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) }
}
EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
EnemyVehicleTypes = { "trike", "trike", "quad" }
EnemyTankType = { "combat_tank_a" }
InitAIUnits = function(house)
LastHarvesterEaten[house] = true
if house ~= AtreidesSmall3 then
IdlingUnits[house] = Reinforcements.Reinforce(house, InitialReinforcements[house.InternalName], InitialReinforcementsPaths[house.InternalName])
else
IdlingUnits[house] = { }
end
DefendAndRepairBase(house, Base[house.InternalName], 0.75, AttackGroupSize[Difficulty])
end
ActivateAIProduction = function()
local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
local infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end
local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
local tanksToBuild = function() return EnemyTankType end
local attackTresholdSize = AttackGroupSize[Difficulty] * 2.5
ProduceUnits(AtreidesMain, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
ProduceUnits(AtreidesMain, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
ProduceUnits(AtreidesMain, AHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
ProduceUnits(AtreidesSmall1, ABarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
ProduceUnits(AtreidesSmall2, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
AIProductionActivated = true
end
ActivateAI = function()
InitAIUnits(AtreidesMain)
InitAIUnits(AtreidesSmall1)
InitAIUnits(AtreidesSmall2)
InitAIUnits(AtreidesSmall3)
end