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 =
Spice is wealth. Serve the Ordos by harvesting Spice in the Imperial Basin. If Harkonnen forces attempt to interrupt the flow of the Spice - neutralize them.
Efficiency dictates that Silos must be built to avoid loss of Spice. Build concrete foundations to avoid unnecessary damage from the elements. To do otherwise is wasteful.

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MapFormat: 12
RequiresMod: d2k
Title: Ordos 01b
Author: Westwood Studios
Tileset: ARRAKIS
MapSize: 32,28
Bounds: 2,2,28,24
Visibility: MissionSelector
Categories: Campaign
LockPreview: True
Players:
PlayerReference@Neutral:
Name: Neutral
OwnsWorld: True
NonCombatant: True
Faction: Random
PlayerReference@Creeps:
Name: Creeps
NonCombatant: True
Faction: Random
Enemies: Ordos, Harkonnen
PlayerReference@Ordos:
Name: Ordos
Playable: True
LockFaction: True
Faction: ordos
LockColor: True
Color: 5A9473
Enemies: Harkonnen, Creeps
PlayerReference@Harkonnen:
Name: Harkonnen
LockFaction: True
Faction: harkonnen
LockColor: True
Color: D64A42
Enemies: Ordos, Creeps
Bot: campaign
Actors:
Actor0: light_inf
Location: 2,2
Owner: Harkonnen
Actor1: light_inf
Location: 21,2
Owner: Harkonnen
Actor2: wormspawner
Location: 3,3
Owner: Creeps
Actor3: light_inf
Location: 16,9
Owner: Ordos
Actor4: light_inf
Location: 20,10
Owner: Ordos
Actor5: light_inf
Location: 14,11
Owner: Ordos
OrdosConyard: construction_yard
Location: 17,11
Owner: Ordos
Actor7: light_inf
Location: 22,13
Owner: Ordos
Actor8: raider
Location: 15,14
Owner: Ordos
Actor9: raider
Location: 18,15
Owner: Ordos
Actor10: light_inf
Location: 29,23
Owner: Harkonnen
Actor11: light_inf
Location: 6,25
Owner: Harkonnen
OrdosWaypoint: waypoint
Owner: Neutral
Location: 29,12
OrdosRally: waypoint
Owner: Neutral
Location: 12,9
HarkonnenWaypoint1: waypoint
Owner: Neutral
Location: 26,25
HarkonnenWaypoint2: waypoint
Owner: Neutral
Location: 2,21
HarkonnenWaypoint3: waypoint
Owner: Neutral
Location: 2,5
HarkonnenWaypoint4: waypoint
Owner: Neutral
Location: 24,2
Rules: d2k|rules/campaign-rules.yaml, d2k|rules/campaign-tooltips.yaml, d2k|rules/campaign-palettes.yaml, rules.yaml
FluentMessages: d2k|fluent/lua.ftl, d2k|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.
]]
HarkonnenReinforcements =
{
easy =
{
{ "light_inf", "light_inf" }
},
normal =
{
{ "light_inf", "light_inf" },
{ "light_inf", "light_inf", "light_inf" },
{ "light_inf", "trike" }
},
hard =
{
{ "light_inf", "light_inf" },
{ "trike", "trike" },
{ "light_inf", "light_inf", "light_inf" },
{ "light_inf", "trike" },
{ "trike", "trike" }
}
}
HarkonnenEntryWaypoints = { HarkonnenWaypoint1.Location, HarkonnenWaypoint2.Location, HarkonnenWaypoint3.Location, HarkonnenWaypoint4.Location }
HarkonnenAttackDelay = DateTime.Seconds(30)
HarkonnenAttackWaves =
{
easy = 1,
normal = 5,
hard = 12
}
ToHarvest =
{
easy = 2500,
normal = 3000,
hard = 3500
}
OrdosReinforcements = { "light_inf", "light_inf", "light_inf", "light_inf", "raider" }
OrdosEntryPath = { OrdosWaypoint.Location, OrdosRally.Location }
Messages =
{
UserInterface.GetFluentMessage("build-concrete"),
UserInterface.GetFluentMessage("build-wind-trap"),
UserInterface.GetFluentMessage("build-refinery"),
UserInterface.GetFluentMessage("build-silo")
}
CachedResources = -1
Tick = function()
if HarkonnenArrived and Harkonnen.HasNoRequiredUnits() then
Ordos.MarkCompletedObjective(KillHarkonnen)
end
if Ordos.Resources > SpiceToHarvest - 1 then
Ordos.MarkCompletedObjective(GatherSpice)
end
-- player has no Wind Trap
if (Ordos.PowerProvided <= 20 or Ordos.PowerState ~= "Normal") and DateTime.GameTime % DateTime.Seconds(32) == 0 then
HasPower = false
Media.DisplayMessage(Messages[2], Mentat)
else
HasPower = true
end
-- player has no Refinery and no Silos
if HasPower and Ordos.ResourceCapacity == 0 and DateTime.GameTime % DateTime.Seconds(32) == 0 then
Media.DisplayMessage(Messages[3], Mentat)
end
if HasPower and Ordos.Resources > Ordos.ResourceCapacity * 0.8 and DateTime.GameTime % DateTime.Seconds(32) == 0 then
Media.DisplayMessage(Messages[4], Mentat)
end
if Ordos.Resources ~= CachedResources then
local harvestedResources = UserInterface.GetFluentMessage("harvested-resources",
{ ["harvested"] = Ordos.Resources, ["goal"] = SpiceToHarvest })
UserInterface.SetMissionText(harvestedResources)
CachedResources = Ordos.Resources
end
end
WorldLoaded = function()
Ordos = Player.GetPlayer("Ordos")
Harkonnen = Player.GetPlayer("Harkonnen")
SpiceToHarvest = ToHarvest[Difficulty]
InitObjectives(Ordos)
KillOrdos = AddPrimaryObjective(Harkonnen, "")
local harvestSpice = UserInterface.GetFluentMessage("harvest-spice", { ["spice"] = SpiceToHarvest })
GatherSpice = AddPrimaryObjective(Ordos, harvestSpice)
KillHarkonnen = AddSecondaryObjective(Ordos, "eliminate-harkonnen-units-reinforcements")
local checkResourceCapacity = function()
Trigger.AfterDelay(0, function()
if Ordos.ResourceCapacity < SpiceToHarvest then
Media.DisplayMessage(UserInterface.GetFluentMessage("not-enough-silos"), Mentat)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Harkonnen.MarkCompletedObjective(KillOrdos)
end)
end
end)
end
Trigger.OnRemovedFromWorld(OrdosConyard, function()
-- Mission already failed, no need to check the other conditions as well
if checkResourceCapacity() then
return
end
local refs = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "refinery" and actor.Owner == Ordos end)
if #refs == 0 then
Harkonnen.MarkCompletedObjective(KillOrdos)
else
Trigger.OnAllRemovedFromWorld(refs, function()
Harkonnen.MarkCompletedObjective(KillOrdos)
end)
local silos = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "silo" and actor.Owner == Ordos end)
Utils.Do(refs, function(actor) Trigger.OnRemovedFromWorld(actor, checkResourceCapacity) end)
Utils.Do(silos, function(actor) Trigger.OnRemovedFromWorld(actor, checkResourceCapacity) end)
end
end)
Media.DisplayMessage(Messages[1], Mentat)
Trigger.AfterDelay(DateTime.Seconds(25), function()
Media.PlaySpeechNotification(Ordos, "Reinforce")
Reinforcements.Reinforce(Ordos, OrdosReinforcements, OrdosEntryPath)
end)
WavesLeft = HarkonnenAttackWaves[Difficulty]
SendReinforcements()
end
SendReinforcements = function()
local units = HarkonnenReinforcements[Difficulty]
local delay = Utils.RandomInteger(HarkonnenAttackDelay - DateTime.Seconds(2), HarkonnenAttackDelay)
HarkonnenAttackDelay = HarkonnenAttackDelay - (#units * 3 - 3 - WavesLeft) * DateTime.Seconds(1)
if HarkonnenAttackDelay < 0 then HarkonnenAttackDelay = 0 end
Trigger.AfterDelay(delay, function()
Reinforcements.Reinforce(Harkonnen, Utils.Random(units), { Utils.Random(HarkonnenEntryWaypoints) }, 10, IdleHunt)
WavesLeft = WavesLeft - 1
if WavesLeft == 0 then
Trigger.AfterDelay(DateTime.Seconds(1), function() HarkonnenArrived = true end)
else
SendReinforcements()
end
end)
end

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Player:
PlayerResources:
DefaultCash: 2300
World:
LuaScript:
Scripts: campaign.lua, utils.lua, ordos01b.lua
MissionData:
Briefing: briefing
BriefingVideo: O_BR01_E.VQA
MapOptions:
TechLevel: low
ScriptLobbyDropdown@difficulty:
ID: difficulty
Label: dropdown-difficulty.label
Description: dropdown-difficulty.description
Values:
easy: options-difficulty.easy
normal: options-difficulty.normal
hard: options-difficulty.hard
Default: easy
upgrade.conyard:
Buildable:
Prerequisites: ~disabled
upgrade.barracks:
Buildable:
Prerequisites: ~disabled
upgrade.light:
Buildable:
Prerequisites: ~disabled
upgrade.heavy:
Buildable:
Prerequisites: ~disabled
concreteb:
Buildable:
Prerequisites: ~disabled
barracks:
Buildable:
Prerequisites: ~disabled
light_factory:
Buildable:
Prerequisites: ~disabled
heavy_factory:
Buildable:
Prerequisites: ~disabled
medium_gun_turret:
Buildable:
Prerequisites: ~disabled
wall:
Buildable:
Prerequisites: ~disabled