Assault Force Insertion
Description
Moving assault elements into attack positions.
Lua Implementation
-- Task: Assault Force Insertion
-- Operation: Combined Arms Assault (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"MoveToAssaultPosition", "CoordinateWithSupport", "PrepareForAssault", "InitiateAssault", "MaintainMomentum"},
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)
10 actions (clickable in blue)
15 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 MoveToAssaultPosition Subtask #556
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task CoordinateWithSupport Subtask #557
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task PrepareForAssault Subtask #558
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task InitiateAssault Subtask #559
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task MaintainMomentum Subtask #560
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Sub-task Records
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MoveToAssaultPosition - Advance to final position
-- Subtask: MoveToAssaultPosition -- Parent Task: Assault Force Insertion -- 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 -- Movement execution if not HasAmmo{} 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 }} -
CoordinateWithSupport - Sync with fires/smoke
-- Subtask: CoordinateWithSupport -- Parent Task: Assault Force Insertion -- 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 -- Communication and coordination subtaskState.data.comms_established = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
PrepareForAssault - Final preparations
-- Subtask: PrepareForAssault -- Parent Task: Assault Force Insertion -- 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{} EngageTarget{} ExecuteAssault{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
InitiateAssault - Begin attack
-- Subtask: InitiateAssault -- Parent Task: Assault Force Insertion -- 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{} EngageTarget{} ExecuteAssault{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
MaintainMomentum - Continuous movement
-- Subtask: MaintainMomentum -- Parent Task: Assault Force Insertion -- 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{} BreachDefenses{} 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 (10)
- BreachDefenses
- EngageTarget
- ExecuteAssault
- ExploitGap
- FireWeapon
- MoveToLocation
- PrepareAssault
- SelectTarget
- SetHeading
- SetSpeed
Predicates (15)
- BreachCreated
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsAtLocation
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ObjectiveSecured
- ReadyToAssault
- ROEAllowsEngagement
Tip: Click on action/predicate names in the Lua code above to view their implementations.