Floor-by-Floor Advance
Description
Systematic clearance progressing through building levels.
Lua Implementation
-- Task: Floor-by-Floor Advance
-- Operation: Urban Warfare (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"ClearCurrentFloor", "SecureStairwell", "AdvanceToNextFloor", "MaintainSecurity", "ReportProgress"},
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)
7 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 ClearCurrentFloor Subtask #621
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task SecureStairwell Subtask #622
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task AdvanceToNextFloor Subtask #623
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task MaintainSecurity Subtask #624
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task ReportProgress Subtask #625
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Sub-task Records
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ClearCurrentFloor - Complete floor clearance
-- Subtask: ClearCurrentFloor -- Parent Task: Floor-by-Floor Advance -- 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 }} -
SecureStairwell - Control vertical access
-- Subtask: SecureStairwell -- Parent Task: Floor-by-Floor Advance -- 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 }} -
AdvanceToNextFloor - Move up/down
-- Subtask: AdvanceToNextFloor -- Parent Task: Floor-by-Floor Advance -- 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 MoveToLocation{} BreachDoor{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
MaintainSecurity - Prevent infiltration
-- Subtask: MaintainSecurity -- Parent Task: Floor-by-Floor Advance -- 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 MoveToLocation{} BreachDoor{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ReportProgress - Update status
-- Subtask: ReportProgress -- Parent Task: Floor-by-Floor Advance -- 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 -- Communication and coordination subtaskState.data.comms_established = true 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 (7)
- BreachDoor
- ClearBuilding
- ClearRoom
- MoveToLocation
- SecureFloor
- SetHeading
- SetSpeed
Predicates (10)
- BuildingSecure
- HasClearPath
- HasFuel
- HasOrdersToEngage
- HostilesPresent
- IsAtLocation
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- RoomClear
Tip: Click on action/predicate names in the Lua code above to view their implementations.