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forked from 0ad/0ad
0ad/binaries/data/mods/official/scripts/trigger_functions.js
pyrolink 684dbbe9ba #Preliminary end game conditions; cinematic and trigger fixes
Cinematic editor is less clumsy.  Forward and backward buttons now move
the camera to the next and previous nodes.

This was SVN commit r5000.
2007-04-27 03:05:26 +00:00

50 lines
1.2 KiB
JavaScript

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");
}