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New condition when some TechnoTypes exist/nonexist of automatic self-destruction logic

Open ststl-s opened this issue 3 years ago • 2 comments

AutoDeath.Nonexist=             ; list of TechnoType names
AutoDeath.Nonexist.House=owner  ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
AutoDeath.Exist=                ; list of TechnoType names
AutoDeath.Exist.House=owner     ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)

ststl-s avatar Aug 10 '22 15:08 ststl-s

Nightly build for this pull request:

github-actions[bot] avatar Aug 10 '22 15:08 github-actions[bot]

Idea is good but the code needs some changes. Maybe others could chime in on their suggestions for the INI key names, I put forward my two cents on the matter in a comment as well since I don't think the current ones are descriptive enough.

In an ideal world, having a switch for the 'TechnoType exists' condition that makes it require all of the listed TechnoTypes to be present for the condition to be fulfilled would be nice but I believe under the current system where it can check for Technos under more than one House, this would be complicated to implement and could behave oddly so I think omitting it would probably be fine.

About the House setting temporarily reserved, is this dangerous? I haven't experimented a lot, just confirmed that it works.

ststl-s avatar Sep 19 '22 04:09 ststl-s

I didn't manage to give my review on this in time. Basically you give too many new arguments on this specific feature, which makes the code looks extrêmement lourde, in this case I would rather suggest you guys wrap those into a new entity, like the AttachEffectType or PrismForwarding in Ares, and see if it can work like an AttachEffect. Moreover, it looks like a standalone trigger-action system already, so maybe not just limited to self-destruction.

Same suggestion for other similar tags like the interceptor one

chaserli avatar Oct 30 '22 09:10 chaserli