Defensive Counter-Air Positioning
Description
Placing fighters to defend specific assets or areas.
Lua Implementation
-- Task: Defensive Counter-Air Positioning
-- Operation: Counter-Air Patrol (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"AnalyzeThreats", "PositionForDefense", "MaintainStation", "ReactToThreats"},
timeoutSeconds = 300,
flags = {
activateSensors = false,
captureTargetLocation = true,
enableParallelSensing = false,
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)
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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sequence Execution
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sequence SubtaskSequence
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task AnalyzeThreats Subtask #387
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task PositionForDefense Subtask #388
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task MaintainStation Subtask #389
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task ReactToThreats Subtask #390
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Sub-task Records
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AnalyzeThreats - Determine attack vectors
-- Subtask: AnalyzeThreats -- Parent Task: Defensive Counter-Air Positioning -- 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{} InterceptThreat{} MonitorThreatAxis{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
PositionForDefense - Optimal placement
-- Subtask: PositionForDefense -- Parent Task: Defensive Counter-Air Positioning -- 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 -- 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 }} -
MaintainStation - Hold position
-- Subtask: MaintainStation -- Parent Task: Defensive Counter-Air Positioning -- 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{} InterceptThreat{} MonitorThreatAxis{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
ReactToThreats - Respond to incursions
-- Subtask: ReactToThreats -- Parent Task: Defensive Counter-Air Positioning -- 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{} InterceptThreat{} 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 (8)
- AdjustSpeed
- EstablishDefensivePosition
- InterceptThreat
- MonitorThreatAxis
- MoveToLocation
- SetAltitude
- SetHeading
- SetSpeed
Predicates (11)
- AssetProtected
- DefensivePositionEstablished
- HasAltitudeAdvantage
- HasClearPath
- HasFuel
- HasOrdersToEngage
- IsAtLocation
- IsMissionComplete
- IsOperational
- ROEAllowsEngagement
- ThreatDetected
Tip: Click on action/predicate names in the Lua code above to view their implementations.