Counter-Battery Fire
Description
Engage enemy artillery positions from sea
Lua Implementation
-- Task: Counter-Battery Fire
-- Operation: Naval Gunfire Support (NGFS) (SURFACE DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"DetectEnemyArtillery", "LocateFireOrigin", "CalculateCounterBatterySolution", "EngageArtilleryPosition", "AssessDestruction"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = true,
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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conditional HasAmmo cond: HasAmmo
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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 HoldPosition action: Wait
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sequence SubtaskSequence
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task DetectEnemyArtillery Subtask #871
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task LocateFireOrigin Subtask #872
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task CalculateCounterBatterySolution Subtask #873
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task EngageArtilleryPosition Subtask #874
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task AssessDestruction Subtask #875
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Sub-task Records
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DetectEnemyArtillery - Subtask 1 of Counter-Battery Fire
-- Subtask: DetectEnemyArtillery -- Parent Task: Counter-Battery Fire -- 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 -- 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 }} -
LocateFireOrigin - Subtask 2 of Counter-Battery Fire
-- Subtask: LocateFireOrigin -- Parent Task: Counter-Battery Fire -- 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 EngageTarget{} FireWeapon{} LaunchMissile{} LaunchWeapon{} -- 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 }} -
CalculateCounterBatterySolution - Subtask 3 of Counter-Battery Fire
-- Subtask: CalculateCounterBatterySolution -- Parent Task: Counter-Battery Fire -- 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 -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
EngageArtilleryPosition - Subtask 4 of Counter-Battery Fire
-- Subtask: EngageArtilleryPosition -- Parent Task: Counter-Battery Fire -- 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 -- 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 }} -
AssessDestruction - Subtask 5 of Counter-Battery Fire
-- Subtask: AssessDestruction -- Parent Task: Counter-Battery Fire -- 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 -- Assessment and verification -- Verify results if HasWeaponSolution{} then return true, "Assessment complete" 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 (6)
- EngageNavalTarget
- EngageTarget
- FireWeapon
- LaunchMissile
- LaunchTorpedo
- LaunchWeapon
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.