Interdiction Fires
Description
Fires to disrupt enemy movement and logistics.
Lua Implementation
-- Task: Interdiction Fires
-- Operation: Artillery and Fires Operations (LAND DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"IdentifyInterdictionTargets", "PlanInterdictionProgram", "ExecuteInterdiction", "AssessDisruption", "AdjustProgram"},
timeoutSeconds = 300,
flags = {
activateSensors = true,
captureTargetLocation = true,
enableParallelSensing = true,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = true,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
23 actions (clickable in blue)
27 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 Reposition action: MoveToLocation
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sequence SubtaskSequence
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task IdentifyInterdictionTargets Subtask #706
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task PlanInterdictionProgram Subtask #707
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task ExecuteInterdiction Subtask #708
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task AssessDisruption Subtask #709
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task AdjustProgram Subtask #710
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Sub-task Records
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IdentifyInterdictionTargets - Select routes/areas
-- Subtask: IdentifyInterdictionTargets -- Parent Task: Interdiction Fires -- 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 -- Planning phase -- Gather information ActivateSensors{} -- Calculate route/position if HasClearPath{} 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 }} -
PlanInterdictionProgram - Design fire schedule
-- Subtask: PlanInterdictionProgram -- Parent Task: Interdiction Fires -- 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 -- Planning phase -- Gather information ActivateSensors{} -- Calculate route/position if HasClearPath{} 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 }} -
ExecuteInterdiction - Deliver fires
-- Subtask: ExecuteInterdiction -- Parent Task: Interdiction Fires -- 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 MoveToLocation{} ArmWeapon{} ActivateSensors{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AssessDisruption - Evaluate effects
-- Subtask: AssessDisruption -- Parent Task: Interdiction Fires -- 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 -- Electronic warfare ActivateJammer{} DeployCountermeasures{} SetJammingParameters{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AdjustProgram - Modify based on results
-- Subtask: AdjustProgram -- Parent Task: Interdiction Fires -- 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 MoveToLocation{} ArmWeapon{} ActivateSensors{} 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 (23)
- ActivateJammer
- ActivateSensors
- AdjustFire
- ArmWeapon
- CalculateFireSolution
- ConnectToTanker
- DeployCountermeasures
- EngageTarget
- EstablishRefuelingOrbit
- FireForEffect
- FireWeapon
- LaunchWeapon
- MoveToLocation
- ObserveFire
- Rearm
- ScanSector
- SelectTarget
- SelectWeapon
- SetHeading
- SetJammingParameters
- SetSpeed
- TrackTarget
- TransferFuel
Predicates (27)
- AmmoLevelLow
- FireAccurate
- FireMissionReceived
- FuelLevelCritical
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasSensorContact
- HasWeaponSolution
- IsAtLocation
- IsDetected
- IsHostile
- IsIdentified
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- JammerActive
- RefuelingComplete
- ROEAllowsEngagement
- SafeToFire
- TargetInRange
- TargetJammed
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.