Shore Bombardment Preparation
Description
Prepare for naval gunfire support of ground forces
Lua Implementation
-- Task: Shore Bombardment Preparation
-- Operation: Naval Gunfire Support (NGFS) (SURFACE DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"ReceiveFireMission", "CalculateBallisticSolution", "PositionShipForFiring", "LoadAmmunition", "ReportReadyToFire"},
timeoutSeconds = 300,
flags = {
activateSensors = true,
captureTargetLocation = false,
enableParallelSensing = true,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = true,
sendFallbackReport = true,
requestSupport = true,
sendCompletionReport = true,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
8 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 ReceiveFireMission Subtask #846
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task CalculateBallisticSolution Subtask #847
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task PositionShipForFiring Subtask #848
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task LoadAmmunition Subtask #849
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task ReportReadyToFire Subtask #850
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Sub-task Records
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ReceiveFireMission - Subtask 1 of Shore Bombardment Preparation
-- Subtask: ReceiveFireMission -- Parent Task: Shore Bombardment Preparation -- Operation: Naval Gunfire Support (NGFS) (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 -- Combat execution -- Check engagement authority if not HasOrdersToEngage{} then return false, "No engagement authority" end -- Verify engagement success if HasWeaponSolution{} then subtaskState.status = "COMPLETE" return true, "Engagement successful" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
CalculateBallisticSolution - Subtask 2 of Shore Bombardment Preparation
-- Subtask: CalculateBallisticSolution -- Parent Task: Shore Bombardment Preparation -- Operation: Naval Gunfire Support (NGFS) (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 -- Gather information ActivateRadar{} -- 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 }} -
PositionShipForFiring - Subtask 3 of Shore Bombardment Preparation
-- Subtask: PositionShipForFiring -- Parent Task: Shore Bombardment Preparation -- Operation: Naval Gunfire Support (NGFS) (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 AdjustSpeed{} -- 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 }} -
LoadAmmunition - Subtask 4 of Shore Bombardment Preparation
-- Subtask: LoadAmmunition -- Parent Task: Shore Bombardment Preparation -- Operation: Naval Gunfire Support (NGFS) (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 AdjustSpeed{} ActivateRadar{} ActivateJammer{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ReportReadyToFire - Subtask 5 of Shore Bombardment Preparation
-- Subtask: ReportReadyToFire -- Parent Task: Shore Bombardment Preparation -- Operation: Naval Gunfire Support (NGFS) (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 -- Combat execution -- Check engagement authority if not HasOrdersToEngage{} then return false, "No engagement authority" end -- Verify engagement success if HasWeaponSolution{} 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 (8)
- ActivateJammer
- ActivateRadar
- ActivateSensors
- ActivateSonar
- AdjustSpeed
- BroadcastPosition
- CoordinateWithFAC
- DeployCountermeasures
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.