Movement Tracking
Description
Monitoring and recording enemy unit movements.
Lua Implementation
-- Task: Movement Tracking
-- Operation: Intelligence, Surveillance, Reconnaissance (ISR) (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"DetectMovement", "ClassifyUnits", "TrackRoute", "PredictDestination"},
timeoutSeconds = 300,
flags = {
activateSensors = true,
captureTargetLocation = true,
enableParallelSensing = true,
requireAmmoForEngagement = false,
requireEngagementAuth = false,
enableAttackFallback = false,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = false,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
8 actions (clickable in blue)
13 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 DetectMovement Subtask #218
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task ClassifyUnits Subtask #219
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task TrackRoute Subtask #220
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task PredictDestination Subtask #221
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Sub-task Records
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DetectMovement - Identify moving units
-- Subtask: DetectMovement -- Parent Task: Movement Tracking -- Operation: Intelligence, Surveillance, Reconnaissance (ISR) (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 -- Movement execution if not HasFuel{} then return false, "Not ready for movement" end AdjustSpeed{} MoveToLocation{} SetAltitude{} -- 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 }} -
ClassifyUnits - Determine unit types
-- Subtask: ClassifyUnits -- Parent Task: Movement Tracking -- Operation: Intelligence, Surveillance, Reconnaissance (ISR) (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{} ActivateSensors{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
TrackRoute - Record movement path
-- Subtask: TrackRoute -- Parent Task: Movement Tracking -- Operation: Intelligence, Surveillance, Reconnaissance (ISR) (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{} ActivateSensors{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
PredictDestination - Estimate endpoint
-- Subtask: PredictDestination -- Parent Task: Movement Tracking -- Operation: Intelligence, Surveillance, Reconnaissance (ISR) (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{} ActivateSensors{} 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)
- ActivateSensors
- AdjustSpeed
- MoveToLocation
- ScanSector
- SetAltitude
- SetHeading
- SetSpeed
- TrackTarget
Predicates (13)
- HasAltitudeAdvantage
- HasClearPath
- HasFuel
- HasOrdersToEngage
- HasSensorContact
- IsAtLocation
- IsDetected
- IsIdentified
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ROEAllowsEngagement
Tip: Click on action/predicate names in the Lua code above to view their implementations.