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.
]]
IdlingUnits = { }
AttackGroup = { }
AttackGroupSize = 10
BGAttackGroup = { }
BGAttackGroupSize = 8
SovietAircraftType = { "yak" }
Yaks = { }
SovietInfantry = { "e1", "e2", "e4" }
SovietVehicles =
{
hard = { "3tnk", "3tnk", "v2rl" },
normal = { "3tnk" },
easy = { "3tnk", "apc" }
}
ProductionInterval =
{
easy = DateTime.Seconds(30),
normal = DateTime.Seconds(15),
hard = DateTime.Seconds(5)
}
ParadropDelay = { DateTime.Seconds(30), DateTime.Minutes(1) }
ParadropWaves = 6
ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition }
Paradropped = 0
Paradrop = function()
Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function()
local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs))
Utils.Do(aircraft, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
Paradropped = Paradropped + 1
if Paradropped <= ParadropWaves then
Paradrop()
end
end)
end
SendBGAttackGroup = function()
if #BGAttackGroup < BGAttackGroupSize then
return
end
Utils.Do(BGAttackGroup, function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end)
BGAttackGroup = { }
end
ProduceBadGuyInfantry = function()
if BadGuyRax.IsDead or BadGuyRax.Owner ~= BadGuy then
return
end
BadGuy.Build({ Utils.Random(SovietInfantry) }, function(units)
table.insert(BGAttackGroup, units[1])
SendBGAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceBadGuyInfantry)
end)
end
SendAttackGroup = function()
if #AttackGroup < AttackGroupSize then
return
end
Utils.Do(AttackGroup, function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end)
AttackGroup = { }
end
ProduceUSSRInfantry = function()
if USSRRax.IsDead or USSRRax.Owner ~= USSR then
return
end
USSR.Build({ Utils.Random(SovietInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceUSSRInfantry)
end)
end
ProduceVehicles = function()
if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then
return
end
USSR.Build({ Utils.Random(SovietVehicles) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceVehicles)
end)
end
ProduceAircraft = function()
if (Airfield1.IsDead or Airfield1.Owner ~= USSR) and (Airfield2.IsDead or Airfield2.Owner ~= USSR) and (Airfield3.IsDead or Airfield3.Owner ~= USSR) and (Airfield4.IsDead or Airfield4.Owner ~= USSR) then
return
end
USSR.Build(SovietAircraftType, function(units)
local yak = units[1]
Yaks[#Yaks + 1] = yak
Trigger.OnKilled(yak, ProduceAircraft)
local alive = Utils.Where(Yaks, function(y) return not y.IsDead end)
if #alive < 2 then
Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft)
end
InitializeAttackAircraft(yak, Greece)
end)
end
ActivateAI = function()
SovietVehicles = SovietVehicles[Difficulty]
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
Paradrop()
ProduceBadGuyInfantry()
ProduceUSSRInfantry()
ProduceVehicles()
ProduceAircraft()
end