Anti-Ship Missile Battery Deployment
Description
Positioning coastal missile systems for area denial.
Lua Implementation
-- Task: Anti-Ship Missile Battery Deployment
-- Operation: Area Denial/Anti-Access (SURFACE DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"SiteSelection", "SystemSetup", "CamouflagePosition", "EstablishC2", "ReadyForFiring"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = true,
enableParallelSensing = false,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = false,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
9 actions (clickable in blue)
11 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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sequence Execution
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sequence SubtaskSequence
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task SiteSelection Subtask #716
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task SystemSetup Subtask #717
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task CamouflagePosition Subtask #718
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task EstablishC2 Subtask #719
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task ReadyForFiring Subtask #720
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Sub-task Records
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SiteSelection - Choose firing positions
-- Subtask: SiteSelection -- Parent Task: Anti-Ship Missile Battery Deployment -- Operation: Area Denial/Anti-Access (SURFACE 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 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 }} -
SystemSetup - Emplace launchers and radars
-- Subtask: SystemSetup -- Parent Task: Anti-Ship Missile Battery Deployment -- Operation: Area Denial/Anti-Access (SURFACE 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 -- Deployment and setup -- Move to position MoveToLocation{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
CamouflagePosition - Conceal from observation
-- Subtask: CamouflagePosition -- Parent Task: Anti-Ship Missile Battery Deployment -- Operation: Area Denial/Anti-Access (SURFACE 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 MoveToLocation{} SetHeading{} SetSpeed{} -- Check arrival if HasClearPath{} then subtaskState.status = "COMPLETE" return true, "Movement complete" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
EstablishC2 - Connect to command network
-- Subtask: EstablishC2 -- Parent Task: Anti-Ship Missile Battery Deployment -- Operation: Area Denial/Anti-Access (SURFACE 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 -- Deployment and setup -- Move to position MoveToLocation{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ReadyForFiring - Achieve combat ready status
-- Subtask: ReadyForFiring -- Parent Task: Anti-Ship Missile Battery Deployment -- Operation: Area Denial/Anti-Access (SURFACE 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{} EngageNavalTarget{} 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)
- ArmWeapon
- EngageNavalTarget
- LaunchTorpedo
- LaunchWeapon
- ManeuverShip
- MoveToLocation
- SelectWeapon
- SetHeading
- SetSpeed
Predicates (11)
- HasClearPath
- HasFuel
- HasOrdersToEngage
- IsAtLocation
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- SafeToFire
- TargetAcquired
- TorpedoReady
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.