Building Isolation and Clearance
Description
Surrounding and clearing individual buildings.
Lua Implementation
-- Task: Building Isolation and Clearance
-- Operation: Urban Warfare (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"IsolateBuilding", "AssessBuilding", "PlanEntry", "ExecuteClearance", "SecureBuilding"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = false,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
4 actions (clickable in blue)
8 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 IsolateBuilding Subtask #611
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task AssessBuilding Subtask #612
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task PlanEntry Subtask #613
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task ExecuteClearance Subtask #614
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task SecureBuilding Subtask #615
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Sub-task Records
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IsolateBuilding - Establish outer cordon
-- Subtask: IsolateBuilding -- Parent Task: Building Isolation and Clearance -- Operation: Urban 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 BreachDoor{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AssessBuilding - Determine structure/threats
-- Subtask: AssessBuilding -- Parent Task: Building Isolation and Clearance -- Operation: Urban 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 -- Assessment and verification subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
PlanEntry - Design clearance approach
-- Subtask: PlanEntry -- Parent Task: Building Isolation and Clearance -- Operation: Urban 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 -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ExecuteClearance - Clear building
-- Subtask: ExecuteClearance -- Parent Task: Building Isolation and Clearance -- Operation: Urban 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 -- Tactical clearing BreachDoor{} ClearBuilding{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SecureBuilding - Establish control
-- Subtask: SecureBuilding -- Parent Task: Building Isolation and Clearance -- Operation: Urban 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 -- Tactical clearing BreachDoor{} ClearBuilding{} 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 (4)
- BreachDoor
- ClearBuilding
- ClearRoom
- SecureFloor
Predicates (8)
- BuildingSecure
- HasFuel
- HasOrdersToEngage
- HostilesPresent
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- RoomClear
Tip: Click on action/predicate names in the Lua code above to view their implementations.