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Resource Income Tick Distribution Engine
Source-verified 2026-06-24 against current stable/B74.1
origin/master@f8a76de34/origin/claude/b74.1-aicom@f8a76de34and current B74.2origin/claude/b74.2-aicom@21b62b04. The checkedd472da6a..21b62b04diff is empty forupdateresources.sqf,Client_GetIncome.sqfand income constants;origin/master..origin/claude/b74.2-aicomchanges source-Chernarus AICOM/pop-tier constants, not the income tick or display paths. Paths are current source Chernarus unless noted. Arma 2 OA 1.64. Maintained Vanilla and B69/B74 branch differences are routed through Economy, Towns And Supply.
Server/FSM/updateresources.sqf is the only loop that grows the WASP economy on a timer. Each interval it reads every present side's pooled town supply, gates the whole payout on a supply cap, branches the income by the configured income system (1/2/3/4), then writes three distinct sinks: side supply (the shared war resource), per-team player paychecks (wfbe_funds), and the AI-commander treasury (wfbe_aicom_funds). It is launched exactly once from Server/Init/Init_Server.sqf:885 (inside a spawn block after waitUntil {townInit}) ([] ExecVM "Server\FSM\updateresources.sqf"), and runs server-side for the whole match.
This page documents the per-tick algorithm and the money it writes. It does not own the constant values (defer to AI Commander Tunable Constants Reference) or the open correctness debts — the supply-cap-suppresses-money concern and the income-system-4 display-vs-payout mismatch — which are tracked on Economy, Towns And Supply.
The header private declares the working scope (updateresources.sqf:1), then five config reads happen before while {!gameOver}:
| Local | Source | Read |
|---|---|---|
_is |
:3 |
WFBE_C_ECONOMY_INCOME_SYSTEM (default 3; current Chernarus Init_CommonConstants.sqf:525) |
_ii |
:4 |
WFBE_C_ECONOMY_INCOME_INTERVAL (default 60s; current Chernarus Init_CommonConstants.sqf:524) |
_commander_enabled |
:9 |
true iff WFBE_C_AI_COMMANDER_ENABLED > 0
|
_currency_system |
:10 |
WFBE_C_ECONOMY_CURRENCY_SYSTEM (0 = Funds+Supply, 1 = Funds-only; current Chernarus Init_CommonConstants.sqf:516) |
_supply_max_limit |
:11 |
WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMIT (default 50000; current Chernarus Init_CommonConstants.sqf:547) |
Only when _is == 3 are the coefficient/divisor read (:15-18): _incomeCoef = WFBE_C_ECONOMY_INCOME_COEF (default 8; Init_CommonConstants.sqf:319) and _divisor = WFBE_C_ECONOMY_INCOME_DIVIDED (default 1.2; Init_CommonConstants.sqf:320). For all other systems _incomeCoef stays 1 and _divisor stays 0 (:7-8).
The income-system options are documented inline at current Chernarus Init_CommonConstants.sqf:525: 1:Full, 2:Half, 3:Commander System, 4:Commander System: Full.
while {!gameOver} do {
compute _pcMult (B36.1 inverse-population AICOM multiplier) // :27-33
compose late-game time curve into _pcMult // :38-46
{ // forEach side
_logik = side Call GetSideLogic // :50
_supply = side Call GetTownsSupply // :56
compute B74.1 AICOM-only town-leader taper // :57-67
if (_supply < _supply_max_limit) then { ...payout... } // :69 supply-cap gate
if (_supply >= _supply_max_limit && ...) then { ...famine... } // :126 funds-famine branch
} forEach (WFBE_PRESENTSIDES - [resistance]) // :135 GUER excluded
sleep ((_ii) Call GetSleepFPS) // :137-138
};
The side iteration is forEach (WFBE_PRESENTSIDES - [resistance]) (:135). GUER (resistance) is deliberately excluded from the supply/commander economy — the trailing comment notes it gets a "funds-only stipend, no supply/commander economy." Per-side state is fetched via _x Call WFBE_CO_FNC_GetSideLogic (:50, the side-logic object holding wfbe_teams, wfbe_commander_percent, wfbe_teams_count, wfbe_aicom_funds) and the income basis via _x Call WFBE_CO_FNC_GetTownsSupply (:56).
WFBE_CO_FNC_GetTownsSupply sums supplyValue across every town whose sideID matches the side (Common/Functions/Common_GetTownsSupply.sqf:6-8) — so _supply here is the side's pooled town income basis, not its current side-supply balance. That distinction is the root of the cap-guard debt flagged in Economy, Towns And Supply.
Computed once per tick, before the side loop (updateresources.sqf:27-33). This scales the AI commander's cash income (never supply) inversely to live human player count — the team curve in AI_Commander_Teams.sqf fields the most squads at low pop, so the funding need is highest on a near-empty server (comment :22-25).
| Step | Source | Behavior |
|---|---|---|
| Human count | :28 |
_pcN2 = {isPlayer _x} count allUnits |
| HC subtraction | :29-30 |
subtract live headless clients (WFBE_HEADLESSCLIENTS_ID with a non-null, alive leader), clamped max 0; mirrors MonitorPlayerCount.sqf
|
| Base multiplier | :31 |
_baseMult = WFBE_C_AI_COMMANDER_INCOME_MULT (default 1.5; tier-set by LEVEL — Easy 1.0 / Normal 1.5 / Hard 2.0, Init_CommonConstants.sqf:172-174) |
| Per-player bonus | :32 |
+BONUS per player under WFBE_C_AICOM_INCOME_PC_REF (default 10). Bonus rate is valve-gated: WFBE_C_AICOM_INCOME_PC_BONUS_VALVE (0.045) when WFBE_C_AICOM_BANKING_VALVE > 0, else WFBE_C_AICOM_INCOME_PC_BONUS (0.06) |
| Clamp | :33 |
_pcMult = _pcMult min WFBE_C_AICOM_INCOME_MULT_MAX (default 3.0, packed-server runaway guard) |
Formula (valve on, the live default): _pcMult = 1.5 * (1 + 0.045 * ((10 - playerCount) max 0)), clamped to 3.0. At 0 players this is 1.5 * (1 + 0.045*10) = 1.5 * 1.45 = 2.175; at 10+ players it collapses to the base 1.5. The :32 comment records that the original B36.1 form multiplied by _pcN2 (boost with more players) and was flipped to (REF - pc) so income is highest at low pop. Constant values and their lines are owned by AI Commander Tunable Constants Reference.
Current Chernarus then composes a late-game time curve into _pcMult at :38-46. The default curve reads floor/ceil/start/window values, smoothsteps from WFBE_C_AICOM_TIMECURVE_FLOOR to WFBE_C_AICOM_TIMECURVE_CEIL, and multiplies the population-based _pcMult by _tcMult.
Current Chernarus computes _aicomTaper per side before the cap gate at updateresources.sqf:57-67. At or below WFBE_C_AICOM_INCOME_TAPER_TOWNS (default 8, Init_CommonConstants.sqf:264) the taper is 1; above that threshold, extra towns contribute only WFBE_C_AICOM_INCOME_TAPER_RATE (default 0.4, :265) to AI-commander cash. The comments are explicit that this is AICOM-only: it is applied to ChangeAICommanderFunds at :106 and :130, never to player paychecks or side supply. Maintained Vanilla current stable does not carry this taper in the checked income file.
Inside the side loop, the entire payout block is wrapped in if (_supply < _supply_max_limit) (:69). When the side's pooled town income is below the cap, _income is seeded (:71): _income = _supply for every system except 3, where _income = round(_supply * _incomeCoef).
Then a switch (_is) adjusts _income and computes the commander/player split (:73-83):
| System | Source |
_income / split formula |
|---|---|---|
| 1 (Full) | (default seed) |
_income = _supply; no split (paid whole to non-player-led teams) |
| 2 (Half) | :74 |
_income = round(_income / 2) |
| 3 (Commander) | :76-77 |
_income_player = round(_income * ((100 - cmdPct)/100) / teamsCount); _income_commander = round((_income * (cmdPct/100)) / _divisor) + _income_player
|
| 4 (Commander Full) | :80-81 |
_income_player = round(_income * 1.5 * (100 - cmdPct)/100); _income_commander = round((_income*1.5 - _income_player) * teamsCount) + _income_player
|
where cmdPct = _logik getVariable "wfbe_commander_percent", teamsCount = _logik getVariable "wfbe_teams_count", and _divisor = WFBE_C_ECONOMY_INCOME_DIVIDED (1.2). The system-4 * 1.5 server multiplier (:80-81) is not mirrored by the client display getter Client/Functions/Client_GetIncome.sqf:24-28; that display-vs-payout mismatch is an open correctness debt owned by Economy, Towns And Supply.
The payout block fires only when _income > 0 (:85):
if (_currency_system == 0) then current Chernarus calls [_x, round(_supply * WFBE_C_ECONOMY_SUPPLY_INCOME_MULT), "...", true] Call ChangeSideSupply (:87). The fourth argument true is _includeStagnation, which routes positive deltas through WFBE_CO_FNC_StagnateSupplyIncomeNoPlayers before applying (Common/Functions/Common_ChangeSideSupply.sqf:16-18). Note the actual write is broadcast through the wfbe_supply_temp_%1 temp public-variable channel, not a direct setVariable. In Funds-only currency (_currency_system == 1) this path is skipped entirely. Maintained Vanilla current stable keeps raw _supply at updateresources.sqf:76.
After resolving _comTeam = _x Call WFBE_CO_FNC_GetCommanderTeam (the side HQ group, :89-90), the loop iterates every team in _logik getVariable "wfbe_teams" (:92-103) and computes a _paycheck per team via switch (_is):
| System | Source | _paycheck |
|---|---|---|
| 3 / 4 | :96-97 |
_income_player when the team is not the commander team; _income_commander when it is (_comTeam == _x) |
| default (1/2) | :98 |
_income — but only if !(isPlayer (leader _x)), i.e. AI-led groups only |
Each non-zero paycheck is written with [_x, _paycheck] Call WFBE_CO_FNC_ChangeTeamFunds (:101), which does a broadcast wfbe_funds setVariable with the true global flag (Common/Functions/Common_ChangeTeamFunds.sqf). The if !(isNil '_x') guard at :93 protects against stale entries in wfbe_teams. Contracts for ChangeTeamFunds/wfbe_funds are owned by Side Team State Function Reference.
When the side has no human-commander team, or current Chernarus has WFBE_C_AI_COMMANDER_HYBRID_REFILL > 0, and _commander_enabled (:105), the treasury is credited round(_income * _pcMult * _aicomTaper) via ChangeAICommanderFunds (:106). ChangeAICommanderFunds writes wfbe_aicom_funds += amount on the side-logic object without any broadcast flag, so the treasury is server-local AI-only state (Server/Functions/Server_ChangeAICommanderFunds.sqf:1-5; read side Server_GetAICommanderFunds.sqf:1). Maintained Vanilla current stable keeps the older non-hybrid, non-tapered round(_income * _pcMult) shape at updateresources.sqf:94-95.
Separately, still inside _supply < cap, the AI commander gets an unconditional money drip even when town income is zero (:110-115): [_x, WFBE_C_AI_COMMANDER_INCOME_STIPEND] Call ChangeAICommanderFunds with default 25 (the fallback literal at :114). The V0.4.1 comment (:110-112) notes this keeps PvE fun on a near-empty server — "synthetic MONEY drip for the AI commander - never synthetic supply." Current Chernarus tier values are set in Init_CommonConstants.sqf:208-210; the 25 is only the in-loop getVariable default. Maintained Vanilla current stable keeps the non-hybrid stipend check at updateresources.sqf:99-103.
A second if runs outside the supply-cap gate (:126-132), firing when _supply >= _supply_max_limit, _commander_enabled is true, and either the side has no human commander or current Chernarus has hybrid refill enabled. Its purpose (comment :119-125): the cap gate correctly stops supply accumulation past the limit, but it also suppressed the AI commander's funds income and stipend — so when the AI hoarded supply past the cap, its funds drained to $0, it stopped buying units, and the war stalled (towns stopped changing hands; AI stuck around 8 towns all night). Funds are a separate currency from supply, so they are topped up here.
The branch recomputes _income the same way (:127, _income = _supply or round(_supply*_incomeCoef) for system 3), applies the system-2 halving (:128), then — when _income > 0 — credits round(_income * _pcMult * _aicomTaper) (:130) and always adds the stipend (:132). It never synthesises supply. Maintained Vanilla current stable keeps the non-hybrid, non-tapered version at :115-121.
The loop sleeps (_ii) Call GetSleepFPS (:137-138). WFBE_CO_FNC_GetSleepFPS returns the raw delay when diag_fps > 15, and progressively shortens it as FPS drops (×0.85 / ×0.75 / ×0.70 / ×0.50 down to diag_fps <= 5) — Common/Functions/Common_GetSleepFPS.sqf:5-9. Because the 60s income interval doubles as a per-minute paycheck cadence, "per-tick == per-min" at full FPS; under load the income loop ticks faster (does more work while already stressed), which AI Headless And Performance treats as a deliberate "avoid income stalls during lag" tradeoff, not an obvious bug.
| Sink | Writer | Lines | Condition |
|---|---|---|---|
| Side supply | ChangeSideSupply |
:87 |
_currency_system == 0, _income > 0, under cap; Chernarus applies WFBE_C_ECONOMY_SUPPLY_INCOME_MULT
|
| Player/AI-team funds | WFBE_CO_FNC_ChangeTeamFunds |
:101 |
per team in wfbe_teams, non-zero paycheck |
| AICOM treasury (scaled) | ChangeAICommanderFunds |
:106, :130
|
no human commander or Chernarus hybrid refill, _commander_enabled; Chernarus applies _aicomTaper
|
| AICOM treasury (stipend) | ChangeAICommanderFunds |
:114, :132
|
no human commander or Chernarus hybrid refill, _commander_enabled
|
- Economy, Towns And Supply — the open correctness debts (supply-cap-suppresses-money, income-system-4 display mismatch) and the side-supply branch matrix.
-
AI Commander Tunable Constants Reference — exact lines/defaults for every
WFBE_C_AICOM_INCOME_*,INCOME_MULT,INCOME_STIPENDconstant this loop applies. -
Town Economy Getter Reference —
GetTownsSupply/GetTownsIncomeand the clientClient_GetIncomereadout split. -
Side Team State Function Reference —
ChangeTeamFunds/wfbe_fundsand the side-logic seed list. - AI Commander Execution Loop Reference — the spend side of the treasury this engine fills.
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