Vertical Envelopment Operations
Description
Attacking from above using rooftops and upper floors.
Lua Implementation
-- Task: Vertical Envelopment Operations
-- Operation: Urban Warfare (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"GainRooftopAccess", "EstablishOverwatch", "ClearDownward", "CoordinateWithGround", "ControlHighGround"},
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)
7 actions (clickable in blue)
13 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 GainRooftopAccess Subtask #636
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task EstablishOverwatch Subtask #637
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task ClearDownward Subtask #638
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task CoordinateWithGround Subtask #639
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task ControlHighGround Subtask #640
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Sub-task Records
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GainRooftopAccess - Reach upper levels
-- Subtask: GainRooftopAccess -- Parent Task: Vertical Envelopment Operations -- 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 EngageTarget{} BreachDoor{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
EstablishOverwatch - Set up firing positions
-- Subtask: EstablishOverwatch -- Parent Task: Vertical Envelopment Operations -- 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 -- Deployment and setup subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ClearDownward - Top-down clearance
-- Subtask: ClearDownward -- Parent Task: Vertical Envelopment Operations -- 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 }} -
CoordinateWithGround - Sync with ground force
-- Subtask: CoordinateWithGround -- Parent Task: Vertical Envelopment Operations -- 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 }} -
ControlHighGround - Maintain rooftop control
-- Subtask: ControlHighGround -- Parent Task: Vertical Envelopment Operations -- 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 EngageTarget{} BreachDoor{} 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
- EngageTarget
- FireWeapon
- SecureFloor
- SelectTarget
Predicates (13)
- BuildingSecure
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- HostilesPresent
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- RoomClear
Tip: Click on action/predicate names in the Lua code above to view their implementations.