182 lines
8.0 KiB
Markdown
182 lines
8.0 KiB
Markdown
# OpenRA3
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A from-scratch, portable re-implementation of **Command & Conquer: Red Alert 3**
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in **C++26** using **C++ modules** and `import std;`, built with **Clang** for
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both **Linux** and **Windows**.
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Red Alert 3 runs SAGE 2.0. EA never released that engine's C++ source, but it
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did open-source the closely related SAGE 1.0 engine as
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[`electronicarts/CnC_Generals_Zero_Hour`](https://github.com/electronicarts/CnC_Generals_Zero_Hour)
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(GPLv3). OpenRA3 uses that tree as the architectural reference and reconstructs
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the RA3-specific behaviour by decompiling the retail `ra3_1.12.game` binary with
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Ghidra.
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> OpenRA3 ships **no game assets or binaries**. You must own Red Alert 3. The
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> engine reads your own local installation at runtime; nothing from it is ever
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> copied into this repository. Command & Conquer and Red Alert are trademarks of
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> Electronic Arts; this project is unaffiliated with and unsupported by EA.
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## Status
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OpenRA3 is at **v0.2.0**. The engine compiles and runs headless, and a **minimal
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skirmish** is playable: it reads a real multiplayer map out of your install,
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recovers the player start waypoints, and simulates two sides earning credits,
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training units and fighting until one base falls. The map and match state can be
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**rendered** to a window (SDL3) or to an image. The whole tree builds for
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**Linux** (clang + libc++) and cross-compiles to **Windows** (`openra3.exe` +
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`SDL3.dll`) with llvm-mingw — both using C++26 modules and `import std;`.
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```text
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$ openra3 skirmish --game-dir "/game" --map map_mp_2_feasel4
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OpenRA3 skirmish map=map_mp_2_feasel4 source=archive:map_mp_2_feasel4 seed=1
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start positions:
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P0 (1338, 1940)
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P1 (1291, 1404)
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result: decided winner=0 frames=3397 (113.2 s)
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P0 Commander Allied money= 129 units=19 kills=21 losses=3
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P1 AI Soviet money= 840 units= 0 kills=3 losses=21
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```
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## Offline only
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OpenRA3 implements **offline skirmish and, eventually, LAN/single-player**.
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There is deliberately **no online mode**: no EA account, no online service, no
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matchmaking, no GameSpy/Steam integration, and no networking in the simulation.
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The match loop is deterministic and self-contained so it can be replayed and
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tested without any external service.
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## Assets
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The engine reads the retail game from your local install:
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- default path `C:\Red Alert 3`, or `--game-dir DIR`, or `$RA3_GAME_DIR`;
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- `Data\MapsMultiplayer.big` is read for the map catalog;
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- maps are unpacked from `BIG4` + RefPack and their start waypoints recovered.
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**No game data is committed or distributed.** `reference/` (the GPLv3 Generals
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source) and any extracted assets are git-ignored; `tools/fetch_reference.sh`
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fetches the former on demand. Without an install, the engine falls back to a
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built-in test map so the project still builds and runs in CI.
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## Layout
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| Path | Purpose |
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| --- | --- |
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| `src/core/ra3.core.cppm` | fundamental types, math, strings, random, message stream |
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| `src/logic/ra3.logic.cppm` | objects, players, teams, spatial partition, game loop |
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| `src/client/ra3.client.cppm` | display abstraction + client facade / frame loop |
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| `src/game/ra3.game.cppm` | RA3 sides, player templates, skirmish defaults |
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| `src/fs/ra3.fs.cppm` | `BIG4` archives, RefPack codec, local install locator |
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| `src/map/ra3.map.cppm` | map catalog, `EAR`/RefPack unwrap, start waypoints |
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| `src/skirmish/ra3.skirmish.cppm` | units, economy, AI, combat, win condition |
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| `src/render/ra3.render.cppm` | ARGB framebuffer, TGA decode, BMP encode, map compositing |
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| `src/ui/ra3.ui.*.cppm` | SDL3 window viewer (null backend when SDL3 is absent) |
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| `src/ra3.cppm` | umbrella module re-exporting the SDK |
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| `apps/openra3/main.cpp` | `maps` / `skirmish` CLI |
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| `tests/ra3_tests.cpp` | smoke tests (run via `ctest`) |
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| `tools/` | reference fetch + Ghidra-driven reconstruction helpers |
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| `docs/` | architecture, reverse-engineering notes, roadmap |
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| `Dockerfile` | Linux build image (`dev` toolchain + `deploy` runtime) |
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| `Dockerfile.win` | isolated Windows cross-build image (llvm-mingw + SDL3 MinGW) |
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| `cmake/toolchains/` | `llvm-mingw-x86_64.cmake` cross toolchain |
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| `scripts/` | `build-linux.sh` / `build-windows.sh` one-shot builders |
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| `.gitlab-ci.yml` | build both targets → test → package pipeline |
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## Why Clang + `import std;`
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The engine never `#include`s the standard library: every module does
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`import std;`. CMake's support for that (`CXX_MODULE_STD`) works today with
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Clang + libc++. Linux uses the distro clang (LLVM 21); Windows cross-compiles
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with [llvm-mingw](https://github.com/mstorsjo/llvm-mingw) (clang 23 + libc++ +
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the libc++ `std` module). The two toolchains live in **separate images** so
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their compilers and standard libraries never interfere.
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## Build
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The host needs no toolchain: each target builds inside its own image.
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```bash
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# Linux -> build/linux/bin/openra3
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scripts/build-linux.sh
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# Windows -> build/windows/bin/openra3.exe (+ SDL3.dll)
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scripts/build-windows.sh
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```
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Or drive Docker directly:
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```bash
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docker build --target dev -t openra3-linux:local .
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docker run --rm -v "$PWD:/work" -w /work openra3-linux:local \
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cmake -S . -B build/linux -G Ninja -DCMAKE_BUILD_TYPE=Release
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docker run --rm -v "$PWD:/work" -w /work openra3-linux:local cmake --build build/linux -j
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docker run --rm -v "$PWD:/work" -w /work openra3-linux:local ctest --test-dir build/linux --output-on-failure
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docker build -f Dockerfile.win --target dev -t openra3-windows:local .
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docker run --rm -v "$PWD:/work" -w /work openra3-windows:local \
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cmake -S . -B build/windows -G Ninja \
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-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/llvm-mingw-x86_64.cmake \
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-DCMAKE_BUILD_TYPE=Release
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docker run --rm -v "$PWD:/work" -w /work openra3-windows:local cmake --build build/windows -j
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```
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Behind a slow or blocked mirror, pass `--build-arg APT_MIRROR=<url>`.
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## Running a skirmish
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```bash
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# list the maps in your install
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docker run --rm -v "/path/to/Red Alert 3:/game:ro" openra3-linux:local \
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/work/build/linux/bin/openra3 maps --game-dir /game
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# play a headless skirmish on a real map
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docker run --rm -v "/path/to/Red Alert 3:/game:ro" openra3-linux:local \
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/work/build/linux/bin/openra3 skirmish --game-dir /game --map map_mp_2_feasel4 --seed 7
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```
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The Windows build is a native `openra3.exe` — copy it next to `SDL3.dll` and run
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it from `cmd`/PowerShell, e.g. `openra3.exe skirmish --game-dir "C:\Red Alert 3"`.
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`--frames N` caps the simulation length (default 15 minutes of game time at
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30 Hz). The result is deterministic for a given map and seed.
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## Rendering the map
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The renderer draws the map's own overview art, a world grid and the match state
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(start markers in yellow, player 0 in blue, player 1 in red).
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**Offscreen image** (works anywhere, no display needed):
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```bash
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docker run --rm -v "/path/to/Red Alert 3:/game:ro" -v "$PWD/out:/out" openra3-linux:local \
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/work/build/linux/bin/openra3 render --game-dir /game --map map_mp_2_feasel4 --out /out/map.bmp
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```
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On Windows the same command runs natively: `openra3.exe render --game-dir
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"C:\Red Alert 3" --map map_mp_2_feasel4` opens an SDL3 window.
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**Interactive window** (SDL3; drag to pan, wheel to zoom, Esc to quit). In a
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container you need an X server on the host — on Windows run
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[VcXsrv](https://sourceforge.net/projects/vcxsrv/) and launch it with "Disable
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access control", then:
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```bash
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docker run --rm -v "/path/to/Red Alert 3:/game:ro" -e DISPLAY=host.docker.internal:0.0 \
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openra3-linux:local /work/build/linux/bin/openra3 render --game-dir /game --map map_mp_2_feasel4
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```
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If no display is available the viewer falls back to writing `openra3_view.bmp`.
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The unit overlay uses an approximate world scale (`--world-size`, default
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5120); exact calibration from the map's heightmap is on the roadmap.
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## Reverse engineering
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The reconstruction is driven by Ghidra against the retail binary. See
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[`docs/REVERSE_ENGINEERING.md`](docs/REVERSE_ENGINEERING.md) for the workflow and
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the recovered symbol map, and [`tools/`](tools/) for the helpers.
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## License
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Project code: GPLv3, matching the `CnC_Generals_Zero_Hour` reference (see
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[`LICENSE`](LICENSE)).
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