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.
]]
ProductionUnits = { "e1", "e1", "e2" }
ProductionBuildings = { USSRBarracks1, USSRBarracks2 }
TransportReinforcements = { "e1", "e1", "e1", "e2", "e2" }
FirstUSSRBase = { USSRFlameTower1, USSRBarracks1, USSRPowerPlant1, USSRPowerPlant2, USSRConstructionYard1, USSRTechCenter, USSRBaseGuard1, USSRBaseGuard2, USSRBaseGuard3, USSRBaseGuard4, USSRBaseGuard5, USSRBaseGuard6, USSRBaseGuard7, USSRBaseGuard8 }
SecondUSSRBase = { USSRBarracks2, USSRKennel, USSRRadarDome, USSRBaseGuard10, USSRBaseGuard11, USSRBaseGuard12, USSRBaseGuard13, USSRBaseGuard14 }
Prisoners = { PrisonedMedi1, PrisonedMedi2, PrisonedEngi }
CameraTriggerArea = { CPos.New(43, 64), CPos.New(44, 64), CPos.New(45, 64), CPos.New(46, 64), CPos.New(47, 64) }
WaterTransportTriggerArea = { CPos.New(39, 54), CPos.New(40, 54), CPos.New(41, 54), CPos.New(42, 54), CPos.New(43, 54), CPos.New(44, 54), CPos.New(45, 54) }
ParadropTriggerArea = { CPos.New(81, 60), CPos.New(82, 60), CPos.New(83, 60), CPos.New(63, 63), CPos.New(64, 63), CPos.New(65, 63), CPos.New(66, 63), CPos.New(67, 63), CPos.New(68, 63), CPos.New(69, 63), CPos.New(70, 63), CPos.New(71, 63), CPos.New(72, 63) }
ReinforcementsTriggerArea = { CPos.New(96, 55), CPos.New(97, 55), CPos.New(97, 56), CPos.New(98, 56) }
if Difficulty == "easy" then
TanyaType = "e7"
else
TanyaType = "e7.noautotarget"
end
ProduceUnits = function(factory, count)
if USSR.IsProducing("e1") then
Trigger.AfterDelay(DateTime.Seconds(5), function() ProduceUnits(factory, count) end)
return
end
local units = { }
for i = 0, count, 1 do
local type = Utils.Random(ProductionUnits)
units[i] = type
end
if not factory.IsDead then
factory.IsPrimaryBuilding = true
USSR.Build(units, function(soldiers)
Utils.Do(soldiers, function(unit) IdleHunt(unit) end)
end)
end
end
SendAlliedUnits = function()
Camera.Position = TanyaWaypoint.CenterPosition
local Artillery = Actor.Create("arty", true, { Owner = Greece, Location = AlliedUnitsEntry.Location })
local Tanya = Actor.Create(TanyaType, true, { Owner = Greece, Location = AlliedUnitsEntry.Location })
if TanyaType == "e7.noautotarget" then
Trigger.AfterDelay(DateTime.Seconds(2), function()
Media.DisplayMessage(UserInterface.GetFluentMessage("tanya-rules-of-engagement"), UserInterface.GetFluentMessage("tanya"))
end)
end
Artillery.Stance = "HoldFire"
Tanya.Move(TanyaWaypoint.Location)
Artillery.Move(ArtilleryWaypoint.Location)
Trigger.OnKilled(Tanya, function() Greece.MarkFailedObjective(TanyaSurvive) end)
end
SendUSSRParadrops = function()
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
local aircraftA = powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.SouthEast)
Utils.Do(aircraftA, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
local aircraftB = powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.SouthWest)
Utils.Do(aircraftB, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
powerproxy.Destroy()
end
SendUSSRWaterTransport = function()
local units = Reinforcements.ReinforceWithTransport(USSR, "lst", TransportReinforcements, { WaterTransportEntry.Location, WaterTransportLoadout.Location }, { WaterTransportExit.Location })[2]
Utils.Do(units, function(unit) IdleHunt(unit) end)
end
SendUSSRTankReinforcements = function()
local camera = Actor.Create("camera", true, { Owner = Greece, Location = USSRReinforcementsCameraWaypoint.Location })
local ussrTank = Reinforcements.Reinforce(USSR, { "3tnk" }, { USSRReinforcementsEntryWaypoint.Location, USSRReinforcementsRallyWaypoint1.Location, USSRReinforcementsRallyWaypoint2.Location })[1]
Trigger.OnRemovedFromWorld(ussrTank, function()
Trigger.AfterDelay(DateTime.Seconds(3), function()
if not camera.IsDead then
camera.Destroy()
end
end)
end)
end
InitPlayers = function()
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
USSR.Cash = 10000
end
AddObjectives = function()
KillBridges = AddPrimaryObjective(Greece, "destroy-bridges")
TanyaSurvive = AddPrimaryObjective(Greece, "tanya-survive")
KillUSSR = AddSecondaryObjective(Greece, "destroy-oilpumps")
FreePrisoners = AddSecondaryObjective(Greece, "free-prisoners")
end
InitTriggers = function()
Utils.Do(USSR.GetGroundAttackers(), function(unit)
Trigger.OnDamaged(unit, function() IdleHunt(unit) end)
end)
Trigger.OnAnyKilled(Prisoners, function() Greece.MarkFailedObjective(FreePrisoners) end)
Trigger.OnKilled(USSRTechCenter, function()
Actor.Create("moneycrate", true, { Owner = USSR, Location = USSRMoneyCrateSpawn.Location })
end)
Trigger.OnKilled(ExplosiveBarrel, function()
-- We need the first bridge which is returned
local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
if not bridge.IsDead then
bridge.Kill()
end
end)
local baseTrigger = Trigger.OnEnteredFootprint(CameraTriggerArea, function(a, id)
if a.Owner == Greece and not BaseCamera then
Trigger.RemoveFootprintTrigger(id)
BaseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCameraWaypoint.Location })
end
end)
Utils.Do(FirstUSSRBase, function(unit)
Trigger.OnDamaged(unit, function()
if not FirstBaseAlert then
FirstBaseAlert = true
if not BaseCamera then
BaseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCameraWaypoint.Location })
Trigger.RemoveFootprintTrigger(baseTrigger)
end
Utils.Do(FirstUSSRBase, function(unit)
if unit.HasProperty("Move") then
IdleHunt(unit)
end
end)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(Greece, "AlertBuzzer")
end)
end
ProduceUnits(ProductionBuildings[1], Utils.RandomInteger(4, 8))
end
end)
end)
Trigger.OnAllKilledOrCaptured(FirstUSSRBase, function()
if BaseCamera and BaseCamera.IsInWorld then
BaseCamera.Destroy()
end
end)
Utils.Do(SecondUSSRBase, function(unit)
Trigger.OnDamaged(unit, function()
if not SecondBaseAlert then
SecondBaseAlert = true
Utils.Do(SecondUSSRBase, function(unit)
if unit.HasProperty("Move") then
IdleHunt(unit)
end
end)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(Greece, "AlertBuzzer")
end)
end
ProduceUnits(ProductionBuildings[2], Utils.RandomInteger(5, 7))
end
end)
end)
Trigger.OnCapture(USSRRadarDome, function(self)
local largeCamera = Actor.Create("camera.verylarge", true, { Owner = Greece, Location = LargeCameraWaypoint.Location })
Trigger.ClearAll(self)
Trigger.AfterDelay(DateTime.Seconds(1), function()
Trigger.OnRemovedFromWorld(self, function()
Trigger.ClearAll(self)
if largeCamera.IsInWorld then largeCamera.Destroy() end
end)
end)
end)
Trigger.OnEnteredFootprint(WaterTransportTriggerArea, function(a, id)
if a.Owner == Greece and not WaterTransportTriggered then
WaterTransportTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendUSSRWaterTransport()
end
end)
Trigger.OnEnteredFootprint(ParadropTriggerArea, function(a, id)
if a.Owner == Greece and not ParadropsTriggered then
ParadropsTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendUSSRParadrops()
end
end)
Trigger.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
if a.Owner == Greece and not ReinforcementsTriggered then
ReinforcementsTriggered = true
Trigger.RemoveFootprintTrigger(id)
Trigger.AfterDelay(DateTime.Seconds(1), function() SendUSSRTankReinforcements() end)
end
end)
Trigger.AfterDelay(0, function()
local bridges = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)
Trigger.OnAllKilled(bridges, function()
Greece.MarkCompletedObjective(KillBridges)
Greece.MarkCompletedObjective(TanyaSurvive)
-- The prisoners are free once their guards are dead
if PGuard1.IsDead and PGuard2.IsDead then
Greece.MarkCompletedObjective(FreePrisoners)
end
end)
local oilPumps = USSR.GetActorsByType("v19")
Trigger.OnAllKilled(oilPumps, function()
Greece.MarkCompletedObjective(KillUSSR)
end)
end)
Trigger.OnKilled(Jail1Barrel, function()
Jail1.Destroy()
end)
Trigger.OnKilled(Jail2Barrel, function()
Jail2.Destroy()
end)
end
WorldLoaded = function()
InitPlayers()
InitObjectives(Greece)
AddObjectives()
InitTriggers()
SendAlliedUnits()
end

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## rules.yaml
briefing =
LANDCOM 16 HQS.
TOP SECRET.
TO: FIELD COMMANDER A9
INTELLIGENCE RECON SHOWS HEAVY
SOVIET MOVEMENT IN YOUR AREA.
NEARBY BRIDGES ARE KEY TO SOVIET
ADVANCEMENT. DESTROY ALL BRIDGES
ASAP. TANYA WILL ASSIST. KEEP HER
ALIVE AT ALL COSTS.
CONFIRMATION CODE 1612.
TRANSMISSION ENDS.

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World:
LuaScript:
Scripts: campaign.lua, utils.lua, allies03a.lua
MissionData:
Briefing: briefing
StartVideo: brdgtilt.vqa
WinVideo: toofar.vqa
LossVideo: sovtstar.vqa
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: normal
powerproxy.paratroopers:
ParatroopersPower:
DropItems: E1,E1,E1,E2,E2
E6:
Buildable:
Prerequisites: ~disabled
-RepairsBridges:
Targetable:
RequiresCondition: !jail
Targetable@PRISONER:
TargetTypes: Prisoner
ExternalCondition@JAIL:
Condition: jail
MEDI:
Targetable:
RequiresCondition: !jail
Targetable@PRISONER:
TargetTypes: Prisoner
ExternalCondition@JAIL:
Condition: jail
PRISON:
HiddenUnderShroud:
Type: CenterPosition
Immobile:
OccupiesSpace: false
ProximityExternalCondition:
Condition: jail
Range: 1c0
CAMERA:
RevealsShroud:
Range: 8c7
CAMERA.VeryLarge:
Inherits: CAMERA
RevealsShroud:
Range: 40c0
E1.Autotarget:
Inherits: E1
Buildable:
Prerequisites: ~disabled
RevealsShroud:
Range: 8c0
AutoTarget:
ScanRadius: 7
RenderSprites:
Image: E1
E2.Autotarget:
Inherits: E2
Buildable:
Prerequisites: ~disabled
RevealsShroud:
Range: 8c0
AutoTarget:
ScanRadius: 7
RenderSprites:
Image: E2
DOG:
RevealsShroud:
Range: 9c0
AutoTarget:
ScanRadius: 8
DOME:
Buildable:
Prerequisites: ~disabled
WEAP:
Buildable:
Prerequisites: ~disabled
FIX:
Buildable:
Prerequisites: ~disabled
APC:
Buildable:
Prerequisites: ~disabled
V2RL:
Buildable:
Prerequisites: ~disabled
2TNK:
Buildable:
Prerequisites: ~disabled
3TNK:
Buildable:
Prerequisites: ~disabled
4TNK:
Buildable:
Prerequisites: ~disabled
MCV:
Buildable:
Prerequisites: ~disabled
MNLY:
Buildable:
Prerequisites: ~disabled
TTNK:
Buildable:
Prerequisites: ~disabled
FTRK:
Buildable:
Prerequisites: ~disabled
DTRK:
Buildable:
Prerequisites: ~disabled
QTNK:
Buildable:
Prerequisites: ~disabled
MSLO:
Buildable:
Prerequisites: ~disabled
SPEN:
Buildable:
Prerequisites: ~disabled
IRON:
Buildable:
Prerequisites: ~disabled
TSLA:
Buildable:
Prerequisites: ~disabled
SAM:
Buildable:
Prerequisites: ~disabled
AFLD:
Buildable:
Prerequisites: ~disabled
APWR:
Buildable:
Prerequisites: ~disabled
STEK:
Buildable:
Prerequisites: ~disabled
KENN:
Buildable:
Prerequisites: ~disabled
E3:
Buildable:
Prerequisites: ~disabled
E4:
Buildable:
Prerequisites: ~disabled
THF:
Buildable:
Prerequisites: ~disabled
SHOK:
Buildable:
Prerequisites: ~disabled

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BarrelExplode:
Warhead@1Dam: SpreadDamage
ValidTargets: Ground, GroundActor, Prisoner