Suppression Fires
Description
Fires to degrade enemy effectiveness without destruction.
Lua Implementation
-- Task: Suppression Fires
-- Operation: Artillery and Fires Operations (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"IdentifySuppressTargets", "CalculateSuppression", "ExecuteSuppression", "MaintainSuppression", "LiftFires"},
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)
10 actions (clickable in blue)
17 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 IdentifySuppressTargets Subtask #701
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task CalculateSuppression Subtask #702
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task ExecuteSuppression Subtask #703
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task MaintainSuppression Subtask #704
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task LiftFires Subtask #705
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Sub-task Records
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IdentifySuppressTargets - Select targets
-- Subtask: IdentifySuppressTargets -- Parent Task: Suppression Fires -- Operation: Artillery and Fires 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 }} -
CalculateSuppression - Determine fire volume
-- Subtask: CalculateSuppression -- Parent Task: Suppression Fires -- Operation: Artillery and Fires 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 }} -
ExecuteSuppression - Deliver fires
-- Subtask: ExecuteSuppression -- Parent Task: Suppression Fires -- Operation: Artillery and Fires 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 ArmWeapon{} AdjustFire{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
MaintainSuppression - Sustain effect
-- Subtask: MaintainSuppression -- Parent Task: Suppression Fires -- Operation: Artillery and Fires 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 ArmWeapon{} AdjustFire{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
LiftFires - Cease on signal
-- Subtask: LiftFires -- Parent Task: Suppression Fires -- Operation: Artillery and Fires 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 FireMissionReceived{} then return false, "No engagement authority" end ArmWeapon{} EngageTarget{} FireWeapon{} LaunchWeapon{} -- Verify engagement success if FireAccurate{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" 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)
- AdjustFire
- ArmWeapon
- CalculateFireSolution
- EngageTarget
- FireForEffect
- FireWeapon
- LaunchWeapon
- ObserveFire
- SelectTarget
- SelectWeapon
Predicates (17)
- FireAccurate
- FireMissionReceived
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ROEAllowsEngagement
- SafeToFire
- TargetInRange
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.