SAM Battery Destruction
Description
Physical destruction of surface-to-air missile launchers and support equipment.
Lua Implementation
-- Task: SAM Battery Destruction
-- Operation: Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"IdentifyComponents", "SelectWeapons", "PlanAttack", "ExecuteStrike"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = true,
sendFallbackReport = true,
requestSupport = true,
sendCompletionReport = true,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
11 actions (clickable in blue)
12 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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sequence Execution
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sequence SubtaskSequence
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task IdentifyComponents Subtask #90
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task SelectWeapons Subtask #91
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task PlanAttack Subtask #92
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task ExecuteStrike Subtask #93
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Sub-task Records
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IdentifyComponents - Map launchers, radars, C2 vehicles
-- Subtask: IdentifyComponents -- Parent Task: SAM Battery Destruction -- Operation: Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) (AIR 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 -- Calculate route/position if InEngagementZone{} 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 }} -
SelectWeapons - Choose appropriate munitions
-- Subtask: SelectWeapons -- Parent Task: SAM Battery Destruction -- Operation: Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) (AIR 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 -- Calculate route/position if InEngagementZone{} 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 }} -
PlanAttack - Determine attack geometry
-- Subtask: PlanAttack -- Parent Task: SAM Battery Destruction -- Operation: Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) (AIR 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 -- Calculate route/position if InEngagementZone{} 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 }} -
ExecuteStrike - Deliver weapons on target
-- Subtask: ExecuteStrike -- Parent Task: SAM Battery Destruction -- Operation: Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) (AIR 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 ClearToEngage{} then return false, "No engagement authority" end ArmWeapon{} DesignateTar{} LaunchWeapon{} MarkTarget{} -- Verify engagement success if HasAltitudeAdvantage{} 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 (11)
- ActivateAirDefenseRadar
- AdjustSpeed
- ArmWeapon
- CoordinateWithFAC
- DeploySAM
- DesignateTar
- EngageAirThreat
- LaunchWeapon
- MarkTarget
- SelectWeapon
- SetAltitude
Predicates (12)
- AirThreatDetected
- ClearToEngage
- HasAltitudeAdvantage
- HasFuel
- HasOrdersToEngage
- InEngagementZone
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- SafeToFire
- TargetDesignated
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.