Target Acquisition and Engagement
Description
Detecting and engaging targets for indirect fire.
Lua Implementation
-- Task: Target Acquisition and Engagement
-- Operation: Artillery and Fires Operations (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"DetectTarget", "LocateTarget", "RequestFires", "ObserveFires", "AdjustOrShift"},
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)
13 actions (clickable in blue)
20 predicates (clickable in green)
Behavior Tree
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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 DetectTarget Subtask #686
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task LocateTarget Subtask #687
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task RequestFires Subtask #688
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task ObserveFires Subtask #689
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task AdjustOrShift Subtask #690
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Sub-task Records
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DetectTarget - Find target
-- Subtask: DetectTarget -- Parent Task: Target Acquisition and Engagement -- 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 -- Sensing and detection ActivateSensors{} ScanSector{} TrackTarget{} -- Check for detections if IsHostile{} then subtaskState.data.target_detected = true return true, "Target detected" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
LocateTarget - Determine coordinates
-- Subtask: LocateTarget -- Parent Task: Target Acquisition and Engagement -- 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{} ActivateSensors{} AdjustFire{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
RequestFires - Submit fire request
-- Subtask: RequestFires -- Parent Task: Target Acquisition and Engagement -- 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 }} -
ObserveFires - Watch for effects
-- Subtask: ObserveFires -- Parent Task: Target Acquisition and Engagement -- 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 -- Sensing and detection ActivateSensors{} ScanSector{} TrackTarget{} -- Check for detections if IsHostile{} then subtaskState.data.target_detected = true return true, "Target detected" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AdjustOrShift - Correct or move fire
-- Subtask: AdjustOrShift -- Parent Task: Target Acquisition and Engagement -- 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{} ActivateSensors{} AdjustFire{} 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 (13)
- ActivateSensors
- AdjustFire
- ArmWeapon
- CalculateFireSolution
- EngageTarget
- FireForEffect
- FireWeapon
- LaunchWeapon
- ObserveFire
- ScanSector
- SelectTarget
- SelectWeapon
- TrackTarget
Predicates (20)
- FireAccurate
- FireMissionReceived
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasSensorContact
- HasWeaponSolution
- IsDetected
- IsHostile
- IsIdentified
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ROEAllowsEngagement
- SafeToFire
- TargetInRange
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.