Initial commit: OpenRA game engine
Some checks failed
Continuous Integration / Linux (.NET 8.0) (push) Has been cancelled
Continuous Integration / Windows (.NET 8.0) (push) Has been cancelled

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

View File

@@ -0,0 +1,137 @@
--[[
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.
]]
if Difficulty == "easy" then
Rambo = "rmbo.easy"
elseif Difficulty == "hard" then
Rambo = "rmbo.hard"
else
Rambo = "rmbo"
end
GDIBuildings = { ConYard, PowerPlant1, PowerPlant2, PowerPlant3, PowerPlant4, PowerPlant5, Barracks, Silo1, Silo2, WeaponsFactory, CommCenter, GuardTower1, GuardTower2 }
Mammoths = { Mammoth1, Mammoth2, Mammoth3 }
Grenadiers = { Grenadier1, Grenadier2, Grenadier3, Grenadier4 }
MediumTanks = { MediumTank1, MediumTank2 }
Riflemen = { Rifleman1, Rifleman2, Rifleman3, Rifleman4 }
MammothPatrolPath = { MammothWaypoint1.Location, MammothWaypoint2.Location }
RiflemenPatrolPath = { RiflemenWaypoint1.Location, RiflemenWaypoint2.Location }
InfantrySquad = { "e1", "e1", "e1", "e1", "e1" }
DeliverCommando = function()
Media.PlaySpeechNotification(Nod, "Reinforce")
local rambo = Reinforcements.ReinforceWithTransport(Nod, "tran.in", { Rambo }, { ChinookEntry.Location, ChinookTarget.Location }, { ChinookEntry.Location })[2][1]
Trigger.OnKilled(rambo, function()
Nod.MarkFailedObjective(KeepRamboAliveObjective)
end)
Trigger.OnPlayerWon(Nod, function(Nod)
if not rambo.IsDead then
Nod.MarkCompletedObjective(KeepRamboAliveObjective)
end
end)
end
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
GDI.Cash = 10000
Camera.Position = DefaultCameraPosition.CenterPosition
InitObjectives(Nod)
GDIObjective = AddPrimaryObjective(GDI, "")
WarFactoryObjective = AddPrimaryObjective(Nod, "destroy-capture-warfactory")
DestroyTanksObjective = AddPrimaryObjective(Nod, "destroy-mammoth-tanks")
KeepRamboAliveObjective = AddSecondaryObjective(Nod, "keep-commando-alive")
Trigger.OnKilledOrCaptured(WeaponsFactory, function()
Nod.MarkCompletedObjective(WarFactoryObjective)
end)
Trigger.OnAllKilled(Mammoths, function()
Nod.MarkCompletedObjective(DestroyTanksObjective)
end)
Trigger.AfterDelay(DateTime.Seconds(1), DeliverCommando)
Utils.Do(Mammoths, function(mammoth)
mammoth.Stance = "HoldFire"
end)
Utils.Do(MediumTanks, function(tank)
Trigger.OnDamaged(tank, function()
if DamageTrigger then
return
end
DamageTrigger = true
Utils.Do(Grenadiers, function(grenadier)
if not grenadier.IsDead then
grenadier.AttackMove(tank.Location)
end
end)
end)
end)
Utils.Do(Grenadiers, function(grenadier)
Trigger.OnDamaged(grenadier, function()
if DamageTrigger then
return
end
DamageTrigger = true
Utils.Do(MediumTanks, function(tank)
if not tank.IsDead then
tank.AttackMove(grenadier.Location)
end
end)
end)
end)
Utils.Do(GDIBuildings, function(building)
RepairBuilding(GDI, building, 0.75)
end)
Trigger.OnEnteredFootprint({ NorthEntrance.Location }, function(a, id)
if a.Owner == Nod then
Trigger.RemoveFootprintTrigger(id)
if Barracks.IsDead or Barracks.Owner ~= GDI then
return
end
Barracks.Build(InfantrySquad, function(squad)
Utils.Do(squad, function(unit)
if not unit.IsDead then
unit.AttackMove(NorthEntrance.Location)
end
end)
end)
end
end)
Utils.Do(Riflemen, function(rifleman)
rifleman.Patrol(RiflemenPatrolPath)
end)
PatrollingMammoth.Patrol(MammothPatrolPath)
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(GDIObjective)
end
end