Fire Mission Execution
Description
Delivering indirect fires on designated targets.
Lua Implementation
-- Task: Fire Mission Execution
-- Operation: Artillery and Fires Operations (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"ReceiveFireMission", "ComputeFiringData", "LayPieces", "Fire", "AdjustFire"},
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)
10 actions (clickable in blue)
17 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 ReceiveFireMission Subtask #681
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task ComputeFiringData Subtask #682
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task LayPieces Subtask #683
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task Fire Subtask #684
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task AdjustFire Subtask #685
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Sub-task Records
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ReceiveFireMission - Get call for fire
-- Subtask: ReceiveFireMission -- Parent Task: Fire Mission Execution -- Operation: Artillery and Fires Operations (LAND 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 FireMissionReceived{} then return false, "No engagement authority" end ArmWeapon{} EngageTarget{} FireWeapon{} LaunchWeapon{} -- Verify engagement success if FireAccurate{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ComputeFiringData - Calculate gun settings
-- Subtask: ComputeFiringData -- Parent Task: Fire Mission Execution -- Operation: Artillery and Fires Operations (LAND 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 ArmWeapon{} AdjustFire{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
LayPieces - Aim guns on target
-- Subtask: LayPieces -- Parent Task: Fire Mission Execution -- Operation: Artillery and Fires Operations (LAND 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 ArmWeapon{} AdjustFire{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
Fire - Execute fire mission
-- Subtask: Fire -- Parent Task: Fire Mission Execution -- Operation: Artillery and Fires Operations (LAND 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 FireMissionReceived{} then return false, "No engagement authority" end ArmWeapon{} EngageTarget{} FireWeapon{} LaunchWeapon{} -- Verify engagement success if FireAccurate{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AdjustFire - Apply corrections
-- Subtask: AdjustFire -- Parent Task: Fire Mission Execution -- Operation: Artillery and Fires Operations (LAND 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 FireMissionReceived{} then return false, "No engagement authority" end ArmWeapon{} EngageTarget{} FireWeapon{} LaunchWeapon{} -- Verify engagement success if FireAccurate{} 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 (10)
- AdjustFire
- ArmWeapon
- CalculateFireSolution
- EngageTarget
- FireForEffect
- FireWeapon
- LaunchWeapon
- ObserveFire
- SelectTarget
- SelectWeapon
Predicates (17)
- FireAccurate
- FireMissionReceived
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ROEAllowsEngagement
- SafeToFire
- TargetInRange
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.