Intercept of Incoming Threats
Description
Engaging hostile aircraft approaching protected area.
Lua Implementation
-- Task: Intercept of Incoming Threats
-- Operation: Counter-Air Patrol (AIR DOMAIN)
-- Refactored to use TaskRunner
local TaskRunner = require("TaskRunner")
local config = {
subtasks = {"ReceiveVector", "CommitToIntercept", "IdentifyTarget", "EngageOrReturn"},
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)
8 actions (clickable in blue)
13 predicates (clickable in green)
Behavior Tree
Open full view-
sequence TaskRoot
-
sequence PreChecks
-
conditional IsOperational cond: IsOperational
-
conditional HasFuel cond: HasFuel
-
conditional HasAmmo cond: HasAmmo
-
-
sequence Execution
-
selector EngageOrFallback
-
sequence EngagementSequence
-
conditional CanEngage cond: CanEngage
-
task EngageTarget action: EngageTarget
-
-
sequence FallbackSequence
-
send RequestSupport
-
task HoldPosition action: Wait
-
-
-
sequence SubtaskSequence
-
task ReceiveVector Subtask #391
-
task CommitToIntercept Subtask #392
-
task IdentifyTarget Subtask #393
-
task EngageOrReturn Subtask #394
-
-
-
Sub-task Records
-
ReceiveVector - Get intercept heading from GCI
-- Subtask: ReceiveVector -- Parent Task: Intercept of Incoming Threats -- 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{} MonitorThreatAxis{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
CommitToIntercept - Close with target
-- Subtask: CommitToIntercept -- Parent Task: Intercept of Incoming Threats -- 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{} MonitorThreatAxis{} subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
IdentifyTarget - Visual/IFF identification
-- Subtask: IdentifyTarget -- Parent Task: Intercept of Incoming Threats -- 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 -- Planning phase -- Gather information MonitorThreatAxis{} -- Store plan in subtask state subtaskState.data.plan_complete = true subtaskState.status = "COMPLETE" return true, "Subtask completed successfully" end return {{ execute = execute }} -
EngageOrReturn - Attack or return to station
-- Subtask: EngageOrReturn -- Parent Task: Intercept of Incoming Threats -- 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 FireGuns{} InterceptThreat{} LaunchMissile{} LockTarget{} -- 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 (8)
- AdjustSpeed
- EstablishDefensivePosition
- FireGuns
- InterceptThreat
- LaunchMissile
- LockTarget
- MonitorThreatAxis
- SetAltitude
Predicates (13)
- AssetProtected
- DefensivePositionEstablished
- HasAltitudeAdvantage
- HasFuel
- HasOrdersToEngage
- IsMissionComplete
- IsOperational
- IsThreatening
- IsUnderFire
- MissileLockAchieved
- ROEAllowsEngagement
- TargetInEnvelope
- ThreatDetected
Tip: Click on action/predicate names in the Lua code above to view their implementations.