Rubble Navigation and Breaching
Description
Moving through destroyed urban terrain.
Lua Implementation
-- Task: Rubble Navigation and Breaching
-- Operation: Urban Warfare (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"AssessRoute", "IdentifyHazards", "CreatePath", "SecureRoute", "NavigateRubble"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = true,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
11 actions (clickable in blue)
16 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 HoldPosition action: Wait
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sequence SubtaskSequence
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task AssessRoute Subtask #631
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task IdentifyHazards Subtask #632
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task CreatePath Subtask #633
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task SecureRoute Subtask #634
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task NavigateRubble Subtask #635
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Sub-task Records
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AssessRoute - Evaluate path through rubble
-- Subtask: AssessRoute -- Parent Task: Rubble Navigation and Breaching -- 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 -- Verify results if BreachCreated{} then return true, "Assessment complete" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
IdentifyHazards - Find dangers (UXO, instability)
-- Subtask: IdentifyHazards -- Parent Task: Rubble Navigation and Breaching -- 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 }} -
CreatePath - Clear/mark route
-- Subtask: CreatePath -- Parent Task: Rubble Navigation and Breaching -- 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 BreachDefenses{} BreachDoor{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SecureRoute - Protect movement
-- Subtask: SecureRoute -- Parent Task: Rubble Navigation and Breaching -- 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 }} -
NavigateRubble - Move through debris
-- Subtask: NavigateRubble -- Parent Task: Rubble Navigation and Breaching -- 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 HasAmmo{} then return false, "Not ready for movement" end -- Check arrival if HasLOS{} then subtaskState.status = "COMPLETE" return true, "Movement complete" 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 (11)
- BreachDefenses
- BreachDoor
- ClearBuilding
- ClearRoom
- EngageTarget
- ExecuteAssault
- ExploitGap
- FireWeapon
- PrepareAssault
- SecureFloor
- SelectTarget
Predicates (16)
- BreachCreated
- BuildingSecure
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- HostilesPresent
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ObjectiveSecured
- ReadyToAssault
- ROEAllowsEngagement
- RoomClear
Tip: Click on action/predicate names in the Lua code above to view their implementations.