feat(ui): add armor set selection to armor selector
- Added tabs to ArmorSelectorDialog: Individual Pieces and Full Sets - Armor sets show total protection across all 7 pieces - Selecting a full set auto-populates all 7 armor slots in loadout manager - Added armor_set_selected signal for full set selection - Shows summary of equipped pieces and any missing ones
This commit is contained in:
parent
1ba8acb7e2
commit
1be69b1879
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@ -7,12 +7,12 @@ from decimal import Decimal
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from PyQt6.QtWidgets import (
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QDialog, QVBoxLayout, QHBoxLayout, QLineEdit, QPushButton,
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QTreeWidget, QTreeWidgetItem, QHeaderView, QLabel, QDialogButtonBox,
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QProgressBar, QGroupBox, QFormLayout
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QProgressBar, QGroupBox, QFormLayout, QTabWidget, QWidget
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)
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from PyQt6.QtCore import Qt, QThread, pyqtSignal
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from typing import Optional, List
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from core.nexus_full_api import get_nexus_api, NexusArmor
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from core.nexus_full_api import get_nexus_api, NexusArmor, NexusArmorSet
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class ArmorLoaderThread(QThread):
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@ -29,10 +29,25 @@ class ArmorLoaderThread(QThread):
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self.error_occurred.emit(str(e))
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class ArmorSetLoaderThread(QThread):
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"""Background thread for loading armor sets from API."""
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armor_sets_loaded = pyqtSignal(list)
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error_occurred = pyqtSignal(str)
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def run(self):
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try:
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api = get_nexus_api()
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armor_sets = api.get_all_armor_sets()
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self.armor_sets_loaded.emit(armor_sets)
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except Exception as e:
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self.error_occurred.emit(str(e))
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class ArmorSelectorDialog(QDialog):
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"""Dialog for selecting armors from Entropia Nexus API with search."""
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"""Dialog for selecting armors from Entropia Nexus API with search and sets."""
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armor_selected = pyqtSignal(NexusArmor)
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armor_set_selected = pyqtSignal(NexusArmorSet) # New signal for full sets
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def __init__(self, parent=None):
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super().__init__(parent)
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@ -40,7 +55,9 @@ class ArmorSelectorDialog(QDialog):
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self.setMinimumSize(1000, 700)
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self.all_armors: List[NexusArmor] = []
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self.all_armor_sets: List[NexusArmorSet] = []
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self.selected_armor: Optional[NexusArmor] = None
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self.selected_armor_set: Optional[NexusArmorSet] = None
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self._setup_ui()
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self._load_data()
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@ -49,7 +66,7 @@ class ArmorSelectorDialog(QDialog):
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layout = QVBoxLayout(self)
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layout.setSpacing(10)
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# Status and search
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# Status
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self.status_label = QLabel("Loading armors from Entropia Nexus...")
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layout.addWidget(self.status_label)
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@ -57,20 +74,27 @@ class ArmorSelectorDialog(QDialog):
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self.progress.setRange(0, 0) # Indeterminate
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layout.addWidget(self.progress)
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# Tab widget for Individual Pieces vs Full Sets
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self.tabs = QTabWidget()
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# === INDIVIDUAL PIECES TAB ===
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self.tab_individual = QWidget()
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individual_layout = QVBoxLayout(self.tab_individual)
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# Search
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search_layout = QHBoxLayout()
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search_layout.addWidget(QLabel("Search:"))
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self.search_input = QLineEdit()
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self.search_input.setPlaceholderText("Type to search armors...")
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self.search_input.setPlaceholderText("Type to search individual armor pieces...")
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self.search_input.textChanged.connect(self._on_search)
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search_layout.addWidget(self.search_input)
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self.clear_btn = QPushButton("Clear")
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self.clear_btn.clicked.connect(self._clear_search)
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search_layout.addWidget(self.clear_btn)
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layout.addLayout(search_layout)
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individual_layout.addLayout(search_layout)
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# Results tree
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# Results tree for individual pieces
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self.results_tree = QTreeWidget()
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self.results_tree.setHeaderLabels([
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"Name", "Type", "Durability",
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@ -82,9 +106,45 @@ class ArmorSelectorDialog(QDialog):
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header.setStretchLastSection(False)
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self.results_tree.itemSelectionChanged.connect(self._on_selection_changed)
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self.results_tree.itemDoubleClicked.connect(self._on_double_click)
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layout.addWidget(self.results_tree)
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individual_layout.addWidget(self.results_tree)
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# Preview panel
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self.tabs.addTab(self.tab_individual, "🛡️ Individual Pieces")
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# === FULL SETS TAB ===
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self.tab_sets = QWidget()
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sets_layout = QVBoxLayout(self.tab_sets)
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# Search for sets
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set_search_layout = QHBoxLayout()
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set_search_layout.addWidget(QLabel("Search:"))
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self.set_search_input = QLineEdit()
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self.set_search_input.setPlaceholderText("Type to search armor sets (e.g., 'Ghost', 'Shogun')...")
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self.set_search_input.textChanged.connect(self._on_set_search)
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set_search_layout.addWidget(self.set_search_input)
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self.set_clear_btn = QPushButton("Clear")
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self.set_clear_btn.clicked.connect(self._clear_set_search)
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set_search_layout.addWidget(self.set_clear_btn)
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sets_layout.addLayout(set_search_layout)
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# Results tree for sets
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self.sets_tree = QTreeWidget()
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self.sets_tree.setHeaderLabels([
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"Set Name", "Pieces Count", "Total Impact", "Total Cut", "Total Stab",
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"Total Burn", "Total Cold", "Total Acid", "Total Electric", "Total Prot"
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])
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sets_header = self.sets_tree.header()
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sets_header.setSectionResizeMode(QHeaderView.ResizeMode.ResizeToContents)
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sets_header.setStretchLastSection(False)
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self.sets_tree.itemSelectionChanged.connect(self._on_set_selection_changed)
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self.sets_tree.itemDoubleClicked.connect(self._on_set_double_click)
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sets_layout.addWidget(self.sets_tree)
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self.tabs.addTab(self.tab_sets, "⚔️ Full Armor Sets")
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layout.addWidget(self.tabs)
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# Preview panel (shared)
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self.preview_group = QGroupBox("Armor Preview")
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preview_layout = QFormLayout(self.preview_group)
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self.preview_name = QLabel("-")
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@ -107,17 +167,27 @@ class ArmorSelectorDialog(QDialog):
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self.ok_button.setEnabled(False)
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layout.addWidget(buttons)
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# Update preview when tab changes
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self.tabs.currentChanged.connect(self._on_tab_changed)
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def _load_data(self):
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"""Load armors in background thread."""
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"""Load armors and armor sets in background threads."""
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# Load individual armors
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self.loader = ArmorLoaderThread()
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self.loader.armors_loaded.connect(self._on_armors_loaded)
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self.loader.error_occurred.connect(self._on_load_error)
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self.loader.start()
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# Load armor sets
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self.set_loader = ArmorSetLoaderThread()
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self.set_loader.armor_sets_loaded.connect(self._on_armor_sets_loaded)
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self.set_loader.error_occurred.connect(self._on_set_load_error)
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self.set_loader.start()
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def _on_armors_loaded(self, armors: List[NexusArmor]):
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"""Handle loaded armors."""
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self.all_armors = armors
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self.status_label.setText(f"Loaded {len(armors)} armors from Entropia Nexus")
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self.status_label.setText(f"Loaded {len(armors)} armors and {len(self.all_armor_sets)} armor sets from Entropia Nexus")
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self.progress.setRange(0, 100)
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self.progress.setValue(100)
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self._populate_results(armors)
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@ -128,8 +198,17 @@ class ArmorSelectorDialog(QDialog):
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self.progress.setRange(0, 100)
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self.progress.setValue(0)
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def _on_armor_sets_loaded(self, armor_sets: List[NexusArmorSet]):
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"""Handle loaded armor sets."""
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self.all_armor_sets = armor_sets
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self._populate_sets(armor_sets)
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def _on_set_load_error(self, error: str):
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"""Handle armor set load error."""
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self.status_label.setText(f"Error loading armor sets: {error}")
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def _populate_results(self, armors: List[NexusArmor]):
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"""Populate results tree."""
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"""Populate results tree with individual armor pieces."""
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self.results_tree.clear()
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for armor in armors:
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item = QTreeWidgetItem()
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@ -150,8 +229,32 @@ class ArmorSelectorDialog(QDialog):
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item.setData(0, Qt.ItemDataRole.UserRole, armor)
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self.results_tree.addTopLevelItem(item)
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def _populate_sets(self, armor_sets: List[NexusArmorSet]):
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"""Populate sets tree with full armor sets."""
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self.sets_tree.clear()
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for armor_set in armor_sets:
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item = QTreeWidgetItem()
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item.setText(0, armor_set.name)
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item.setText(1, str(len(armor_set.pieces)))
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# Get total protection from the set
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prot = armor_set.total_protection
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item.setText(2, str(prot.impact))
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item.setText(3, str(prot.cut))
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item.setText(4, str(prot.stab))
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item.setText(5, str(prot.burn))
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item.setText(6, str(prot.cold))
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item.setText(7, str(prot.acid))
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item.setText(8, str(prot.electric))
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total = prot.get_total()
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item.setText(9, str(total))
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item.setData(0, Qt.ItemDataRole.UserRole, armor_set)
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self.sets_tree.addTopLevelItem(item)
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def _on_search(self, text: str):
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"""Handle search text change."""
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"""Handle search text change for individual pieces."""
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if not text:
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self._populate_results(self.all_armors)
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return
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@ -162,26 +265,70 @@ class ArmorSelectorDialog(QDialog):
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self.status_label.setText(f"Found {len(filtered)} armors matching '{text}'")
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def _clear_search(self):
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"""Clear search."""
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"""Clear search for individual pieces."""
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self.search_input.clear()
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self._populate_results(self.all_armors)
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self.status_label.setText(f"Showing all {len(self.all_armors)} armors")
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def _on_set_search(self, text: str):
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"""Handle search text change for armor sets."""
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if not text:
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self._populate_sets(self.all_armor_sets)
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return
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query = text.lower()
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filtered = [s for s in self.all_armor_sets if query in s.name.lower()]
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self._populate_sets(filtered)
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self.status_label.setText(f"Found {len(filtered)} armor sets matching '{text}'")
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def _clear_set_search(self):
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"""Clear search for armor sets."""
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self.set_search_input.clear()
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self._populate_sets(self.all_armor_sets)
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self.status_label.setText(f"Showing all {len(self.all_armor_sets)} armor sets")
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def _on_tab_changed(self, index: int):
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"""Handle tab change - clear selection and update UI."""
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self.selected_armor = None
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self.selected_armor_set = None
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self.ok_button.setEnabled(False)
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self._clear_preview()
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def _clear_preview(self):
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"""Clear preview panel."""
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self.preview_name.setText("-")
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self.preview_type.setText("-")
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self.preview_durability.setText("-")
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self.preview_protection.setText("-")
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def _on_selection_changed(self):
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"""Handle selection change."""
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"""Handle selection change for individual pieces."""
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items = self.results_tree.selectedItems()
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if items:
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self.selected_armor = items[0].data(0, Qt.ItemDataRole.UserRole)
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self.selected_armor_set = None
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self.ok_button.setEnabled(True)
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self._update_preview(self.selected_armor)
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else:
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self.selected_armor = None
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self.ok_button.setEnabled(False)
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def _on_set_selection_changed(self):
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"""Handle selection change for armor sets."""
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items = self.sets_tree.selectedItems()
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if items:
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self.selected_armor_set = items[0].data(0, Qt.ItemDataRole.UserRole)
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self.selected_armor = None
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self.ok_button.setEnabled(True)
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self._update_set_preview(self.selected_armor_set)
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else:
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self.selected_armor_set = None
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self.ok_button.setEnabled(False)
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def _update_preview(self, armor: NexusArmor):
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"""Update preview panel."""
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"""Update preview panel for individual armor."""
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self.preview_name.setText(armor.name)
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self.preview_type.setText(armor.type)
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self.preview_type.setText(f"Piece: {armor.type}")
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self.preview_durability.setText(f"{armor.durability} (~{Decimal('20') / (Decimal('1') - Decimal(armor.durability) / Decimal('100000')):.2f} hp/pec)")
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prot_parts = []
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@ -195,15 +342,68 @@ class ArmorSelectorDialog(QDialog):
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prot_parts.append(f"Burn:{armor.protection_burn}")
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if armor.protection_cold > 0:
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prot_parts.append(f"Cold:{armor.protection_cold}")
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if armor.protection_acid > 0:
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prot_parts.append(f"Acid:{armor.protection_acid}")
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if armor.protection_electric > 0:
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prot_parts.append(f"Elec:{armor.protection_electric}")
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self.preview_protection.setText(", ".join(prot_parts) if prot_parts else "None")
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def _update_set_preview(self, armor_set: NexusArmorSet):
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"""Update preview panel for armor set."""
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self.preview_name.setText(armor_set.name)
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self.preview_type.setText(f"Full Set ({len(armor_set.pieces)} pieces)")
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# Show pieces in the set
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pieces_text = "\n".join([f" • {piece}" for piece in armor_set.pieces[:7]])
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if len(armor_set.pieces) > 7:
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pieces_text += f"\n ... and {len(armor_set.pieces) - 7} more"
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self.preview_durability.setText(f"Pieces:\n{pieces_text}")
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# Show total protection
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prot = armor_set.total_protection
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prot_parts = []
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if prot.impact > 0:
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prot_parts.append(f"Imp:{prot.impact}")
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if prot.cut > 0:
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prot_parts.append(f"Cut:{prot.cut}")
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if prot.stab > 0:
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prot_parts.append(f"Stab:{prot.stab}")
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if prot.burn > 0:
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prot_parts.append(f"Burn:{prot.burn}")
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if prot.cold > 0:
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prot_parts.append(f"Cold:{prot.cold}")
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if prot.acid > 0:
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prot_parts.append(f"Acid:{prot.acid}")
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if prot.electric > 0:
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prot_parts.append(f"Elec:{prot.electric}")
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total_prot = f"Total: {prot.get_total()}\n" + ", ".join(prot_parts)
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if armor_set.set_bonus:
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total_prot += f"\n\n✨ Set Bonus: {armor_set.set_bonus}"
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self.preview_protection.setText(total_prot)
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def _on_double_click(self, item, column):
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"""Handle double click."""
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self._on_accept()
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"""Handle double click on individual armor."""
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if self.selected_armor:
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self._on_accept()
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def _on_set_double_click(self, item, column):
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"""Handle double click on armor set."""
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if self.selected_armor_set:
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self._on_accept()
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def _on_accept(self):
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"""Handle OK button."""
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if self.tabs.currentIndex() == 0 and self.selected_armor:
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# Individual piece tab
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self.armor_selected.emit(self.selected_armor)
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self.accept()
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elif self.tabs.currentIndex() == 1 and self.selected_armor_set:
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# Full sets tab
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self.armor_set_selected.emit(self.selected_armor_set)
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self.accept()
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"""Handle OK button."""
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if self.selected_armor:
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self.armor_selected.emit(self.selected_armor)
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self.accept()
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@ -26,7 +26,7 @@ from PyQt6.QtGui import QFont
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from core.nexus_api import EntropiaNexusAPI, WeaponStats, ArmorStats, FinderStats
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from core.nexus_full_api import (
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get_nexus_api, NexusArmor, NexusHealingTool, NexusPlate,
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get_nexus_api, NexusArmor, NexusArmorSet, NexusHealingTool, NexusPlate,
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NexusAttachment, NexusEnhancer, NexusRing, NexusClothing, NexusPet
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)
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from core.attachments import (
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@ -1590,20 +1590,129 @@ class LoadoutManagerDialog(QDialog):
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from ui.armor_selector import ArmorSelectorDialog
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dialog = ArmorSelectorDialog(self)
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dialog.armor_selected.connect(self._on_api_armor_selected)
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dialog.armor_set_selected.connect(self._on_api_armor_set_selected)
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dialog.exec()
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def _on_api_armor_selected(self, armor: NexusArmor):
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"""Handle armor selection from API."""
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"""Handle individual armor piece selection from API."""
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# Store selected armor info
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self._selected_api_armor = armor
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QMessageBox.information(
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self,
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"Armor Selected",
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f"Selected: {armor.name}\n"
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f"Type: {armor.type}\n"
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f"Durability: {armor.durability}\n"
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f"Protection: Impact {armor.protection_impact}, Cut {armor.protection_cut}, Stab {armor.protection_stab}"
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)
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def _on_api_armor_set_selected(self, armor_set: 'NexusArmorSet'):
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"""Handle full armor set selection from API."""
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from core.nexus_full_api import get_nexus_api
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# Get all armors to find matching pieces
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api = get_nexus_api()
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all_armors = api.get_all_armors()
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# Map slot names to armor slot widgets
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slot_mapping = {
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'head': self.armor_slots[ArmorSlot.HEAD],
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'torso': self.armor_slots[ArmorSlot.TORSO],
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'harness': self.armor_slots[ArmorSlot.TORSO],
|
||||
'arms': self.armor_slots[ArmorSlot.ARMS],
|
||||
'arm guards': self.armor_slots[ArmorSlot.ARMS],
|
||||
'hands': self.armor_slots[ArmorSlot.HANDS],
|
||||
'gloves': self.armor_slots[ArmorSlot.HANDS],
|
||||
'legs': self.armor_slots[ArmorSlot.LEGS],
|
||||
'thigh guards': self.armor_slots[ArmorSlot.LEGS],
|
||||
'shins': self.armor_slots[ArmorSlot.SHINS],
|
||||
'shin guards': self.armor_slots[ArmorSlot.SHINS],
|
||||
'feet': self.armor_slots[ArmorSlot.FEET],
|
||||
'foot guards': self.armor_slots[ArmorSlot.FEET],
|
||||
}
|
||||
|
||||
pieces_found = 0
|
||||
pieces_not_found = []
|
||||
|
||||
# Try to find each piece in the set
|
||||
for piece_name in armor_set.pieces:
|
||||
# Find the armor in the API results
|
||||
matching_armor = None
|
||||
for armor in all_armors:
|
||||
if armor.name == piece_name:
|
||||
matching_armor = armor
|
||||
break
|
||||
|
||||
if matching_armor:
|
||||
# Determine slot from armor type
|
||||
armor_type = matching_armor.type.lower()
|
||||
slot_widget = None
|
||||
|
||||
# Find matching slot
|
||||
for type_key, widget in slot_mapping.items():
|
||||
if type_key in armor_type:
|
||||
slot_widget = widget
|
||||
break
|
||||
|
||||
if slot_widget:
|
||||
# Create ArmorPiece from NexusArmor
|
||||
from core.armor_system import ArmorPiece
|
||||
piece = ArmorPiece(
|
||||
item_id=matching_armor.item_id,
|
||||
name=matching_armor.name,
|
||||
slot=self._get_slot_from_type(armor_type),
|
||||
protection=ProtectionProfile(
|
||||
impact=matching_armor.protection_impact,
|
||||
cut=matching_armor.protection_cut,
|
||||
stab=matching_armor.protection_stab,
|
||||
burn=matching_armor.protection_burn,
|
||||
cold=matching_armor.protection_cold,
|
||||
acid=matching_armor.protection_acid,
|
||||
electric=matching_armor.protection_electric,
|
||||
),
|
||||
durability=matching_armor.durability,
|
||||
decay_per_hp=Decimal("0.05") * (1 - matching_armor.durability / 100000)
|
||||
)
|
||||
slot_widget.set_piece(piece)
|
||||
pieces_found += 1
|
||||
else:
|
||||
pieces_not_found.append(f"{piece_name} (unknown slot)")
|
||||
else:
|
||||
pieces_not_found.append(piece_name)
|
||||
|
||||
# Show summary
|
||||
msg = f"Equipped armor set: {armor_set.name}\n\n"
|
||||
msg += f"✓ Found and equipped {pieces_found}/{len(armor_set.pieces)} pieces\n"
|
||||
|
||||
if pieces_not_found:
|
||||
msg += f"\n⚠ Not found:\n" + "\n".join([f" • {p}" for p in pieces_not_found])
|
||||
|
||||
if armor_set.set_bonus:
|
||||
msg += f"\n\n✨ Set Bonus: {armor_set.set_bonus}"
|
||||
|
||||
QMessageBox.information(self, "Armor Set Equipped", msg)
|
||||
self._update_calculations()
|
||||
|
||||
def _get_slot_from_type(self, armor_type: str) -> 'ArmorSlot':
|
||||
"""Map armor type string to ArmorSlot enum."""
|
||||
armor_type = armor_type.lower()
|
||||
if 'head' in armor_type or 'helmet' in armor_type:
|
||||
return ArmorSlot.HEAD
|
||||
elif 'torso' in armor_type or 'harness' in armor_type:
|
||||
return ArmorSlot.TORSO
|
||||
elif 'arm' in armor_type:
|
||||
return ArmorSlot.ARMS
|
||||
elif 'hand' in armor_type or 'glove' in armor_type:
|
||||
return ArmorSlot.HANDS
|
||||
elif 'thigh' in armor_type or ('leg' in armor_type and 'shin' not in armor_type):
|
||||
return ArmorSlot.LEGS
|
||||
elif 'shin' in armor_type:
|
||||
return ArmorSlot.SHINS
|
||||
elif 'foot' in armor_type or 'boot' in armor_type:
|
||||
return ArmorSlot.FEET
|
||||
else:
|
||||
return ArmorSlot.TORSO # Default
|
||||
|
||||
def _on_select_healing_from_api(self):
|
||||
"""Open healing tool selector dialog from Nexus API."""
|
||||
from ui.healing_selector import HealingSelectorDialog
|
||||
|
|
|
|||
Loading…
Reference in New Issue