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processors/quantum_agents/aiai/ai_quantum_tasker.txt
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processors/quantum_agents/aiai/ai_quantum_tasker.txt
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# ****************************************************************************
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# CUI
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#
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# The Advanced Framework for Simulation, Integration, and Modeling (AFSIM)
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#
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# The use, dissemination or disclosure of data in this file is subject to
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# limitation or restriction. See accompanying README and LICENSE for details.
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# ****************************************************************************
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#include_once ../common/common_platform_script.txt
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include_once ../common/weapon_defs.txt
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include_once behavior_planned_route.txt
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include_once behavior_pursue_weapon_task_target.txt
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include_once behavior_engage_weapon_task_target.txt
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#only define things in this type definition that can be overwritten later
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# ie: only the behavior_tree, not the on_update or on_initialize blocks
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processor AI_QUANTUM_TASKER WSF_QUANTUM_TASKER_PROCESSOR
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update_interval 2.0 sec
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script_debug_writes off
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#show_task_messages
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script_variables
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// agent constants
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double cDEFAULT_ALTITUDE = 9144; // ~30,000 feet
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// the interceptor uses these threat priority pairs to determine who is the most important threat of concern
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Map<string, double> ThreatTypePriority = Map<string, double>();
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ThreatTypePriority["unknown"] = 0.0;
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ThreatTypePriority["uav"] = 2.0;
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ThreatTypePriority["sam"] = 4.0;
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ThreatTypePriority["ship"] = 4.0;
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ThreatTypePriority["awacs"] = -500.0;
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ThreatTypePriority["bomber"] = 2.0;
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ThreatTypePriority["jammer"] = 0.0;
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ThreatTypePriority["fighter"] = 10.0;
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ThreatTypePriority["missile"] = 9.0;
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ThreatTypePriority["missile_fast"] = 9.0; // try new category for cmd
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double mEngagementAggressiveness = 0.4; // value in range [0, 1]. 1 is suicidal, 0 is very cautious.
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// used by behavior_in_danger, behavior_evade, & behavior_disengage.
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bool mAllowCoopEngage = false;
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string mUplinkSensorName = "geo_sensor"; //name of sensor object
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end_script_variables
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behavior_tree
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# selector
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# behavior_node evade
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# behavior_node go_home
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# behavior_node escort
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# behavior_node cap-route
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# behavior_node pincer
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# sequence
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selector
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behavior_node pursue_weapon_task_target
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# behavior_node sar_job
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# behavior_node pursue-point
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behavior_node planned_route
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end_selector
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# behavior_node guide_weapons
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# end_sequence
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# end_selector
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behavior_node engage_weapon_task_target
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# behavior_node radar-control
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# behavior_node weapon-uplink
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end_behavior_tree
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end_processor
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