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.
]]
SovietStartReinf = { "e2", "e2" }
SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location }
SovietMCVReinf = { "mcv", "3tnk", "3tnk", "e1", "e1" }
SovExpansionPointGuard = { "2tnk", "2tnk", "e3", "e3", "e3" }
if Difficulty == "easy" then
ArmorReinfGreece = { "jeep", "1tnk", "1tnk" }
else
ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
end
InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" }
CrossroadsReinfPath = { ReinfRoadPoint.Location }
ArtyReinf = { "e3", "e3", "e3", "arty", "arty" }
CoastGuardReinf = { "e1", "e1", "e3", "e1", "e3" }
DDPatrol1 = { "dd", "dd", "dd" }
DDPatrol1Path = { EIslandPoint.Location, WIslandPoint.Location, DDAttackPoint.Location, SReinfPathPoint4.Location, DDAttackPoint.Location, WIslandPoint.Location, EIslandPoint.Location, NearDockPoint.Location }
DDPatrol2 = { "dd", "dd" }
DDPatrol2Path = { NReinfPathPoint1.Location, SReinfPathPoint1.Location, SReinfPathPoint2.Location, SReinfPathPoint1.Location, NReinfPathPoint1.Location, NearDockPoint.Location }
ShipArrivePath = { ReinfNorthPoint.Location, NearDockPoint.Location }
AlliedInfantryTypes = { "e1", "e3" }
AlliedTankTypes = { "jeep", "1tnk" }
AlliedAttackPath = { GreeceBaseEPoint.Location, CrossroadPoint.Location, NWOrefieldPoint.Location, AtUSSRBasePoint.Location }
AlliedCrossroadsToRadarPath = { ReinfRoadPoint.Location, CrossroadPoint.Location, GreeceBaseEPoint.Location, GreeceBasePoint.Location }
SouthReinfPath = { ReinfEastPoint.Location, SReinfPathPoint1.Location, SReinfPathPoint2.Location, SReinfPathPoint3.Location, SReinfPathPoint4.Location, USSRlstPoint.Location }
NorthReinfPath = { ReinfEastPoint.Location, NReinfPathPoint1.Location, GGUnloadPoint.Location }
GoodGuyOrefieldPatrolPath = { PatrolPoint1.Location, PatrolPoint2.Location, PatrolPoint3.Location, PatrolPoint4.Location }
Ships = { }
GreeceInfAttack = { }
GGInfAttack = { }
TankAttackGG = { }
ShipWaypoints = { EIslandPoint, WIslandPoint, DDAttackPoint }
InfantryWaypoints = { CrossroadPoint, NWOrefieldPoint, AtUSSRBasePoint, SovietBasePoint }
InfantryGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint }
TanksGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint }
Para = function()
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
powerproxy.TargetParatroopers(ParaPoint.CenterPosition, Angle.New(112))
powerproxy.Destroy()
end
Para2 = function()
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
powerproxy.TargetParatroopers(USSRExpansionPoint.CenterPosition, Angle.New(112))
powerproxy.Destroy()
end
ReinfInf = function()
Reinforcements.Reinforce(Greece, InfantryReinfGreece, CrossroadsReinfPath, 0, function(soldier)
soldier.Hunt()
end)
end
ReinfArmor = function()
RCheck = false
Reinforcements.Reinforce(Greece, ArmorReinfGreece, CrossroadsReinfPath, 0, function(soldier)
soldier.Hunt()
end)
end
IslandTroops1 = function()
local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", CoastGuardReinf, { ReinfEastPoint.Location, NReinfPathPoint1.Location, GGUnloadPoint.Location }, { ReinfEastPoint.Location })[2]
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(coastguard)
coastguard.AttackMove(CoastGuardPoint.Location)
end)
end)
if not CheckForCYard() then
return
elseif Difficulty == "easy" then
return
else
Trigger.OnAllKilled(units, function()
if Difficulty == "hard" then
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops1)
else
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops1)
end
end)
end
end
IslandTroops2 = function()
local units = Reinforcements.ReinforceWithTransport(Greece, "lst", ArmorReinfGreece, NorthReinfPath, { ReinfEastPoint.Location })[2]
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(patrols)
patrols.Patrol(GoodGuyOrefieldPatrolPath, true, 150)
end)
end)
if not CheckForCYard() then
return
elseif Difficulty == "easy" then
return
else
Trigger.OnAllKilled(units, function()
if Difficulty == "hard" then
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2)
else
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops2)
end
end)
end
end
IslandTroops3 = function()
local units = Reinforcements.ReinforceWithTransport(Greece, "lst", SovExpansionPointGuard, SouthReinfPath, { ReinfEastPoint.Location })[2]
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(guards)
guards.AttackMove(USSRExpansionPoint.Location)
end)
end)
if not CheckForCYard() then
return
elseif Difficulty == "easy" then
return
else
Trigger.OnAllKilled(units, function()
if Difficulty == "hard" then
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops3)
else
Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops3)
end
end)
end
end
BringDDPatrol1 = function()
local units = Reinforcements.Reinforce(Greece, DDPatrol1, ShipArrivePath, 0)
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(patrols)
patrols.Patrol(DDPatrol1Path, true, 250)
end)
end)
if not CheckForCYard() then
return
else
Trigger.OnAllKilled(units, function()
if Difficulty == "hard" then
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol1)
else
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol1)
end
end)
end
end
BringDDPatrol2 = function()
local units = Reinforcements.Reinforce(Greece, DDPatrol2, ShipArrivePath, 0)
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(patrols)
patrols.Patrol(DDPatrol2Path, true, 250)
end)
end)
if not CheckForCYard() then
return
else
Trigger.OnAllKilled(units, function()
if Difficulty == "hard" then
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2)
else
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2)
end
end)
end
end