Decoy Operations
Description
Using decoys to confuse enemy air defenses and draw fire.
Lua Implementation
-- Task: Decoy Operations
-- Operation: Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"DeployDecoys", "SimulateAircraft", "DrawFire", "ExploitResponse"},
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)
11 actions (clickable in blue)
17 predicates (clickable in green)
Behavior Tree
Open full view-
sequence TaskRoot
-
sequence PreChecks
-
conditional IsOperational cond: IsOperational
-
conditional HasFuel cond: HasFuel
-
conditional HasAmmo cond: HasAmmo
-
-
sequence Execution
-
selector EngageOrFallback
-
sequence EngagementSequence
-
conditional CanEngage cond: CanEngage
-
task EngageTarget action: EngageTarget
-
-
sequence FallbackSequence
-
send RequestSupport
-
task HoldPosition action: Wait
-
-
-
sequence SubtaskSequence
-
task DeployDecoys Subtask #106
-
task SimulateAircraft Subtask #107
-
task DrawFire Subtask #108
-
task ExploitResponse Subtask #109
-
-
-
Sub-task Records
-
DeployDecoys - Launch/drop decoy systems
-- Subtask: DeployDecoys -- Parent Task: Decoy Operations -- 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 -- Deployment and setup -- Move to position AdjustSpeed{} ActivateAirDefenseRadar{} DeploySAM{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SimulateAircraft - Create false radar returns
-- Subtask: SimulateAircraft -- Parent Task: Decoy Operations -- 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 -- Generic subtask execution AdjustSpeed{} ArmWeapon{} ActivateAirDefenseRadar{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
DrawFire - Cause SAMs to engage decoys
-- Subtask: DrawFire -- Parent Task: Decoy Operations -- 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 HasOrdersToEngage{} then return false, "No engagement authority" end ArmWeapon{} EngageTarget{} FireWeapon{} LaunchWeapon{} -- 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 }} -
ExploitResponse - Attack exposed systems
-- Subtask: ExploitResponse -- Parent Task: Decoy Operations -- 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 -- Generic subtask execution AdjustSpeed{} ArmWeapon{} ActivateAirDefenseRadar{} 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
- DeploySAM
- EngageAirThreat
- EngageTarget
- FireWeapon
- LaunchWeapon
- SelectTarget
- SelectWeapon
- SetAltitude
Predicates (17)
- AirThreatDetected
- HasAltitudeAdvantage
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- InEngagementZone
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ROEAllowsEngagement
- SafeToFire
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.