Overwatch Positioning
Description
Placing armor to provide covering fire.
Lua Implementation
-- Task: Overwatch Positioning
-- Operation: Armored Warfare (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"SelectPosition", "OccupyPosition", "EstablishSector", "ProvideOverwatch", "DisplaceOnOrder"},
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)
9 actions (clickable in blue)
14 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 SelectPosition Subtask #586
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task OccupyPosition Subtask #587
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task EstablishSector Subtask #588
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task ProvideOverwatch Subtask #589
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task DisplaceOnOrder Subtask #590
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Sub-task Records
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SelectPosition - Choose overwatch site
-- Subtask: SelectPosition -- Parent Task: Overwatch Positioning -- 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 }} -
OccupyPosition - Move into position
-- Subtask: OccupyPosition -- Parent Task: Overwatch Positioning -- 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 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 }} -
EstablishSector - Assign fire sector
-- Subtask: EstablishSector -- Parent Task: Overwatch Positioning -- 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 -- Deployment and setup -- Move to position MoveToLocation{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ProvideOverwatch - Cover friendly movement
-- Subtask: ProvideOverwatch -- Parent Task: Overwatch Positioning -- 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{} ArmWeapon{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
DisplaceOnOrder - Move when directed
-- Subtask: DisplaceOnOrder -- Parent Task: Overwatch Positioning -- 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{} ArmWeapon{} 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 (9)
- ArmWeapon
- EngageTarget
- FireWeapon
- LaunchWeapon
- MoveToLocation
- SelectTarget
- SelectWeapon
- SetHeading
- SetSpeed
Predicates (14)
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsAtLocation
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- SafeToFire
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.