Decoy Deployment
Description
Deploy electronic and physical decoys
Lua Implementation
-- Task: Decoy Deployment
-- Operation: Electronic Warfare (Naval) (SURFACE DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"DetectIncomingMissile", "LaunchChaffClouds", "DeployTowedDecoys", "ActivateElectronicDecoys", "AssessDecoySucession"},
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 DetectIncomingMissile Subtask #931
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task LaunchChaffClouds Subtask #932
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task DeployTowedDecoys Subtask #933
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task ActivateElectronicDecoys Subtask #934
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task AssessDecoySucession Subtask #935
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Sub-task Records
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DetectIncomingMissile - Subtask 1 of Decoy Deployment
-- Subtask: DetectIncomingMissile -- Parent Task: Decoy Deployment -- Operation: Electronic Warfare (Naval) (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 }} -
LaunchChaffClouds - Subtask 2 of Decoy Deployment
-- Subtask: LaunchChaffClouds -- Parent Task: Decoy Deployment -- Operation: Electronic Warfare (Naval) (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 }} -
DeployTowedDecoys - Subtask 3 of Decoy Deployment
-- Subtask: DeployTowedDecoys -- Parent Task: Decoy Deployment -- Operation: Electronic Warfare (Naval) (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 AdjustSpeed{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ActivateElectronicDecoys - Subtask 4 of Decoy Deployment
-- Subtask: ActivateElectronicDecoys -- Parent Task: Decoy Deployment -- Operation: Electronic Warfare (Naval) (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 -- Electronic warfare ActivateJammer{} DeployCountermeasures{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
AssessDecoySucession - Subtask 5 of Decoy Deployment
-- Subtask: AssessDecoySucession -- Parent Task: Decoy Deployment -- Operation: Electronic Warfare (Naval) (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 }}
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.