Artillery Preparation Fires
Description
Suppressing and destroying enemy positions before assault.
Lua Implementation
-- Task: Artillery Preparation Fires
-- Operation: Combined Arms Assault (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"PlanPreparation", "RegisterFires", "ExecutePreparation", "ShiftFires", "AssessEffects"},
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)
17 actions (clickable in blue)
22 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 PlanPreparation Subtask #546
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task RegisterFires Subtask #547
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task ExecutePreparation Subtask #548
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task ShiftFires Subtask #549
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task AssessEffects Subtask #550
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Sub-task Records
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PlanPreparation - Design fire plan
-- Subtask: PlanPreparation -- Parent Task: Artillery Preparation Fires -- Operation: Combined Arms Assault (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 }} -
RegisterFires - Pre-position fire data
-- Subtask: RegisterFires -- Parent Task: Artillery Preparation Fires -- Operation: Combined Arms Assault (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 FireMissionReceived{} then return false, "No engagement authority" end ArmWeapon{} BreachDefenses{} EngageTarget{} ExecuteAssault{} -- Verify engagement success if BreachCreated{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ExecutePreparation - Fire on targets
-- Subtask: ExecutePreparation -- Parent Task: Artillery Preparation Fires -- Operation: Combined Arms Assault (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{} ArmWeapon{} AdjustFire{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ShiftFires - Move fires ahead of assault
-- Subtask: ShiftFires -- Parent Task: Artillery Preparation Fires -- Operation: Combined Arms Assault (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 FireMissionReceived{} then return false, "No engagement authority" end ArmWeapon{} BreachDefenses{} EngageTarget{} ExecuteAssault{} -- Verify engagement success if BreachCreated{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AssessEffects - Evaluate damage
-- Subtask: AssessEffects -- Parent Task: Artillery Preparation Fires -- Operation: Combined Arms Assault (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 -- Assessment and verification -- Verify results if BreachCreated{} then return true, "Assessment 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 (17)
- AdjustFire
- ArmWeapon
- BreachDefenses
- CalculateFireSolution
- EngageTarget
- ExecuteAssault
- ExploitGap
- FireForEffect
- FireWeapon
- LaunchWeapon
- MoveToLocation
- ObserveFire
- PrepareAssault
- SelectTarget
- SelectWeapon
- SetHeading
- SetSpeed
Predicates (22)
- BreachCreated
- FireAccurate
- FireMissionReceived
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsAtLocation
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ObjectiveSecured
- ReadyToAssault
- ROEAllowsEngagement
- SafeToFire
- TargetInRange
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.