function trigGetAlwaysTrue() { return true; } function trigPlayerResourceCount(player, resource) { return players[player].resources[resource]; } function trigPlayerUnitCount(player, unit) { var unitCount = getPlayerUnitCount(player, unit); return unitCount; } //Loop through player's unit list and check for significant entities i.e. units or buildings which can produce units function trigPlayerSigEntities(player) { var unitNames = new Array(3); Array[0] = "Unit"; Array[1] = "Town"; Array[2] = "CivilCentre"; //(May need to be expanded) var sum = 0; for ( var i = 0; i < unitNames.length; ++i ) sum += getPlayerUnitCount(player, Array[i]); return sum; } //Effects function trigObjectTask(subjects, target, task) { for ( var i = 0; i < subjects.length; ++i ) getEntityByUnitID(subjects[i]).orderFromTriggers( ORDER_GENERIC, getEntityByUnitID(target[0]), task); } function trigObjectGoto(subjects, destination) { for ( var i = 0; i < subjects.length; ++i ) getEntityByUnitID(subjects[i]).orderFromTriggers( ORDER_GOTO, destination.x, destination.y); } function trigEndGame() { console.write("The game has ended...We can pretend, anyway"); }