Bounding Overwatch Movement
Description
Tactical movement with continuous security.
Lua Implementation
-- Task: Bounding Overwatch Movement
-- Operation: Armored Warfare (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"DesignateBoundingElement", "DesignateOverwatchElement", "ExecuteBound", "SetOverwatch", "AlternateBounds"},
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
-
sequence PreChecks
-
conditional IsOperational cond: IsOperational
-
conditional HasFuel cond: HasFuel
-
-
sequence Execution
-
sequence SubtaskSequence
-
task DesignateBoundingElement Subtask #591
-
task DesignateOverwatchElement Subtask #592
-
task ExecuteBound Subtask #593
-
task SetOverwatch Subtask #594
-
task AlternateBounds Subtask #595
-
-
-
Sub-task Records
-
DesignateBoundingElement - Assign mover
-- Subtask: DesignateBoundingElement -- Parent Task: Bounding Overwatch Movement -- 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 }} -
DesignateOverwatchElement - Assign watcher
-- Subtask: DesignateOverwatchElement -- Parent Task: Bounding Overwatch Movement -- 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 }} -
ExecuteBound - Move to next position
-- Subtask: ExecuteBound -- Parent Task: Bounding Overwatch Movement -- 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 }} -
SetOverwatch - Establish new overwatch
-- Subtask: SetOverwatch -- Parent Task: Bounding Overwatch Movement -- 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 }} -
AlternateBounds - Switch roles and repeat
-- Subtask: AlternateBounds -- Parent Task: Bounding Overwatch Movement -- 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 }}
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.