Surface Threat Detection and Classification
Description
Detect and identify hostile surface vessels
Lua Implementation
-- Task: Surface Threat Detection and Classification
-- Operation: Anti-Surface Warfare (ASuW) (SURFACE DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"ScanSurfaceContacts", "ClassifyVesselTypes", "AssessThreatLevel", "TrackVesselMovement", "DevelopTargetingSolution"},
timeoutSeconds = 300,
flags = {
activateSensors = true,
captureTargetLocation = false,
enableParallelSensing = true,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = false,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
6 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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parallel SenseAndExecute
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task ActivateSensors action: ActivateSensors
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sequence Execution
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sequence SubtaskSequence
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task ScanSurfaceContacts Subtask #811
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task ClassifyVesselTypes Subtask #812
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task AssessThreatLevel Subtask #813
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task TrackVesselMovement Subtask #814
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task DevelopTargetingSolution Subtask #815
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Sub-task Records
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ScanSurfaceContacts - Subtask 1 of Surface Threat Detection and Classification
-- Subtask: ScanSurfaceContacts -- Parent Task: Surface Threat Detection and Classification -- Operation: Anti-Surface Warfare (ASuW) (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 -- Sensing and detection ActivateRadar{} ActivateSensors{} ScanSector{} -- 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 }} -
ClassifyVesselTypes - Subtask 2 of Surface Threat Detection and Classification
-- Subtask: ClassifyVesselTypes -- Parent Task: Surface Threat Detection and Classification -- Operation: Anti-Surface Warfare (ASuW) (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 ActivateRadar{} ActivateJammer{} ActivateSonar{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AssessThreatLevel - Subtask 3 of Surface Threat Detection and Classification
-- Subtask: AssessThreatLevel -- Parent Task: Surface Threat Detection and Classification -- Operation: Anti-Surface Warfare (ASuW) (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 -- Assessment and verification ActivateRadar{} -- Verify results if HasWeaponSolution{} then return true, "Assessment complete" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
TrackVesselMovement - Subtask 4 of Surface Threat Detection and Classification
-- Subtask: TrackVesselMovement -- Parent Task: Surface Threat Detection and Classification -- Operation: Anti-Surface Warfare (ASuW) (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 HasAmmo{} then return false, "Not ready for movement" end -- 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 }} -
DevelopTargetingSolution - Subtask 5 of Surface Threat Detection and Classification
-- Subtask: DevelopTargetingSolution -- Parent Task: Surface Threat Detection and Classification -- Operation: Anti-Surface Warfare (ASuW) (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 ActivateRadar{} ActivateJammer{} ActivateSonar{} 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 (6)
- ActivateJammer
- ActivateRadar
- ActivateSensors
- ActivateSonar
- ScanSector
- TrackTarget
Predicates (14)
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsAtLocation
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- TargetInRange
- ThreatDetected
Tip: Click on action/predicate names in the Lua code above to view their implementations.