Hangar and Maintenance Facility Strikes
Description
Attacking aircraft shelters and support buildings.
Lua Implementation
-- Task: Hangar and Maintenance Facility Strikes
-- Operation: Airfield Attack (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"IdentifyFacilities", "AssessConstruction", "SelectWeapons", "ExecuteStrike"},
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)
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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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 IdentifyFacilities Subtask #363
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task AssessConstruction Subtask #364
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task SelectWeapons Subtask #365
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task ExecuteStrike Subtask #366
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Sub-task Records
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IdentifyFacilities - Map hangars and shops
-- Subtask: IdentifyFacilities -- Parent Task: Hangar and Maintenance Facility Strikes -- Operation: Airfield Attack (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 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 }} -
AssessConstruction - Determine penetration needs
-- Subtask: AssessConstruction -- Parent Task: Hangar and Maintenance Facility Strikes -- Operation: Airfield Attack (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 -- Assessment and verification -- Verify results if HasAltitudeAdvantage{} then return true, "Assessment complete" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SelectWeapons - Choose bunker busters if needed
-- Subtask: SelectWeapons -- Parent Task: Hangar and Maintenance Facility Strikes -- Operation: Airfield Attack (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 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 }} -
ExecuteStrike - Attack facilities
-- Subtask: ExecuteStrike -- Parent Task: Hangar and Maintenance Facility Strikes -- Operation: Airfield Attack (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 (9)
- AdjustSpeed
- BreachDoor
- ClearBuilding
- ClearRoom
- EngageTarget
- FireWeapon
- SecureFloor
- SelectTarget
- SetAltitude
Predicates (14)
- BuildingSecure
- HasAltitudeAdvantage
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- HostilesPresent
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- RoomClear
Tip: Click on action/predicate names in the Lua code above to view their implementations.