Loitering Munition Missions
Description
Deploying loitering munitions that can search and engage targets.
Lua Implementation
-- Task: Loitering Munition Missions
-- Operation: Unmanned Aerial Vehicle (UAV) Operations (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"DefineSearchArea", "LaunchMunition", "SearchPattern", "AcquireTarget", "EngageTarget"},
timeoutSeconds = 300,
flags = {
activateSensors = true,
captureTargetLocation = true,
enableParallelSensing = true,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = true,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
18 actions (clickable in blue)
23 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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parallel SenseAndExecute
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task ActivateSensors action: ActivateSensors
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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 Reposition action: MoveToLocation
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sequence SubtaskSequence
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task DefineSearchArea Subtask #236
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task LaunchMunition Subtask #237
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task SearchPattern Subtask #238
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task AcquireTarget Subtask #239
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task EngageTarget Subtask #240
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Sub-task Records
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DefineSearchArea - Assign patrol zone
-- Subtask: DefineSearchArea -- Parent Task: Loitering Munition Missions -- Operation: Unmanned Aerial Vehicle (UAV) Operations (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 -- Sensing and detection ActivateSensors{} ScanSector{} SearchPattern{} -- 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 }} -
LaunchMunition - Deploy loitering weapon
-- Subtask: LaunchMunition -- Parent Task: Loitering Munition Missions -- Operation: Unmanned Aerial Vehicle (UAV) Operations (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{} EngageTarget{} ActivateSensors{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SearchPattern - Execute search orbit
-- Subtask: SearchPattern -- Parent Task: Loitering Munition Missions -- Operation: Unmanned Aerial Vehicle (UAV) Operations (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 -- Sensing and detection ActivateSensors{} ScanSector{} SearchPattern{} -- 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 }} -
AcquireTarget - Detect and classify target
-- Subtask: AcquireTarget -- Parent Task: Loitering Munition Missions -- Operation: Unmanned Aerial Vehicle (UAV) Operations (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{} EngageTarget{} ActivateSensors{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
EngageTarget - Terminal attack
-- Subtask: EngageTarget -- Parent Task: Loitering Munition Missions -- Operation: Unmanned Aerial Vehicle (UAV) Operations (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 EngageTarget{} FireWeapon{} SelectTarget{} -- 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 (18)
- ActivateSensors
- AdjustSpeed
- ControlUAV
- EngageTarget
- ExtractPersonnel
- FireWeapon
- InsertRescueForce
- LaunchUAV
- LocateSurvivor
- MoveToLocation
- RecoverUAV
- ScanSector
- SearchPattern
- SelectTarget
- SetAltitude
- SetHeading
- SetSpeed
- TrackTarget
Predicates (23)
- AreaSecure
- DataLinkMaintained
- HasAltitudeAdvantage
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasSensorContact
- HasWeaponSolution
- IsAtLocation
- IsDetected
- IsHostile
- IsIdentified
- IsInRange
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- ROEAllowsEngagement
- SafeToExtract
- SurvivorLocated
- UAVOperational
Tip: Click on action/predicate names in the Lua code above to view their implementations.