diff --git a/Moose Development/Moose/Modules.lua b/Moose Development/Moose/Modules.lua index da80d374b..2a3f84f99 100644 --- a/Moose Development/Moose/Modules.lua +++ b/Moose Development/Moose/Modules.lua @@ -77,6 +77,7 @@ __Moose.Include( 'Scripts/Moose/Ops/NavyGroup.lua' ) __Moose.Include( 'Scripts/Moose/Ops/Squadron.lua' ) __Moose.Include( 'Scripts/Moose/Ops/AirWing.lua' ) __Moose.Include( 'Scripts/Moose/Ops/Intelligence.lua' ) +__Moose.Include( 'Scripts/Moose/Ops/WingCommander.lua' ) __Moose.Include( 'Scripts/Moose/AI/AI_Balancer.lua' ) __Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' ) diff --git a/Moose Development/Moose/Ops/WingCommander.lua b/Moose Development/Moose/Ops/WingCommander.lua new file mode 100644 index 000000000..55e13e0a5 --- /dev/null +++ b/Moose Development/Moose/Ops/WingCommander.lua @@ -0,0 +1,755 @@ +--- **Ops** - Commander Air Wing. +-- +-- **Main Features:** +-- +-- * Stuff +-- +-- === +-- +-- ### Author: **funkyfranky** +-- @module Ops.WingCommander +-- @image OPS_WingCommander.png + + +--- WINGCOMMANDER class. +-- @type WINGCOMMANDER +-- @field #string ClassName Name of the class. +-- @field #boolean Debug Debug mode. Messages to all about status. +-- @field #string lid Class id string for output to DCS log file. +-- @field #table airwings Table of airwings. +-- @field #table missionqueue Mission queue. +-- @field Core.Set#SET_ZONE borderzoneset Set of zones defining the border of our territory. +-- @field Core.Set#SET_ZONE yellowzoneset Set of zones defining the extended border. Defcon is set to YELLOW if enemy activity is detected. +-- @field Core.Set#SET_ZONE engagezoneset Set of zones where enemies are actively engaged. +-- @field #string Defcon Defence condition. +-- @extends Ops.Intelligence#INTEL + +--- Be surprised! +-- +-- === +-- +-- ![Banner Image](..\Presentations\WingCommander\WINGCOMMANDER_Main.jpg) +-- +-- # The WINGCOMMANDER Concept +-- +-- +-- +-- @field #WINGCOMMANDER +WINGCOMMANDER = { + ClassName = "WINGCOMMANDER", + Debug = nil, + lid = nil, + airwings = {}, + missionqueue = {}, + borderzoneset = nil, + yellowzoneset = nil, + engagezoneset = nil, +} + +--- Contact details. +-- @type WINGCOMMANDER.Contact +-- @field Ops.Auftrag#AUFTRAG mission The assigned mission. +-- @extends Ops.Intelligence#INTEL.DetectedItem + +--- Defence condition. +-- @type WINGCOMMANDER.DEFCON +-- @field #string GREEN No enemy activities detected. +-- @field #string YELLOW Enemy near our border. +-- @field #string RED Enemy within our border. +WINGCOMMANDER.DEFCON = { + GREEN="Green", + YELLOW="Yellow", + RED="Red", +} + +--- WINGCOMMANDER class version. +-- @field #string version +WINGCOMMANDER.version="0.1.0" + +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- TODO list +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +-- TODO: Define A2A and A2G parameters. +-- TODO: Improve airwing selection. Mostly done! +-- DONE: Add/remove spawned flightgroups to detection set. +-- DONE: Borderzones. +-- NOGO: Maybe it's possible to preselect the assets for the mission. + +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- Constructor +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +--- Create a new WINGCOMMANDER object and start the FSM. +-- @param #WINGCOMMANDER self +-- @param Core.Set#SET_GROUP AgentSet Set of agents (groups) providing intel. Default is an empty set. +-- @param #number Coalition Coalition side, e.g. `coaliton.side.BLUE`. Can also be passed as a string "red", "blue" or "neutral". +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:New(AgentSet, Coalition) + + AgentSet=AgentSet or SET_GROUP:New() + + -- Inherit everything from INTEL class. + local self=BASE:Inherit(self, INTEL:New(AgentSet, Coalition)) --#WINGCOMMANDER + + -- Set some string id for output to DCS.log file. + --self.lid=string.format("WINGCOMMANDER | ") + + self:SetBorderZones() + self:SetYellowZones() + + self:SetThreatLevelRange() + + self.Defcon=WINGCOMMANDER.DEFCON.GREEN + + -- Add FSM transitions. + -- From State --> Event --> To State + self:AddTransition("*", "MissionAssign", "*") -- Mission was assigned to an AIRWING. + self:AddTransition("*", "CancelMission", "*") -- Cancel mission. + self:AddTransition("*", "Defcon", "*") -- Cancel mission. + + ------------------------ + --- Pseudo Functions --- + ------------------------ + + --- Triggers the FSM event "Start". Starts the WINGCOMMANDER. Initializes parameters and starts event handlers. + -- @function [parent=#WINGCOMMANDER] Start + -- @param #WINGCOMMANDER self + + --- Triggers the FSM event "Start" after a delay. Starts the WINGCOMMANDER. Initializes parameters and starts event handlers. + -- @function [parent=#WINGCOMMANDER] __Start + -- @param #WINGCOMMANDER self + -- @param #number delay Delay in seconds. + + --- Triggers the FSM event "Stop". Stops the WINGCOMMANDER and all its event handlers. + -- @param #WINGCOMMANDER self + + --- Triggers the FSM event "Stop" after a delay. Stops the WINGCOMMANDER and all its event handlers. + -- @function [parent=#WINGCOMMANDER] __Stop + -- @param #WINGCOMMANDER self + -- @param #number delay Delay in seconds. + + --- Triggers the FSM event "Status". + -- @function [parent=#WINGCOMMANDER] Status + -- @param #WINGCOMMANDER self + + --- Triggers the FSM event "SkipperStatus" after a delay. + -- @function [parent=#WINGCOMMANDER] __Status + -- @param #WINGCOMMANDER self + -- @param #number delay Delay in seconds. + + + -- Debug trace. + if false then + self.Debug=true + BASE:TraceOnOff(true) + BASE:TraceClass(self.ClassName) + BASE:TraceLevel(1) + end + self.Debug=true + + + return self +end + +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- User functions +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +--- Set this to be an air-to-any dispatcher, i.e. engaging air, ground and naval targets. This is the default anyway. +-- @param #WINGCOMMANDER self +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:SetAirToAny() + + self:SetFilterCategory({}) + + return self +end + +--- Set this to be an air-to-air dispatcher. +-- @param #WINGCOMMANDER self +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:SetAirToAir() + + self:SetFilterCategory({Unit.Category.AIRPLANE, Unit.Category.HELICOPTER}) + + return self +end + +--- Set this to be an air-to-ground dispatcher, i.e. engage only ground units +-- @param #WINGCOMMANDER self +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:SetAirToGround() + + self:SetFilterCategory({Unit.Category.GROUND_UNIT}) + + return self +end + +--- Set this to be an air-to-sea dispatcher, i.e. engage only naval units. +-- @param #WINGCOMMANDER self +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:SetAirToSea() + + self:SetFilterCategory({Unit.Category.SHIP}) + + return self +end + +--- Set this to be an air-to-surface dispatcher, i.e. engaging ground and naval groups. +-- @param #WINGCOMMANDER self +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:SetAirToSurface() + + self:SetFilterCategory({Unit.Category.GROUND_UNIT, Unit.Category.SHIP}) + + return self +end + +--- Set a threat level range that will be engaged. Threat level is a number between 0 and 10, where 10 is a very dangerous threat. +-- Targets with threat level 0 are usually harmless. +-- @param #WINGCOMMANDER self +-- @param #number ThreatLevelMin Min threat level. Default 1. +-- @param #number ThreatLevelMax Max threat level. Default 10. +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:SetThreatLevelRange(ThreatLevelMin, ThreatLevelMax) + + self.threatLevelMin=ThreatLevelMin or 1 + self.threatLevelMax=ThreatLevelMax or 10 + + return self +end + +--- Set defence condition. +-- @param #WINGCOMMANDER self +-- @param #string Defcon Defence condition. See @{#WINGCOMMANDER.DEFCON}, e.g. `WINGCOMMANDER.DEFCON.RED`. +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:SetDefcon(Defcon) + + self.Defcon=Defcon + --self:Defcon(Defcon) + + return self +end + + +--- Add an airwing to the wingcommander. +-- @param #WINGCOMMANDER self +-- @param Ops.AirWing#AIRWING Airwing The airwing to add. +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:AddAirwing(Airwing) + + -- This airwing is managed by this wing commander. + Airwing.wingcommander=self + + table.insert(self.airwings, Airwing) + + return self +end + +--- Add mission to mission queue. +-- @param #WINGCOMMANDER self +-- @param Ops.Auftrag#AUFTRAG Mission Mission to be added. +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:AddMission(Mission) + + Mission.wingcommander=self + + table.insert(self.missionqueue, Mission) + + return self +end + +--- Remove mission from queue. +-- @param #WINGCOMMANDER self +-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed. +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:RemoveMission(Mission) + + for i,_mission in pairs(self.missionqueue) do + local mission=_mission --Ops.Auftrag#AUFTRAG + + if mission.auftragsnummer==Mission.auftragsnummer then + self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", Mission.name, Mission.type, Mission.status)) + table.remove(self.missionqueue, i) + break + end + + end + + return self +end + +--- Set border zone set. +-- @param #WINGCOMMANDER self +-- @param Core.Set#SET_ZONE BorderZoneSet Set of zones, defining our borders. +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:SetBorderZones(BorderZoneSet) + + -- Border zones. + self.borderzoneset=BorderZoneSet or SET_ZONE:New() + + return self +end + +--- Add a zone defining your territory. +-- @param #WINGCOMMANDER self +-- @param Core.Zone#ZONE BorderZone The zone defining the border of your territory. +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:AddBorderZone(BorderZone) + + -- Add a border zone. + self.borderzoneset:AddZone(BorderZone) + + -- Set accept zone. + --self:AddAcceptZone(BorderZone) + + return self +end + +--- Set yellow zone set. Detected enemy troops in this zone will trigger defence condition YELLOW. +-- @param #WINGCOMMANDER self +-- @param Core.Set#SET_ZONE YellowZoneSet Set of zones, defining our borders. +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:SetYellowZones(YellowZoneSet) + + -- Border zones. + self.yellowzoneset=YellowZoneSet or SET_ZONE:New() + + return self +end + +--- Add a zone defining an area outside your territory that is monitored for enemy activity. +-- @param #WINGCOMMANDER self +-- @param Core.Zone#ZONE YellowZone The zone defining the border of your territory. +-- @return #WINGCOMMANDER self +function WINGCOMMANDER:AddYellowZone(YellowZone) + + -- Add a border zone. + self.yellowzoneset:AddZone(YellowZone) + + return self +end + +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- Start & Status +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers. +-- @param #WINGCOMMANDER self +-- @param Wrapper.Group#GROUP Group Flight group. +-- @param #string From From state. +-- @param #string Event Event. +-- @param #string To To state. +function WINGCOMMANDER:onafterStart(From, Event, To) + + -- Short info. + local text=string.format("Starting Wing Commander") + self:I(self.lid..text) + + -- Start parent INTEL. + self:GetParent(self).onafterStart(self, From, Event, To) + + -- Start attached airwings. + for _,_airwing in pairs(self.airwings) do + local airwing=_airwing --Ops.AirWing#AIRWING + if airwing:GetState()=="NotReadyYet" then + airwing:Start() + end + end + +end + +--- On after "Status" event. +-- @param #WINGCOMMANDER self +-- @param Wrapper.Group#GROUP Group Flight group. +-- @param #string From From state. +-- @param #string Event Event. +-- @param #string To To state. +function WINGCOMMANDER:onafterStatus(From, Event, To) + + -- Start parent INTEL. + self:GetParent(self).onafterStatus(self, From, Event, To) + + -- FSM state. + local fsmstate=self:GetState() + + + -- Clean up missions where the contact was lost. + for _,_contact in pairs(self.ContactsLost) do + local contact=_contact --#WINGCOMMANDER.Contact + + if contact.mission and contact.mission:IsNotOver() then + + local text=string.format("Lost contact to target %s! %s mission %s will be cancelled.", contact.groupname, contact.mission.type:upper(), contact.mission.name) + MESSAGE:New(text, 120, "WINGCOMMANDER"):ToAll() + self:I(self.lid..text) + + -- Cancel this mission. + contact.mission:Cancel() + + end + + end + + -- Create missions for all new contacts. + local Nred=0 + local Nyellow=0 + local Nengage=0 + for _,_contact in pairs(self.Contacts) do + local contact=_contact --#WINGCOMMANDER.Contact + local group=contact.group --Wrapper.Group#GROUP + + local inred=self:CheckGroupInBorder(group) + if inred then + Nred=Nred+1 + end + + local inyellow=self:CheckGroupInYellow(group) + if inyellow then + Nyellow=Nyellow+1 + end + + -- Is this a threat? + local threat=contact.threatlevel>=self.threatLevelMin and contact.threatlevel<=self.threatLevelMax + + local redalert=true + if self.borderzoneset:Count()>0 then + redalert=inred + end + + if redalert and threat and not contact.mission then + + -- Create a mission based on group category. + local mission=AUFTRAG:NewAUTO(group) + + + -- Add mission to queue. + if mission then + + --TODO: Better amount of necessary assets. Count units in asset and in contact. Might need nassetMin/Max. + mission.nassets=1 + + -- Missons are repeated max 3 times on failure. + mission.missionRepeatMax=3 + + -- Set mission contact. + contact.mission=mission + + -- Add mission to queue. + self:AddMission(mission) + end + + end + + end + + -- Set defcon. + -- TODO: Need to introduce time check to avoid fast oscillation between different defcon states in case groups move in and out of the zones. + if Nred>0 then + self:SetDefcon(WINGCOMMANDER.DEFCON.RED) + elseif Nyellow>0 then + self:SetDefcon(WINGCOMMANDER.DEFCON.YELLOW) + else + self:SetDefcon(WINGCOMMANDER.DEFCON.GREEN) + end + + + -- Check mission queue and assign one PLANNED mission. + self:CheckMissionQueue() + + local text=string.format("Defcon=%s Missions=%d Contacts: Total=%d Yellow=%d Red=%d", self.Defcon, #self.missionqueue, #self.Contacts, Nyellow, Nred) + self:I(self.lid..text) + + -- Infor about contacts. + if #self.Contacts>0 then + local text="Contacts:" + for i,_contact in pairs(self.Contacts) do + local contact=_contact --#WINGCOMMANDER.Contact + local mtext="N/A" + if contact.mission then + mtext=string.format("Mission %s (%s) %s", contact.mission.name, contact.mission.type, contact.mission.status:upper()) + end + text=text..string.format("\n[%d] %s Type=%s (%s): Threat=%d Mission=%s", i, contact.groupname, contact.categoryname, contact.typename, contact.threatlevel, mtext) + end + self:I(self.lid..text) + end + + -- Mission queue. + if #self.missionqueue>0 then + local text="Mission queue:" + for i,_mission in pairs(self.missionqueue) do + local mission=_mission --Ops.Auftrag#AUFTRAG + + local target=mission:GetTargetName() or "unknown" + + text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target) + end + self:I(self.lid..text) + end + +end + +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- FSM Events +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +--- On after "MissionAssign" event. Mission is added to the AIRWING mission queue. +-- @param #WINGCOMMANDER self +-- @param #string From From state. +-- @param #string Event Event. +-- @param #string To To state. +-- @param Ops.AirWing#AIRWING Airwing The AIRWING. +-- @param Ops.Auftrag#AUFTRAG Mission The mission. +function WINGCOMMANDER:onafterMissionAssign(From, Event, To, Airwing, Mission) + + self:I(self.lid..string.format("Assigning mission %s (%s) to airwing %s", Mission.name, Mission.type, Airwing.alias)) + Airwing:AddMission(Mission) + +end + +--- On after "CancelMission" event. +-- @param #WINGCOMMANDER self +-- @param #string From From state. +-- @param #string Event Event. +-- @param #string To To state. +-- @param Ops.Auftrag#AUFTRAG Mission The mission. +function WINGCOMMANDER:onafterCancelMission(From, Event, To, Mission) + + self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status)) + + if Mission.status==AUFTRAG.Status.PLANNED then + + -- Mission is still in planning stage. Should not have an airbase assigned ==> Just remove it form the queue. + self:RemoveMission(Mission) + + else + + -- Airwing will cancel mission. + if Mission.airwing then + Mission.airwing:MissionCancel(Mission) + end + + end + +end + +--- On before "Defcon" event. +-- @param #WINGCOMMANDER self +-- @param #string From From state. +-- @param #string Event Event. +-- @param #string To To state. +-- @param #string Defcon New defence condition. +-- @param Ops.Auftrag#AUFTRAG Mission The mission. +function WINGCOMMANDER:onbeforeDefcon(From, Event, To, Defcon) + + local gotit=false + for _,defcon in pairs(WINGCOMMANDER.DEFCON) do + if defcon==Defcon then + gotit=true + end + end + + if not gotit then + self:E(self.lid..string.format("ERROR: Unknown DEFCON specified! Dont know defcon=%s", tostring(Defcon))) + return false + end + + -- Defcon did not change. + if Defcon==self.Defcon then + self:I(self.lid..string.format("Defcon %s unchanged. No processing transition.", tostring(Defcon))) + return false + end + + return true +end + +--- On after "Defcon" event. +-- @param #WINGCOMMANDER self +-- @param #string From From state. +-- @param #string Event Event. +-- @param #string To To state. +-- @param #string Defcon New defence condition. +-- @param Ops.Auftrag#AUFTRAG Mission The mission. +function WINGCOMMANDER:onafterDefcon(From, Event, To, Defcon) + self:I(self.lid..string.format("Changing Defcon from %s --> %s", self.Defcon, Defcon)) + + -- Set new defcon. + self.Defcon=Defcon +end + +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- Resources +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- + +--- Check mission queue and assign ONE planned mission. +-- @param #WINGCOMMANDER self +function WINGCOMMANDER:CheckMissionQueue() + + -- TODO: Sort mission queue. wrt what? Threat level? + + for _,_mission in pairs(self.missionqueue) do + local mission=_mission --Ops.Auftrag#AUFTRAG + + -- We look for PLANNED missions. + if mission.status==AUFTRAG.Status.PLANNED then + + --- + -- PLANNNED Mission + --- + + local airwing=self:GetAirwingForMission(mission) + + if airwing then + + -- Add mission to airwing. + self:MissionAssign(airwing, mission) + + return + end + + else + + --- + -- Missions NOT in PLANNED state + --- + + end + + end + +end + +--- Check all airwings if they are able to do a specific mission type at a certain location with a given number of assets. +-- @param #WINGCOMMANDER self +-- @param Ops.Auftrag#AUFTRAG Mission The mission. +-- @return Ops.AirWing#AIRWING The airwing best for this mission. +function WINGCOMMANDER:GetAirwingForMission(Mission) + + -- Table of airwings that can do the mission. + local airwings={} + + -- Loop over all airwings. + for _,_airwing in pairs(self.airwings) do + local airwing=_airwing --Ops.AirWing#AIRWING + + -- Check if airwing can do this mission. + local can,assets=airwing:CanMission(Mission) + + -- Can it? + if can then + + -- Get coordinate of the target. + local coord=Mission:GetTargetCoordinate() + + if coord then + + -- Distance from airwing to target. + local dist=UTILS.MetersToNM(coord:Get2DDistance(airwing:GetCoordinate())) + + -- Add airwing to table of airwings that can. + table.insert(airwings, {airwing=airwing, dist=dist, targetcoord=coord, nassets=#assets}) + + end + + end + + end + + -- Can anyone? + if #airwings>0 then + + --- Something like: + -- * Closest airwing that can should be first prio. + -- * However, there should be a certain "quantization". if wing is 50 or 60 NM way should not really matter. In that case, the airwing with more resources should get the job. + local function score(a) + local d=math.round(a.dist/10) + end + + -- Sort table wrt distance and number of assets. + -- Distances within 10 NM are equal and the airwing with more assets is preferred. + local function sortdist(a,b) + local ad=math.round(a.dist/10) -- dist 55 NM ==> 5.5 ==> 6 + local bd=math.round(b.dist/10) -- dist 63 NM ==> 6.3 ==> 6 + return adb.nassets) + end + table.sort(airwings, sortdist) + + -- This is the closest airwing to the target. + local airwing=airwings[1].airwing --Ops.AirWing#AIRWING + + return airwing + end + + return nil +end + +--- Check if group is inside our border. +-- @param #WINGCOMMANDER self +-- @param Wrapper.Group#GROUP group The group. +-- @return #boolean If true, group is in any zone. +function WINGCOMMANDER:CheckGroupInBorder(group) + + local inside=self:CheckGroupInZones(group, self.borderzoneset) + + return inside +end + +--- Check if group is near our border (yellow zone). +-- @param #WINGCOMMANDER self +-- @param Wrapper.Group#GROUP group The group. +-- @return #boolean If true, group is in any zone. +function WINGCOMMANDER:CheckGroupInYellow(group) + + -- Check inside yellow but not inside our border. + local inside=self:CheckGroupInZones(group, self.yellowzoneset) and not self:CheckGroupInZones(group, self.borderzoneset) + + return inside +end + +--- Check if group is inside a zone. +-- @param #WINGCOMMANDER self +-- @param Wrapper.Group#GROUP group The group. +-- @param Core.Set#SET_ZONE zoneset Set of zones. +-- @return #boolean If true, group is in any zone. +function WINGCOMMANDER:CheckGroupInZones(group, zoneset) + + for _,_zone in pairs(zoneset.Set or {}) do + local zone=_zone --Core.Zone#ZONE + + if group:IsPartlyOrCompletelyInZone(zone) then + return true + end + end + + return false +end + +--- Check resources. +-- @param #WINGCOMMANDER self +-- @return #table +function WINGCOMMANDER:CheckResources() + + local capabilities={} + + for _,MissionType in pairs(AUFTRAG.Type) do + capabilities[MissionType]=0 + + for _,_airwing in pairs(self.airwings) do + local airwing=_airwing --Ops.AirWing#AIRWING + + -- Get Number of assets that can do this type of missions. + local _,assets=airwing:CanMission(MissionType) + + -- Add up airwing resources. + capabilities[MissionType]=capabilities[MissionType]+#assets + end + + end + + return capabilities +end + +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- diff --git a/Moose Setup/Moose.files b/Moose Setup/Moose.files index 39014df5d..4992f7f97 100644 --- a/Moose Setup/Moose.files +++ b/Moose Setup/Moose.files @@ -72,6 +72,7 @@ Ops/NavyGroup.lua Ops/Squadron.lua Ops/AirWing.lua Ops/Intelligence.lua +Ops/WingCommander.lua AI/AI_Balancer.lua AI/AI_Air.lua