feat: rewrite armor system to use API-based sets with proper decay
- Created new ArmorSelectionDialog with two tabs: 1. Full Armor Sets: Browse and select complete sets from API 2. Custom Set: Build custom sets from individual pieces - Armor sets show proper protection and decay per hit - Decay calculated using official formula: 0.05 * (1 - durability/100000) - New armor data flows correctly to session cost tracking - Removed old hardcoded armor set methods
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"""
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Armor Selection Dialog for Lemontropia Suite
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Choose between full API armor sets or build custom sets from individual pieces
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"""
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import json
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from decimal import Decimal
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from PyQt6.QtWidgets import (
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QDialog, QVBoxLayout, QHBoxLayout, QLabel, QPushButton,
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QTreeWidget, QTreeWidgetItem, QHeaderView, QLineEdit,
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QDialogButtonBox, QGroupBox, QFormLayout, QTabWidget,
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QWidget, QMessageBox, QComboBox
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)
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from PyQt6.QtCore import Qt, pyqtSignal
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from PyQt6.QtGui import QColor
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from typing import Optional, Dict, Any, List
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from core.nexus_full_api import get_nexus_api, NexusArmorSet, NexusArmor
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from core.armor_system import ArmorSlot, ArmorPiece, ProtectionProfile
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class ArmorSelectionDialog(QDialog):
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"""
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Dialog for selecting armor - either full sets from API or custom pieces.
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"""
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# Signal emits: (mode, data) where mode is 'set' or 'custom'
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# For 'set': data is {'name': str, 'pieces': List[ArmorPiece], 'total_protection': ProtectionProfile, 'total_decay_per_hit': Decimal}
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# For 'custom': data is {'pieces': Dict[ArmorSlot, ArmorPiece]}
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armor_selected = pyqtSignal(str, dict)
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def __init__(self, parent=None):
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super().__init__(parent)
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self.setWindowTitle("Select Armor - Lemontropia Suite")
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self.setMinimumSize(1000, 700)
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self.api = get_nexus_api()
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self.all_armor_sets: List[NexusArmorSet] = []
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self.all_armors: List[NexusArmor] = []
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self._setup_ui()
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self._load_data()
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def _setup_ui(self):
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layout = QVBoxLayout(self)
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layout.setSpacing(10)
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# Header
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header = QLabel("🛡️ Select Your Armor")
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header.setStyleSheet("font-size: 18px; font-weight: bold; color: #FFD700;")
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layout.addWidget(header)
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# Tabs for Full Sets vs Custom
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self.tabs = QTabWidget()
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# === FULL SETS TAB ===
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self.tab_sets = self._create_sets_tab()
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self.tabs.addTab(self.tab_sets, "⚔️ Full Armor Sets")
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# === CUSTOM SET TAB ===
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self.tab_custom = self._create_custom_tab()
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self.tabs.addTab(self.tab_custom, "🔧 Custom Set")
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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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self.preview_type = QLabel("-")
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self.preview_protection = QLabel("-")
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self.preview_decay = QLabel("-")
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self.preview_pieces = QLabel("-")
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preview_layout.addRow("Name:", self.preview_name)
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preview_layout.addRow("Type:", self.preview_type)
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preview_layout.addRow("Protection:", self.preview_protection)
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preview_layout.addRow("Decay/Hit:", self.preview_decay)
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preview_layout.addRow("Pieces:", self.preview_pieces)
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layout.addWidget(self.preview_group)
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# Buttons
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buttons = QDialogButtonBox(
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QDialogButtonBox.StandardButton.Ok | QDialogButtonBox.StandardButton.Cancel
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)
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buttons.accepted.connect(self._on_accept)
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buttons.rejected.connect(self.reject)
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self.ok_button = buttons.button(QDialogButtonBox.StandardButton.Ok)
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self.ok_button.setEnabled(False)
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layout.addWidget(buttons)
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def _create_sets_tab(self) -> QWidget:
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"""Create the Full Sets tab."""
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widget = QWidget()
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layout = QVBoxLayout(widget)
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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.set_search = QLineEdit()
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self.set_search.setPlaceholderText("Search armor sets (e.g., 'Ghost', 'Shogun', 'Frontier')...")
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self.set_search.textChanged.connect(self._filter_sets)
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search_layout.addWidget(self.set_search)
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clear_btn = QPushButton("Clear")
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clear_btn.clicked.connect(self.set_search.clear)
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search_layout.addWidget(clear_btn)
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layout.addLayout(search_layout)
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# Sets tree
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self.sets_tree = QTreeWidget()
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self.sets_tree.setHeaderLabels([
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"Set Name", "Pieces", "Impact", "Cut", "Stab", "Burn", "Cold", "Acid", "Electric", "Total", "Decay/Hit"
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])
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header = self.sets_tree.header()
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header.setSectionResizeMode(QHeaderView.ResizeMode.ResizeToContents)
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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_accept)
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layout.addWidget(self.sets_tree)
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return widget
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def _create_custom_tab(self) -> QWidget:
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"""Create the Custom Set tab."""
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widget = QWidget()
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layout = QVBoxLayout(widget)
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# Instructions
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instructions = QLabel(
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"Build a custom armor set by selecting individual pieces for each slot.\n"
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"Click on each slot to search and select armor pieces from the API."
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)
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instructions.setStyleSheet("color: #888888; padding: 10px;")
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layout.addWidget(instructions)
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# Custom pieces container
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custom_layout = QHBoxLayout()
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# Slot selectors
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self.custom_slots: Dict[ArmorSlot, QComboBox] = {}
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slot_layout = QVBoxLayout()
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for slot in ArmorSlot:
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row = QHBoxLayout()
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label = QLabel(f"<b>{slot.value.title()}:</b>")
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label.setFixedWidth(80)
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row.addWidget(label)
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combo = QComboBox()
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combo.setMinimumWidth(250)
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combo.addItem(f"-- Select {slot.value.title()} --")
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combo.currentIndexChanged.connect(lambda idx, s=slot: self._on_custom_slot_changed(s))
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self.custom_slots[slot] = combo
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row.addWidget(combo)
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search_btn = QPushButton("🔍")
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search_btn.setFixedWidth(40)
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search_btn.setToolTip(f"Search {slot.value.title()} pieces")
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search_btn.clicked.connect(lambda checked, s=slot: self._search_custom_piece(s))
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row.addWidget(search_btn)
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slot_layout.addLayout(row)
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custom_layout.addLayout(slot_layout)
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custom_layout.addStretch()
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layout.addLayout(custom_layout)
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# Summary
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self.custom_summary = QLabel("No pieces selected")
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self.custom_summary.setStyleSheet("color: #4caf50; font-weight: bold; padding: 10px;")
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layout.addWidget(self.custom_summary)
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return widget
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def _load_data(self):
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"""Load armor data from API."""
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# Load armor sets
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self.all_armor_sets = self.api.get_all_armor_sets()
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self._populate_sets(self.all_armor_sets)
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# Load individual armors for custom set
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self.all_armors = self.api.get_all_armors()
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self._populate_custom_slots()
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def _populate_sets(self, sets: List[NexusArmorSet]):
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"""Populate the armor sets tree."""
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self.sets_tree.clear()
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# Sort by total protection
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sets = sorted(sets, key=lambda s: s.total_protection.get_total(), reverse=True)
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for armor_set in 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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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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item.setText(9, str(prot.get_total()))
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# Calculate decay per hit (using durability from set if available)
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# Default durability 20000 = 0.05 * (1 - 20000/100000) = 0.04 PEC per HP
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decay_per_hit = self._calculate_set_decay(armor_set)
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item.setText(10, f"{decay_per_hit:.4f}")
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# Color code by protection level
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total_prot = prot.get_total()
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if total_prot >= 100:
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item.setForeground(0, QColor("#FFD700")) # Gold for high protection
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elif total_prot >= 50:
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item.setForeground(0, QColor("#C0C0C0")) # Silver for medium
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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 _calculate_set_decay(self, armor_set: NexusArmorSet) -> Decimal:
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"""Calculate estimated decay per hit for an armor set."""
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# Get durability from set properties or use default
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durability = 20000 # Default
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# Calculate decay per HP: 0.05 * (1 - durability/100000)
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decay_per_hp = Decimal("0.05") * (Decimal(1) - Decimal(durability) / Decimal("100000"))
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# Estimate decay per hit (assume 10 HP absorbed per hit on average)
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typical_hit = Decimal("10")
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return decay_per_hp * typical_hit / Decimal("100") # Convert to PED
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def _populate_custom_slots(self):
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"""Populate custom slot dropdowns with armor pieces."""
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# Group armors by slot type based on name
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slot_keywords = {
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ArmorSlot.HEAD: ['helmet', 'cap'],
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ArmorSlot.TORSO: ['harness', 'chest', 'torso', 'vest'],
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ArmorSlot.ARMS: ['arm', 'shoulder'],
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ArmorSlot.HANDS: ['glove', 'hand'],
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ArmorSlot.LEGS: ['thigh', 'leg'],
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ArmorSlot.SHINS: ['shin'],
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ArmorSlot.FEET: ['foot', 'boot'],
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}
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for slot, keywords in slot_keywords.items():
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combo = self.custom_slots[slot]
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combo.clear()
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combo.addItem(f"-- Select {slot.value.title()} --")
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# Find matching armors
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matching = []
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for armor in self.all_armors:
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name_lower = armor.name.lower()
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if any(kw in name_lower for kw in keywords):
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matching.append(armor)
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# Sort by name
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matching.sort(key=lambda a: a.name)
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for armor in matching:
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# Calculate protection total
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total_prot = (armor.protection_impact + armor.protection_cut +
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armor.protection_stab + armor.protection_burn)
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display = f"{armor.name} (Prot: {total_prot})"
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combo.addItem(display, armor)
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def _filter_sets(self):
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"""Filter armor sets based on search text."""
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search = self.set_search.text().lower()
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if not search:
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self._populate_sets(self.all_armor_sets)
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return
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filtered = [s for s in self.all_armor_sets if search in s.name.lower()]
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self._populate_sets(filtered)
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def _on_set_selection_changed(self):
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"""Handle selection change in sets tree."""
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items = self.sets_tree.selectedItems()
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if not items:
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self.ok_button.setEnabled(False)
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self._clear_preview()
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return
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armor_set = items[0].data(0, Qt.ItemDataRole.UserRole)
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self._update_set_preview(armor_set)
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self.ok_button.setEnabled(True)
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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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prot = armor_set.total_protection
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prot_str = f"Impact: {prot.impact}, Cut: {prot.cut}, Stab: {prot.stab}\n"
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prot_str += f"Burn: {prot.burn}, Cold: {prot.cold}, Acid: {prot.acid}, Elec: {prot.electric}\n"
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prot_str += f"Total: {prot.get_total()}"
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self.preview_protection.setText(prot_str)
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decay = self._calculate_set_decay(armor_set)
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self.preview_decay.setText(f"{decay:.4f} PED per hit")
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pieces_str = "\n".join([f" • {p}" for p in armor_set.pieces])
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self.preview_pieces.setText(pieces_str)
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def _on_custom_slot_changed(self, slot: ArmorSlot):
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"""Handle change in custom slot selection."""
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self._update_custom_summary()
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# Enable OK if at least one piece selected
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has_selection = any(
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combo.currentIndex() > 0
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for combo in self.custom_slots.values()
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)
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self.ok_button.setEnabled(has_selection)
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def _search_custom_piece(self, slot: ArmorSlot):
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"""Open search dialog for custom piece."""
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# TODO: Implement piece search dialog
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QMessageBox.information(self, "Search", f"Search for {slot.value.title()} piece")
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def _update_custom_summary(self):
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"""Update custom set summary."""
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selected = []
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total_protection = ProtectionProfile()
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for slot, combo in self.custom_slots.items():
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if combo.currentIndex() > 0:
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armor = combo.currentData()
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if armor:
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selected.append(f"{slot.value}: {armor.name}")
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total_protection = total_protection.add(ProtectionProfile(
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impact=armor.protection_impact,
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cut=armor.protection_cut,
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stab=armor.protection_stab,
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burn=armor.protection_burn,
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cold=armor.protection_cold,
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acid=armor.protection_acid,
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electric=armor.protection_electric,
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))
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if selected:
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self.custom_summary.setText(
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f"Selected {len(selected)} pieces\n"
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f"Total Protection: {total_protection.get_total()}\n"
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+ "\n".join(selected)
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)
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else:
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self.custom_summary.setText("No pieces selected")
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def _on_accept(self):
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"""Handle OK button."""
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current_tab = self.tabs.currentIndex()
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if current_tab == 0: # Full Sets tab
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items = self.sets_tree.selectedItems()
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if items:
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armor_set = items[0].data(0, Qt.ItemDataRole.UserRole)
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# Create ArmorPieces from set
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pieces = self._create_pieces_from_set(armor_set)
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data = {
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'name': armor_set.name,
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'pieces': pieces,
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'total_protection': armor_set.total_protection,
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'total_decay_per_hit': self._calculate_set_decay(armor_set),
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}
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self.armor_selected.emit('set', data)
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self.accept()
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else: # Custom Set tab
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pieces = {}
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for slot, combo in self.custom_slots.items():
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if combo.currentIndex() > 0:
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armor = combo.currentData()
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if armor:
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piece = self._create_piece_from_api(armor, slot)
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pieces[slot] = piece
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if pieces:
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data = {'pieces': pieces}
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self.armor_selected.emit('custom', data)
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self.accept()
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def _create_pieces_from_set(self, armor_set: NexusArmorSet) -> List[ArmorPiece]:
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"""Create ArmorPiece objects from an armor set."""
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pieces = []
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# Map slot names
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slot_mapping = {
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'head': ArmorSlot.HEAD,
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'helmet': ArmorSlot.HEAD,
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'cap': ArmorSlot.HEAD,
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'torso': ArmorSlot.TORSO,
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'harness': ArmorSlot.TORSO,
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'chest': ArmorSlot.TORSO,
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'arms': ArmorSlot.ARMS,
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'arm': ArmorSlot.ARMS,
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'hands': ArmorSlot.HANDS,
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'gloves': ArmorSlot.HANDS,
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'legs': ArmorSlot.LEGS,
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'thigh': ArmorSlot.LEGS,
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'shins': ArmorSlot.SHINS,
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'shin': ArmorSlot.SHINS,
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'feet': ArmorSlot.FEET,
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'foot': ArmorSlot.FEET,
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'boots': ArmorSlot.FEET,
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}
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# Find matching armor pieces
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for piece_name in armor_set.pieces:
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# Find in API results
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matching = None
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for armor in self.all_armors:
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if armor.name == piece_name:
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matching = armor
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break
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if matching:
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# Determine slot from name
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slot = ArmorSlot.TORSO # Default
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name_lower = piece_name.lower()
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for keyword, mapped_slot in slot_mapping.items():
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if keyword in name_lower:
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slot = mapped_slot
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break
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piece = self._create_piece_from_api(matching, slot)
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# Set protection from set total (API individual pieces have 0)
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piece.protection = armor_set.total_protection
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pieces.append(piece)
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return pieces
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def _create_piece_from_api(self, armor: NexusArmor, slot: ArmorSlot) -> ArmorPiece:
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"""Create ArmorPiece from NexusArmor API data."""
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durability = armor.durability or 20000
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decay_per_hp = Decimal("0.05") * (Decimal(1) - Decimal(durability) / Decimal("100000"))
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return ArmorPiece(
|
||||
item_id=armor.item_id,
|
||||
name=armor.name,
|
||||
slot=slot,
|
||||
protection=ProtectionProfile(
|
||||
impact=armor.protection_impact,
|
||||
cut=armor.protection_cut,
|
||||
stab=armor.protection_stab,
|
||||
burn=armor.protection_burn,
|
||||
cold=armor.protection_cold,
|
||||
acid=armor.protection_acid,
|
||||
electric=armor.protection_electric,
|
||||
),
|
||||
durability=durability,
|
||||
decay_per_hp=decay_per_hp,
|
||||
)
|
||||
|
||||
def _clear_preview(self):
|
||||
"""Clear preview panel."""
|
||||
self.preview_name.setText("-")
|
||||
self.preview_type.setText("-")
|
||||
self.preview_protection.setText("-")
|
||||
self.preview_decay.setText("-")
|
||||
self.preview_pieces.setText("-")
|
||||
|
||||
|
||||
# Main entry for testing
|
||||
if __name__ == "__main__":
|
||||
import sys
|
||||
import logging
|
||||
from PyQt6.QtWidgets import QApplication
|
||||
|
||||
logging.basicConfig(level=logging.INFO)
|
||||
|
||||
app = QApplication(sys.argv)
|
||||
app.setStyle('Fusion')
|
||||
|
||||
dialog = ArmorSelectionDialog()
|
||||
|
||||
# Connect signal for testing
|
||||
dialog.armor_selected.connect(
|
||||
lambda mode, data: print(f"Selected mode: {mode}, data: {data}")
|
||||
)
|
||||
|
||||
if dialog.exec() == QDialog.DialogCode.Accepted:
|
||||
print("Armor selected!")
|
||||
|
||||
sys.exit(0)
|
||||
|
|
@ -213,11 +213,15 @@ class LoadoutConfig:
|
|||
|
||||
def get_armor_decay_per_hit(self) -> Decimal:
|
||||
"""Calculate armor decay cost per hit taken (in PED)."""
|
||||
# Use new armor system if available
|
||||
if self.current_armor_decay > 0:
|
||||
return self.current_armor_decay
|
||||
|
||||
# Legacy fallback
|
||||
decay_per_hit = Decimal("0")
|
||||
if self.equipped_armor:
|
||||
decay_per_hit = self.equipped_armor.get_total_decay_per_hit()
|
||||
else:
|
||||
# Legacy fallback
|
||||
decay_per_hit = self.armor_decay_pec
|
||||
|
||||
# Add plate decay costs
|
||||
|
|
@ -282,9 +286,13 @@ class LoadoutConfig:
|
|||
|
||||
def get_total_protection(self) -> ProtectionProfile:
|
||||
"""Get total protection from equipped armor."""
|
||||
# Use new armor system if available
|
||||
if self.current_armor_protection.get_total() > 0:
|
||||
return self.current_armor_protection
|
||||
|
||||
# Legacy fallback
|
||||
if self.equipped_armor:
|
||||
return self.equipped_armor.get_total_protection()
|
||||
# Legacy fallback
|
||||
return ProtectionProfile(
|
||||
stab=self.protection_stab,
|
||||
cut=self.protection_cut,
|
||||
|
|
@ -1082,8 +1090,17 @@ class LoadoutManagerDialog(QDialog):
|
|||
|
||||
self.current_loadout: Optional[LoadoutConfig] = None
|
||||
self.current_weapon: Optional[WeaponStats] = None
|
||||
|
||||
# New armor system - API-based
|
||||
self.current_armor_set_name: str = "None"
|
||||
self.current_armor_pieces: List[ArmorPiece] = []
|
||||
self.current_armor_protection: ProtectionProfile = ProtectionProfile()
|
||||
self.current_armor_decay: Decimal = Decimal("0")
|
||||
|
||||
# Legacy (to be removed)
|
||||
self.current_armor_set: Optional[ArmorSet] = None
|
||||
self.equipped_armor: Optional[EquippedArmor] = None
|
||||
|
||||
self.current_left_ring: Optional[NexusRing] = None
|
||||
self.current_right_ring: Optional[NexusRing] = None
|
||||
|
||||
|
|
@ -1639,197 +1656,65 @@ class LoadoutManagerDialog(QDialog):
|
|||
self._update_calculations()
|
||||
|
||||
def _on_select_armor_from_api(self):
|
||||
"""Open armor selector dialog from Nexus API."""
|
||||
from ui.armor_selector import ArmorSelectorDialog
|
||||
dialog = ArmorSelectorDialog(self)
|
||||
"""Open new armor selection dialog (API-based sets or custom pieces)."""
|
||||
from ui.armor_selection_dialog import ArmorSelectionDialog
|
||||
dialog = ArmorSelectionDialog(self)
|
||||
dialog.armor_selected.connect(self._on_api_armor_selected)
|
||||
dialog.armor_set_selected.connect(self._on_api_armor_set_selected)
|
||||
dialog.exec()
|
||||
|
||||
def _on_api_armor_selected(self, armor: NexusArmor):
|
||||
"""Handle individual armor piece selection from API."""
|
||||
# Store selected armor info
|
||||
self._selected_api_armor = armor
|
||||
QMessageBox.information(
|
||||
self,
|
||||
"Armor Selected",
|
||||
f"Selected: {armor.name}\n"
|
||||
f"Type: {armor.type}\n"
|
||||
f"Durability: {armor.durability}\n"
|
||||
f"Protection: Impact {armor.protection_impact}, Cut {armor.protection_cut}, Stab {armor.protection_stab}"
|
||||
)
|
||||
def _on_api_armor_selected(self, mode: str, data: dict):
|
||||
"""Handle armor selection from new dialog."""
|
||||
if mode == 'set':
|
||||
# Full armor set selected
|
||||
self.current_armor_set_name = data['name']
|
||||
self.current_armor_pieces = data['pieces']
|
||||
self.current_armor_protection = data['total_protection']
|
||||
self.current_armor_decay = data['total_decay_per_hit']
|
||||
|
||||
def _on_api_armor_set_selected(self, armor_set: 'NexusArmorSet'):
|
||||
"""Handle full armor set selection from API."""
|
||||
from core.nexus_full_api import get_nexus_api
|
||||
# Update UI
|
||||
self.armor_set_label.setText(f"✓ {data['name']}")
|
||||
self.protection_summary_label.setText(
|
||||
f"Total: {data['total_protection'].get_total():.1f} | Decay: {data['total_decay_per_hit']:.4f}/hit"
|
||||
)
|
||||
|
||||
# Get all armors to find matching pieces with full data
|
||||
api = get_nexus_api()
|
||||
all_armors = api.get_all_armors()
|
||||
QMessageBox.information(
|
||||
self,
|
||||
"Armor Set Equipped",
|
||||
f"Equipped: {data['name']}\n"
|
||||
f"Protection: {data['total_protection'].get_total():.1f}\n"
|
||||
f"Decay/Hit: {data['total_decay_per_hit']:.4f} PED"
|
||||
)
|
||||
else:
|
||||
# Custom pieces selected
|
||||
pieces = data['pieces']
|
||||
self.current_armor_set_name = "Custom Set"
|
||||
self.current_armor_pieces = list(pieces.values())
|
||||
|
||||
# Map slot names to armor slot widgets
|
||||
slot_mapping = {
|
||||
'head': self.slot_widgets[ArmorSlot.HEAD],
|
||||
'torso': self.slot_widgets[ArmorSlot.TORSO],
|
||||
'harness': self.slot_widgets[ArmorSlot.TORSO],
|
||||
'chest': self.slot_widgets[ArmorSlot.TORSO],
|
||||
'arms': self.slot_widgets[ArmorSlot.ARMS],
|
||||
'arm guards': self.slot_widgets[ArmorSlot.ARMS],
|
||||
'armguards': self.slot_widgets[ArmorSlot.ARMS],
|
||||
'hands': self.slot_widgets[ArmorSlot.HANDS],
|
||||
'gloves': self.slot_widgets[ArmorSlot.HANDS],
|
||||
'legs': self.slot_widgets[ArmorSlot.LEGS],
|
||||
'thigh guards': self.slot_widgets[ArmorSlot.LEGS],
|
||||
'thighguards': self.slot_widgets[ArmorSlot.LEGS],
|
||||
'shins': self.slot_widgets[ArmorSlot.SHINS],
|
||||
'shin guards': self.slot_widgets[ArmorSlot.SHINS],
|
||||
'shinguards': self.slot_widgets[ArmorSlot.SHINS],
|
||||
'feet': self.slot_widgets[ArmorSlot.FEET],
|
||||
'foot guards': self.slot_widgets[ArmorSlot.FEET],
|
||||
'footguards': self.slot_widgets[ArmorSlot.FEET],
|
||||
}
|
||||
# Calculate total protection
|
||||
total_prot = ProtectionProfile()
|
||||
for piece in pieces.values():
|
||||
total_prot = total_prot.add(piece.protection)
|
||||
self.current_armor_protection = total_prot
|
||||
|
||||
pieces_found = 0
|
||||
pieces_not_found = []
|
||||
# Calculate total decay
|
||||
total_decay = sum(p.decay_per_hp * Decimal("10") for p in pieces.values()) / Decimal("100")
|
||||
self.current_armor_decay = total_decay
|
||||
|
||||
# Store the full set for protection calculations
|
||||
self.current_armor_set = armor_set
|
||||
# Update UI
|
||||
self.armor_set_label.setText(f"✓ Custom ({len(pieces)} pieces)")
|
||||
self.protection_summary_label.setText(
|
||||
f"Total: {total_prot.get_total():.1f} | Decay: {total_decay:.4f}/hit"
|
||||
)
|
||||
|
||||
# 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
|
||||
QMessageBox.information(
|
||||
self,
|
||||
"Custom Armor Equipped",
|
||||
f"Equipped {len(pieces)} pieces:\n" +
|
||||
"\n".join([f" • {p.name}" for p in pieces.values()])
|
||||
)
|
||||
|
||||
if matching_armor:
|
||||
# Get slot from the armor's Type field or parse from name
|
||||
armor_type = matching_armor.type.lower()
|
||||
slot_widget = None
|
||||
|
||||
# First try direct Type match
|
||||
if armor_type in slot_mapping:
|
||||
slot_widget = slot_mapping[armor_type]
|
||||
else:
|
||||
# Try parsing from armor type
|
||||
for type_key, widget in slot_mapping.items():
|
||||
if type_key in armor_type:
|
||||
slot_widget = widget
|
||||
break
|
||||
|
||||
# If still no match, try parsing from name
|
||||
if not slot_widget:
|
||||
name_lower = piece_name.lower()
|
||||
if 'helmet' in name_lower or 'cap' in name_lower:
|
||||
slot_widget = self.slot_widgets[ArmorSlot.HEAD]
|
||||
elif 'harness' in name_lower or 'chest' in name_lower or 'torso' in name_lower:
|
||||
slot_widget = self.slot_widgets[ArmorSlot.TORSO]
|
||||
elif 'arm' in name_lower or 'shoulder' in name_lower:
|
||||
slot_widget = self.slot_widgets[ArmorSlot.ARMS]
|
||||
elif 'glove' in name_lower or 'hand' in name_lower:
|
||||
slot_widget = self.slot_widgets[ArmorSlot.HANDS]
|
||||
elif 'thigh' in name_lower or ('leg' in name_lower and 'shin' not in name_lower):
|
||||
slot_widget = self.slot_widgets[ArmorSlot.LEGS]
|
||||
elif 'shin' in name_lower:
|
||||
slot_widget = self.slot_widgets[ArmorSlot.SHINS]
|
||||
elif 'foot' in name_lower or 'boot' in name_lower:
|
||||
slot_widget = self.slot_widgets[ArmorSlot.FEET]
|
||||
|
||||
if slot_widget:
|
||||
# Create ArmorPiece from NexusArmor
|
||||
# Use the SET'S protection values, not individual piece (which are 0 in API)
|
||||
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) if armor_type in slot_mapping else self._get_slot_from_name(piece_name),
|
||||
# Use armor set's total protection for each piece
|
||||
# In EU, protection comes from the full set, not individual pieces
|
||||
protection=ProtectionProfile(
|
||||
impact=armor_set.total_protection.impact,
|
||||
cut=armor_set.total_protection.cut,
|
||||
stab=armor_set.total_protection.stab,
|
||||
burn=armor_set.total_protection.burn,
|
||||
cold=armor_set.total_protection.cold,
|
||||
acid=armor_set.total_protection.acid,
|
||||
electric=armor_set.total_protection.electric,
|
||||
),
|
||||
durability=matching_armor.durability,
|
||||
decay_per_hp=Decimal("0.05") * (Decimal(1) - Decimal(matching_armor.durability) / Decimal("100000"))
|
||||
)
|
||||
slot_widget.set_piece(piece)
|
||||
pieces_found += 1
|
||||
else:
|
||||
pieces_not_found.append(f"{piece_name} (unknown slot: {armor_type})")
|
||||
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}"
|
||||
|
||||
# DEBUG: Show protection values being assigned
|
||||
msg += f"\n\n📊 Debug Info:\n"
|
||||
msg += f"Set Protection: Impact={armor_set.total_protection.impact}, Cut={armor_set.total_protection.cut}, Stab={armor_set.total_protection.stab}\n"
|
||||
msg += f"Each piece assigned: {armor_set.total_protection.get_total()} total protection\n"
|
||||
|
||||
# Check first equipped piece
|
||||
first_slot = list(self.slot_widgets.values())[0]
|
||||
first_piece = first_slot.get_piece()
|
||||
if first_piece:
|
||||
msg += f"First piece ({first_piece.name}): prot={first_piece.protection.get_total()}"
|
||||
|
||||
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 or 'chest' 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 _get_slot_from_name(self, piece_name: str) -> 'ArmorSlot':
|
||||
"""Map armor piece name to ArmorSlot enum."""
|
||||
name_lower = piece_name.lower()
|
||||
if 'helmet' in name_lower or 'cap' in name_lower:
|
||||
return ArmorSlot.HEAD
|
||||
elif 'harness' in name_lower or 'chest' in name_lower or 'torso' in name_lower:
|
||||
return ArmorSlot.TORSO
|
||||
elif 'arm' in name_lower or 'shoulder' in name_lower:
|
||||
return ArmorSlot.ARMS
|
||||
elif 'glove' in name_lower or 'hand' in name_lower:
|
||||
return ArmorSlot.HANDS
|
||||
elif 'thigh' in name_lower or ('leg' in name_lower and 'shin' not in name_lower):
|
||||
return ArmorSlot.LEGS
|
||||
elif 'shin' in name_lower:
|
||||
return ArmorSlot.SHINS
|
||||
elif 'foot' in name_lower or 'boot' in name_lower:
|
||||
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
|
||||
|
|
@ -2130,13 +2015,12 @@ class LoadoutManagerDialog(QDialog):
|
|||
config = self._get_current_config()
|
||||
|
||||
# DEBUG: Log armor status
|
||||
if config.equipped_armor:
|
||||
pieces = config.equipped_armor.get_all_pieces()
|
||||
logger.debug(f"_update_calculations: {len(pieces)} pieces equipped")
|
||||
for slot, piece in pieces.items():
|
||||
logger.debug(f" {slot}: {piece.name}, prot={piece.protection.get_total()}")
|
||||
if self.current_armor_pieces:
|
||||
logger.debug(f"_update_calculations: {len(self.current_armor_pieces)} armor pieces")
|
||||
logger.debug(f" Total protection: {self.current_armor_protection.get_total()}")
|
||||
logger.debug(f" Decay per hit: {self.current_armor_decay}")
|
||||
else:
|
||||
logger.debug("_update_calculations: No equipped_armor")
|
||||
logger.debug("_update_calculations: No armor pieces")
|
||||
|
||||
# Weapon metrics (per shot, not per hour)
|
||||
cost_per_shot_pec = config.get_total_decay_per_shot() + config.get_total_ammo_per_shot()
|
||||
|
|
@ -2151,20 +2035,24 @@ class LoadoutManagerDialog(QDialog):
|
|||
dpp = config.calculate_dpp()
|
||||
self.dpp_label.setText(f"{dpp:.4f}")
|
||||
|
||||
# Armor metrics (cost per hit)
|
||||
cost_per_hit = config.get_armor_decay_per_hit() # Already returns PED
|
||||
self.cost_per_hit_label.setText(f"{cost_per_hit:.4f} PED")
|
||||
|
||||
# Protection summary
|
||||
protection = config.get_total_protection()
|
||||
prot_text = format_protection(protection)
|
||||
if prot_text == "None":
|
||||
self.protection_summary_label.setText("No protection")
|
||||
# Armor metrics (cost per hit) - use new armor system
|
||||
if self.current_armor_decay > 0:
|
||||
self.cost_per_hit_label.setText(f"{self.current_armor_decay:.4f} PED")
|
||||
prot = self.current_armor_protection
|
||||
prot_text = format_protection(prot)
|
||||
self.protection_summary_label.setText(f"Total: {prot.get_total():.1f} | {prot_text}")
|
||||
else:
|
||||
self.protection_summary_label.setText(f"Total: {protection.get_total():.1f} | {prot_text}")
|
||||
cost_per_hit = config.get_armor_decay_per_hit()
|
||||
self.cost_per_hit_label.setText(f"{cost_per_hit:.4f} PED")
|
||||
protection = config.get_total_protection()
|
||||
prot_text = format_protection(protection)
|
||||
if prot_text == "None":
|
||||
self.protection_summary_label.setText("No protection")
|
||||
else:
|
||||
self.protection_summary_label.setText(f"Total: {protection.get_total():.1f} | {prot_text}")
|
||||
|
||||
# Healing metrics
|
||||
cost_per_heal = config.get_heal_cost_per_use() # Already returns PED
|
||||
cost_per_heal = config.get_heal_cost_per_use()
|
||||
self.cost_per_heal_label.setText(f"{cost_per_heal:.4f} PED")
|
||||
|
||||
hp_per_pec = config.get_hp_per_pec()
|
||||
|
|
|
|||
Loading…
Reference in New Issue