Influence Mine Neutralization
Description
Neutralize influence-triggered mines
Lua Implementation
-- Task: Influence Mine Neutralization
-- Operation: Mine Warfare Operations (SURFACE DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"IdentifyInfluenceTriggers", "DeployCountermeasures", "SimulateInfluenceSignature", "TriggerMineDetonation", "VerifyAreaClear"},
timeoutSeconds = 300,
flags = {
activateSensors = true,
captureTargetLocation = false,
enableParallelSensing = true,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = true,
sendFallbackReport = true,
requestSupport = true,
sendCompletionReport = true,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
8 actions (clickable in blue)
14 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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parallel SenseAndExecute
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task ActivateSensors action: ActivateSensors
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sequence Execution
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sequence SubtaskSequence
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task IdentifyInfluenceTriggers Subtask #911
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task DeployCountermeasures Subtask #912
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task SimulateInfluenceSignature Subtask #913
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task TriggerMineDetonation Subtask #914
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task VerifyAreaClear Subtask #915
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Sub-task Records
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IdentifyInfluenceTriggers - Subtask 1 of Influence Mine Neutralization
-- Subtask: IdentifyInfluenceTriggers -- Parent Task: Influence Mine Neutralization -- Operation: Mine Warfare Operations (SURFACE 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 ActivateRadar{} -- Calculate route/position if HasClearPath{} then subtaskState.data.position = params.target_location end -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
DeployCountermeasures - Subtask 2 of Influence Mine Neutralization
-- Subtask: DeployCountermeasures -- Parent Task: Influence Mine Neutralization -- Operation: Mine Warfare Operations (SURFACE 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 -- Electronic warfare ActivateJammer{} DeployCountermeasures{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SimulateInfluenceSignature - Subtask 3 of Influence Mine Neutralization
-- Subtask: SimulateInfluenceSignature -- Parent Task: Influence Mine Neutralization -- Operation: Mine Warfare Operations (SURFACE 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 AdjustSpeed{} ActivateRadar{} ActivateJammer{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
TriggerMineDetonation - Subtask 4 of Influence Mine Neutralization
-- Subtask: TriggerMineDetonation -- Parent Task: Influence Mine Neutralization -- Operation: Mine Warfare Operations (SURFACE 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 AdjustSpeed{} ActivateRadar{} ActivateJammer{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
VerifyAreaClear - Subtask 5 of Influence Mine Neutralization
-- Subtask: VerifyAreaClear -- Parent Task: Influence Mine Neutralization -- Operation: Mine Warfare Operations (SURFACE 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 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 (8)
- ActivateJammer
- ActivateRadar
- ActivateSensors
- ActivateSonar
- AdjustSpeed
- BroadcastPosition
- CoordinateWithFAC
- DeployCountermeasures
Predicates (14)
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsAtLocation
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- TargetInRange
- ThreatDetected
Tip: Click on action/predicate names in the Lua code above to view their implementations.