Offensive Counter-Air (OCA) Missions
Description
Proactive operations to destroy enemy air power at its source - airfields, aircraft on ground, support facilities.
Lua Implementation
-- Task: Offensive Counter-Air (OCA) Missions
-- Operation: Air Superiority (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"TargetAirfieldAnalysis", "CoordinateWithSEAD", "ExecuteStrike", "ConductBDA"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = false,
enableParallelSensing = false,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = true,
sendFallbackReport = true,
requestSupport = true,
sendCompletionReport = true,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
12 actions (clickable in blue)
18 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 TargetAirfieldAnalysis Subtask #9
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task CoordinateWithSEAD Subtask #10
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task ExecuteStrike Subtask #11
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task ConductBDA Subtask #12
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Sub-task Records
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TargetAirfieldAnalysis - Identify priority targets on enemy airfields
-- Subtask: TargetAirfieldAnalysis -- Parent Task: Offensive Counter-Air (OCA) Missions -- Operation: Air Superiority (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{} DesignateTar{} CoordinateWithFAC{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
CoordinateWithSEAD - Synchronize with air defense suppression
-- Subtask: CoordinateWithSEAD -- Parent Task: Offensive Counter-Air (OCA) Missions -- Operation: Air Superiority (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 -- Communication and coordination CoordinateWithFAC{} subtaskState.data.comms_established = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ExecuteStrike - Attack designated targets
-- Subtask: ExecuteStrike -- Parent Task: Offensive Counter-Air (OCA) Missions -- Operation: Air Superiority (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 DesignateTar{} EngageTarget{} FireWeapon{} 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 }} -
ConductBDA - Assess damage to enemy air capability
-- Subtask: ConductBDA -- Parent Task: Offensive Counter-Air (OCA) Missions -- Operation: Air Superiority (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{} DesignateTar{} CoordinateWithFAC{} 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 (12)
- AdjustSpeed
- ApproachRunway
- CoordinateWithFAC
- DesignateTar
- EngageTarget
- FireWeapon
- Land
- MarkTarget
- RequestLandingClearance
- SelectTarget
- SetAltitude
- Takeoff
Predicates (18)
- ClearedToLand
- ClearToEngage
- HasAltitudeAdvantage
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- OnGround
- ROEAllowsEngagement
- RunwayClear
- TargetDesignated
Tip: Click on action/predicate names in the Lua code above to view their implementations.