Obstacle Belt Emplacement
Description
Creating barriers to slow, canalize, or stop enemy movement.
Lua Implementation
-- Task: Obstacle Belt Emplacement
-- Operation: Defensive Operations (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"PlanObstacleBelt", "EmplaceMines", "ConstructBarriers", "IntegrateWithFires", "RecordObstacles"},
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)
7 actions (clickable in blue)
11 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 PlanObstacleBelt Subtask #441
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task EmplaceMines Subtask #442
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task ConstructBarriers Subtask #443
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task IntegrateWithFires Subtask #444
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task RecordObstacles Subtask #445
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Sub-task Records
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PlanObstacleBelt - Design obstacle system
-- Subtask: PlanObstacleBelt -- Parent Task: Obstacle Belt Emplacement -- 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 }} -
EmplaceMines - Deploy minefields
-- Subtask: EmplaceMines -- Parent Task: Obstacle Belt Emplacement -- 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 -- Deployment and setup -- Move to position MoveToLocation{} ClearMines{} DetectMines{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ConstructBarriers - Build wire/ditches/walls
-- Subtask: ConstructBarriers -- Parent Task: Obstacle Belt Emplacement -- 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{} ClearMines{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
IntegrateWithFires - Tie obstacles to engagement areas
-- Subtask: IntegrateWithFires -- Parent Task: Obstacle Belt Emplacement -- 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 }} -
RecordObstacles - Document for future operations
-- Subtask: RecordObstacles -- Parent Task: Obstacle Belt Emplacement -- 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{} ClearMines{} 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 (7)
- ClearMines
- DetectMines
- LayMines
- MarkMinefield
- MoveToLocation
- SetHeading
- SetSpeed
Predicates (11)
- HasClearPath
- HasFuel
- HasOrdersToEngage
- IsAtLocation
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- MineDetected
- PathCleared
- ROEAllowsEngagement
Tip: Click on action/predicate names in the Lua code above to view their implementations.