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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## rules.yaml
briefing =
We have detected Allied activity on Elba island. The Allies plan to use this island to stage an attack on the Soviet Empire.
You must ensure that the island ceases to be under Allied control. Destroy all Allied units on and around the island.
The local population has been aiding the Allies as well. There is only one punishment for helping the enemy - Death.

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World:
LuaScript:
Scripts: campaign.lua, utils.lua, soviet08a.lua, soviet08a-AI.lua
MissionData:
Briefing: briefing
BriefingVideo: soviet8.vqa
StartVideo: slntsrvc.vqa
WinVideo: bombrun.vqa
LossVideo: allymorf.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
Player:
PlayerResources:
DefaultCash: 5000
CAMERA:
RevealsShroud:
Range: 6c0
LST.Reinforcement:
Inherits: LST
RejectsOrders:
-Buildable:
-Selectable:
RenderSprites:
Image: lst
Interactable:
SCRIPTEDDROP:
ParatroopersPower:
DisplayBeacon: False
DropItems: E1,E1,E4,E4,E4
AFLD:
AirstrikePower@parabombs:
Prerequisites: aircraft.soviet
ParatroopersPower@paratroopers:
DropItems: E1,E1,E1,E2,E2
MONEYCRATE:
GiveCashCrateAction:
Amount: 2000
STEK:
Buildable:
Prerequisites: ~disabled
ATEK:
Buildable:
Prerequisites: ~disabled
HPAD:
Buildable:
Prerequisites: ~disabled
SAM:
Buildable:
Prerequisites: ~disabled
IRON:
Buildable:
Prerequisites: ~disabled
MSLO:
Buildable:
Prerequisites: ~disabled
FTRK:
Buildable:
Prerequisites: ~disabled
4TNK:
Buildable:
Prerequisites: ~disabled
QTNK:
Buildable:
Prerequisites: ~disabled
MRJ:
Buildable:
Prerequisites: ~disabled
MIG:
Buildable:
Prerequisites: ~disabled
HELI:
Buildable:
Prerequisites: ~disabled
MSUB:
Buildable:
Prerequisites: ~disabled
CA:
Buildable:
Prerequisites: ~disabled
THF:
Buildable:
Prerequisites: ~disabled
GAP:
Buildable:
Prerequisites: ~disabled
PDOX:
Buildable:
Prerequisites: ~disabled
E7:
Buildable:
Prerequisites: ~disabled
MECH:
Buildable:
Prerequisites: ~disabled
E3:
Buildable:
Prerequisites: ~tent

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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 = { }
DDPatrol = { "dd", "dd" }
DDPatrol1Path = { DDPatrol1Point1.Location, DDPatrol1Point2.Location, DDPatrol1Point3.Location, DDPatrol1Point4.Location, DDPatrol1Point5.Location, DDPatrol1Point6.Location }
DDPatrol2Path = { DDPatrol2Point1.Location, DDPatrol2Point2.Location, DDPatrol2Point3.Location, DDPatrol2Point4.Location, DDPatrol2Point5.Location, DDPatrol2Point6.Location, DDPatrol2Point7.Location }
ShipArrivePath = { DDEntry.Location, DDEntryStop.Location }
WTransWays =
{
{ WaterUnloadEntry1.Location, WaterUnload1.Location },
{ WaterUnloadEntry2.Location, WaterUnload2.Location },
{ WaterUnloadEntry3.Location, WaterUnload3.Location },
{ WaterUnloadEntry4.Location, WaterUnload4.Location },
{ WaterUnloadEntry5.Location, WaterUnload5.Location },
{ WaterUnloadEntry6.Location, WaterUnload6.Location }
}
WTransUnits =
{
hard = { { "2tnk", "1tnk", "e1", "e3", "e3" }, { "2tnk", "2tnk", "2tnk" } },
normal = { { "1tnk", "1tnk", "e3", "e3", "jeep" }, { "2tnk", "e3", "e3", "jeep" } },
easy = { { "1tnk", "e1", "e1", "e3", "e3" }, { "e3", "e3", "jeep", "jeep" } }
}
WTransDelays =
{
easy = DateTime.Minutes(5),
normal = DateTime.Minutes(3),
hard = DateTime.Minutes(2)
}
AttackGroup = { }
AttackGroupSize = 8
ProductionInterval =
{
easy = DateTime.Seconds(30),
normal = DateTime.Seconds(20),
hard = DateTime.Seconds(10)
}
AlliedInfantry = { "e1", "e3" }
AlliedVehiclesUpgradeDelay = DateTime.Minutes(15)
AlliedVehicleType = "Normal"
AlliedVehicles =
{
Normal = { "jeep", "1tnk", "1tnk" },
Upgraded = { "2tnk", "arty" }
}
WTransWaves = function()
local way = Utils.Random(WTransWays)
local units = Utils.Random(WTransUnits)
local attackUnits = Reinforcements.ReinforceWithTransport(Greece, "lst", units , way, { way[2], way[1] })[2]
Utils.Do(attackUnits, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(SovietStart.Location)
IdleHunt(a)
end)
end)
Trigger.AfterDelay(WTransDelays, WTransWaves)
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
ProduceInfantry = function()
if (GreeceTent1.IsDead or GreeceTent1.Owner ~= Greece) and (GreeceTent2.IsDead or GreeceTent2.Owner ~= Greece) then
return
end
Greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceInfantry)
end)
end
ProduceVehicles = function()
if GreeceWarFactory.IsDead or GreeceWarFactory.Owner ~= Greece then
return
end
Greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceVehicles)
end)
end
BringDDPatrol = function(patrolPath)
local units = Reinforcements.Reinforce(Greece, DDPatrol, ShipArrivePath)
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(patrols)
patrols.Patrol(patrolPath, true, 200)
end)
end)
Trigger.OnAllKilled(units, function()
if GreeceNavalYard.IsDead then
return
else
if Difficulty == "easy" then
Trigger.AfterDelay(DateTime.Minutes(7), function() BringDDPatrol(patrolPath) end)
else
Trigger.AfterDelay(DateTime.Minutes(4), function() BringDDPatrol(patrolPath) end)
end
end
end)
end
ActivateAI = function()
WTransUnits = WTransUnits[Difficulty]
WTransDelays = WTransDelays[Difficulty]
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == Greece and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves)
Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
ProduceInfantry()
ProduceVehicles()
BringDDPatrol(DDPatrol1Path)
Trigger.AfterDelay(DateTime.Minutes(1), function() BringDDPatrol(DDPatrol2Path) end)
end

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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.
]]
AlliedScouts = { Actor189, Actor216, Actor217, Actor218, Actor219 }
SovReinforcements =
{
east =
{
actors = { "e1", "e1", "e1", "e1", "e1" },
entryPath = { EastEntry.Location, EastUnload.Location + CVec.New(1, 0) },
exitPath = { EastEntry.Location },
},
south =
{
actors = { "e4", "e4", "e1", "e1", "e1" },
entryPath = { SouthEntry.Location, SouthUnload.Location + CVec.New(0, 1) },
exitPath = { SouthEntry.Location }
},
mammoth =
{
actors = { "4tnk" },
entryPath = { SouthEntry.Location, SouthUnload.Location + CVec.New(0, 1) },
exitPath = { SouthEntry.Location }
}
}
Village = { Church, Actor147, Actor148, Actor149, Actor150, Actor151, Actor152, Actor153 }
ActivateAIDelay = DateTime.Seconds(45)
AddEastReinforcementTrigger = function()
Trigger.AfterDelay(DateTime.Seconds(30), function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
local reinforcement = SovReinforcements.east
Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end)
end
AddSouthReinforcementTrigger = function()
Trigger.AfterDelay(DateTime.Seconds(60), function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
local reinforcement = SovReinforcements.south
Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end)
end
AddParadropReinforcementTrigger = function()
Trigger.AfterDelay(DateTime.Seconds(90), function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
ScriptedDrop.TargetParatroopers(ScriptedParadrop.CenterPosition, Angle.New(40))
end)
end
ChurchAmbushTrigger = function()
if not AmbushSwitch then
local hiding = Reinforcements.Reinforce(Germany, { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' }, { ChurchAmbush.Location, AmbushMove.Location }, 0)
Utils.Do(hiding, IdleHunt)
end
AmbushSwitch = true
end
Trigger.OnKilled(Church, function()
Actor.Create("moneycrate", true, { Owner = USSR, Location = ChurchAmbush.Location })
end)
DestroyVillage = function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
USSR.MarkCompletedObjective(DestroyVillageObjective)
local reinforcement = SovReinforcements.mammoth
Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end
AddRetreatTrigger = function()
Trigger.OnEnteredProximityTrigger(Actor222.CenterPosition, WDist.FromCells(12), function(actor, id)
if actor.Owner == USSR and actor.Type == "barr" then
AlliedScouts = Utils.Where(AlliedScouts, function(scout) return not scout.IsDead end)
local removed
Utils.Do(AlliedScouts, function(scout)
if scout.Type == "e1" and not removed then
removed = true
else
scout.Stop()
scout.Move(ScoutRetreat.Location, 1)
end
end)
Trigger.RemoveProximityTrigger(id)
end
end)
end
BoatAttack = function(boat)
if boat.IsDead then
return
else
boat.AttackMove(BoatRally.Location)
end
end
Tick = function()
Greece.Cash = 1000
if Greece.HasNoRequiredUnits() and Germany.HasNoRequiredUnits() then
USSR.MarkCompletedObjective(KillAll)
end
if USSR.HasNoRequiredUnits() then
Greece.MarkCompletedObjective(BeatUSSR)
end
end
WorldLoaded = function()
USSR = Player.GetPlayer("USSR")
Germany = Player.GetPlayer("Germany")
Greece = Player.GetPlayer("Greece")
InitObjectives(USSR)
KillAll = AddPrimaryObjective(USSR, "destroy-allied-units-structures")
DestroyVillageObjective = AddSecondaryObjective(USSR, "destroy-allied-sympathizers-village")
BeatUSSR = AddPrimaryObjective(Greece, "")
AddEastReinforcementTrigger()
AddSouthReinforcementTrigger()
AddParadropReinforcementTrigger()
AddRetreatTrigger()
ScriptedDrop = Actor.Create("scripteddrop", false, { Owner = USSR })
OnAnyDamaged(Village, ChurchAmbushTrigger)
Trigger.OnAllRemovedFromWorld(Village, DestroyVillage)
Camera.Position = SovietBase.CenterPosition
Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
Trigger.AfterDelay(DateTime.Minutes(2), function() BoatAttack(Boat1) end)
Trigger.AfterDelay(DateTime.Minutes(5), function() BoatAttack(Boat2) end)
Trigger.AfterDelay(DateTime.Minutes(7), function() BoatAttack(Boat3) end)
Trigger.AfterDelay(DateTime.Minutes(10), function() BoatAttack(Boat4) end)
Trigger.AfterDelay(DateTime.Minutes(12), function() BoatAttack(Boat5) end)
Trigger.AfterDelay(DateTime.Minutes(14), function() BoatAttack(Boat6) end)
Trigger.AfterDelay(DateTime.Minutes(15), function() BoatAttack(Boat7) end)
end