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.
]]
NodUnitsBuggy = { "bggy", "bggy", "bike", "bike" }
NodUnitsRocket = { "e3", "e3", "e3", "e3", "e3", "e3" }
NodUnitsGunner = { "e1", "e1", "e1", "e1", "e1", "e1" }
Apc3Trigger = { CPos.New(28,58), CPos.New(27,58), CPos.New(28,57), CPos.New(27,57), CPos.New(28,56), CPos.New(27,56), CPos.New(28,55), CPos.New(27,55), CPos.New(28,54), CPos.New(27,54), CPos.New(28,53), CPos.New(27,53) }
NorthernBridgeTrigger = { CPos.New(13,41), CPos.New(14,41), CPos.New(15,41), CPos.New(14,42), CPos.New(15,42), CPos.New(16,42) }
SouthernBridgeTrigger = { CPos.New(26,54), CPos.New(25,54), CPos.New(24,54), CPos.New(25,53), CPos.New(24,53), CPos.New(23,53) }
Apc1Units = { "c2", "c3", "c4", "c5" }
Civilians = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8 }
TargetActors = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8, CivBuilding1, CivBuilding2, CivBuilding3, CivBuilding4, CivBuilding5, CivBuilding6, CivBuilding7, CivBuilding8, CivBuilding9, CivBuilding10, CivBuilding11, CivBuilding12, CivBuilding13, CivBuilding14 }
Apc2Trigger = { GDIGunner1, GDIGunner2, GDIGunner3 }
Apc1Waypoints = { waypoint0.Location, waypoint11.Location, waypoint10.Location, waypoint8.Location, GDIBase.Location }
Apc2Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4 }
Apc3Waypoints = { waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8, GDIBase }
FlightRouteTop = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint8, GDIBase }
FlightRouteBottom = { waypoint3, waypoint2, waypoint1, waypoint11, waypoint10, waypoint8, GDIBase }
Hummer1Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4, waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8 }
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
Trigger.AfterDelay(DateTime.Seconds(3), function()
local apc = Actor.Create("apc", true, { Owner = GDI, Location = Apc1Waypoints[1], Cargo = Apc1Units })
Utils.Do(Apc1Waypoints, function(waypoint)
apc.AttackMove(waypoint)
end)
Trigger.OnEnteredFootprint(Apc3Trigger, function(a, id)
if a.Owner == Nod then
MoveAndHunt({ apc }, Apc3Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
end)
end)
Trigger.OnEnteredFootprint(NorthernBridgeTrigger, function(a, id)
if a.Owner == Nod then
if not CiviliansEvacuated then
CiviliansEvacuated = true
Utils.Do(Civilians, function(civ)
Utils.Do(FlightRouteBottom, function(waypoint)
civ.Move(waypoint.Location)
end)
Trigger.OnIdle(civ, function()
if civ.Location == GDIBase.Location then
Trigger.Clear(civ, "OnIdle")
else
civ.Move(GDIBase.Location)
end
end)
end)
end
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(SouthernBridgeTrigger, function(a, id)
if a.Owner == Nod then
if not CiviliansEvacuated then
CiviliansEvacuated = true
Utils.Do(Civilians, function(civ)
Utils.Do(FlightRouteTop, function(waypoint)
civ.Move(waypoint.Location)
end)
Trigger.OnIdle(civ, function()
if civ.Location == GDIBase.Location then
Trigger.Clear(civ, "OnIdle")
else
civ.Move(GDIBase.Location)
end
end)
end)
end
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnDiscovered(Convoi, function()
MoveAndHunt({ Jeep1, Jeep2 }, Hummer1Waypoints)
end)
Trigger.OnAllRemovedFromWorld(Apc2Trigger, function()
MoveAndHunt({ Convoi }, Apc2Waypoints)
end)
Trigger.OnAllRemovedFromWorld(TargetActors, function()
Nod.MarkCompletedObjective(KillCivilians)
end)
InitObjectives(Nod)
KillCivilians = AddPrimaryObjective(Nod, "destroy-village-kill-civilians")
KillGDI = AddSecondaryObjective(Nod, "kill-gdi-units")
Camera.Position = CameraPoint.CenterPosition
Media.PlaySpeechNotification(Nod, "Reinforce")
Trigger.AfterDelay(DateTime.Seconds(1), function()
Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsBuggy, { EntryPointVehicle.Location, RallyPointVehicle.Location }, { EntryPointVehicle.Location })
end)
Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsRocket, { EntryPointRocket.Location, RallyPointRocket.Location }, { EntryPointRocket.Location })
Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsGunner, { EntryPointGunner.Location, RallyPointGunner.Location }, { EntryPointGunner.Location })
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
Nod.MarkFailedObjective(KillCivilians)
end
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(KillGDI)
end
end