Target Combat Air Patrol (TARCAP)
Description
Escort fighters protecting strike aircraft.
Lua Implementation
-- Task: Target Combat Air Patrol (TARCAP)
-- Operation: Counter-Air Patrol (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"JoinStrikePackage", "ProvideEscort", "EngageInterceptors", "EscortEgress"},
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)
15 actions (clickable in blue)
21 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 JoinStrikePackage Subtask #383
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task ProvideEscort Subtask #384
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task EngageInterceptors Subtask #385
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task EscortEgress Subtask #386
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Sub-task Records
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JoinStrikePackage - Rendezvous with strikers
-- Subtask: JoinStrikePackage -- Parent Task: Target Combat Air Patrol (TARCAP) -- 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 -- Combat execution -- Check engagement authority if not HasOrdersToEngage{} then return false, "No engagement authority" end EngageTarget{} FireGuns{} FireWeapon{} InterceptThreat{} -- 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 }} -
ProvideEscort - Accompany through threat area
-- Subtask: ProvideEscort -- Parent Task: Target Combat Air Patrol (TARCAP) -- 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{} EngageTarget{} MonitorThreatAxis{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
EngageInterceptors - Counter enemy fighters
-- Subtask: EngageInterceptors -- Parent Task: Target Combat Air Patrol (TARCAP) -- 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 -- Combat execution -- Check engagement authority if not HasOrdersToEngage{} then return false, "No engagement authority" end EngageTarget{} FireGuns{} FireWeapon{} InterceptThreat{} -- 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 }} -
EscortEgress - Protect during withdrawal
-- Subtask: EscortEgress -- Parent Task: Target Combat Air Patrol (TARCAP) -- 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{} EngageTarget{} MonitorThreatAxis{} 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)
- AdjustSpeed
- EngageTarget
- EstablishDefensivePosition
- EstablishOrbit
- FireGuns
- FireWeapon
- InterceptThreat
- LaunchMissile
- LockTarget
- MonitorThreatAxis
- MoveToLocation
- SelectTarget
- SetAltitude
- SetHeading
- SetSpeed
Predicates (21)
- AssetProtected
- DefensivePositionEstablished
- HasAltitudeAdvantage
- HasAmmo
- HasClearPath
- HasFuel
- HasLOS
- HasOrdersToEngage
- HasWeaponSolution
- IsAtLocation
- IsHostile
- IsInRange
- IsMissionComplete
- IsOnStation
- IsOperational
- IsThreatening
- IsUnderFire
- MissileLockAchieved
- ROEAllowsEngagement
- TargetInEnvelope
- ThreatDetected
Tip: Click on action/predicate names in the Lua code above to view their implementations.