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Town AI Lifecycle Reference
This page maps town AI activation, garrison spawning, patrol/defense stance, static-defense manning, mop-up cleanup and deactivation.
Snapshot: origin/claude/build84-cmdcon36@5fca32390 on 2026-07-03. Paths below use source Chernarus as the canonical root: Missions/[55-2hc]warfarev2_073v48co.chernarus/. Maintained Takistan/Zargabad copies should be handled through Tools/LoadoutManager for source PRs; this page is wiki-only and changed no mission files.
| Question | Start here |
|---|---|
| Why did a town wake up? |
Server/FSM/server_town_ai.sqf:118-153 scans nearby entities, ignores town/static defender AI, filters hostile sides for owned towns, and records town_activation_scan timing. |
| Why did a town spawn groups? |
server_town_ai.sqf:156-171,211-221 keeps wfbe_inactivity fresh, uses wfbe_episode_spawned to avoid duplicate episodes, and chooses attacker or defender group selectors. |
| Why did air-only contact spawn different groups? |
server_town_ai.sqf:227-236 sets wfbe_active_air and calls the selectors with _aa_get = true. Current selector AA handling has a pending fix in PR #484. |
| Why did a garrison switch from patrol to defense? |
Server/FSM/server_town_patrol.sqf:27-47 switches to SAD defense when SV drops below the previous/start value or ownership changes. PR #486 adds a default-off contested-only gate. |
| Why did a town clean up? |
server_town_ai.sqf:399-453 deactivates after no enemies for WFBE_C_TOWNS_UNITS_INACTIVE, tells delegated clients/HCs to clean up, deletes server-local AI safely, removes static-defense operators, and clears the episode latch. |
| Why did capture spawn a cleanup squad? |
Server/FSM/server_town.sqf:364-485 runs the lazy post-capture path for WEST/EAST owned towns: no inherited GUER statics, a T+60 mop-up infantry squad, and a scan loop that stands down after clear scans. PR #487 adds a TTL cap. |
| Variable | Owner | Meaning |
|---|---|---|
wfbe_active |
server_town_ai.sqf |
Ground activation is live for this town. Counts toward the active-town budget. |
wfbe_active_air |
server_town_ai.sqf |
Air-only activation is live. Selectors are called with _aa_get = true when this is first set. |
wfbe_inactivity |
server_town_ai.sqf |
Last time live enemies were detected; deactivation waits until this is older than WFBE_C_TOWNS_UNITS_INACTIVE. |
wfbe_episode_spawned |
server_town_ai.sqf |
Per-episode latch. It is set when groups spawn and cleared only after cleanup completes, preventing double-spawn during deletion. |
wfbe_town_teams |
server_town_ai.sqf plus delegation callbacks |
Groups currently owned by the town activation episode. Server cleanup and delegated cleanup both key from this. |
wfbe_active_vehicles |
server_town_ai.sqf |
Vehicles returned by town-unit creation/delegation. Current source deletes only local vehicles with zero player crew. |
wfbe_contested |
server_town.sqf |
Local, non-broadcast stamp written on capture pressure transitions. PR #486 reuses it as an optional patrol-defense gate. |
wfbe_mopup_group / wfbe_mopup_units
|
server_town.sqf |
Post-capture cleanup squad references used by the lazy garrison path. |
server_town_ai.sqf seeds every town with inactive state, empty team/vehicle arrays, and a clear episode latch at :50-65. Startup pacing is already tunable through WFBE_C_TOWNS_STARTUP_SLEEP: the script reads it at :3, clamps <= 0 to the legacy 0.01, and sleeps in both initialization passes at :10 and :65. PR #343 documents that as an existing default-preserving hook, not a source gap.
Each sweep:
- The script computes active-town and GUER group budgets from
WFBE_C_TOWNS_ACTIVE_MAX, pop-tier overrides, andWFBE_C_GUER_GROUPS_MAX(:33-45plus the sweep body). - For each town, it picks inactive or active detection range from
WFBE_C_TOWNS_DETECTION_RANGE_COEF/WFBE_C_TOWNS_DETECTION_RANGE_ACTIVE_COEF, scansMan,Car,Motorcycle,Tank,Air, andShip, then appliesunitsBelowHeight 20(:118-119). PR #327 is the adjacent measurement/audit lane for this broad scan. - Units tagged
WFBE_IsTownDefenderAIare ignored so existing town/static defenders do not wake their own or neighboring towns (:121-132). - For WEST/EAST owned towns, friendly passers-by are filtered out before enemy counting; GUER/UNKNOWN towns keep broader behavior (
:134-149). - When enemies are present,
wfbe_inactivityis refreshed and the episode latch decides whether a new spawn is legal (:156-171). - Ground contact sets
wfbe_active, increments the active-town counter, and callsWFBE_SE_FNC_GetTownGroupsorWFBE_SE_FNC_GetTownGroupsDefender(:211-221). - Air-only contact sets
wfbe_active_airand calls the same selector family with_aa_get = true(:227-236).
Group selection is split:
| Situation | Function | Notes |
|---|---|---|
| WEST/EAST town occupation | Server/Functions/Server_GetTownGroups.sqf |
Scales by supplyValue, side upgrades and WFBE_C_TOWNS_UNITS_COEF; see Town AI group composition catalog. |
| GUER/resistance defender town | Server/Functions/Server_GetTownGroupsDefender.sqf |
Scales by wfbe_town_type and WFBE_C_TOWNS_UNITS_DEFENDER_COEF; see Town AI group composition catalog. |
| Air-only wake | Either selector with _aa_get = true
|
Current target caps _groups_max at 3 and keeps only AA_Light, AA_Heavy, or Team_AA (Server_GetTownGroups.sqf:143-155, defender equivalent). |
Current target caveat: the normal selector path excludes AA groups when wfbe_active_air is already true (Server_GetTownGroups.sqf:154, Server_GetTownGroupsDefender.sqf:114). Draft PR #484 flips that filter so active-air towns keep AA eligible while the explicit _aa_get path remains AA-only.
Both selectors include spawn-time infantry group merging to reduce group-brain load while leaving vehicle rosters unmerged. Attacker merge logic starts at Server_GetTownGroups.sqf:214-244; defender has the sibling merge block and defender-specific cap constants. Use Town AI group composition catalog before changing templates, weights or merge constants.
After group selection, the activation script chooses camp/town-adjacent positions and preallocates town groups (server_town_ai.sqf:246-262). Creation can happen three ways:
| Delegation mode | Route | Lifecycle rule |
|---|---|---|
Client delegation (WFBE_C_AI_DELEGATION = 1) |
WFBE_SE_FNC_DelegateAITown at server_town_ai.sqf:267-273
|
Server stores fallback groups/vehicles returned by the delegate route; delegated machines report their own groups back. |
Headless delegation (WFBE_C_AI_DELEGATION = 2) |
live-HC gate at :275-282
|
HC path is used only when live HC registry groups have non-null, alive leaders. |
| Server fallback |
WFBE_CO_FNC_CreateTownUnits at :286-292
|
Server-created groups and vehicles are appended to wfbe_town_teams and wfbe_active_vehicles. |
Static-defense manning is a separate call immediately after town group creation (server_town_ai.sqf:295-296). Server_OperateTownDefensesUnits.sqf creates per-town, per-side gunner groups capped at 12 members (:21-45), can delegate static-defense gunners to an HC when one is live (:55-67), tags operators as WFBE_IsTownDefenderAI (:78-80), and removes them on cleanup (:108-123). Use Static-defense manning for the dedicated static-gunner route.
server_town_patrol.sqf is the per-town-team stance worker. It is not the side-upgrade Patrols v2 driver.
Current target behavior:
- starts in
"patrol"and records the town's current/start SV (:11-17); - exits once the team is gone (
:18-25); - switches to
"defense"when current SV drops below the previous SV, current SV is below starting SV, or town ownership changed (:27-31); - patrol mode uses
WaypointPatrolTownor focusedWaypointPatrol(:40-45); - defense mode uses a SAD waypoint at
WFBE_C_TOWNS_DEFENSE_RANGE(:46-47); - the monitor sleeps 30 seconds between checks (
:56).
Adjacent draft PR #486 adds default-off WFBE_C_TOWNS_PATROL_CONTESTED_ONLY. With that flag enabled, supply-loss defense flips require the local wfbe_contested stamp from server_town.sqf:64-90; ownership changes still force defense. Until that PR merges, current target remains the legacy SV/ownership mode switch.
Town capture is owned by server_town.sqf, not by server_town_ai.sqf. On each capture:
- the capture loop sets the new
sideIDand broadcastsTownCaptured(server_town.sqf:239-300); - it clears
wfbe_active,wfbe_active_airandwfbe_episode_spawnedso the new owner can re-garrison immediately (:294-298); - old defender cleanup has a
WFBE_C_TOWNS_DEFENDER_LINGERdelay before removing old-side defense units if the town stayed captured (:356-360); - WEST/EAST captures of GUER towns delete inherited GUER statics so the captor cannot keep them (
:383-392); - WEST/EAST owned towns use the lazy path: T+60 seconds, spawn one owner-side infantry squad, then wait for two clear 30-second scans before standing it down (
:394-485); - resistance recapture keeps the existing delayed defender path using
WFBE_C_TOWNS_DEFENSE_SPAWN_DELAY(:366-381).
Current target caveat: the mop-up scan loop has no explicit lifetime cap. It exits on town flip/deactivation, empty group, game over, or two clear scans. Draft PR #487 adds WFBE_C_TOWNS_MOPUP_TTL = 600 so persistent resistance or reactivation cannot keep the mop-up worker alive indefinitely.
When no enemies are detected and time - wfbe_inactivity exceeds WFBE_C_TOWNS_UNITS_INACTIVE, server_town_ai.sqf deactivates the town:
- decrement active-town count if the town was ground-active (
:399-407); - clear
wfbe_activeandwfbe_active_air(:407-408); - broadcast
cleanup-townaiso delegated clients/HCs can delete local groups wheredeleteGroupworks (:412-413); - delete only server-local non-player units and delete groups only when no non-local units remain (
:415-430); - delete only local active vehicles with zero player crew, avoiding the old passenger/gunner deletion bug (
:432-441); - clear town team/vehicle arrays (
:443-445); - remove town static-defense operators (
:447-448); - clear
wfbe_episode_spawnedonly after cleanup completes (:450-453).
This cleanup path is why Town AI vehicle despawn safety is still important when auditing older branches: current target source Chernarus has the player-crew guard, but older branch matrices and generated roots have carried drift before.
| PR | Lane | Relevance to this page |
|---|---|---|
| #327 | Lane 106 town activation scan | Measures the real server_town_ai broad scan cost and documents current range/cadence. |
| #343 | Lane 115 startup pacing | Documents the existing WFBE_C_TOWNS_STARTUP_SLEEP hook; no source change. |
| #484 | Lane 191 AA active-air gate | Fixes the normal selector path so active-air towns keep AA groups eligible. |
| #486 | Lane 190 patrol contested-only | Adds a default-off WFBE_C_TOWNS_PATROL_CONTESTED_ONLY gate for SV-loss defense flips. |
| #487 | Lane 200 mop-up TTL | Adds a default 600 second lifetime cap to post-capture mop-up squads. |
Treat these as pending draft behavior until their PRs are merged into the target branch. Do not write wiki wording that makes PR-only behavior sound live.
- Do not patch
server_town_ai.sqf,server_town.sqf,server_town_patrol.sqf, group selectors or static-defense manning as one blob. They are separate lifecycle surfaces. - If source changes touch maintained terrain copies, start in source Chernarus and propagate with
Tools/LoadoutManagerunless a release owner explicitly approves another path. - If source is hot or already covered by an open PR, prefer docs/status clarification over a duplicate source PR.
- Check
wfbe_episode_spawnedbefore adding any spawn path; clearing it too early can double-spawn during cleanup. - Check
WFBE_IsTownDefenderAIbefore changing activation scans; defender AI should not wake towns. - Keep PR-only behavior labelled as pending until merged into
origin/claude/build84-cmdcon36.
| Topic | Anchor |
|---|---|
| Startup pacing and state seed |
Server/FSM/server_town_ai.sqf:3-65; Common/Init/Init_CommonConstants.sqf:255
|
| Activation scan and hostile filtering | Server/FSM/server_town_ai.sqf:118-153 |
| Episode spawn gate and ground/air routes | Server/FSM/server_town_ai.sqf:156-236 |
| Creation/delegation/static-defense spawn |
Server/FSM/server_town_ai.sqf:246-296; Server/Functions/Server_OperateTownDefensesUnits.sqf:21-85
|
| Capture contested stamp | Server/FSM/server_town.sqf:45-90 |
| Capture-side transition and active flag reset | Server/FSM/server_town.sqf:239-301 |
| Lazy garrison and mop-up | Server/FSM/server_town.sqf:356-485 |
| Patrol/defense stance worker | Server/FSM/server_town_patrol.sqf:1-57 |
| Group selector AA/merge behavior |
Server/Functions/Server_GetTownGroups.sqf:140-155,214-244; Server/Functions/Server_GetTownGroupsDefender.sqf:140-160
|
| Cleanup and despawn |
Server/FSM/server_town_ai.sqf:399-453; Server/Functions/Server_OperateTownDefensesUnits.sqf:108-123
|
- Towns, camps and capture atlas - broader town/camp/capture ownership flow.
- Town AI group composition catalog - group templates, selector tables and merge mechanics.
-
Town garrison patrol defense worker - focused
server_town_patrol.sqfworker reference. - Town AI vehicle despawn safety - branch matrix and cleanup bug playbook.
- AI runtime and HC loop map - server loops, delegation and HC runtime routing.
- Headless delegation and failover - HC behavior and update-back risks.
Previous: Towns, camps and capture atlas | Next: Town AI group composition catalog
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