Room-to-Room Fighting
Description
Close quarters combat within buildings.
Lua Implementation
-- Task: Room-to-Room Fighting
-- Operation: Urban Warfare (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"StackOnDoor", "BreachDoor", "EnterAndClear", "SecureRoom", "MoveTONextRoom"},
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 StackOnDoor Subtask #616
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task BreachDoor Subtask #617
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task EnterAndClear Subtask #618
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task SecureRoom Subtask #619
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task MoveTONextRoom Subtask #620
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Sub-task Records
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StackOnDoor - Position for entry
-- Subtask: StackOnDoor -- Parent Task: Room-to-Room Fighting -- 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 }} -
BreachDoor - Create entry
-- Subtask: BreachDoor -- Parent Task: Room-to-Room Fighting -- 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 }} -
EnterAndClear - Clear room
-- Subtask: EnterAndClear -- Parent Task: Room-to-Room Fighting -- 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 }} -
SecureRoom - Establish control
-- Subtask: SecureRoom -- Parent Task: Room-to-Room Fighting -- 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 }} -
MoveTONextRoom - Continue clearance
-- Subtask: MoveTONextRoom -- Parent Task: Room-to-Room Fighting -- 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 -- Movement execution if not HasFuel{} then return false, "Not ready for movement" end 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.