Initial commit: OpenRA game engine
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Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
let5sne.win10
2026-01-10 21:46:54 +08:00
commit 9cf6ebb986
4065 changed files with 635973 additions and 0 deletions

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--[[
Copyright (c) The OpenRA Developers and Contributors
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
CommandoReinforcements = { "rmbo" }
MCVReinforcements = { "mcv" }
AutocreateSquads =
{
{ "stnk", "stnk" },
{ "ftnk", "ftnk" },
{ "ltnk", "ltnk", "bike" },
{ "arty", "arty", "bike", "bike" },
{ "ltnk", "ltnk" },
{ "stnk", "stnk" },
{ "ltnk", "ltnk" },
{ "arty", "arty" }
}
HeliPatrolPaths =
{
{ HeliPatrol1.Location, HeliPatrol2.Location, HeliPatrol3.Location, HeliPatrol4.Location, HeliPatrol5.Location, HeliPatrol6.Location },
{ HeliPatrol5.Location, HeliPatrol4.Location, HeliPatrol3.Location, HeliPatrol2.Location, HeliPatrol1.Location, HeliPatrol6.Location }
}
AttackTriggers = { AttackTrigger1, AttackTrigger2, AttackTrigger3, AttackTrigger4 }
SamSites = { SAM01, SAM02 }
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
InitObjectives(GDI)
DestroySAMs = AddPrimaryObjective(GDI, "destroy-obelisk-sams")
DestroyObelisk = AddPrimaryObjective(GDI, "destroy-obelisk")
DestroyBiotechCenter = AddPrimaryObjective(GDI, "destroy-biotech")
Trigger.OnAllKilled(SamSites, function()
AirSupport = Actor.Create("airstrike.proxy", true, { Owner = GDI })
AirSupportEnabled = true
GDI.MarkCompletedObjective(DestroySAMs)
end)
Trigger.OnDamaged(Obelisk01, function()
Trigger.AfterDelay(DateTime.Seconds(1), Obelisk01.Kill)
end)
Trigger.OnKilled(Obelisk01, function()
GDI.MarkCompletedObjective(DestroyObelisk)
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(GDI, "Reinforce")
ReinforceWithLandingCraft(GDI, MCVReinforcements, lstStart.Location, lstEnd.Location, UnitsRally.Location)
end)
ObeliskFlare.Destroy()
if AirSupportEnabled then
AirSupport.Destroy()
end
end)
Trigger.OnKilled(Biolab, function()
GDI.MarkCompletedObjective(DestroyBiotechCenter)
end)
Trigger.OnCapture(Biolab, function()
Trigger.AfterDelay(DateTime.Seconds(1), Biolab.Kill)
end)
Trigger.OnDamaged(Biolab, function()
Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
end)
RepairNamedActors(Nod, 0.9)
Trigger.AfterDelay(0, function()
local toBuild = function() return { "harv" } end
Utils.Do(Nod.GetActorsByType("harv"), function(harv)
RebuildHarvesters(harv, toBuild)
end)
end)
local vehicleToBuild = function() return Utils.Random(AutocreateSquads) end
Utils.Do(AttackTriggers, function(a)
Trigger.OnKilledOrCaptured(a, function()
ProduceUnits(Nod, Airfield, nil, vehicleToBuild)
end)
end)
Trigger.AfterDelay(DateTime.Seconds(150), function()
ProduceUnits(Nod, Airfield, function() return DateTime.Seconds(150) end, vehicleToBuild)
end)
Trigger.AfterDelay(DateTime.Minutes(5), HeliHunt)
local toBuild = function() return { "e4" } end
local delay = function() return DateTime.Seconds(15) end
ProduceUnits(Nod, HandOfNod, delay, toBuild)
Camera.Position = UnitsRally.CenterPosition
ObeliskFlare = Actor.Create("flare", true, { Owner = GDI, Location = Flare.Location })
Media.PlaySpeechNotification(GDI, "Reinforce")
ReinforceWithLandingCraft(GDI, CommandoReinforcements, lstStart.Location, lstEnd.Location, UnitsRally.Location)
end
Tick = function()
if DateTime.GameTime > DateTime.Seconds(5) and GDI.HasNoRequiredUnits() then
GDI.MarkFailedObjective(DestroyBiotechCenter)
end
end
-- Overwrite the default to send the units to UnitsRally first
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, function()
unit.AttackMove(UnitsRally.Location, 50)
unit.Hunt()
end)
end
end
HeliHunt = function()
local patrolpath = Utils.Random(HeliPatrolPaths)
Utils.Do(Nod.GetActorsByType("heli"), function(actor)
Trigger.OnIdle(actor, function()
actor.Patrol(patrolpath)
end)
end)
end
RebuildHarvesters = function(harv, toBuild)
Trigger.OnRemovedFromWorld(harv, function()
ProduceUnits(Nod, Airfield, nil, toBuild, function(units)
RebuildHarvesters(units[1], toBuild)
end)
end)
end