Just use locations in the multidata, not static IDs, for forfeits

Should also work better for *other* games
This commit is contained in:
Fabian Dill 2021-01-10 14:50:38 +01:00
parent 233e9e6208
commit 10b7c83f1d
1 changed files with 2 additions and 4 deletions

View File

@ -473,10 +473,8 @@ def send_new_items(ctx: Context):
def forfeit_player(ctx: Context, team: int, slot: int):
all_locations = {values[0] for values in Regions.location_table.values() if type(values[0]) is int}
all_locations.update({values[1] for values in Regions.key_drop_data.values()})
# register any unknown locations, such as from future versions to be forfeited too
all_locations.update(location for location, location_slot in ctx.locations if location_slot == slot)
# register any locations that are in the multidata
all_locations = {location_id for location_id, location_slot in ctx.locations if location_slot == slot}
ctx.notify_all("%s (Team #%d) has forfeited" % (ctx.player_names[(team, slot)], team + 1))
register_location_checks(ctx, team, slot, all_locations)