Tank Platoon/Company Maneuver
Description
Tactical movement of armored units.
Lua Implementation
-- Task: Tank Platoon/Company Maneuver
-- Operation: Armored Warfare (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"PlanMovement", "ExecuteMovement", "MaintainFormation", "ReactToContact", "ReportPosition"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = true,
enableParallelSensing = false,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = false,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
3 actions (clickable in blue)
7 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 PlanMovement Subtask #576
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task ExecuteMovement Subtask #577
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task MaintainFormation Subtask #578
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task ReactToContact Subtask #579
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task ReportPosition Subtask #580
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Sub-task Records
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PlanMovement - Determine route and formation
-- Subtask: PlanMovement -- Parent Task: Tank Platoon/Company Maneuver -- Operation: Armored Warfare (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 }} -
ExecuteMovement - Move tactically
-- Subtask: ExecuteMovement -- Parent Task: Tank Platoon/Company Maneuver -- Operation: Armored Warfare (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 HasFuel{} 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 }} -
MaintainFormation - Keep tactical integrity
-- Subtask: MaintainFormation -- Parent Task: Tank Platoon/Company Maneuver -- Operation: Armored Warfare (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{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ReactToContact - Respond to enemy
-- Subtask: ReactToContact -- Parent Task: Tank Platoon/Company Maneuver -- Operation: Armored Warfare (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{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ReportPosition - Update location
-- Subtask: ReportPosition -- Parent Task: Tank Platoon/Company Maneuver -- Operation: Armored Warfare (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 HasFuel{} 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 }}
Parameters
No parameters defined yet.
Outputs
No outputs defined yet.
Manage Primitives
Actions (3)
- MoveToLocation
- SetHeading
- SetSpeed
Predicates (7)
- HasClearPath
- HasFuel
- HasOrdersToEngage
- IsAtLocation
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
Tip: Click on action/predicate names in the Lua code above to view their implementations.