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.
]]
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
}
HarkonnenInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" }
HarkonnenTankType = { "combat_tank_h" }
-- Overwrite the template function because of the message
SendAttack = function(owner, size)
if Attacking[owner] then
return
end
Attacking[owner] = true
HoldProduction[owner] = true
local units = SetupAttackGroup(owner, size)
Utils.Do(units, IdleHunt)
if #units > 0 then
Media.DisplayMessage(UserInterface.GetFluentMessage("harkonnen-units-approaching"), UserInterface.GetFluentMessage("fremen-leader"))
end
Trigger.OnAllRemovedFromWorld(units, function()
Attacking[owner] = false
HoldProduction[owner] = false
end)
end
InitAIUnits = function()
IdlingUnits[Harkonnen] = Reinforcements.Reinforce(Harkonnen, InitialHarkonnenReinforcements, HarkonnenPaths[1])
DefendAndRepairBase(Harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty])
end
ActivateAI = function()
LastHarvesterEaten[Harkonnen] = true
InitAIUnits()
FremenProduction()
local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
local infantryToBuild = function() return { Utils.Random(HarkonnenInfantryTypes) } end
local tanksToBuild = function() return HarkonnenTankType end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
ProduceUnits(Harkonnen, HarkonnenBarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Harkonnen, HarkonnenHeavyFact, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
end