Hmm I cannot imagine a situation where you'd need multiple enviros per map... Either you're on Mars, or you're not. Either you're underwater, or you're not. How many enviros would one need? 5? 10? If no more than this, combining makes little sense. But let's wait what other people say on this.
Yes, that's why I don't want to call it enviroType, but customType.
It is not only about environment.
Originally Solarius came to me with this request:
For the X-Com Files mod I'm working on, I would like to add "undercover" missions where you can only use certain equipment (only concealable weapons like pistols and only selected armours, meaning no armour).
You see that this has
nothing to do with environments... he wants to disable certain weapons and armors for certain mission types. It is a generalization of environmental conditions/restrictions, to "any" (or "custom" if you will) conditions.
If we need multiples, I'd vote for option #1, eg. [0, 1, 0, 0, 1]
OK.
Also regarding naming - maybe enviro is misleading but customType means literally nothing (a custom type of... what???) If enviro is bad then we need some better name. In my own understanding, a mission consists of yourself, enemy, terrain and the rest, which seems natural to be broadly called environment.
"A custom type of mission".
I can't think of any better name... these conditions can represent virtually anything. I don't know... for example a mission where only weapons which don't make any noise are allowed (e.g. knives, swords and bows). That's not type of environment, it's just a custom type of mission.
EDIT: Also multiple enviros per map can lead to direct conflicts between enviro rules, and unclear preference of armor. Naturally a modder can make it in a way that avoids conflicts, but - this way you can make 500 or more enviro combinations, but with much tighter constraints. If you don't need 500 enviros (combinations), I think it is better to stick to '1 enviro per map' rule, as there will be no conflicts and modding would be much easier.
Yes. That's why I didn't want to implement it.
I would say that the modder should explain to the user, which armor/items are allowed for that kind of mission and which are not... or as Solarius stated earlier, just let the player find out.... the hard way.
Not a problem, they will learn. There will be Ufopaedia.orgrmation on that (mostly in armour descriptions). And maybe you could add a message why the mission is over instantly, like the "all aliens died in crash" one.
So for example I could produce a message "There are no soldiers capable of fighting in this mission... Aborting now."
And because I am a nice person, the crash site would not disappear, so that the player can reequip and return.