import DistributedBattleAI from direct.directnotify import DirectNotifyGlobal class BattleManagerAI: notify = DirectNotifyGlobal.directNotify.newCategory('BattleManagerAI') def __init__(self, air): self.air = air self.cellId2battle = {} self.battleConstructor = DistributedBattleAI.DistributedBattleAI def cellHasBattle(self, cellId): return cellId in self.cellId2battle def getBattle(self, cellId): if cellId in self.cellId2battle: return self.cellId2battle[cellId] return None def newBattle(self, cellId, zoneId, pos, suit, toonId, finishCallback = None, maxSuits = 4, interactivePropTrackBonus = -1): if cellId in self.cellId2battle: self.notify.info("A battle is already present in the suit's zone!") if not self.requestBattleAddSuit(cellId, suit): suit.flyAwayNow() battle = self.cellId2battle[cellId] battle.signupToon(toonId, pos[0], pos[1], pos[2]) else: battle = self.battleConstructor(self.air, self, pos, suit, toonId, zoneId, finishCallback, maxSuits, interactivePropTrackBonus=interactivePropTrackBonus) battle.generateWithRequired(zoneId) battle.battleCellId = cellId self.cellId2battle[cellId] = battle return battle def requestBattleAddSuit(self, cellId, suit): return self.cellId2battle[cellId].suitRequestJoin(suit) def destroy(self, battle): cellId = battle.battleCellId self.notify.debug('BattleManager - destroying battle %d' % cellId) del self.cellId2battle[cellId] battle.requestDelete()