Chokepoint Denial (Bridges, Tunnels)
Description
Destroying or denying key terrain that funnels movement.
Lua Implementation
-- Task: Chokepoint Denial (Bridges, Tunnels)
-- Operation: Deep Strike/Interdiction (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"IdentifyChokepoints", "PrioritizeTargets", "SelectWeapons", "ExecuteStrikes"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = true,
enableParallelSensing = false,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = true,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
12 actions (clickable in blue)
15 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 Reposition action: MoveToLocation
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sequence SubtaskSequence
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task IdentifyChokepoints Subtask #178
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task PrioritizeTargets Subtask #179
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task SelectWeapons Subtask #180
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task ExecuteStrikes Subtask #181
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Sub-task Records
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IdentifyChokepoints - Map critical passages
-- Subtask: IdentifyChokepoints -- Parent Task: Chokepoint Denial (Bridges, Tunnels) -- Operation: Deep Strike/Interdiction (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 -- 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 }} -
PrioritizeTargets - Rank by traffic importance
-- Subtask: PrioritizeTargets -- Parent Task: Chokepoint Denial (Bridges, Tunnels) -- Operation: Deep Strike/Interdiction (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{} ClearTunnel{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SelectWeapons - Choose bridge/tunnel munitions
-- Subtask: SelectWeapons -- Parent Task: Chokepoint Denial (Bridges, Tunnels) -- Operation: Deep Strike/Interdiction (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 -- 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 }} -
ExecuteStrikes - Attack chokepoints
-- Subtask: ExecuteStrikes -- Parent Task: Chokepoint Denial (Bridges, Tunnels) -- Operation: Deep Strike/Interdiction (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 (12)
- AdjustSpeed
- ClearTunnel
- DenyTunnel
- EngageTarget
- EnterTunnel
- FireWeapon
- MapTunnelNetwork
- MoveToLocation
- SelectTarget
- SetAltitude
- SetHeading
- SetSpeed
Predicates (15)
- HasAltitudeAdvantage
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsAtLocation
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- TunnelDetected
- TunnelSafe
Tip: Click on action/predicate names in the Lua code above to view their implementations.