Precision Shore Bombardment
Description
Conduct precision strikes on shore targets
Lua Implementation
-- Task: Precision Shore Bombardment
-- Operation: Naval Gunfire Support (NGFS) (SURFACE DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"ReceiveTargetCoordinates", "CalculatePrecisionSolution", "FirePrecisionMunitions", "ObserveBDA", "ReportResults"},
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
-
sequence PreChecks
-
conditional IsOperational cond: IsOperational
-
conditional HasFuel cond: HasFuel
-
-
parallel SenseAndExecute
-
task ActivateSensors action: ActivateSensors
-
sequence Execution
-
sequence SubtaskSequence
-
task ReceiveTargetCoordinates Subtask #861
-
task CalculatePrecisionSolution Subtask #862
-
task FirePrecisionMunitions Subtask #863
-
task ObserveBDA Subtask #864
-
task ReportResults Subtask #865
-
-
-
-
Sub-task Records
-
ReceiveTargetCoordinates - Subtask 1 of Precision Shore Bombardment
-- Subtask: ReceiveTargetCoordinates -- Parent Task: Precision Shore Bombardment -- 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 -- Communication and coordination BroadcastPosition{} CoordinateWithFAC{} subtaskState.data.comms_established = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
CalculatePrecisionSolution - Subtask 2 of Precision Shore Bombardment
-- Subtask: CalculatePrecisionSolution -- Parent Task: Precision Shore Bombardment -- 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 }} -
FirePrecisionMunitions - Subtask 3 of Precision Shore Bombardment
-- Subtask: FirePrecisionMunitions -- Parent Task: Precision Shore Bombardment -- 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 }} -
ObserveBDA - Subtask 4 of Precision Shore Bombardment
-- Subtask: ObserveBDA -- Parent Task: Precision Shore Bombardment -- 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 -- Sensing and detection ActivateRadar{} ActivateSensors{} -- 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 }} -
ReportResults - Subtask 5 of Precision Shore Bombardment
-- Subtask: ReportResults -- Parent Task: Precision Shore Bombardment -- 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 -- Communication and coordination BroadcastPosition{} CoordinateWithFAC{} subtaskState.data.comms_established = true 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.