Artillery Spotting and Correction
Description
Using UAVs to observe and adjust artillery fire.
Lua Implementation
-- Task: Artillery Spotting and Correction
-- Operation: Unmanned Aerial Vehicle (UAV) Operations (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"PositionForObservation", "SpotInitialRounds", "CalculateCorrection", "TransmitCorrection", "ObserveEffects"},
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)
15 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 PositionForObservation Subtask #256
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task SpotInitialRounds Subtask #257
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task CalculateCorrection Subtask #258
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task TransmitCorrection Subtask #259
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task ObserveEffects Subtask #260
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Sub-task Records
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PositionForObservation - Orbit over target area
-- Subtask: PositionForObservation -- Parent Task: Artillery Spotting and Correction -- 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 -- Movement execution if not HasAmmo{} then return false, "Not ready for movement" end AdjustSpeed{} SetAltitude{} -- Check arrival if HasLOS{} then subtaskState.status = "COMPLETE" return true, "Movement complete" end subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
SpotInitialRounds - Observe fall of shot
-- Subtask: SpotInitialRounds -- Parent Task: Artillery Spotting and Correction -- 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{} ArmWeapon{} ControlUAV{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
CalculateCorrection - Determine adjustment
-- Subtask: CalculateCorrection -- Parent Task: Artillery Spotting and Correction -- 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 -- Planning phase -- Calculate route/position if HasLOS{} 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 }} -
TransmitCorrection - Send to firing unit
-- Subtask: TransmitCorrection -- Parent Task: Artillery Spotting and Correction -- 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{} ArmWeapon{} ControlUAV{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ObserveEffects - Watch for effect rounds
-- Subtask: ObserveEffects -- Parent Task: Artillery Spotting and Correction -- 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 -- 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 }}
Parameters
No parameters defined yet.
Outputs
No outputs defined yet.
Manage Primitives
Actions (15)
- AdjustFire
- AdjustSpeed
- ArmWeapon
- CalculateFireSolution
- ControlUAV
- EngageTarget
- FireForEffect
- FireWeapon
- LaunchUAV
- LaunchWeapon
- ObserveFire
- RecoverUAV
- SelectTarget
- SelectWeapon
- SetAltitude
Predicates (18)
- DataLinkMaintained
- FireAccurate
- FireMissionReceived
- HasAltitudeAdvantage
- HasAmmo
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsHostile
- IsInRange
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- SafeToFire
- TargetInRange
- UAVOperational
- WeaponReady
Tip: Click on action/predicate names in the Lua code above to view their implementations.