Enemy Position Identification and Fixing
Description
Locating enemy and preventing their withdrawal or reinforcement.
Lua Implementation
-- Task: Enemy Position Identification and Fixing
-- Operation: Offensive Operations (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"DetectEnemy", "DevelopSituation", "EstablishContact", "ReportContact"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = true,
enableParallelSensing = false,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = false,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
3 actions (clickable in blue)
9 predicates (clickable in green)
Behavior Tree
Open full view-
sequence TaskRoot
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sequence PreChecks
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conditional IsOperational cond: IsOperational
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conditional HasFuel cond: HasFuel
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sequence Execution
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sequence SubtaskSequence
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task DetectEnemy Subtask #411
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task DevelopSituation Subtask #412
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task EstablishContact Subtask #413
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task ReportContact Subtask #414
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Sub-task Records
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DetectEnemy - Initial contact/observation
-- Subtask: DetectEnemy -- Parent Task: Enemy Position Identification and Fixing -- Operation: Offensive Operations (LAND DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Sensing and detection -- Check for detections if IsThreatening{} then subtaskState.data.target_detected = true return true, "Target detected" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
DevelopSituation - Determine enemy strength/disposition
-- Subtask: DevelopSituation -- Parent Task: Enemy Position Identification and Fixing -- Operation: Offensive Operations (LAND DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Generic subtask execution MoveToLocation{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
EstablishContact - Engage to fix in place
-- Subtask: EstablishContact -- Parent Task: Enemy Position Identification and Fixing -- Operation: Offensive Operations (LAND DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Deployment and setup -- Move to position MoveToLocation{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ReportContact - SALUTE report to higher
-- Subtask: ReportContact -- Parent Task: Enemy Position Identification and Fixing -- Operation: Offensive Operations (LAND DOMAIN) local subtaskState = { status = "PENDING", startTime = 0, data = {} } function execute(params) subtaskState.startTime = vrf.getSimulationTime() subtaskState.status = "EXECUTING" -- Basic operational checks if not IsOperational{} then return false, "Entity not operational" end -- Communication and coordination subtaskState.data.comms_established = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }}
Parameters
No parameters defined yet.
Outputs
No outputs defined yet.
Manage Primitives
Actions (3)
- MoveToLocation
- SetHeading
- SetSpeed
Predicates (9)
- HasClearPath
- HasFuel
- HasOrdersToEngage
- IsAtLocation
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ROEAllowsEngagement
Tip: Click on action/predicate names in the Lua code above to view their implementations.