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# OpenRA3
A from-scratch, portable re-implementation of **Command & Conquer: Red Alert 3**
in **C++26** using **C++ modules**, built with **GCC 16**.
Red Alert 3 runs SAGE 2.0. EA never released that engine's C++ source, but it
did open-source the closely related SAGE 1.0 engine as
[`electronicarts/CnC_Generals_Zero_Hour`](https://github.com/electronicarts/CnC_Generals_Zero_Hour)
(GPLv3). OpenRA3 uses that tree as the architectural reference and reconstructs
the RA3-specific behaviour by decompiling the retail `ra3_1.12.game` binary with
Ghidra.
> OpenRA3 ships **no game assets or binaries**. You must own Red Alert 3. The
> engine reads your own local installation at runtime; nothing from it is ever
> copied into this repository. Command & Conquer and Red Alert are trademarks of
> Electronic Arts; this project is unaffiliated with and unsupported by EA.
## Status
OpenRA3 is at **v0.0.1**. The engine compiles and runs headless, and a **minimal
skirmish** is playable: it reads a real multiplayer map out of your install,
recovers the player start waypoints, and simulates two sides earning credits,
training units and fighting until one base falls. There is no renderer yet, so
the match is observed as a deterministic headless result.
```text
$ openra3 skirmish --game-dir "/game" --map map_mp_2_feasel4
OpenRA3 skirmish map=map_mp_2_feasel4 source=archive:map_mp_2_feasel4 seed=1
start positions:
P0 (1338, 1940)
P1 (1291, 1404)
result: decided winner=0 frames=3397 (113.2 s)
P0 Commander Allied money= 129 units=19 kills=21 losses=3
P1 AI Soviet money= 840 units= 0 kills=3 losses=21
```
## Offline only
OpenRA3 implements **offline skirmish and, eventually, LAN/single-player**.
There is deliberately **no online mode**: no EA account, no online service, no
matchmaking, no GameSpy/Steam integration, and no networking in the simulation.
The match loop is deterministic and self-contained so it can be replayed and
tested without any external service.
## Assets
The engine reads the retail game from your local install:
- default path `C:\Red Alert 3`, or `--game-dir DIR`, or `$RA3_GAME_DIR`;
- `Data\MapsMultiplayer.big` is read for the map catalog;
- maps are unpacked from `BIG4` + RefPack and their start waypoints recovered.
**No game data is committed or distributed.** `reference/` (the GPLv3 Generals
source) and any extracted assets are git-ignored; `tools/fetch_reference.sh`
fetches the former on demand. Without an install, the engine falls back to a
built-in test map so the project still builds and runs in CI.
## Layout
| Path | Purpose |
| --- | --- |
| `src/core/ra3.core.cppm` | fundamental types, math, strings, random, message stream |
| `src/logic/ra3.logic.cppm` | objects, players, teams, spatial partition, game loop |
| `src/client/ra3.client.cppm` | display abstraction + client facade / frame loop |
| `src/game/ra3.game.cppm` | RA3 sides, player templates, skirmish defaults |
| `src/fs/ra3.fs.cppm` | `BIG4` archives, RefPack codec, local install locator |
| `src/map/ra3.map.cppm` | map catalog, `EAR`/RefPack unwrap, start waypoints |
| `src/skirmish/ra3.skirmish.cppm` | units, economy, AI, combat, win condition |
| `src/ra3.cppm` | umbrella module re-exporting the SDK |
| `apps/openra3/main.cpp` | `maps` / `skirmish` CLI |
| `tests/ra3_tests.cpp` | smoke tests (run via `ctest`) |
| `tools/` | reference fetch + Ghidra-driven reconstruction helpers |
| `docs/` | architecture, reverse-engineering notes, roadmap |
| `Dockerfile` | `dev` (toolchain) and `deploy` (runtime) targets |
| `.gitlab-ci.yml` | build → test → package pipeline |
## Build
The host needs no toolchain: build inside the container.
```bash
docker build --target dev -t openra3-dev:local .
docker run --rm -v "$PWD:/work" -w /work openra3-dev:local cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release
docker run --rm -v "$PWD:/work" -w /work openra3-dev:local cmake --build build -j
docker run --rm -v "$PWD:/work" -w /work openra3-dev:local ctest --test-dir build --output-on-failure
```
Behind a slow or blocked mirror, pass `--build-arg APT_MIRROR=<url>`.
## Running a skirmish
```bash
# list the maps in your install
docker run --rm -v "/path/to/Red Alert 3:/game:ro" openra3-dev:local \
./build/bin/openra3 maps --game-dir /game
# play a headless skirmish on a real map
docker run --rm -v "/path/to/Red Alert 3:/game:ro" openra3-dev:local \
./build/bin/openra3 skirmish --game-dir /game --map map_mp_2_feasel4 --seed 7
```
`--frames N` caps the simulation length (default 15 minutes of game time at
30 Hz). The result is deterministic for a given map and seed.
## Reverse engineering
The reconstruction is driven by Ghidra against the retail binary. See
[`docs/REVERSE_ENGINEERING.md`](docs/REVERSE_ENGINEERING.md) for the workflow and
the recovered symbol map, and [`tools/`](tools/) for the helpers.
## License
Project code: GPLv3, matching the `CnC_Generals_Zero_Hour` reference (see
[`LICENSE`](LICENSE)).