Position Fortification and Preparation
Description
Improving defensive positions for survivability and effectiveness.
Lua Implementation
-- Task: Position Fortification and Preparation
-- Operation: Defensive Operations (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"SelectPositions", "DigIn", "ClearFieldsOfFire", "PrepareAlternatePositions", "CamouflagePositions"},
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)
7 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 SelectPositions Subtask #436
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task DigIn Subtask #437
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task ClearFieldsOfFire Subtask #438
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task PrepareAlternatePositions Subtask #439
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task CamouflagePositions Subtask #440
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Sub-task Records
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SelectPositions - Choose fighting positions
-- Subtask: SelectPositions -- Parent Task: Position Fortification and Preparation -- Operation: Defensive 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 -- Planning phase -- Calculate route/position if HasClearPath{} then subtaskState.data.position = params.target_location end -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
DigIn - Construct fighting holes/bunkers
-- Subtask: DigIn -- Parent Task: Position Fortification and Preparation -- Operation: Defensive 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 }} -
ClearFieldsOfFire - Remove obstructions
-- Subtask: ClearFieldsOfFire -- Parent Task: Position Fortification and Preparation -- Operation: Defensive 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 -- Combat execution -- Check engagement authority if not HasOrdersToEngage{} then return false, "No engagement authority" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
PrepareAlternatePositions - Establish fallback positions
-- Subtask: PrepareAlternatePositions -- Parent Task: Position Fortification and Preparation -- Operation: Defensive 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 -- Movement execution if not HasFuel{} then return false, "Not ready for movement" end MoveToLocation{} SetHeading{} SetSpeed{} -- Check arrival if HasClearPath{} then subtaskState.status = "COMPLETE" return true, "Movement complete" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
CamouflagePositions - Conceal from observation
-- Subtask: CamouflagePositions -- Parent Task: Position Fortification and Preparation -- Operation: Defensive 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 -- Movement execution if not HasFuel{} then return false, "Not ready for movement" end MoveToLocation{} SetHeading{} SetSpeed{} -- Check arrival if HasClearPath{} then subtaskState.status = "COMPLETE" return true, "Movement complete" end 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 (7)
- HasClearPath
- HasFuel
- HasOrdersToEngage
- IsAtLocation
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
Tip: Click on action/predicate names in the Lua code above to view their implementations.