Railway Yard Destruction
Description
Attacking rail infrastructure to disrupt mass logistics.
Lua Implementation
-- Task: Railway Yard Destruction
-- Operation: Deep Strike/Interdiction (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"MapRailNetwork", "SelectCriticalElements", "PlanStrikes", "ExecuteStrikes"},
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)
19 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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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 MapRailNetwork Subtask #182
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task SelectCriticalElements Subtask #183
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task PlanStrikes Subtask #184
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task ExecuteStrikes Subtask #185
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Sub-task Records
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MapRailNetwork - Identify key rail yards
-- Subtask: MapRailNetwork -- Parent Task: Railway Yard Destruction -- 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{} ActivateSensors{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SelectCriticalElements - Switching equipment, facilities
-- Subtask: SelectCriticalElements -- Parent Task: Railway Yard Destruction -- 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 -- 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 }} -
PlanStrikes - Attack sequence
-- Subtask: PlanStrikes -- Parent Task: Railway Yard Destruction -- 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 -- 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 }} -
ExecuteStrikes - Destroy rail capability
-- Subtask: ExecuteStrikes -- Parent Task: Railway Yard Destruction -- 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 (15)
- ActivateJammer
- ActivateSensors
- AdjustSpeed
- ConnectToTanker
- DeployCountermeasures
- EngageTarget
- EstablishRefuelingOrbit
- FireWeapon
- Rearm
- ScanSector
- SelectTarget
- SetAltitude
- SetJammingParameters
- TrackTarget
- TransferFuel
Predicates (19)
- AmmoLevelLow
- FuelLevelCritical
- HasAltitudeAdvantage
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasSensorContact
- HasWeaponSolution
- IsDetected
- IsHostile
- IsIdentified
- IsInRange
- IsMissionComplete
- IsOperational
- JammerActive
- RefuelingComplete
- ROEAllowsEngagement
- TargetJammed
Tip: Click on action/predicate names in the Lua code above to view their implementations.