Underground Command Post Targeting
Description
Attacking enemy command facilities in bunkers.
Lua Implementation
-- Task: Underground Command Post Targeting
-- Operation: Subterranean/Tunnel Operations (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"LocateFacility", "AssessFacility", "SelectWeapon", "ExecuteStrike", "AssessDamage"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = true,
sendFallbackReport = true,
requestSupport = true,
sendCompletionReport = true,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
10 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 LocateFacility Subtask #676
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task AssessFacility Subtask #677
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task SelectWeapon Subtask #678
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task ExecuteStrike Subtask #679
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task AssessDamage Subtask #680
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Sub-task Records
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LocateFacility - Find underground CP
-- Subtask: LocateFacility -- Parent Task: Underground Command Post Targeting -- Operation: Subterranean/Tunnel Operations (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 DesignateTar{} CoordinateWithFAC{} ClearTunnel{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AssessFacility - Determine construction
-- Subtask: AssessFacility -- Parent Task: Underground Command Post Targeting -- Operation: Subterranean/Tunnel Operations (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 HasWeaponSolution{} then return true, "Assessment complete" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SelectWeapon - Choose penetrating weapon
-- Subtask: SelectWeapon -- Parent Task: Underground Command Post Targeting -- Operation: Subterranean/Tunnel Operations (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 }} -
ExecuteStrike - Attack facility
-- Subtask: ExecuteStrike -- Parent Task: Underground Command Post Targeting -- Operation: Subterranean/Tunnel Operations (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 -- Combat execution -- Check engagement authority if not ClearToEngage{} then return false, "No engagement authority" end DesignateTar{} EngageTarget{} FireWeapon{} MarkTarget{} -- Verify engagement success if HasWeaponSolution{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AssessDamage - Evaluate destruction
-- Subtask: AssessDamage -- Parent Task: Underground Command Post Targeting -- Operation: Subterranean/Tunnel Operations (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 HasWeaponSolution{} then return true, "Assessment 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 (10)
- ClearTunnel
- CoordinateWithFAC
- DenyTunnel
- DesignateTar
- EngageTarget
- EnterTunnel
- FireWeapon
- MapTunnelNetwork
- MarkTarget
- SelectTarget
Predicates (16)
- ClearToEngage
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ROEAllowsEngagement
- TargetDesignated
- TunnelDetected
- TunnelSafe
Tip: Click on action/predicate names in the Lua code above to view their implementations.