Combat Zone Extraction
Description
Recovering survivors under hostile conditions.
Lua Implementation
-- Task: Combat Zone Extraction
-- Operation: Combat Search and Rescue (CSAR) (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"SuppressThreats", "MoveToPIckup", "SecureSurvivor", "ExecuteExtraction"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = true,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
9 actions (clickable in blue)
13 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 HoldPosition action: Wait
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sequence SubtaskSequence
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task SuppressThreats Subtask #330
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task MoveToPIckup Subtask #331
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task SecureSurvivor Subtask #332
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task ExecuteExtraction Subtask #333
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Sub-task Records
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SuppressThreats - Neutralize enemy fire
-- Subtask: SuppressThreats -- Parent Task: Combat Zone Extraction -- Operation: Combat Search and Rescue (CSAR) (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{} FireGuns{} SearchPattern{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
MoveToPIckup - Navigate to survivor
-- Subtask: MoveToPIckup -- Parent Task: Combat Zone Extraction -- Operation: Combat Search and Rescue (CSAR) (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 HasFuel{} then return false, "Not ready for movement" end AdjustSpeed{} SetAltitude{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SecureSurvivor - Protect and prepare
-- Subtask: SecureSurvivor -- Parent Task: Combat Zone Extraction -- Operation: Combat Search and Rescue (CSAR) (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 -- Tactical clearing FireGuns{} LaunchMissile{} LockTarget{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ExecuteExtraction - Board and depart
-- Subtask: ExecuteExtraction -- Parent Task: Combat Zone Extraction -- Operation: Combat Search and Rescue (CSAR) (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{} FireGuns{} SearchPattern{} 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 (9)
- AdjustSpeed
- ExtractPersonnel
- FireGuns
- InsertRescueForce
- LaunchMissile
- LocateSurvivor
- LockTarget
- SearchPattern
- SetAltitude
Predicates (13)
- AreaSecure
- HasAltitudeAdvantage
- HasFuel
- HasOrdersToEngage
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- MissileLockAchieved
- ROEAllowsEngagement
- SafeToExtract
- SurvivorLocated
- TargetInEnvelope
Tip: Click on action/predicate names in the Lua code above to view their implementations.