25571df2b6e2bf5f6855d96024beed8f1e779598
This change lifts large portions of ExperimentalMapGenerator's logic into a new "Terraformer" class with highly documented methods that can theoretically be used by alternative map generator classes. Some additional refactoring may occur in future, subject to the practical needs of additional map generators. ClearMapGenerator is also simplified. This is not a pure refactor and contains some algorithmic and behavioral changes, as well as few minor bug fixes. Notably: - The logic for obstructing unreachable water has been somewhat replaced. - In CnC, where water is already unplayable, EMG no longer obstructs water. (RA still does, as water is playable there.) - Mountain (cliff) generation is now somewhat more effective. This increases the number of cliffs seen on many presets. Settings should no longer use "Mountains: 1000". - PlayableSpace logic has been consolidated into Terraformer. - PlayableSpace.Playability no longer exists as PartiallyPlayable became redundant. Its uses have been replaced with a simple boolean. Consequently, some defunct code and configuration has been removed. - Adjust MultiBrush replaceability contract painting behavior to be more intuitive. - Fix off-by-one error in map bounds computation. - Fix some usages of mixed up MersenneTwisters.
OpenRA
A Libre/Free Real Time Strategy game engine supporting early Westwood classics.
- Website: https://www.openra.net
- Chat: #openra on Libera (web) or Discord

- Repository: https://github.com/OpenRA/OpenRA
Please read the FAQ in our Wiki and report problems at https://github.com/OpenRA/OpenRA/issues.
Join the Forum for discussion.
Play
Distributed mods include a reimagining of
- Command & Conquer: Red Alert
- Command & Conquer: Tiberian Dawn
- Dune 2000
EA has not endorsed and does not support this product.
Check our Playing the Game Guide to win multiplayer matches.
Contribute
- Please read INSTALL.md and Compiling on how to set up an OpenRA development environment.
- See Hacking for a (now very outdated) overview of the engine.
- Read and follow our Code of Conduct.
- To get your patches merged, please adhere to the Contributing guidelines.
Mapping
- We offer a Mapping Tutorial as you can change gameplay drastically with custom rules.
- For scripted mission have a look at the Lua API.
- If you want to share your maps with the community, upload them at the OpenRA Resource Center.
Modding
- Download a copy of the OpenRA Mod SDK to start your own mod.
- Check the Modding Guide to create your own classic RTS.
- There exists an auto-generated Trait documentation to get started with yaml files.
- Some hints on how to create new OpenRA compatible Pixelart.
- Upload total conversions at our Mod DB profile.
Support
- Sponsor a mirror server if you have some bandwidth to spare.
- You can immediately set up a Dedicated Game Server.
License
Copyright (c) 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.
Description
Languages
C#
79.3%
Lua
16%
Fluent
3.1%
Shell
0.6%
Objective-C
0.2%
Other
0.5%