Objective Seizure
Description
Capturing and securing the assault objective.
Lua Implementation
-- Task: Objective Seizure
-- Operation: Combined Arms Assault (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"ClearObjective", "SecureKeyTerrain", "SearchAndProcess", "EstablishSecurity", "ReportSecured"},
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)
4 actions (clickable in blue)
8 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 ClearObjective Subtask #561
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task SecureKeyTerrain Subtask #562
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task SearchAndProcess Subtask #563
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task EstablishSecurity Subtask #564
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task ReportSecured Subtask #565
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Sub-task Records
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ClearObjective - Eliminate resistance
-- Subtask: ClearObjective -- Parent Task: Objective Seizure -- 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 }} -
SecureKeyTerrain - Control critical points
-- Subtask: SecureKeyTerrain -- Parent Task: Objective Seizure -- 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 }} -
SearchAndProcess - EPW/material handling
-- Subtask: SearchAndProcess -- Parent Task: Objective Seizure -- 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 -- Sensing and detection subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
EstablishSecurity - All-around defense
-- Subtask: EstablishSecurity -- Parent Task: Objective Seizure -- 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 -- Deployment and setup subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ReportSecured - Confirm objective taken
-- Subtask: ReportSecured -- Parent Task: Objective Seizure -- 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 }}
Parameters
No parameters defined yet.
Outputs
No outputs defined yet.
Manage Primitives
Actions (4)
- BreachDefenses
- ExecuteAssault
- ExploitGap
- PrepareAssault
Predicates (8)
- BreachCreated
- HasFuel
- HasOrdersToEngage
- IsMissionComplete
- IsOperational
- ObjectiveSecured
- ReadyToAssault
- ROEAllowsEngagement
Tip: Click on action/predicate names in the Lua code above to view their implementations.