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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## rules.yaml
briefing =
The Brotherhood has located a huge field of Tiberium in the area.
The nearby village has laid claim to the field.
Eliminate the villagers, to prevent any risk of infection to our workers.
GDI forces are reported to be minimal, so their elimination is of secondary importance.

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MapFormat: 12
RequiresMod: cnc
Title: 07b: Sick and Dying
Author: Westwood Studios
Tileset: DESERT
MapSize: 64,64
Bounds: 5,5,54,54
Visibility: MissionSelector
Categories: Campaign
LockPreview: True
Players:
PlayerReference@GDI:
Name: GDI
Faction: gdi
Color: F5D378
Allies: Civilians
Enemies: Nod
Bot: campaign
PlayerReference@Neutral:
Name: Neutral
OwnsWorld: True
NonCombatant: True
Faction: gdi
PlayerReference@Civilians:
Name: Civilians
NonCombatant: True
Faction: gdi
Allies: GDI
Enemies: Nod
Bot: campaign
PlayerReference@Nod:
Name: Nod
Faction: nod
AllowBots: False
Playable: True
Required: True
LockFaction: True
LockColor: True
Color: FE1100
LockSpawn: True
LockTeam: True
Enemies: GDI, Civilians
Actors:
Actor0: brik
Location: 49,49
Owner: GDI
Actor1: brik
Location: 48,49
Owner: GDI
Actor2: brik
Location: 47,49
Owner: GDI
Actor3: brik
Location: 46,49
Owner: GDI
Actor4: brik
Location: 45,49
Owner: GDI
Actor5: brik
Location: 44,49
Owner: GDI
Actor6: brik
Location: 43,49
Owner: GDI
Actor7: brik
Location: 42,49
Owner: GDI
Actor8: brik
Location: 41,49
Owner: GDI
Actor9: brik
Location: 49,48
Owner: GDI
Actor10: brik
Location: 41,48
Owner: GDI
Actor11: brik
Location: 58,47
Owner: GDI
Actor12: brik
Location: 57,47
Owner: GDI
Actor13: brik
Location: 56,47
Owner: GDI
Actor14: brik
Location: 55,47
Owner: GDI
Actor15: brik
Location: 54,47
Owner: GDI
Actor16: brik
Location: 49,47
Owner: GDI
Actor17: brik
Location: 48,47
Owner: GDI
Actor18: brik
Location: 42,47
Owner: GDI
Actor19: brik
Location: 41,47
Owner: GDI
Actor20: brik
Location: 58,46
Owner: GDI
Actor21: brik
Location: 55,46
Owner: GDI
Actor22: brik
Location: 54,46
Owner: GDI
Actor23: brik
Location: 49,46
Owner: GDI
Actor24: brik
Location: 48,46
Owner: GDI
Actor25: brik
Location: 42,46
Owner: GDI
Actor26: brik
Location: 41,46
Owner: GDI
Actor27: brik
Location: 58,45
Owner: GDI
Actor28: brik
Location: 58,44
Owner: GDI
Actor29: brik
Location: 58,43
Owner: GDI
Actor30: brik
Location: 58,42
Owner: GDI
Actor31: brik
Location: 42,42
Owner: GDI
Actor32: brik
Location: 41,42
Owner: GDI
Actor33: brik
Location: 58,41
Owner: GDI
Actor34: brik
Location: 42,41
Owner: GDI
Actor35: brik
Location: 41,41
Owner: GDI
Actor36: brik
Location: 58,40
Owner: GDI
Actor37: brik
Location: 41,40
Owner: GDI
Actor38: brik
Location: 58,39
Owner: GDI
Actor39: brik
Location: 41,39
Owner: GDI
Actor40: brik
Location: 58,38
Owner: GDI
Actor41: brik
Location: 41,38
Owner: GDI
Actor42: brik
Location: 58,37
Owner: GDI
Actor43: brik
Location: 41,37
Owner: GDI
Actor44: brik
Location: 58,36
Owner: GDI
Actor45: brik
Location: 48,36
Owner: GDI
Actor46: brik
Location: 47,36
Owner: GDI
Actor47: brik
Location: 44,36
Owner: GDI
Actor48: brik
Location: 43,36
Owner: GDI
Actor49: brik
Location: 41,36
Owner: GDI
Actor50: brik
Location: 58,35
Owner: GDI
Actor51: brik
Location: 57,35
Owner: GDI
Actor52: brik
Location: 56,35
Owner: GDI
Actor53: brik
Location: 55,35
Owner: GDI
Actor54: brik
Location: 54,35
Owner: GDI
Actor55: brik
Location: 53,35
Owner: GDI
Actor56: brik
Location: 52,35
Owner: GDI
Actor57: brik
Location: 51,35
Owner: GDI
Actor58: brik
Location: 50,35
Owner: GDI
Actor59: brik
Location: 49,35
Owner: GDI
Actor60: brik
Location: 48,35
Owner: GDI
Actor61: brik
Location: 47,35
Owner: GDI
Actor62: brik
Location: 44,35
Owner: GDI
Actor63: brik
Location: 43,35
Owner: GDI
Actor64: brik
Location: 42,35
Owner: GDI
Actor65: brik
Location: 41,35
Owner: GDI
Actor66: cycl
Location: 53,21
Owner: Civilians
Actor67: cycl
Location: 52,21
Owner: Civilians
Actor68: cycl
Location: 51,21
Owner: Civilians
Actor69: cycl
Location: 50,21
Owner: Civilians
Actor70: cycl
Location: 49,21
Owner: Civilians
Actor71: cycl
Location: 48,21
Owner: Civilians
Actor72: cycl
Location: 47,21
Owner: Civilians
Actor73: cycl
Location: 53,20
Owner: Civilians
Actor74: cycl
Location: 51,20
Owner: Civilians
Actor75: cycl
Location: 49,20
Owner: Civilians
Actor76: cycl
Location: 47,20
Owner: Civilians
Actor77: cycl
Location: 47,19
Owner: Civilians
Actor78: cycl
Location: 53,18
Owner: Civilians
Actor79: cycl
Location: 51,18
Owner: Civilians
Actor80: cycl
Location: 49,18
Owner: Civilians
Actor81: cycl
Location: 47,18
Owner: Civilians
Actor82: cycl
Location: 53,17
Owner: Civilians
Actor83: cycl
Location: 52,17
Owner: Civilians
Actor84: cycl
Location: 51,17
Owner: Civilians
Actor85: cycl
Location: 50,17
Owner: Civilians
Actor86: cycl
Location: 49,17
Owner: Civilians
Actor87: cycl
Location: 48,17
Owner: Civilians
Actor88: cycl
Location: 47,17
Owner: Civilians
Actor89: t18
Location: 47,33
Owner: Neutral
Actor90: t08
Location: 44,34
Owner: Neutral
Actor91: t08
Location: 45,54
Owner: Neutral
Actor92: t08
Location: 32,54
Owner: Neutral
Actor93: t18
Location: 30,53
Owner: Neutral
Actor94: t18
Location: 17,51
Owner: Neutral
Actor95: t08
Location: 45,30
Owner: Neutral
Actor96: t08
Location: 41,28
Owner: Neutral
Actor97: t18
Location: 39,27
Owner: Neutral
Actor98: t18
Location: 40,22
Owner: Neutral
Actor99: t18
Location: 49,47
Owner: Neutral
Actor100: t18
Location: 37,41
Owner: Neutral
Actor101: t18
Location: 8,49
Owner: Neutral
Actor102: t18
Location: 23,37
Owner: Neutral
Actor103: t08
Location: 11,20
Owner: Neutral
Actor104: t08
Location: 9,28
Owner: Neutral
Actor105: t08
Location: 8,36
Owner: Neutral
Actor106: t08
Location: 24,28
Owner: Neutral
Actor107: t08
Location: 27,26
Owner: Neutral
Actor108: t08
Location: 23,27
Owner: Neutral
Actor109: t08
Location: 26,16
Owner: Neutral
Actor110: t08
Location: 20,18
Owner: Neutral
Actor111: t08
Location: 33,10
Owner: Neutral
Actor112: t08
Location: 37,17
Owner: Neutral
Actor113: rock1
Location: 37,15
Owner: Neutral
Actor114: t18
Location: 54,30
Owner: Neutral
Actor115: t18
Location: 57,27
Owner: Neutral
Actor116: t08
Location: 55,27
Owner: Neutral
Actor117: t18
Location: 48,25
Owner: Neutral
Actor134: v24
Location: 30,5
Owner: Civilians
Health: 22
Actor135: v27
Location: 43,25
Owner: Civilians
Health: 99
Actor136: v24
Location: 41,24
Owner: Civilians
Health: 99
Actor137: v24
Location: 43,26
Owner: Civilians
Health: 99
Actor138: v27
Location: 42,27
Owner: Civilians
Health: 99
Actor139: v27
Location: 41,27
Owner: Civilians
Health: 99
Actor140: v27
Location: 40,27
Owner: Civilians
Health: 99
Actor141: v27
Location: 39,25
Owner: Civilians
Health: 99
Actor142: v26
Location: 36,23
Owner: Civilians
Health: 99
Actor143: v25
Location: 40,20
Owner: Civilians
Health: 99
Actor144: v21
Location: 47,24
Owner: Civilians
Health: 99
Actor145: v20
Location: 42,29
Owner: Civilians
Health: 99
Actor146: v22
Location: 45,28
Owner: Civilians
Health: 99
Actor147: v23
Location: 40,23
Owner: Civilians
Health: 99
Actor148: v26
Location: 47,27
Owner: Civilians
Health: 99
Actor149: v28
Location: 47,23
Owner: Civilians
Health: 99
Actor150: v28
Location: 48,23
Owner: Civilians
Health: 99
Actor151: v28
Location: 49,23
Owner: Civilians
Health: 99
Actor152: v29
Location: 52,23
Owner: Civilians
Health: 99
Actor153: v30
Location: 50,25
Owner: Civilians
Health: 99
Actor154: v31
Location: 56,23
Owner: Civilians
Health: 99
Actor155: v32
Location: 55,24
Owner: Civilians
Health: 99
Actor156: v33
Location: 57,25
Owner: Civilians
Health: 99
Actor157: v34
Location: 58,26
Owner: Civilians
Health: 99
Actor158: v35
Location: 57,27
Owner: Civilians
Health: 99
Actor159: v36
Location: 56,26
Owner: Civilians
Health: 99
Actor160: v29
Location: 49,27
Owner: Civilians
Health: 99
Actor161: v29
Location: 50,27
Owner: Civilians
Health: 99
Actor162: arco
Location: 45,20
Owner: Civilians
Health: 98
Actor163: v19
Location: 48,18
Owner: Neutral
Health: 99
Actor164: v19
Location: 52,18
Owner: Neutral
Health: 99
Actor165: v19
Location: 50,20
Owner: Neutral
Health: 99
Actor166: v19
Location: 50,18
Owner: Neutral
Health: 99
Actor167: v19
Location: 48,20
Owner: Neutral
Health: 99
Actor168: v19
Location: 52,20
Owner: Neutral
Health: 99
Actor169: v30
Location: 43,23
Owner: Civilians
Health: 99
Actor171: hosp
Location: 55,28
Owner: GDI
Actor172: mtnk
Location: 51,40
Owner: GDI
Actor173: jeep
Location: 17,31
Owner: GDI
Facing: 896
Actor174: mtnk
Location: 21,36
Owner: GDI
Facing: 896
Actor175: mtnk
Location: 42,52
Owner: GDI
Facing: 640
Actor176: jeep
Location: 14,26
Owner: GDI
Facing: 128
Actor177: mtnk
Location: 50,47
Owner: GDI
Facing: 384
Actor188: mtnk
Location: 51,53
Owner: GDI
Facing: 640
Actor189: mtnk
Location: 24,26
Owner: GDI
Facing: 896
Actor190: mtnk
Location: 29,36
Owner: GDI
Facing: 512
Actor191: mtnk
Location: 27,36
Owner: GDI
Facing: 512
Actor192: jeep
Location: 8,38
Owner: GDI
Health: 97
Actor193: jeep
Location: 8,29
Owner: GDI
Actor195: e2
Location: 56,42
Owner: GDI
SubCell: 4
Actor196: e2
Location: 57,42
Owner: GDI
SubCell: 0
Actor197: e2
Location: 57,46
Owner: GDI
SubCell: 1
Actor198: e2
Location: 51,35
Owner: GDI
SubCell: 4
Actor199: e2
Location: 43,40
Owner: GDI
SubCell: 1
Actor200: e1
Location: 42,40
Owner: GDI
SubCell: 0
Actor201: e1
Location: 44,39
Owner: GDI
SubCell: 4
Actor202: e1
Location: 56,46
Owner: GDI
SubCell: 1
Actor203: e1
Location: 43,41
Owner: GDI
SubCell: 2
Actor204: e2
Location: 24,56
Owner: GDI
SubCell: 3
Actor205: e2
Location: 24,57
Owner: GDI
SubCell: 1
Actor206: e1
Location: 14,48
Owner: GDI
SubCell: 0
Actor207: e1
Location: 14,48
Owner: GDI
SubCell: 2
Actor208: e1
Location: 15,48
Owner: GDI
SubCell: 3
Actor209: e3
Location: 10,28
Owner: GDI
SubCell: 3
Actor210: e3
Location: 5,31
Owner: GDI
SubCell: 2
Actor211: e3
Location: 13,40
Owner: GDI
Health: 83
Facing: 896
SubCell: 4
Actor212: e3
Location: 13,42
Owner: GDI
Facing: 768
SubCell: 4
Actor213: e2
Location: 11,37
Owner: GDI
SubCell: 4
Actor214: e2
Location: 7,30
Owner: GDI
SubCell: 2
Actor221: c1
Location: 35,24
Owner: Civilians
Health: 19
SubCell: 0
Actor222: c2
Location: 40,24
Owner: Civilians
Facing: 640
SubCell: 2
Actor223: c3
Location: 36,25
Owner: Civilians
Facing: 896
SubCell: 2
Actor224: c4
Location: 41,26
Owner: Civilians
Facing: 256
SubCell: 3
Actor225: c5
Location: 44,25
Owner: Civilians
SubCell: 1
Actor226: c6
Location: 42,28
Owner: Civilians
Facing: 256
SubCell: 2
Actor227: c7
Location: 38,26
Owner: Civilians
Health: 19
Facing: 896
SubCell: 0
Actor228: c8
Location: 40,26
Owner: Civilians
Facing: 128
SubCell: 3
Actor229: c9
Location: 36,22
Owner: Civilians
Facing: 256
SubCell: 2
Actor230: c1
Location: 44,24
Owner: Civilians
Health: 19
Facing: 256
SubCell: 2
Actor231: c2
Location: 36,26
Owner: Civilians
Facing: 256
SubCell: 1
Actor232: c3
Location: 51,26
Owner: Civilians
Facing: 512
SubCell: 2
Actor233: c4
Location: 55,23
Owner: Civilians
Facing: 128
SubCell: 3
Actor234: c5
Location: 57,26
Owner: Civilians
Facing: 640
SubCell: 1
Actor235: c6
Location: 48,26
Owner: Civilians
Facing: 256
SubCell: 3
Actor236: c7
Location: 42,22
Owner: Civilians
Facing: 640
SubCell: 2
Actor237: c8
Location: 46,30
Owner: Civilians
Health: 19
Facing: 512
SubCell: 1
Actor238: c9
Location: 39,29
Owner: Civilians
Health: 19
SubCell: 3
Actor239: e2
Location: 13,40
Owner: GDI
SubCell: 4
Actor240: e2
Location: 9,37
Owner: GDI
Health: 87
SubCell: 4
Actor241: e2
Location: 13,39
Owner: GDI
SubCell: 3
Actor242: e2
Location: 15,55
Owner: GDI
SubCell: 1
Actor243: e2
Location: 16,55
Owner: GDI
SubCell: 0
Actor244: e1
Location: 13,53
Owner: GDI
SubCell: 0
Actor245: e1
Location: 14,54
Owner: GDI
SubCell: 1
Actor246: e1
Location: 15,53
Owner: GDI
SubCell: 1
Actor247: e2
Location: 30,29
Owner: GDI
SubCell: 4
Actor248: e2
Location: 29,27
Owner: GDI
SubCell: 3
waypoint27: waypoint
Location: 32,32
Owner: Neutral
waypoint26: waypoint
Location: 5,5
Owner: Neutral
waypoint15: waypoint
Location: 57,52
Owner: Neutral
waypoint14: waypoint
Location: 6,16
Owner: Neutral
waypoint13: waypoint
Location: 28,28
Owner: Neutral
waypoint12: waypoint
Location: 34,35
Owner: Neutral
waypoint11: waypoint
Location: 8,43
Owner: Neutral
waypoint10: waypoint
Location: 15,56
Owner: Neutral
waypoint9: waypoint
Location: 26,54
Owner: Neutral
waypoint8: waypoint
Location: 16,21
Owner: Neutral
waypoint7: waypoint
Location: 6,22
Owner: Neutral
waypoint6: waypoint
Location: 6,30
Owner: Neutral
waypoint5: waypoint
Location: 11,30
Owner: Neutral
waypoint4: waypoint
Location: 20,35
Owner: Neutral
waypoint3: waypoint
Location: 29,48
Owner: Neutral
waypoint2: waypoint
Location: 36,48
Owner: Neutral
waypoint1: waypoint
Location: 36,45
Owner: Neutral
waypoint0: waypoint
Location: 46,43
Owner: Neutral
GDIBuilding1: gtwr
Location: 40,42
Owner: GDI
GDIBuilding2: gtwr
Location: 49,50
Owner: GDI
GDIBuilding3: gtwr
Location: 54,48
Owner: GDI
GDIBuilding4: nuke
Location: 57,29
Owner: GDI
GDIBuilding5: gtwr
Location: 40,46
Owner: GDI
GDIBuilding6: silo
Location: 44,45
Owner: GDI
GDIBuilding7: silo
Location: 46,45
Owner: GDI
GDIBuilding8: silo
Location: 46,47
Owner: GDI
GDIBuilding9: silo
Location: 44,47
Owner: GDI
GDICYard: fact
Location: 55,43
Owner: GDI
GDIHarvester: harv
Location: 46,38
Owner: GDI
GDIHQ: hq
Location: 42,36
Owner: GDI
GDINuke1: nuke
Location: 52,36
Owner: GDI
GDINuke2: nuke
Location: 54,36
Owner: GDI
GDINuke3: nuke
Location: 56,36
Owner: GDI
GDIProc: proc
Location: 49,36
Owner: GDI
FreeActor: False
GDIPyle: pyle
Location: 52,39
Owner: GDI
GDIWeap: weap
Location: 55,39
Owner: GDI
ReinforcementsBikesRally: waypoint
Owner: Neutral
Location: 8,11
ReinforcementsBuggyRally: waypoint
Owner: Neutral
Location: 12,11
ReinforcementsGDISpawn: waypoint
Owner: Neutral
Location: 39,5
ReinforcementsGunnersRally: waypoint
Owner: Neutral
Location: 8,9
ReinforcementsMCVRally: waypoint
Owner: Neutral
Location: 10,10
ReinforcementsRocketsRally: waypoint
Owner: Neutral
Location: 12,9
ReinforcementsTanksRally: waypoint
Owner: Neutral
Location: 10,8
ReinforcementsSpawnCenter: waypoint
Owner: Neutral
Location: 10,5
ReinforcementsSpawnLeft: waypoint
Owner: Neutral
Location: 8,5
ReinforcementsSpawnRight: waypoint
Owner: Neutral
Location: 12,5
Rules: cnc|rules/campaign-maprules.yaml, cnc|rules/campaign-tooltips.yaml, cnc|rules/campaign-palettes.yaml, rules.yaml
FluentMessages: cnc|fluent/lua.ftl, cnc|fluent/campaign.ftl, map.ftl

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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.
]]
AttackPaths = { { AttackPath1 }, { AttackPath2 } }
GDIBase = { GDICYard, GDIPyle, GDIWeap, GDIHQ, GDIProc, GDINuke1, GDINuke2, GDINuke3, GDIBuilding1, GDIBuilding2, GDIBuilding3, GDIBuilding4, GDIBuilding5, GDIBuilding6, GDIBuilding7, GDIBuilding8, GDIBuilding9 }
InfantryAttackGroup = { }
InfantryGroupSize = 4
InfantryProductionCooldown = DateTime.Minutes(3)
InfantryProductionTypes = { "e1", "e1", "e2" }
HarvesterProductionType = { "harv" }
VehicleAttackGroup = { }
VehicleGroupSize = 4
VehicleProductionCooldown = DateTime.Minutes(4)
VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
StartingCash = 4000
BaseProc = { type = "proc", pos = CPos.New(49, 36), cost = 1500 }
BaseNuke1 = { type = "nuke", pos = CPos.New(52, 36), cost = 500 }
BaseNuke2 = { type = "nuke", pos = CPos.New(54, 36), cost = 500 }
BaseNuke3 = { type = "nuke", pos = CPos.New(56, 36), cost = 500 }
InfantryProduction = { type = "pyle", pos = CPos.New(52, 39), cost = 500 }
VehicleProduction = { type = "weap", pos = CPos.New(55, 39), cost = 2000 }
BaseBuildings = { BaseProc, BaseNuke1, BaseNuke2, BaseNuke3, InfantryProduction, VehicleProduction }
BuildBuilding = function(building, cyard)
if CyardIsBuilding or GDI.Cash < building.cost then
Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBuilding(building, cyard) end)
return
end
CyardIsBuilding = true
GDI.Cash = GDI.Cash - building.cost
Trigger.AfterDelay(Actor.BuildTime(building.type), function()
CyardIsBuilding = false
if cyard.IsDead or cyard.Owner ~= GDI then
GDI.Cash = GDI.Cash + building.cost
return
end
local actor = Actor.Create(building.type, true, { Owner = GDI, Location = building.pos })
if actor.Type == 'pyle' or actor.Type == 'hand' then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(actor) end)
elseif actor.Type == 'weap' or actor.Type == 'afld' then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(actor) end)
end
Trigger.OnKilled(actor, function()
BuildBuilding(building, cyard)
end)
RepairBuilding(GDI, actor, 0.75)
end)
end
CheckForHarvester = function()
local harv = GDI.GetActorsByType("harv")
return #harv > 0
end
ProduceHarvester = function(building)
if not BuildingHarvester then
BuildingHarvester = true
building.Build(HarvesterProductionType, function()
BuildingHarvester = false
end)
end
end
ProduceInfantry = function(building)
if building.IsDead or building.Owner ~= GDI then
return
elseif not CheckForHarvester() then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
local toBuild = { Utils.Random(InfantryProductionTypes) }
local Path = Utils.Random(AttackPaths)
building.Build(toBuild, function(unit)
InfantryAttackGroup[#InfantryAttackGroup + 1] = unit[1]
if #InfantryAttackGroup >= InfantryGroupSize then
MoveAndHunt(InfantryAttackGroup, Path)
InfantryAttackGroup = { }
Trigger.AfterDelay(InfantryProductionCooldown, function() ProduceInfantry(building) end)
else
Trigger.AfterDelay(delay, function() ProduceInfantry(building) end)
end
end)
end
ProduceVehicle = function(building)
if building.IsDead or building.Owner ~= GDI then
return
elseif not CheckForHarvester() then
ProduceHarvester(building)
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(building) end)
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
local toBuild = { Utils.Random(VehicleProductionTypes) }
local Path = Utils.Random(AttackPaths)
building.Build(toBuild, function(unit)
VehicleAttackGroup[#VehicleAttackGroup + 1] = unit[1]
if #VehicleAttackGroup >= VehicleGroupSize then
MoveAndHunt(VehicleAttackGroup, Path)
VehicleAttackGroup = { }
Trigger.AfterDelay(VehicleProductionCooldown, function() ProduceVehicle(building) end)
else
Trigger.AfterDelay(delay, function() ProduceVehicle(building) end)
end
end)
end
StartAI = function()
RepairNamedActors(GDI, 0.75)
GDI.Cash = StartingCash
Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end)
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
end
Trigger.OnAllKilledOrCaptured(GDIBase, function()
Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnKilled(GDIProc, function()
BuildBuilding(BaseProc, GDICYard)
end)
Trigger.OnKilled(GDINuke1, function()
BuildBuilding(BaseNuke1, GDICYard)
end)
Trigger.OnKilled(GDINuke2, function()
BuildBuilding(BaseNuke2, GDICYard)
end)
Trigger.OnKilled(GDINuke3, function()
BuildBuilding(BaseNuke3, GDICYard)
end)
Trigger.OnKilled(GDIPyle, function()
BuildBuilding(InfantryProduction, GDICYard)
end)
Trigger.OnKilled(GDIWeap, function(building)
BuildBuilding(VehicleProduction, GDICYard)
end)

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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.
]]
WaypointGroup1 = { waypoint0, waypoint15 }
WaypointGroup2 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint8 }
WaypointGroup3 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint9, waypoint10, waypoint11, waypoint6, waypoint7 }
WaypointGroup4 = { waypoint9, waypoint10, waypoint11, waypoint6, waypoint7, waypoint14 }
GDI1 = { units = { "e2", "e2", "e6", "e6", "e6" }, waypoints = WaypointGroup4, delay = 40 }
GDI2 = { units = { "e1", "e2" }, waypoints = WaypointGroup3, delay = 40 }
GDI3 = { units = { "e2", "e3", "jeep" }, waypoints = WaypointGroup2, delay = 40 }
GDI4 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 40 }
GDI5 = { units = { "e1", "e2" }, waypoints = WaypointGroup2, delay = 40 }
GDI6 = { units = { "e2", "e2", "e2", "e2", "e2" }, waypoints = WaypointGroup1, delay = 40 }
Auto1 = { units = { "e1", "e1", "e1", "e2", "e2" }, waypoints = WaypointGroup3, delay = 40 }
Auto2 = { units = { "e1", "e2", "e2" }, waypoints = WaypointGroup2, delay = 40 }
Auto3 = { units = { "e1", "e3", "e3" }, waypoints = WaypointGroup2, delay = 40 }
Auto4 = { units = { "e2", "e2", "e3", "e3" }, waypoints = WaypointGroup3, delay = 40 }
Auto5 = { units = { "jeep" }, waypoints = WaypointGroup2, delay = 50 }
Auto6 = { units = { "jeep" }, waypoints = WaypointGroup3, delay = 40 }
Auto7 = { units = { "mtnk" }, waypoints = WaypointGroup2, delay = 50 }
Auto8 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 30 }
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(10)
AutoAttackWaves = { Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 }
WhitelistedStructures = { "afld", "hand", "hq", "nuke", "silo", "proc", "sam" }
NodUnitsTanks = { "ltnk", "ltnk", "ltnk" }
NodUnitsBikes = { "bike", "bike", "bike" }
NodUnitsBuggys = { "bggy", "bggy", "bggy" }
NodUnitsRockets = { "e3", "e3", "e3" }
NodUnitsGunners = { "e1", "e1", "e1" }
Atk1 = { CPos.New(11, 43), CPos.New(10, 43), CPos.New(9, 43), CPos.New(8, 43), CPos.New(7, 43), CPos.New(6, 43), CPos.New(5, 43), CPos.New(11, 42), CPos.New(10, 42), CPos.New(9, 42), CPos.New(8, 42), CPos.New(7, 42), CPos.New(6, 42), CPos.New(5, 42), CPos.New(23, 38), CPos.New(22, 38), CPos.New(21, 38), CPos.New(20, 38), CPos.New(19, 38), CPos.New(24, 37), CPos.New(23, 37), CPos.New(22, 37), CPos.New(21, 37), CPos.New(20, 37), CPos.New(19, 37) }
Atk2 = { CPos.New(16, 52), CPos.New(15, 52), CPos.New(14, 52), CPos.New(13, 52), CPos.New(12, 52), CPos.New(11, 52), CPos.New(10, 52), CPos.New(9, 52), CPos.New(8, 52), CPos.New(16, 51), CPos.New(15, 51), CPos.New(14, 51), CPos.New(13, 51), CPos.New(12, 51), CPos.New(11, 51), CPos.New(10, 51), CPos.New(9, 51), CPos.New(8, 51), CPos.New(31, 44), CPos.New(30, 44), CPos.New(29, 44), CPos.New(28, 44), CPos.New(27, 44), CPos.New(26, 44), CPos.New(25, 44), CPos.New(24, 44), CPos.New(23, 44), CPos.New(22, 44), CPos.New(21, 44), CPos.New(31, 43), CPos.New(30, 43), CPos.New(29, 43), CPos.New(28, 43), CPos.New(27, 43), CPos.New(26, 43), CPos.New(25, 43), CPos.New(24, 43), CPos.New(23, 43), CPos.New(22, 43), CPos.New(21, 43) }
Atk3 = { CPos.New(53, 58), CPos.New(52, 58), CPos.New(51, 58), CPos.New(53, 57), CPos.New(52, 57), CPos.New(51, 57), CPos.New(53, 56), CPos.New(52, 56), CPos.New(51, 56), CPos.New(53, 55), CPos.New(52, 55), CPos.New(51, 55) }
Atk4 = { CPos.New(54, 47), CPos.New(53, 47), CPos.New(52, 47), CPos.New(51, 47), CPos.New(43, 47), CPos.New(54, 46), CPos.New(53, 46), CPos.New(52, 46), CPos.New(51, 46), CPos.New(50, 46), CPos.New(43, 46), CPos.New(42, 46), CPos.New(41, 46), CPos.New(43, 45), CPos.New(42, 45), CPos.New(41, 45), CPos.New(43, 44), CPos.New(42, 44), CPos.New(41, 44), CPos.New(43, 43), CPos.New(42, 43), CPos.New(41, 43), CPos.New(43, 42) }
SamSiteGoal = 3
CaptureStructures = function(actor)
for i = 1, #WhitelistedStructures do
local structures = Nod.GetActorsByType(WhitelistedStructures[i])
if #structures > 0 and not actor.IsDead and not structures[1].IsDead then
actor.Capture(structures[1])
return
end
end
end
CheckForSams = function()
local sams = Nod.GetActorsByType("sam")
return #sams >= SamSiteGoal
end
InsertNodUnits = function()
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, NodUnitsBikes, { ReinforcementsSpawnLeft.Location, ReinforcementsBikesRally.Location }, 1)
Reinforcements.Reinforce(Nod, NodUnitsBuggys, { ReinforcementsSpawnRight.Location, ReinforcementsBuggyRally.Location }, 50)
Reinforcements.Reinforce(Nod, NodUnitsGunners, { ReinforcementsSpawnLeft.Location, ReinforcementsGunnersRally.Location }, 50)
Reinforcements.Reinforce(Nod, NodUnitsRockets, { ReinforcementsSpawnRight.Location, ReinforcementsRocketsRally.Location }, 50)
Trigger.AfterDelay(DateTime.Seconds(6), function()
Reinforcements.Reinforce(Nod, { "mcv" }, { ReinforcementsSpawnCenter.Location, ReinforcementsMCVRally.Location })
Reinforcements.Reinforce(Nod, NodUnitsTanks, { ReinforcementsSpawnCenter.Location, ReinforcementsTanksRally.Location }, 50)
end)
end
SendAttackWave = function(team)
Utils.Do(team.units, function(unitType)
local actors = Utils.Where(GDI.GetActorsByType(unitType), function(unit) return unit.IsIdle end)
MoveAndHunt(Utils.Take(1, actors), team.waypoints)
end)
end
SendGDIAirstrike = function(hq, delay)
if not hq.IsDead and hq.Owner == GDI then
local target = GetAirstrikeTarget(Nod)
if target then
hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
else
Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
end
end
end
SendWaves = function(counter, Waves)
if counter <= #Waves then
local team = Waves[counter]
SendAttackWave(team)
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
end
end
SendReinforcementsWave = function(team)
Reinforcements.ReinforceWithTransport(GDI, "apc", team.units, { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers)
Utils.Do(team.waypoints, function(waypoint)
transport.Move(waypoint.Location)
end)
transport.UnloadPassengers()
Trigger.OnPassengerExited(transport, function(_, passenger)
if passenger.Type == "e6" then
Trigger.OnIdle(passenger, CaptureStructures)
else
IdleHunt(passenger)
end
if not transport.HasPassengers then
IdleHunt(transport)
end
end)
end)
end
Trigger.OnEnteredFootprint(Atk1, function(a, id)
if not Atk1Triggered and a.Owner == Nod then
Atk1Triggered = true
SendAttackWave(GDI5)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk2, function(a, id)
if not Atk2Triggered and a.Owner == Nod then
Atk2Triggered = true
SendAttackWave(GDI4)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk3, function(a, id)
if not Atk3Triggered and a.Owner == Nod then
Atk3Triggered = true
SendAttackWave(GDI6)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk4, function(a, id)
if not Atk4Triggered and a.Owner == Nod then
Atk4Triggered = true
SendReinforcementsWave(GDI1)
Trigger.RemoveFootprintTrigger(id)
end
end)
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
Camera.Position = waypoint26.CenterPosition
InsertNodUnits()
StartAI()
Trigger.AfterDelay(DateTime.Seconds(10), function() SendAttackWave(GDI2) end)
Trigger.AfterDelay(DateTime.Seconds(55), function() SendAttackWave(GDI2) end)
Trigger.AfterDelay(DateTime.Seconds(85), function() SendAttackWave(GDI3) end)
Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
Trigger.OnPlayerDiscovered(GDI, function() SendWaves(1, AutoAttackWaves) end)
InitObjectives(Nod)
EliminateGDI = AddPrimaryObjective(Nod, "eliminate-gdi-forces")
local buildSAMs = UserInterface.GetFluentMessage("build-sams", { ["sams"] = SamSiteGoal })
BuildSAMs = AddSecondaryObjective(Nod, buildSAMs)
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
Nod.MarkFailedObjective(EliminateGDI)
end
if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(EliminateGDI)
end
if not Nod.IsObjectiveCompleted(BuildSAMs) and CheckForSams() then
Nod.MarkCompletedObjective(BuildSAMs)
end
end

View File

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World:
LuaScript:
Scripts: campaign.lua, utils.lua, nod07b.lua, nod07b-AI.lua
MusicPlaylist:
StartingMusic: justdoit
VictoryMusic: nod_win1
MissionData:
Briefing: briefing
BriefingVideo: nod7a.vqa
StartVideo: tankgo.vqa
LossVideo: visor.vqa
SmudgeLayer@CRATER:
InitialSmudges:
9,12: cr1,0
Player:
PlayerResources:
DefaultCash: 4000
^Bridge:
DamageMultiplier@INVULNERABLE:
Modifier: 0
CYCL:
Buildable:
Prerequisites: ~disabled
NUK2:
Buildable:
Prerequisites: ~disabled
HPAD:
Buildable:
Prerequisites: ~disabled
BRIK:
Buildable:
Prerequisites: ~disabled
EYE:
Buildable:
Prerequisites: ~disabled
GUN:
Buildable:
Prerequisites: ~disabled
OBLI:
Buildable:
Prerequisites: ~disabled
TMPL:
Buildable:
Prerequisites: ~disabled
E2:
Buildable:
Prerequisites: ~pyle
E5:
Buildable:
Prerequisites: ~disabled
HARV:
Harvester:
SearchFromProcRadius: 45
SearchFromHarvesterRadius: 45
MTNK:
Buildable:
Prerequisites: ~weap
HTNK:
Buildable:
Prerequisites: ~disabled
RMBO:
Buildable:
Prerequisites: ~disabled
MCV:
Buildable:
Prerequisites: ~disabled
FTNK:
Buildable:
Prerequisites: ~disabled
MLRS:
Buildable:
Prerequisites: ~disabled
MSAM:
Buildable:
Prerequisites: ~disabled
ATWR:
Buildable:
Prerequisites: ~disabled
HELI:
Buildable:
Prerequisites: ~disabled
STNK:
Buildable:
Prerequisites: ~disabled
ARTY:
Buildable:
Prerequisites: ~disabled
FIX:
Buildable:
Prerequisites: ~disabled
SBAG:
Buildable:
Queue: Support.GDI, Support.Nod
GTWR:
Buildable:
Queue: Support.GDI
HQ:
AirstrikePower:
Prerequisites: gdi
SquadSize: 1