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.
]]
SovietEntryPoints = { Entry1, Entry2, Entry3, Entry4, Entry5, Entry6, Entry7, Entry8 }
PatrolWaypoints = { Entry2, Entry4, Entry6, Entry8 }
ParadropWaypoints = { Paradrop1, Paradrop2, Paradrop3, Paradrop4 }
SpawnPoints = { Spawn1, Spawn2, Spawn3, Spawn4 }
Snipers = { Sniper1, Sniper2, Sniper3, Sniper4, Sniper5, Sniper6, Sniper7, Sniper8, Sniper9, Sniper10, Sniper11, Sniper12 }
Walls =
{
{ WallTopRight1, WallTopRight2, WallTopRight3, WallTopRight4, WallTopRight5, WallTopRight6, WallTopRight7, WallTopRight8, WallTopRight9 },
{ WallTopLeft1, WallTopLeft2, WallTopLeft3, WallTopLeft4, WallTopLeft5, WallTopLeft6, WallTopLeft7, WallTopLeft8, WallTopLeft9 },
{ WallBottomLeft1, WallBottomLeft2, WallBottomLeft3, WallBottomLeft4, WallBottomLeft5, WallBottomLeft6, WallBottomLeft7, WallBottomLeft8, WallBottomLeft9 },
{ WallBottomRight1, WallBottomRight2, WallBottomRight3, WallBottomRight4, WallBottomRight5, WallBottomRight6, WallBottomRight7, WallBottomRight8, WallBottomRight9 }
}
if Difficulty == "veryeasy" then
ParaChance = 20
Patrol = { "e1", "e2", "e1" }
Infantry = { "e4", "e1", "e1", "e2", "e2" }
Vehicles = { "apc" }
Tank = { "3tnk" }
LongRange = { "arty" }
Boss = { "v2rl" }
Swarm = { "shok", "shok", "shok" }
elseif Difficulty == "easy" then
ParaChance = 25
Patrol = { "e1", "e2", "e1" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
Vehicles = { "ftrk", "apc", "arty" }
Tank = { "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "ttnk" }
elseif Difficulty == "normal" then
ParaChance = 30
Patrol = { "e1", "e2", "e1", "e1" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
Vehicles = { "ftrk", "ftrk", "apc", "arty" }
Tank = { "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk" }
elseif Difficulty == "hard" then
ParaChance = 35
Patrol = { "e1", "e2", "e1", "e1", "e4" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
Vehicles = { "arty", "ftrk", "ftrk", "apc", "apc" }
Tank = { "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk", "ttnk" }
else
ParaChance = 40
Patrol = { "e1", "e2", "e1", "e1", "e4", "e4" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1", "e1" }
Vehicles = { "arty", "arty", "ftrk", "apc", "apc" }
Tank = { "ftrk", "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk", "ttnk", "ttnk" }
end
Wave = 0
Waves =
{
{ delay = 500, units = { Infantry } },
{ delay = 500, units = { Patrol, Patrol } },
{ delay = 700, units = { Infantry, Infantry, Vehicles }, },
{ delay = 1500, units = { Infantry, Infantry, Infantry, Infantry } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Tank, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Tank, Tank, Swarm } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, LongRange } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, LongRange, Tank, LongRange } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange, LongRange, Tank, Tank, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, Boss, Swarm } }
}
-- Now do some adjustments to the waves
if Difficulty == "tough" or Difficulty == "endless" then
Waves[8] = { delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry }, ironUnits = { LongRange } }
Waves[9] = { delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange, LongRange, Vehicles, Tank }, ironUnits = { Tank } }
Waves[11] = { delay = 1500, units = { Vehicles, Infantry, Patrol, Patrol, Patrol, Infantry, LongRange, Tank, Boss, Infantry, Infantry, Patrol } }
end
IdleHunt = function(actor)
Trigger.OnIdle(actor, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end
SendUnits = function(entryCell, unitTypes, targetCell, extraData)
Reinforcements.Reinforce(Soviets, unitTypes, { entryCell }, 40, function(a)
if not a.HasProperty("AttackMove") then
Trigger.OnIdle(a, function(a)
a.Move(targetCell)
end)
return
end
a.AttackMove(targetCell)
Trigger.OnIdle(a, function(a)
a.Hunt()
end)
if extraData == "IronCurtain" then
a.GrantCondition("invulnerability", DateTime.Seconds(25))
end
end)
end
SendWave = function()
Wave = Wave + 1
local wave = Waves[Wave]
Trigger.AfterDelay(wave.delay, function()
Utils.Do(wave.units, function(units)
local entry = Utils.Random(SovietEntryPoints).Location
local target = Utils.Random(SpawnPoints).Location
SendUnits(entry, units, target)
end)
if wave.ironUnits then
Utils.Do(wave.ironUnits, function(units)
local entry = Utils.Random(SovietEntryPoints).Location
local target = Utils.Random(SpawnPoints).Location
SendUnits(entry, units, target, "IronCurtain")
end)
end
Utils.Do(Players, function(player)
Media.PlaySpeechNotification(player, "EnemyUnitsApproaching")
end)
if (Wave < #Waves) then
if Utils.RandomInteger(1, 100) < ParaChance then
local aircraft = ParaProxy.TargetParatroopers(Utils.Random(ParadropWaypoints).CenterPosition)
Utils.Do(aircraft, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
local delay = Utils.RandomInteger(DateTime.Seconds(20), DateTime.Seconds(45))
Trigger.AfterDelay(delay, SendWave)
else
SendWave()
end
else
if Difficulty == "endless" then
Wave = 0
IncreaseDifficulty()
SendWave()
return
end
Trigger.AfterDelay(DateTime.Minutes(1), SovietsRetreating)
Media.DisplayMessage(UserInterface.GetFluentMessage("no-more-waves"))
end
end)
end
SovietsRetreating = function()
Utils.Do(Snipers, function(a)
if not a.IsDead and a.Owner == Soviets then
a.Destroy()
end
end)
end
IncreaseDifficulty = function()
local additions = { Infantry, Patrol, Vehicles, Tank, LongRange, Boss, Swarm }
Utils.Do(Waves, function(wave)
wave.units[#wave.units + 1] = Utils.Random(additions)
end)
end
Tick = function()
if (Utils.RandomInteger(1, 200) == 10) then
local delay = Utils.RandomInteger(1, 10)
Lighting.Flash("LightningStrike", delay)
Trigger.AfterDelay(delay, function()
Media.PlaySound("thunder" .. Utils.RandomInteger(1,6) .. ".aud")
end)
end
if (Utils.RandomInteger(1, 200) == 10) then
Media.PlaySound("thunder-ambient.aud")
end
end
SetupWallOwners = function()
Utils.Do(Players, function(player)
Utils.Do(Walls[player.Spawn], function(wall)
wall.Owner = player
end)
end)
end
WorldLoaded = function()
Soviets = Player.GetPlayer("Soviets")
Players = { }
for i = 0, 4 do
local player = Player.GetPlayer("Multi" ..i)
Players[i] = player
if Players[i] and Players[i].IsBot then
ActivateAI(Players[i], i)
end
end
Media.DisplayMessage(UserInterface.GetFluentMessage("defend-fort-lonestar"))
SetupWallOwners()
ParaProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = Soviets })
SendWave()
end