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 = { 8 }
AttackDelay = { DateTime.Seconds(2), DateTime.Seconds(4) }
IdlingUnits =
{
Atreides = {},
Harkonnen = {},
Ordos = {},
Corrino = {}
}
HoldProduction =
{
Atreides = false,
Harkonnen = false,
Ordos = false,
Corrino = false
}
IsAttacking =
{
Atreides = false,
Harkonnen = false,
Ordos = false,
Corrino = false
}
AtreidesInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper", "grenadier", "grenadier" }
AtreidesVehicleTypes = { "trike", "trike", "quad" }
AtreidesTankTypes = { "combat_tank_a", "combat_tank_a", "combat_tank_a", "siege_tank" }
AtreidesStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport",
"combat_tank_a.starport" }
HarkonnenInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper", "mpsardaukar" }
HarkonnenVehicleTypes = { "trike", "quad", "quad" }
HarkonnenTankTypes = { "combat_tank_h", "combat_tank_h", "combat_tank_h", "siege_tank" }
HarkonnenStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport",
"combat_tank_h.starport" }
OrdosInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
OrdosVehicleTypes = { "raider", "raider", "quad", "stealth_raider" }
OrdosTankTypes = { "combat_tank_o", "combat_tank_o", "combat_tank_o", "siege_tank" }
OrdosStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport",
"combat_tank_o.starport" }
CorrinoInfantryTypes = { "light_inf", "trooper", "sardaukar", "sardaukar", "sardaukar", "sardaukar" }
CorrinoVehicleTypes = { "trike", "quad", "quad" }
CorrinoTankTypes = { "combat_tank_h", "combat_tank_h", "combat_tank_h", "siege_tank" }
CorrinoStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport",
"combat_tank_h.starport" }
Upgrades = { "upgrade.barracks", "upgrade.light", "upgrade.conyard", "upgrade.heavy", "upgrade.hightech" }
Harvester = { "harvester" }
AtrCarryHarvWaypoints = { atr_harvcarry_2.Location, atr_harvcarry_1.Location }
HarCarryHarvWaypoints = { har_harvcarry_2.Location, har_harvcarry_1.Location }
OrdCarryHarvWaypoints = { ord_harvcarry_2.Location, ord_harvcarry_1.Location }
CorCarryHarvWaypoints = { cor_harvcarry_2.Location, cor_harvcarry_1.Location }
SmgCarryHarvWaypoints = { smg_harvcarry_2.Location, smg_harvcarry_1.Location }
Produce = function(house, units)
if HoldProduction[house.Name] then
Trigger.AfterDelay(DateTime.Minutes(1), function() Produce(house, units) end)
return
end
local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
local toBuild = { Utils.Random(units) }
house.Build(toBuild, function(unit)
local unitCount = 1
if IdlingUnits[house.Name] then
unitCount = 1 + #IdlingUnits[house.Name]
end
IdlingUnits[house.Name][unitCount] = unit[1]
Trigger.AfterDelay(delay, function() Produce(house, units) end)
if unitCount >= (AttackGroupSize[1] * 2) then
SendAttack(house)
end
end)
end
SetupAttackGroup = function(house)
local units = {}
for i = 0, AttackGroupSize[1], 1 do
if #IdlingUnits[house.Name] == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits[house.Name])
if IdlingUnits[house.Name][number] and not IdlingUnits[house.Name][number].IsDead then
units[i] = IdlingUnits[house.Name][number]
table.remove(IdlingUnits[house.Name], number)
end
end
return units
end
SendAttack = function(house)
if IsAttacking[house.Name] then
return
end
IsAttacking[house.Name] = true
HoldProduction[house.Name] = true
local units = SetupAttackGroup(house)
Utils.Do(units, function(unit)
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(units, function()
IsAttacking[house.Name] = false
HoldProduction[house.Name] = false
end)
end
SendNewHarv = function(house, waypoint, count)
local harvs = house.GetActorsByType("harvester")
if #harvs < count then
local harvesters = Reinforcements.ReinforceWithTransport(
house, "carryall.reinforce", Harvester, waypoint, { waypoint[1] })[2]
Utils.Do(harvesters, function(harvester)
Trigger.OnAddedToWorld(harvester, function()
InitializeHarvester(harvester)
SendNewHarv(house, waypoint, count)
end)
end)
end
end
InitializeHarvester = function(harvester)
harvester.FindResources()
end
WorldLoaded = function()
Atreides = Player.GetPlayer("Atreides")
Harkonnen = Player.GetPlayer("Harkonnen")
Ordos = Player.GetPlayer("Ordos")
Corrino = Player.GetPlayer("Corrino")
Smugglers = Player.GetPlayer("Smugglers")
Reinforcements.Reinforce(Atreides, { "carryall" }, { atr_carry_1.Location })
Reinforcements.Reinforce(Atreides, { "carryall" }, { atr_carry_2.Location })
Reinforcements.Reinforce(Atreides, { "carryall" }, { atr_carry_3.Location })
Utils.Do(Utils.Take(4, Upgrades), function(upgrade)
atr_cyard.Produce(upgrade)
har_cyard.Produce(upgrade)
ord_cyard.Produce(upgrade)
cor_cyard.Produce(upgrade)
end)
atr_cyard.Produce(Upgrades[5])
Trigger.AfterDelay(DateTime.Seconds(45), function()
SendNewHarv(Atreides, AtrCarryHarvWaypoints, 3)
SendNewHarv(Harkonnen, HarCarryHarvWaypoints, 3)
SendNewHarv(Ordos, OrdCarryHarvWaypoints, 3)
SendNewHarv(Corrino, CorCarryHarvWaypoints, 3)
SendNewHarv(Smugglers, SmgCarryHarvWaypoints, 1)
end)
Trigger.AfterDelay(DateTime.Seconds(1), function()
Produce(Atreides, AtreidesInfantryTypes)
Produce(Atreides, AtreidesVehicleTypes)
Produce(Atreides, AtreidesTankTypes)
Produce(Atreides, AtreidesStarportTypes)
Produce(Harkonnen, HarkonnenInfantryTypes)
Produce(Harkonnen, HarkonnenVehicleTypes)
Produce(Harkonnen, HarkonnenTankTypes)
Produce(Harkonnen, HarkonnenStarportTypes)
Produce(Ordos, OrdosInfantryTypes)
Produce(Ordos, OrdosVehicleTypes)
Produce(Ordos, OrdosTankTypes)
Produce(Ordos, OrdosStarportTypes)
Produce(Corrino, CorrinoInfantryTypes)
Produce(Corrino, CorrinoVehicleTypes)
Produce(Corrino, CorrinoTankTypes)
Produce(Corrino, CorrinoStarportTypes)
end)
end