Engineer Breaching Support
Description
Creating lanes through obstacles for assault forces.
Lua Implementation
-- Task: Engineer Breaching Support
-- Operation: Combined Arms Assault (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"ReconnaissanceObstacles", "PlanBreach", "SuppressOverwatch", "ExecuteBreach", "MarkAndProofLane"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = false,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
8 actions (clickable in blue)
10 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 ReconnaissanceObstacles Subtask #551
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task PlanBreach Subtask #552
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task SuppressOverwatch Subtask #553
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task ExecuteBreach Subtask #554
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task MarkAndProofLane Subtask #555
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Sub-task Records
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ReconnaissanceObstacles - Identify obstacles
-- Subtask: ReconnaissanceObstacles -- Parent Task: Engineer Breaching Support -- 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 BreachDefenses{} ClearMines{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
PlanBreach - Design breach operation
-- Subtask: PlanBreach -- Parent Task: Engineer Breaching Support -- 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 -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SuppressOverwatch - Neutralize covering fires
-- Subtask: SuppressOverwatch -- Parent Task: Engineer Breaching Support -- 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 BreachDefenses{} ClearMines{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ExecuteBreach - Create lane
-- Subtask: ExecuteBreach -- Parent Task: Engineer Breaching Support -- 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 -- Tactical clearing BreachDefenses{} ExecuteAssault{} ExploitGap{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
MarkAndProofLane - Verify and mark passage
-- Subtask: MarkAndProofLane -- Parent Task: Engineer Breaching Support -- 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 BreachDefenses{} 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 (8)
- BreachDefenses
- ClearMines
- DetectMines
- ExecuteAssault
- ExploitGap
- LayMines
- MarkMinefield
- PrepareAssault
Predicates (10)
- BreachCreated
- HasFuel
- HasOrdersToEngage
- IsMissionComplete
- IsOperational
- MineDetected
- ObjectiveSecured
- PathCleared
- ReadyToAssault
- ROEAllowsEngagement
Tip: Click on action/predicate names in the Lua code above to view their implementations.