Leadership Decapitation Strikes
Description
Targeting enemy leadership to disrupt command.
Lua Implementation
-- Task: Leadership Decapitation Strikes
-- Operation: Precision Strike (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"LocateLeadership", "PredictMovement", "SelectEngagementPoint", "TimeStrike"},
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)
15 actions (clickable in blue)
21 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 LocateLeadership Subtask #146
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task PredictMovement Subtask #147
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task SelectEngagementPoint Subtask #148
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task TimeStrike Subtask #149
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Sub-task Records
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LocateLeadership - Intelligence on leader locations
-- Subtask: LocateLeadership -- Parent Task: Leadership Decapitation Strikes -- Operation: Precision Strike (AIR 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{} EngageTarget{} ActivateSensors{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
PredictMovement - Anticipate leader patterns
-- Subtask: PredictMovement -- Parent Task: Leadership Decapitation Strikes -- Operation: Precision Strike (AIR 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 -- Movement execution if not HasAmmo{} then return false, "Not ready for movement" end AdjustSpeed{} EstablishOrbit{} SetAltitude{} -- Check arrival if HasLOS{} then subtaskState.status = "COMPLETE" return true, "Movement complete" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SelectEngagementPoint - Choose optimal strike location
-- Subtask: SelectEngagementPoint -- Parent Task: Leadership Decapitation Strikes -- Operation: Precision Strike (AIR 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{} -- Calculate route/position if HasLOS{} 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 }} -
TimeStrike - Execute at presence window
-- Subtask: TimeStrike -- Parent Task: Leadership Decapitation Strikes -- Operation: Precision Strike (AIR 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 HasOrdersToEngage{} then return false, "No engagement authority" end EngageTarget{} FireWeapon{} SelectTarget{} -- Verify engagement success if HasAltitudeAdvantage{} 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 (15)
- ActivateJammer
- ActivateSensors
- AdjustSpeed
- DeployCountermeasures
- EngageNavalTarget
- EngageTarget
- EstablishOrbit
- FireWeapon
- LaunchTorpedo
- ManeuverShip
- ScanSector
- SelectTarget
- SetAltitude
- SetJammingParameters
- TrackTarget
Predicates (21)
- HasAltitudeAdvantage
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasSensorContact
- HasWeaponSolution
- IsDetected
- IsHostile
- IsIdentified
- IsInRange
- IsMissionComplete
- IsOnStation
- IsOperational
- IsThreatening
- IsUnderFire
- JammerActive
- ROEAllowsEngagement
- TargetAcquired
- TargetJammed
- TorpedoReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.