drift is acceptable. - Design a minimal server-side validation layer for player purchases that respects Arma 2 locality and does not break hosted/JIP behavior.
- Cross-check depot town purchase with current town-camp ownership logic and supply-truck status.
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