Sally Tactics (Sortie and Withdrawal)
Description
Moving from protected position to engage then withdrawing.
Lua Implementation
-- Task: Sally Tactics (Sortie and Withdrawal)
-- Operation: Armored Warfare (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"PrepareSally", "SortieFromPosition", "EngageTargets", "WithdrawToProtection", "PrepareForNextSally"},
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)
15 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 PrepareSally Subtask #601
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task SortieFromPosition Subtask #602
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task EngageTargets Subtask #603
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task WithdrawToProtection Subtask #604
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task PrepareForNextSally Subtask #605
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Sub-task Records
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PrepareSally - Ready for sortie
-- Subtask: PrepareSally -- Parent Task: Sally Tactics (Sortie and Withdrawal) -- 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{} EngageTarget{} MonitorThreatAxis{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SortieFromPosition - Move to engagement
-- Subtask: SortieFromPosition -- Parent Task: Sally Tactics (Sortie and Withdrawal) -- 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 }} -
EngageTargets - Quick engagement
-- Subtask: EngageTargets -- Parent Task: Sally Tactics (Sortie and Withdrawal) -- 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 EngageTarget{} FireWeapon{} InterceptThreat{} SelectTarget{} -- Verify engagement success if HasWeaponSolution{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
WithdrawToProtection - Return to cover
-- Subtask: WithdrawToProtection -- Parent Task: Sally Tactics (Sortie and Withdrawal) -- 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{} EngageTarget{} MonitorThreatAxis{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
PrepareForNextSally - Reset for repeat
-- Subtask: PrepareForNextSally -- Parent Task: Sally Tactics (Sortie and Withdrawal) -- 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{} EngageTarget{} 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 (9)
- EngageTarget
- EstablishDefensivePosition
- FireWeapon
- InterceptThreat
- MonitorThreatAxis
- MoveToLocation
- SelectTarget
- SetHeading
- SetSpeed
Predicates (15)
- AssetProtected
- DefensivePositionEstablished
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsAtLocation
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- ThreatDetected
Tip: Click on action/predicate names in the Lua code above to view their implementations.