Counterattack Preparation
Description
Planning and rehearsing offensive action to restore defensive positions.
Lua Implementation
-- Task: Counterattack Preparation
-- Operation: Defensive Operations (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"IdentifyCounterattackObjectives", "PlanCounterattackRoutes", "CoordinateFireSupport", "RehearsalExecution", "EstablishCommitmentAuthority"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = true,
enableParallelSensing = false,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = true,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
6 actions (clickable in blue)
12 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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conditional HasAmmo cond: HasAmmo
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sequence Execution
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selector EngageOrFallback
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sequence EngagementSequence
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conditional CanEngage cond: CanEngage
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task EngageTarget action: EngageTarget
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sequence FallbackSequence
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send RequestSupport
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task Reposition action: MoveToLocation
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sequence SubtaskSequence
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task IdentifyCounterattackObjectives Subtask #466
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task PlanCounterattackRoutes Subtask #467
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task CoordinateFireSupport Subtask #468
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task RehearsalExecution Subtask #469
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task EstablishCommitmentAuthority Subtask #470
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Sub-task Records
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IdentifyCounterattackObjectives - Select targets
-- Subtask: IdentifyCounterattackObjectives -- Parent Task: Counterattack 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 }} -
PlanCounterattackRoutes - Determine approaches
-- Subtask: PlanCounterattackRoutes -- Parent Task: Counterattack 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 }} -
CoordinateFireSupport - Arrange supporting fires
-- Subtask: CoordinateFireSupport -- Parent Task: Counterattack 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 EngageTarget{} FireWeapon{} SelectTarget{} -- Verify engagement success if HasWeaponSolution{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
RehearsalExecution - Practice counterattack
-- Subtask: RehearsalExecution -- Parent Task: Counterattack 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{} EngageTarget{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
EstablishCommitmentAuthority - Define release criteria
-- Subtask: EstablishCommitmentAuthority -- Parent Task: Counterattack 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 -- Deployment and setup -- Move to position MoveToLocation{} 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 (6)
- EngageTarget
- FireWeapon
- MoveToLocation
- SelectTarget
- SetHeading
- SetSpeed
Predicates (12)
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsAtLocation
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
Tip: Click on action/predicate names in the Lua code above to view their implementations.