Barrier Combat Air Patrol (BARCAP)
Description
Fighter patrol along a defensive line.
Lua Implementation
-- Task: Barrier Combat Air Patrol (BARCAP)
-- Operation: Counter-Air Patrol (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"EstablishBarrier", "PatrolBarrier", "DetectPenetration", "InterceptPenetraters"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = true,
enableParallelSensing = false,
requireAmmoForEngagement = true,
requireEngagementAuth = true,
enableAttackFallback = true,
sendStartReport = false,
sendFallbackReport = false,
requestSupport = true,
sendCompletionReport = false,
fallbackWaitSeconds = 30
}
}
return TaskRunner.create(config)
9 actions (clickable in blue)
11 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 Reposition action: MoveToLocation
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sequence SubtaskSequence
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task EstablishBarrier Subtask #379
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task PatrolBarrier Subtask #380
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task DetectPenetration Subtask #381
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task InterceptPenetraters Subtask #382
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Sub-task Records
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EstablishBarrier - Position along defense line
-- Subtask: EstablishBarrier -- Parent Task: Barrier Combat Air Patrol (BARCAP) -- Operation: Counter-Air Patrol (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{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
PatrolBarrier - Fly back and forth
-- Subtask: PatrolBarrier -- Parent Task: Barrier Combat Air Patrol (BARCAP) -- Operation: Counter-Air Patrol (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{} FireGuns{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
DetectPenetration - Sense crossing attempts
-- Subtask: DetectPenetration -- Parent Task: Barrier Combat Air Patrol (BARCAP) -- Operation: Counter-Air Patrol (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 subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
InterceptPenetraters - Engage contacts
-- Subtask: InterceptPenetraters -- Parent Task: Barrier Combat Air Patrol (BARCAP) -- Operation: Counter-Air Patrol (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{} FireGuns{} 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 (9)
- AdjustSpeed
- EstablishOrbit
- FireGuns
- LaunchMissile
- LockTarget
- MoveToLocation
- SetAltitude
- SetHeading
- SetSpeed
Predicates (11)
- HasAltitudeAdvantage
- HasClearPath
- HasFuel
- HasOrdersToEngage
- IsAtLocation
- IsMissionComplete
- IsOnStation
- IsOperational
- MissileLockAchieved
- ROEAllowsEngagement
- TargetInEnvelope
Tip: Click on action/predicate names in the Lua code above to view their implementations.