Just use locations in the multidata, not static IDs, for forfeits
Should also work better for *other* games
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@ -473,10 +473,8 @@ def send_new_items(ctx: Context):
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def forfeit_player(ctx: Context, team: int, slot: int):
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all_locations = {values[0] for values in Regions.location_table.values() if type(values[0]) is int}
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all_locations.update({values[1] for values in Regions.key_drop_data.values()})
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# register any unknown locations, such as from future versions to be forfeited too
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all_locations.update(location for location, location_slot in ctx.locations if location_slot == slot)
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# register any locations that are in the multidata
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all_locations = {location_id for location_id, location_slot in ctx.locations if location_slot == slot}
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ctx.notify_all("%s (Team #%d) has forfeited" % (ctx.player_names[(team, slot)], team + 1))
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register_location_checks(ctx, team, slot, all_locations)
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