Hull-Down/Turret-Down Firing Positions
Description
Using terrain to protect vehicle while engaging.
Lua Implementation
-- Task: Hull-Down/Turret-Down Firing Positions
-- Operation: Armored Warfare (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"IdentifyPosition", "OccupyHullDown", "EngageTargets", "DisplaceAsNeeded", "UseTurretDown"},
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)
6 actions (clickable in blue)
10 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 IdentifyPosition Subtask #596
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task OccupyHullDown Subtask #597
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task EngageTargets Subtask #598
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task DisplaceAsNeeded Subtask #599
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task UseTurretDown Subtask #600
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Sub-task Records
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IdentifyPosition - Find suitable terrain
-- Subtask: IdentifyPosition -- Parent Task: Hull-Down/Turret-Down Firing Positions -- 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 -- Gather information MonitorThreatAxis{} -- 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 }} -
OccupyHullDown - Position with hull covered
-- Subtask: OccupyHullDown -- Parent Task: Hull-Down/Turret-Down Firing Positions -- 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{} InterceptThreat{} MonitorThreatAxis{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
EngageTargets - Fire from protected position
-- Subtask: EngageTargets -- Parent Task: Hull-Down/Turret-Down Firing Positions -- 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 -- Combat execution -- Check engagement authority if not HasOrdersToEngage{} then return false, "No engagement authority" end InterceptThreat{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
DisplaceAsNeeded - Move before detection
-- Subtask: DisplaceAsNeeded -- Parent Task: Hull-Down/Turret-Down Firing Positions -- 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{} InterceptThreat{} MonitorThreatAxis{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
UseTurretDown - Observe with turret only
-- Subtask: UseTurretDown -- Parent Task: Hull-Down/Turret-Down Firing Positions -- 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{} InterceptThreat{} MonitorThreatAxis{} 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 (6)
- EstablishDefensivePosition
- InterceptThreat
- MonitorThreatAxis
- MoveToLocation
- SetHeading
- SetSpeed
Predicates (10)
- AssetProtected
- DefensivePositionEstablished
- HasClearPath
- HasFuel
- HasOrdersToEngage
- IsAtLocation
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- ThreatDetected
Tip: Click on action/predicate names in the Lua code above to view their implementations.