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