Harassment and Interdiction (H&I)
Description
Random fires to disrupt enemy operations and degrade morale.
Lua Implementation
-- Task: Harassment and Interdiction (H&I)
-- Operation: Artillery and Fires Operations (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"SelectH&ITargets", "PlanRandomSchedule", "ExecuteH&I", "VaryPattern", "AssessEffect"},
timeoutSeconds = 300,
flags = {
activateSensors = true,
captureTargetLocation = false,
enableParallelSensing = true,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = true,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
16 actions (clickable in blue)
22 predicates (clickable in green)
Behavior Tree
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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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parallel SenseAndExecute
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task ActivateSensors action: ActivateSensors
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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 SelectH&ITargets Subtask #711
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task PlanRandomSchedule Subtask #712
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task ExecuteH&I Subtask #713
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task VaryPattern Subtask #714
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task AssessEffect Subtask #715
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Sub-task Records
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SelectH&ITargets - Choose likely enemy locations
-- Subtask: SelectH&ITargets -- Parent Task: Harassment and Interdiction (H&I) -- 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 -- Gather information ActivateSensors{} -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
PlanRandomSchedule - Unpredictable timing
-- Subtask: PlanRandomSchedule -- Parent Task: Harassment and Interdiction (H&I) -- 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 -- Gather information ActivateSensors{} -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ExecuteH&I - Deliver fires
-- Subtask: ExecuteH&I -- Parent Task: Harassment and Interdiction (H&I) -- 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{} ActivateSensors{} ActivateJammer{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
VaryPattern - Change timing/locations
-- Subtask: VaryPattern -- Parent Task: Harassment and Interdiction (H&I) -- 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{} ActivateSensors{} ActivateJammer{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AssessEffect - Monitor enemy response
-- Subtask: AssessEffect -- Parent Task: Harassment and Interdiction (H&I) -- 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 -- Assessment and verification ActivateSensors{} -- Verify results if FireAccurate{} 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 (16)
- ActivateJammer
- ActivateSensors
- AdjustFire
- ArmWeapon
- CalculateFireSolution
- DeployCountermeasures
- EngageTarget
- FireForEffect
- FireWeapon
- LaunchWeapon
- ObserveFire
- ScanSector
- SelectTarget
- SelectWeapon
- SetJammingParameters
- TrackTarget
Predicates (22)
- FireAccurate
- FireMissionReceived
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasSensorContact
- HasWeaponSolution
- IsDetected
- IsHostile
- IsIdentified
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- JammerActive
- ROEAllowsEngagement
- SafeToFire
- TargetInRange
- TargetJammed
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.